ShatteredAmbitions

Jack Price's Character Sheet[

Jul 24th, 2025
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  1. [blue][b]Jack Price's Character Sheet[/b][/blue]
  2. [b]Species:[/b] Human
  3. [b]Allegiance:[/b] Neutral, American
  4.  
  5. [b]Ability Scores:[/b] +1 for all, except Intelligence (+2)
  6.  
  7. [b]Background:[/b] Alternate Future, Technician
  8. >Background Minor Feat, Armorer (Field)
  9. Due to specialized military training, the character first is given a strong understanding and familiarity of basic mechanics. They gain a +4 to to Craft (Mechanical, Basic). They also obtain, with a +4, the ability to do the following.
  10. A competent field armorer character can maintain, fix, modify, mount, reload ammunition, and figure out most small arms. They can repair all types of small arms, and minor damage to body armor (12 damage maximum), adjust targeting sights, use and repair optical enhancements, reload missiles and ammo drums, and even service most high-tech or alien hardware.
  11.  
  12. [b]Class:[/b] Technician
  13. The Technician is laser-focused on being the (Smart) Hero. No one is as skilled at using technology, nor as skilled at Crafting things, or at taking them apart (Landmines) and putting them back together (Repairing).
  14. >Saving Throws
  15. Intelligence / Wisdom
  16.  
  17. [b]Skills:[/b]
  18. >1. Craft (Mechanical) x 2 [AbSc 2 + SkExp 6 + ClAb 2]
  19. +4 more if doing Armory or Basic Mechanical stuff (Anything DC-15 or easier)
  20. >2. Knowledge (Physical Sciences) x 2 [AbSc 2 + SkExp 6 + ClAb 3]
  21. You also give +2 synergy bonus to skills related.
  22. >3. Use Computer (Also counts as Knowledge (Technology)) x 1 [AbSc 2 + SkPro 3 + ClAb 2]
  23. When rolled for Knowledge purposes, counts as +3 more.
  24. You also crit success on a 19 or 20
  25. -
  26. Basic Training
  27. [Medicine (First Aid/Basic) - [AbSc 1 + SkPro 3]
  28. Knowledge (Tactics) - [AbSc 2 + ClAb 3]
  29. For the purposes of knowing proper behavior, terms, or regulations you get +3 from being Proficient
  30.  
  31. +3 to all Knowledges, but you can't get synergy for them unless you're Proficient.
  32. All Crafts are +2
  33.  
  34. [b]Weapon Proficiencies:[/b]
  35. Low Recoil Weapons
  36. SMGs [Boot Camp]
  37. AR-15 or M16 [Boot Camp]
  38. M9 pistol / Colt 1911 [Boot Camp]
  39. Grenades [Boot Camp]
  40.  
  41. [b]Class abilities[/b]
  42. Level 3: At the same time, when you use Perception (Search) to β€œScavenge”, you have a 1.5 multiplier, rounded down.
  43.  
  44. Level 5: Can identify the parts to make any item below DC-20 (To Craft) and understands what rolls are needed to make such an item. You can repair any item that is broken, by rolling the same roll as to craft it, but the DC is reduced by 4, it takes half as much time and costs no materials.
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