Difference between revisions of "Pirates of the Baltic Sea:Booth"

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''Male German, 41 years old''<Br/>
 
''Male German, 41 years old''<Br/>
 
===ABILITY SCORES===
 
===ABILITY SCORES===
[[File:CP2185_Juile.jpg | right | 250px]]
 
 
Strength 9 (-1)  <Br/>
 
Strength 9 (-1)  <Br/>
 
Dexterity 11 (+0) <Br/>
 
Dexterity 11 (+0) <Br/>
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'''Saving Throws''': Fort +0, Reflex +4, Mind +3 <Br/>
 
'''Saving Throws''': Fort +0, Reflex +4, Mind +3 <Br/>
  
'''Skills''': Mechanics +6, Engineering +6, Perception +6, Hacking +4+6. Medicine +8, Perception +4, Sense Motives +1 <Br/>
+
'''Skills''':  
'''Tool Proficiencies''': Disarming Kit +4, First Aid Kit +6 <Br/>
+
Athletics -1
'''Armor & Weapon Proficiencies''': Light Armor, Medium Armor, Helmets; Melee Weapons, Pistols, Submachine Guns, Shotguns <Br/>
+
Intimidation -1
'''Language''': English, Swedish, Latvian, Russian, German <Br/>
+
Acrobatics +0
 +
Sleight of Hand +2
 +
Stealth +2
 +
Vehicles (Land) +0
 +
History +3
 +
Investigation +5
 +
Gambling +3
 +
Religion +3
 +
Navigation +3
 +
Tracking +3
 +
Perception +5
 +
Engineering +5
 +
Streetwise +3
 +
Computing +2
 +
Medicine +2
 +
Robotics +2
 +
Hacking +4
 +
Vehicles (Aircraft) +4
 +
Mechanics +4
 +
Bureaucracy +5
 +
Deception +7
 +
Performance +3
 +
Persuasion +3
 +
Presence +7
 +
Sense Motive +3 <Br/>
 +
'''Tool Proficiencies''': Disguise Kit, Hacker's Device, Repair Tools  <Br/>
 +
'''Armor & Weapon Proficisencies''': Light Armor, Medium Armor; Melee Weapons, Pistols, Shotguns <Br/>
 +
'''Language''': English, Swedish, Russian, German <Br/>
  
 
'''Vice''': I am wanted by the German Authorities <Br/>
 
'''Vice''': I am wanted by the German Authorities <Br/>
  
 
'''ATTACK ACTIONS''' </Br>
 
'''ATTACK ACTIONS''' </Br>
'''''Phase Shift Knife''''': melee attack +4 to hit; damage: 1d6+2 slashing damage<Br/>
+
'''''Knife''''': melee attack +2 to hit; damage: 1d4-1 slashing damage<Br/>
'''''Heavy Pistol''''': ranged attack +4 to hit, range 50/150; damage: 2d6 +2 ballistic damage <Br/>
+
'''''21st Century Pistol: Silenced''''': ranged attack +2 to hit, range 20/60; damage: 2d6 ballistic damage <Br/>
  
===Origin's Traits (Regular Joe)===
+
===Origin's Traits (Korporate Kid)===
+2 to Technology, +1 to Intelligence and Constitution; 2 skills of choice (Engineering, History), and 1 tool proficiency of choice (Disarming Kit) <Br/>
+
+2 to Intelligence, +1 to Technology; High Flyer (Augmented)- Visser Night Vision Visor  <Br/>
  
===Class Traits (Doc/Cybernetic Expert)===
+
===Class Traits (Investigator/Private Eye)===
 
'''Dice''': d8 <Br>
 
'''Dice''': d8 <Br>
'''Starting Proficiencies''', '''Saving Throw''' (Mind) and '''Skills''' (Mechanics, Medicine, Sense Motives)<Br>
+
* ''Nose for Trouble'': You may use your bonus action to determine a creature’s weaknesses and blind spots and broadcast this information to your allies. Choose a creature that you can see within 60ft. of you. The next time an ally makes an attack against that creature, they have advantage on the attack roll. <Br/>
'''Medicial Implant'''<Br>
+
* ''Watchful Eye'': You have honed your sense over countless investigations. Starting at 1st level you cannot gain disadvantage on investigating, perception or tracking checks that rely on sight unless blinded. <Br/>
* ''Basic Healing'': as an Action you touch a willing creature and heal them 2d8+ Tech mod. (+4). Useable 2 times before requiring a short or long rest. <Br/>
+
'''Expertise''': Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Presence, Deception <Br>
* ''Quick Heal'': as a Bonus Action you touch a willing creaturenand heal them 1d4 per level of Doc (3d4). Useable 2 + your Tech mod. (+4) before requiring a short or long rest. <Br/>
+
 
