Allan Johnston | The Expanse Character Sheet | Expanse RPG | Statblocks & Sheets | World Anvil

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Personal
  • Allan Johnston

  • Gender: Male
  • Age: 53
  • Origin: Martian
  • Background: Civilian Administration
  • Social Class: Middle
  • Profession: Politician
Appearance
Drive
  • Builder. He seeks to continue the legacy of the Mars terraforming project, looking to create a new world in the image of the grand ideas held up by his parents and previous generations.

    Extremely focused on long term goals, he has excellent organisational skills, although he can lose flexibility due to an preoccupation with "the plan".
Goals
  • Establish a Utopian society along the lines of the idealist views of a terraformed Mars.
Memberships
  • Representative of the Terrex mining corporation which owns the mineral rights to Kerensk. Level 1.
Equipment
Income4
Income test
0
Tablet computer
Abilities
Accuracy 1
 
Communication 3
Persuasion
Leadership
 
Constitution 2
 
Dexterity 1
 
Fighting 0
 
Intelligence 3
Current Affairs  
Perception 2
 
Strength 1
 
Willpower 3
 
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
Pistol 2d6+1+PER
Durable (+2 toughness) Effective (+1 damage)
Notes
Misc
 Initiative
Level11
Experience
Fortune15
Speed (10+DEX)11
Move (Speed)11
Run / Charge (Speed x2)22
Penalty (to all tests)
Defense
Defense11
Toughness2
Armor Bonus0
Armor Type: None
Armor Penalty
(to DEX based tests and Speed)
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
Knowledge expert
Receive an extra piece of information when succeeds at Intelligence (Knowledge) test   +1 bonus to each Drama Die when doing advanced Intelligence (Research) checks
Contacts expert
With a successful Communication (Persuasion) test, can make a contact out of an NPC with neutral or better attitude to the character.   Can get a favour from existing contacts with a Communication (Persuasion) roll
Oratory expert
Can re-roll Communication (Persuasion) checks when trying to convince a group (has to be more than 1 person)   Affect 3 additional people with Sway the Crowd stunt instead of 1 additional
Executive expert
Can re-roll any test to access privileges or influence members of Terrex corp   Once per day can make a Persuasion check to call in a subordinate as support. Moderate threat or lower only (TN13)
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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