Here you can see how the sheets look when embedded into articles:
Character:
Tomcat
- Gender: female
- Age: 21
- Origin: Belter, low gravity
- Background: Laborer
- Social Class: Lower Class
- Profession: Soldier
-
CAREGIVER: Your quality is compassion, naturally responding to others’ needs. Your downfall is self-sacrifice, a tendency to place those needs above your own.
-
buy a car
find that secret ship
-
SLEEP WITH ONE EYE OPEN: Applies to a test targeting someone you have a negative Relationship with, or who has harmed someone you have a Relationship with. The next attack you make against that target in this session is automatically a surprise attack, as long as they weren’t already in combat. (Cost: 4 SP)
-
that weapon dealer with the pink hair
street gang near Boston called "Punkheads"
Income | 2 |
Income test |
|
| 1203 |
hand terminal, knife, heavy body armor, rifle
|
Accuracy |
4
|
Rifles | |
Communication |
-2
|
|
Constitution |
2
|
Stamina (+3) | |
Dexterity |
0
|
Initiative (+2) | |
Fighting |
2
|
Heavy Weapons (+3) | |
Intelligence |
1
|
|
Perception |
0
|
Survival (+2) | |
Strength |
-1
|
Intimidation (+2) | |
Willpower |
0
|
|
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 |
Rifle |
2d6+PER
|
|
armor piercing, long range |
Pistol |
2d6+PER
|
|
shoddy |
Knife |
1d6+STR
|
|
|
Taser |
1d6-3+STR
|
|
|
Brass Knuckles |
1d3+2+STR
|
|
|
Find better armor.
Spend the XP.
| Initiative |
|
| Level | 1 |
| Experience | 0 |
| Fortune | 18 |
| Speed (10+DEX) | 8 |
| Move (Speed) | 8 |
| Run / Charge (Speed x2) | 16 |
| Penalty (to all tests) | |
| Defense | 10 |
| Toughness | 2 |
| Armor Bonus | 4 |
| Armor Type: Medium Armor |
| Armor Penalty (to DEX based tests and Speed) | -2 |
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 |
Expertise (Security) |
novice |
You have an additional +1 on Intelligence (Security) tests to fool or bypass security sensors. |
Knowledge |
novice |
When you succeed on an Intelligence test with a knowledge focus, you gain an extra piece of information. |
Medic |
novice |
Your treatment allows patients to add +5 to tests to overcome a medical hazard or grants a new test to overcome that hazard, if there is one. This includes saving a patient from dying or reviving an unconscious patient. |
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
Ship:
- Type Shuttle
- Size Small (10m)
- Drive Epstein, Thrusters
- Sensors 0
- Hull 1d3
- Crew 2 (4)
- Crew Role
- Role Test
-
None, although one or more is common for a poorly maintained or old shuttle, particularly Faulty System or Fragile.
The Expanse RPG © Green Ronin Publishing
The Expanse Ship Sheet v1.00, made by Tillerz - Updated: 2020-10-31
Spend the XP.