Ellie | The Expanse Character Sheet | Expanse RPG | Statblocks & Sheets | World Anvil

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Personal
  • Ellie

  • Gender:
  • Age:
  • Origin: Earther
  • Background: Trade
  • Social Class: Middle Class
  • Profession: Merchant
Appearance
Drive
  • Networker
    Quality: Gregariousness. You're good with people and at home in social situations, and tend to seek them out.
    Downfall: Overwrought. You tend to get caught up in social conflicts, and think finding just the right person is the solution to every problem, making you prone to overly complex schemes.
Goals
Equipment
Income4
Income test
0
Hand terminal, Brass knuckles
Abilities
Accuracy 1
 
Communication 3
Bargaining: Negotiating with others and making deals.  
Constitution 1
 
Dexterity 0
 
Fighting 2
 
Intelligence 0
Engineering: Making, repairing, and maintaining technological items as well as knowledge of the principles and practicalities of their design and development.  
Perception 1
 
Strength 0
 
Willpower 1
 
Weapons
Melee attack (Fighting) Ranged attack (Accuracy)
Attack: roll Melee or Ranged and add focus bonus (if any) vs Defense, then roll weapon damage.
Weapon Damage
Brass knuckles (light weapon) 1d6+STR
Unarmed 1d3+STR
Notes
Misc
 Initiative
Level1
Experience
Fortune15
Speed (10+DEX)10
Move (Speed)10
Run / Charge (Speed x2)20
Penalty (to all tests)
Defense
Defense10
Toughness1
Armor Bonus0
Armor Type: None
Armor Penalty
(to DEX based tests and Speed)
0
Defense: reduce damage by Toughness and Armour, by spending Fortune, after that subtract 1d6 and take 1 wound level until damage is 0.
Conditions
Talents
Talent Name Degree
Contacts novice
N: You can attempt to make a contact out of an NPC with a Neutral or better attitude toward you with a successful Communication (Persuasion) test. The GM sets the target number based on the likelihood of you knowing the character or having mutual friends. The more distant the character's origin or social class from yours, the more difficult the test. If you succeed, the new contact's attitude shifts one step in your favor and they readily provide information without a test, as long as it wouldn't harm them. They will not perform other favors without further persuasion.
Intrigue novice
N: You understand how to navigate complex social situations. If you fail a Communication (Etiquette) test, you can re-roll it but must keep the result of the second roll.
Maker novice
N: You can use a manufacturing focus to make any item with the appropriate tools and access to a workshop. See Make or Repair under Interludes in Chapter 5 for details.
Notice
Note: When you click one of the roll buttons, you will get output like this:
You rolled: 3d6+4-2 : [1,6,2]+4 = 13
This is the required 3d6 for a roll, with the third d6 (rolled a 2 here) being the drama die. If your total score beat the target number, a 1 on the drama die means: you barely made it, a 6 means: you did it flawlessly. If two or more dice show the same number on successful rolls, you get stunt points (SP) and can pull off special maneuvers, tricks or flourishes.
In a tied opposed test, the person with the higher score on the drama die wins.
The Expanse RPG © Green Ronin Publishing
The Expanse Sheet v1.04, made by Tillerz - updated: 2021-01-04

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