Micah Valentino | The Expanse Character Sheet | Expanse RPG | Statblocks & Sheets | World Anvil

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Personal
  • Micah Valentino

  • Gender: Male
  • Age: 29
  • Origin: Belter
  • Background: Bohemian
  • Social Class: Outsider
  • Profession: Survivalist
Appearance
  • Micah is a 6'2" Belter with tawny skin. His body is covered in tattoos, including an elegant adaptation of his port-wine stain.
Drive
  • Ecstatic
    Quality: Zest for life and a general willingness to find enjoyment in things and try new experiences.
    Downfall: Irresponsibility, a tendency to overdo enjoyment at the expense of more practical matters.
Goals
  • Short Term
    1. Find excitement outside of the world I was raised in. Having only left Ceres a few times, I want to learn and explore how the other stations across the belt like to have fun. What are thins he can learn and bring back home? Possibly out-drink a cocky rich man who has never worked a day in their life and bruise his ego.
    2. Earn enough money to allow my mother to retire from sex work; possibly enough to buy a nice hole on the surface on Ceres where it will be safer for her. I want her to have somewhere safe to go if Rhea's line of work causes something bad to happen.

    Long Term
    1. Become the Mister of The Joy House. The Joy House is my heart and my pride, and it will be a hard-fought road in order to own and care for the brothel, but I dream of elevating my status and providing shelter and work for more Belters in the Ceres underbelly.
Equipment
Income2
Income test
0
Hand terminal, Knife, Proximity mine (x1), Vac suit, Modified jumpsuit, carryall, 2 days of rations, sleeping bag, Compound Bow(major action shoots every other): 3d6+ Accuracy w/ bows focus = Damage 3d6 + Perception, maximum range is 100 meters (20 arrows)
Abilities
Accuracy 3
Bows: Proficiency with string-fired weapons, from a hand-drawn compound bow to a mechanical crossbow.  
Communication 4
Seduction: Getting attention through romantic and sexual allure.  
Constitution 1
 
Dexterity 0
 
Fighting 1
 
Intelligence 2
Demolitions: Identifying, using, and safely handling explosives, as well as understanding their effects and detonation methods.  
Perception 2
 
Strength 0
 
Willpower 0
 
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
Knife 1d6+DEX
Unarmed 1d3+STR
Proximity Mine 3d6
2-meter radius
Compound Bow 3d6+2
To hit - 3d6 + (Accuracy + Bows)
Notes
Misc
 Initiative
Level2
Experience
Fortune14
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
Attractive novice
N: Your presence is as stunning upon the second impression as it is on the first. You can use the Making an Entrance social stunt a second time at any point of an encounter. Also, if an NPC could be attracted to you, their initial attitude is one step more favorable towards you. See Social Encounters in Chapter 5 for details.
Carousing novice
N: You can drink other people under the table. When making Constitution (Tolerance) tests as part of an advanced test, you gain a +1 bonus to the result of each Drama Die.
Tactical Awareness novice
N: You can take the Melee Attack or Ranged Attack action at any point during your movement. Normally you would have to finish your movement before attacking.
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.
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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