Income | 4 |
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 |
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 |
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 | |
Initiative | ||
Level | 2 | |
Experience | ||
Fortune | 18 | |
Speed (10+DEX) | 12 | |
Move (Speed) | 12 | |
Run / Charge (Speed x2) | 24 | |
Penalty (to all tests) |
Defense | 12 | |
Toughness | 2 | |
Armor Bonus | 0 | |
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. |
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. |
You rolled: 3d6+4-2 : [1,6,2]+4 = 13This 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.
The statblocks of your ships and vehicles