Nico Owusu | The Expanse Character Sheet | Expanse RPG | Statblocks & Sheets | World Anvil

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Personal
  • Nico Owusu

  • Gender: Non-Binary, AMAB, Masc-Presenting
  • Age: 32
  • Origin: Belter
  • Background: Academic
  • Social Class: Middle Class
  • Profession: Technician
Appearance
  • Appearance: Nico is light-skinned, the color of sand that's been sitting in the sun, dotted all over with constellations of freckles. His 3c textured hair is copper-colored with undertones of rich mahogany. He's of medium height for a Belter, about 7'5", lanky, with nimble fingers. He's a double-amputee, above-the-knee and above-the-elbow on his left side.

    Details: Nico has several tattoos. Two important ones are: a beltalowda neck tattoo that commemorates the death of his parents, and a broken circle tattoo on his right arm directly above the elbow for the OPA.
Drive
  • Caregiver
    Quality: Compassion, naturally feeling and responding to others needs.
    Downfall: Self-sacrifice, a tendency to place the needs and even physical safety of others above your own.
Goals
  • Short Term:
    1. Complete a major surgery, unassisted by an auto-doc.
    2. Visit the major Belter stations not yet visited to learn from their medical professionals.


    Long Term:
    1. Open a permanent and free clinic for Belters to receive the medical care they've been unable to obtain.
Equipment
Income4
Income test
0
Hand terminal, Medical supply kit, Knife, Sleeping bag, carry-all, terminal, 4 sets of casual clothes, environment suit, 5 days rations, dart gun with 6 darts of knockout juice (12 meters), common antidote kit
Abilities
Accuracy 1
 
Communication 1
 
Constitution 2
*Lvl 2 Increase*  
Dexterity 2
 
Fighting 0
 
Intelligence 3
Medicine: Tending to the sick and injured, and understanding medical and anatomical knowledge.
Technology: Knowledge of the design and operation of technology, particularly computers, which are incorporated into nearly all technological items in The Expanse.
 
Perception 2
Seeing: Perceiving using your visual sense.  
Strength 1
 
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
Knife (light weapon) 1d6+DEX
Unarmed 1d3+STR
Notes
Misc
 Initiative
Level2
Experience
Fortune18
Speed (10+DEX)12
Move (Speed)12
Run / Charge (Speed x2)24
Penalty (to all tests)
Defense
Defense12
Toughness2
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
Hacking novice
N: When you succeed at an Intelligence (Cryptography) or Intelligence (Security) test, the GM can provide you with an extra item of information about the subject. Also, you can use the Intelligence (Technology) focus instead of Communication (Investigation) and Intelligence (Research) if the information you seek can be found in an accessible computer system.
Knowledge novice
N: When you make a successful Intelligence test with a knowledge focus, the GM should give you an extra piece of information on the topic. A knowledge focus is any Intelligence focus with a description that starts with "Knowledge", such as Business or Science. The GM determines the nature of the additional information and it may or may not be pertinent to the main question at hand.
Medic novice
N: Your treatment allows a patient to add your Intelligence (and Medicine focus, if any) to a test to avoid or overcome a medical hazard, or grants the patient a new test to overcome the hazard, if there is one. This includes saving a patient from dying and reviving an unconscious character.   40hrs
Know-It-All novice
N: You can attempt a test using an Intelligence focus somehow related to the test at hand rather than the called for ability, but with a -1 penalty. For example, using Intelligence (Business) instead of Communication (Persuasion) to convince a corporate middle-manager to agree with you. If this would be a tangential investigation focus, you do not suffer the +2 increase in TN.
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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