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(Created page with "[https://wiki.rpg.net/index.php/Pirates_of_the_Baltic_Sea | Back to main page] == Booth (ETB 23-54-17) == ''3rd level Doc (Cybernetic Expert), Regular Joe''<Br/> ''Male Latvi...")
 
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== Booth (ETB 23-54-17) ==
 
== Booth (ETB 23-54-17) ==
''3rd level Doc (Cybernetic Expert), Regular Joe''<Br/>
+
''3rd level Investigator (Private Eye), Korporate Kid''<Br/>
''Male Latvian, 28 years old''<Br/>
+
''Male German, 41 years old''<Br/>
 
===ABILITY SCORES===
 
===ABILITY SCORES===
[[File:CP2185_Juile.jpg | right | 250px]]
+
Strength 9 (-1) <Br/>
Strength 11 <Br/>
+
Dexterity 11 (+0) <Br/>
Dexterity 14 (+2) <Br/>
+
Constitution 10 (+0) <Br/>
Constitution 12 (+1) <Br/>
+
Intelligence 17 (+3) <Br/>
Intelligence 14 (+2) <Br/>
+
Technology 14 (+2) <Br/>
Technology 18 (+4) <Br/>
+
People 16 (+3) <Br/>
People 9 (-1) <Br/>
 
  
 
===STATS===
 
===STATS===
'''Initiative''': +2 <Br/>
+
'''Initiative''': +5 <Br/>
'''Armor Class''': 16 (heavy concealable vest +helm) <Br/>
+
'''Armor Class''': 14 (heavy concealable vest) <Br/>
 
'''Speed''': 30 feet <Br/>
 
'''Speed''': 30 feet <Br/>
  
'''Hit Points''': 21 <Br/>
+
'''Hit Points''': 18 <Br/>
'''Saving Throws''': Fort +1, Reflex +2, Mind +4 <Br/>
+
'''Saving Throws''': Fort +0, Reflex +4, Mind +3 <Br/>
  
'''Skills''': Computing +6, History +6, Engineering +6, Investigation +4. Mechanics +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 obsessed with the history of the world; the more I learn, the more I realize how little I know. <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>
 
'''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>
 
  
''Specialty-- Cybersurgeon'' <Br>
+
''Specialty-- Private Eye'' <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)===
+
'''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>
'''1st Contract Term''' </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>
One skill (Computing) plus one Language (German) <Br/>
+
 
Injury (Contract Term): 2d6+1 9, made it <Br/>
+
 
Wages (x 10,000₩): 2d4 5 (50.000₩) <Br/>
+
===Background:===
'''2nd Contract Term''' <Br/>
+
'''1st Contract Term: Janitor''' </Br>
Skill (Sense Motive) plus Tool (First Aid Kit) <Br/>
+
One skill (Mechanics) plus one Language (Disguise Kit) <Br/>
Injury (2nd Contract Term): 2d6+1 11 <Br/>
+
 
Wage (x 10,000₩): 2d4 4 (40,000₩) <Br/>
+
'''2nd Contract Term: Engineer''' <Br/>
Parting Gift: 1d6 1: "Expensive Watch (15 000₩)" <Br/>
+
Skill (Engineering) plus Tool (Repair Tools) <Br/>
 +
 
 +
'''3rd Contract Term: Factory Worker''' <Br/>
 +
Skill (Perception) plus Tool (Russian) <Br/>
 +
 
 +
'''4th Contract Term: Corporate Drone''' <Br/>
 +
Skill (Hacking) plus Tool (Hacking Device) <Br/>
 +
 
 +
'''5th Contract Term: Technician''' <Br/>
 +
None <Br/>
  
 
===Gear===
 
===Gear===
Starting Wealth: 390,000₩, Spent: 247,700₩ (Weight Carried: 47lb) <Br/>
+
Starting Wealth: 478,000₩, Spent: 388,750₩ (Weight Carried: 46.5lb) <Br/>
Backpack (2,000₩; Wt. 5lb) <Br/>
+
 
Comms, earpierce (5,000₩) <Br/>
+
Hacker's Device 5k ₩, 0.5 lb
Holster, One Hand and Ammo (1,500₩; Wt. 2lb) <Br/>
+
 
Rations 10 days (2,000₩; Wt. 5lb) <Br/>
+
Disguise Kit 2k ₩, 3 lb
Torch (20₩; Wt. 1lb) <Br/>
+
 
Heavy Concealable Vest (50,000₩; AC 13+Dex [max2]; Danage Resistance: DR/3 Ballistic; Wt. 20lb) <Br/>
+
Heavy Concealable Vest 50k ₩, 20 lb
Light Helmet (15,000₩; AC +1; Wt. 4lb) <Br/>
+
 
Phase Shift Knife (10,000₩' Damage 1d6 Slashing; Qualities: Finesse, Light; Wt. 3lb) <Br/>
+
Clothes Wealthy 25k ₩, 5 lb
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) <Br/>
+
 
