Subject Three

(Art from http://salvadortrakal.deviantart.com/art/JC-Denton-Sketch-685841673)

*Characters*

**Subject Three** is an advanced Generation 3 synth created by **The Institute**.

He and his four other brothers, named Subject One to Five, are all part of a unique experiment being conducted by The Institute called the **S.E.E.D. Initiative**.

## Description

### Appearance

Your physical description.

Subject Three looks like a augmented man wearing a dark leather trench coat with some combat ready protective plating. His hair is neatly cut and slick back, revealing the augmentations running through his head and eyes.

## Biography

### Background

Your characters past and how they began their journey or how they joined the party.

The five coursers from the **S**edition **E**nhancement & **E**nrichment **D**evelopment Initiative have been trained from "childhood" to think that they have been rescued from violent raiders after releasing them into the Wasteland for a short time. After The Institute showed up to rescue the five boys, they all became attached to the faction and were all essentially groomed by them to do their bidding. They all received combat training to aid their future endeavors to be sent out and clean up the Wasteland.

## Character Information

### Quests

Subject Three is on a mission to hunt down a man who stole files from the Institute. The man in question is named Jason Schaeffer; a scientist and zealot from the church operated by the Children of Atom. He stole key assets related to the truths, and if these were to leak; the information of aging synths would become widespread information.

### Notable Items

Your special equipment such as "magic" items, weapons, and armor.

* 4x light leather armor pieces
* switchblade
* 2x throwing knife
* 10mm pistol
* 2x [12 round 10mm pistol magazine]

### Items

Your regular items, such as your caps and mundane things like rope and rations.

* pouch with 65 caps
* 5x pure meal
* thieves' tools
* 2x crowbar
* set of dark common clothes including a hood
* backpack
* bag of 1,000 ball bearings
* 10 feet of string
* a bell
* 5 candles
* a hammer
* 10 pitons
* a hooded lantern
* 2 flasks of oil
* a tinderbox
* waterskin
* 50 feet of hempen rope

### Abilities

#### Racial Abilities

Bonuses or other features your race bestows on you.

#### Class Abilities

The abilities bestowed upon you by your class.

*Ability Score Increase*. Two different ability scores of your choice increase by 1.

*Skills*. You gain proficiency in one skill of your choice.

*Feat*. You gain one feat of your choice, Sharpshooter.

##### Class Features

The features bestowed upon you by your class.

*Sneak Attack*. Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

*Expertise*. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Skills chosen are Stealth & Deception. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

*Thieves' Cant*. During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

#### Feats

Additional feats you may have opted to take or have gained on your journey.

*Sharpshooter*. You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
* Your ranged weapons ignore half cover and three-quarters cover.
* Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

*Criminal Contact*. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

#### Additional Features

Abilities bestowed upon you by "magic" items.