'''Cybernetics Expert''': You can use a bonus action and expend one ‘part’ worth 100₩ to repair a single break or tear in an object that you are touching, such as a broken display, a severed cybernetic finger, or a smashed light. The break or tear may be no larger than 1 foot in any dimension for the repair to work. <Br>
+
''Specialty-- Private Eye'' <Br>
'''Patch 'Em Up''': you can aid your allies when they take a short rest. At the end of a short rest, each creature that you have shared the rest with may gain an additional 2d4 hit points. <Br>
+
 
'''Expertise''' in two skills you are proficient with (History, Medicine) <Br>
+
'''Bonus Proficiency ''': The street has taught you a trick or two and you play fast and loose with your hands. You gain proficiency with Investigation and Sleight of Hand. If you already have Proficiency in either of these skills then your proficiency bonus is doubled with that skill. <Br>
 +
'''Preferred Mark: Corporate''' You gain advantage on Intelligence (Tracking) to follow your chosen target and Intelligence (Investigation) checks to tell information about your marks activities. You gain an additional preferred mark at 9th level. Additionally if you successfully hit a creature which is one of your marks you may accurately follow that creature within a 1 mile radius. Only one creature may be subject to this effect at a time, it ends when the target gets outside of the 1 mile radius, the target becomes incapacitated, or you take a long rest. <Br>
  
''Specialty-- Cybersurgeon'' <Br>
 
'''Boosted Healing''' (basic healing 2d8 +tech mod, see above) <Br>
 
'''Bedside Manor''': bonus Langage (Russian) and two additional skill proficiencies (Investigation, Perception) <Br>
 
'''Touch of Respite''': as an Action you are able to touch a willing creature and either cure them of one disease, or give them five temporary hit points. The temporary hit points last for 1 hour, or until they are depleted. You may use this ability a number of times equal to your Tec modifier. You regain all uses after a Long rest. <Br>
 
  
 
===Background: Corporate Drone (Office Worker)===
 
===Background: Corporate Drone (Office Worker)===

Revision as of 13:05, 27 February 2022

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Booth (ETB 23-54-17)

3rd level Investigator (Private Eye), Korporate Kid
Male German, 41 years old

ABILITY SCORES

Strength 9 (-1)
Dexterity 11 (+0)
Constitution 10 (+0)
Intelligence 17 (+3)
Technology 14 (+2)
People 16 (+3)

STATS

Initiative: +5
Armor Class: 14 (heavy concealable vest)
Speed: 30 feet

Hit Points: 18
Saving Throws: Fort +0, Reflex +4, Mind +3

Skills: Athletics -1 Intimidation -1 Acrobatics +0 Sleight of Hand +2 Stealth +2 Vehicles (Land) +0 History +3 Investigation +5 Gambling +3 Religion +3 Navigation +3 Tracking +3 Perception +5 Engineering +5 Streetwise +3 Computing +2 Medicine +2 Robotics +2 Hacking +4 Vehicles (Aircraft) +4 Mechanics +4 Bureaucracy +5 Deception +7 Performance +3 Persuasion +3 Presence +7 Sense Motive +3
Tool Proficiencies: Disguise Kit, Hacker's Device, Repair Tools
Armor & Weapon Proficisencies: Light Armor, Medium Armor; Melee Weapons, Pistols, Shotguns
Language: English, Swedish, Russian, German

Vice: I am wanted by the German Authorities

ATTACK ACTIONS
Knife: melee attack +2 to hit; damage: 1d4-1 slashing damage
21st Century Pistol: Silenced: ranged attack +2 to hit, range 20/60; damage: 2d6 ballistic damage

Origin's Traits (Korporate Kid)

+2 to Intelligence, +1 to Technology; High Flyer (Augmented)- Visser Night Vision Visor

Class Traits (Investigator/Private Eye)

Dice: d8

  • Nose for Trouble: You may use your bonus action to determine a creature’s weaknesses and blind spots and broadcast this information to your allies. Choose a creature that you can see within 60ft. of you. The next time an ally makes an attack against that creature, they have advantage on the attack roll.
  • Watchful Eye: You have honed your sense over countless investigations. Starting at 1st level you cannot gain disadvantage on investigating, perception or tracking checks that rely on sight unless blinded.