Ammo: 100 rounds of 10mm (5,000₩) <Br/>
+
Clothes Poor 0.5k ₩, 2 lb
Disarming Kit (2,000₩; Wt. 2lb) <Br/>
+
 
First Aid Kit (5,000₩; Wt. 2lb) <Br/>
+
Clothes Average 5k ₩, 4 lb
Basic HUD (Tier 0, Eyes; Cost 0) <Br/>
+
 
Neurolink (Tier 0, Cost 0) <Br/>
+
Backpack 2k ₩, 5 lb
 +
 
 +
Enhanced HUD 30k ₩
 +
 
 +
21st Century Pistol 80k ₩, 3lb
 +
 
 +
Silencer Mod 20k ₩
 +
 
 +
Holster, Concealable 10k ₩, 1 lb
 +
 
 +
Vibro Knife 10k ₩, 1 lb
 +
 
 +
50 round 9 mm 1.25k ₩
 +
 
 +
Mechanical Liver 50k ₩
 +
 
 +
Neuro Link 0k ₩
 +
 
 +
Quickened Reflexes 100k ₩
 +
 
 +
Knife (Free), 1lb
 +
 
 +
Hammer (Free), 1lb
 +
 
 +
Advanced Comms (Free)
  
 
===Background===
 
===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.
+
Booth was owned and raised by the Elbe technische Börsengesellschaft (ETB) who gave him the designation  ETB 23-54-17
  
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.
+
His nickname, Booth, was given to him by some of the children he drew up with. He excelled and was give some cyberware before being sent of to pose as an average Joe working for various other companies and stealing their secrets for ETB. This went well for decades, with him working multiple terms with the promise of a massive set of stock options with ETB maturing when he finally finished stealing secrets for them and a relaxing gig training new corporate spies.
  
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.
+
But then while working for a Mech assembly company, he accessed the wrong file and set off some alarms. This had happened before, but he had always managed to pass it off as a mistake and complete his job. Not this time though. An internal investigation was triggered and then the company called die Polizei and Johann Wondra caught the case. Booth narrowly managed to avoid Wondra's closing net, but ETB burned him denying that he worked for him and refusing him protection. He fled Germany and headed for Åland, because he knew they were unlikely to hand him over to the German authorities.

Latest revision as of 13:48, 27 February 2022

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Booth (ETB 23-54-17)[edit]

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

ABILITY SCORES[edit]

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

STATS[edit]

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)[edit]

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

Class Traits (Investigator/Private Eye)[edit]

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:[edit]

1st Contract Term: Janitor
One skill (Mechanics) plus one Language (Disguise Kit)

2nd Contract Term: Engineer
Skill (Engineering) plus Tool (Repair Tools)

3rd Contract Term: Factory Worker
Skill (Perception) plus Tool (Russian)

4th Contract Term: Corporate Drone
Skill (Hacking) plus Tool (Hacking Device)

5th Contract Term: Technician
None

Gear[edit]

Starting Wealth: 478,000₩, Spent: 388,750₩ (Weight Carried: 46.5lb)

Hacker's Device 5k ₩, 0.5 lb

Disguise Kit 2k ₩, 3 lb

Heavy Concealable Vest 50k ₩, 20 lb

Clothes Wealthy 25k ₩, 5 lb

Clothes Poor 0.5k ₩, 2 lb

Clothes Average 5k ₩, 4 lb

Backpack 2k ₩, 5 lb

Enhanced HUD 30k ₩

21st Century Pistol 80k ₩, 3lb

Silencer Mod 20k ₩

Holster, Concealable 10k ₩, 1 lb

Vibro Knife 10k ₩, 1 lb

50 round 9 mm 1.25k ₩

Mechanical Liver 50k ₩

Neuro Link 0k ₩

Quickened Reflexes 100k ₩

Knife (Free), 1lb

Hammer (Free), 1lb

Advanced Comms (Free)

Background[edit]

Booth was owned and raised by the Elbe technische Börsengesellschaft (ETB) who gave him the designation ETB 23-54-17

His nickname, Booth, was given to him by some of the children he drew up with. He excelled and was give some cyberware before being sent of to pose as an average Joe working for various other companies and stealing their secrets for ETB. This went well for decades, with him working multiple terms with the promise of a massive set of stock options with ETB maturing when he finally finished stealing secrets for them and a relaxing gig training new corporate spies.

But then while working for a Mech assembly company, he accessed the wrong file and set off some alarms. This had happened before, but he had always managed to pass it off as a mistake and complete his job. Not this time though. An internal investigation was triggered and then the company called die Polizei and Johann Wondra caught the case. Booth narrowly managed to avoid Wondra's closing net, but ETB burned him denying that he worked for him and refusing him protection. He fled Germany and headed for Åland, because he knew they were unlikely to hand him over to the German authorities.