Expertise: Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Presence, Deception

Specialty-- Private Eye

Bonus Proficiency : The street has taught you a trick or two and you play fast and loose with your hands. You gain proficiency with Investigation and Sleight of Hand. If you already have Proficiency in either of these skills then your proficiency bonus is doubled with that skill.
Preferred Mark: Corporate You gain advantage on Intelligence (Tracking) to follow your chosen target and Intelligence (Investigation) checks to tell information about your marks activities. You gain an additional preferred mark at 9th level. Additionally if you successfully hit a creature which is one of your marks you may accurately follow that creature within a 1 mile radius. Only one creature may be subject to this effect at a time, it ends when the target gets outside of the 1 mile radius, the target becomes incapacitated, or you take a long rest.


Background: Corporate Drone (Office Worker)

1st Contract Term
One skill (Computing) plus one Language (German)
Injury (Contract Term): 2d6+1 9, made it
Wages (x 10,000₩): 2d4 5 (50.000₩)
2nd Contract Term
Skill (Sense Motive) plus Tool (First Aid Kit)
Injury (2nd Contract Term): 2d6+1 11
Wage (x 10,000₩): 2d4 4 (40,000₩)
Parting Gift: 1d6 1: "Expensive Watch (15 000₩)"

Gear

Starting Wealth: 390,000₩, Spent: 247,700₩ (Weight Carried: 47lb)
Backpack (2,000₩; Wt. 5lb)
Comms, earpierce (5,000₩)
Holster, One Hand and Ammo (1,500₩; Wt. 2lb)
Rations 10 days (2,000₩; Wt. 5lb)
Torch (20₩; Wt. 1lb)
Heavy Concealable Vest (50,000₩; AC 13+Dex [max2]; Danage Resistance: DR/3 Ballistic; Wt. 20lb)
Light Helmet (15,000₩; AC +1; Wt. 4lb)
Phase Shift Knife (10,000₩' Damage 1d6 Slashing; Qualities: Finesse, Light; Wt. 3lb)
Heavy Pistol (100,000₩; Damage: 2d6 ballistic; Range: 50/150; Ammo: 10mm; Qualities: 15 shots; Wt. 4lb) with Laser Targeting Sight (50,000₩, no penalties when shooting targets who are in darkness or dim light)
Ammo: 100 rounds of 10mm (5,000₩)
Disarming Kit (2,000₩; Wt. 2lb)
First Aid Kit (5,000₩; Wt. 2lb)
Basic HUD (Tier 0, Eyes; Cost 0)
Neurolink (Tier 0, Cost 0)

Background

Julius was born in the slums of eastern Riga to unskilled laborers who worked for Hanseatic Industrial. His mother passed away when he was five. Julius was always curious about technology and scrounged through many junkyards of his neighborhood looking for scrap that he could tinker with. After graduating primary school where he did well enough on his placement exams that he got a job as an office worker at the Hanseatic Industrial's headquarters. He worked there 10 years while in his spare time he learned medicine on the side and was able to score an advanced medical implant and studied cybersurgery virtually.

His father was killed in an industrial accident during Julius's second contract term with the company and he harbored a lot of bad feeling for the corporations ever sense. He cashed out at the end of his last contract and wandered around the Baltic states regions working odd jobs as a doctor (unlicensed) until he fell in with the others and pitched in to buy a boat. Julius is the ship's doctor but also works to maintain the ship.

Personality wise Julius is pretty easy going and a bit of a joker but he harbors a deep distrust of the corps. When he is not tinkering with a gadget or patching up people he has head elsewhere reading about history.