Name: Michael Cross.
Alias: Red Eyes.
HP: 131
Walking Speed: 30 ft + 10 ft + 20 ft = 60 ft
Climbing Speed: 60 ft
Armor Class: Based on Armor.
Hit Dice: 1D8
Class: Wanderer: You are a wanderer, either by choice or by force, you have traveled the wasteland, watching good and evil attempting to take root but it's ultimately up to you to mark your own point of the wasteland.
Level: 20
EXP: ?
Race: Human.
Background: NCR Ranger.
Alignment: Chaotic Good.
Bonus Proficiency: +6
Age: Unknown.
-Stats-
Strength: 1 + 15 + 2 = 18
-Modifier: +4
-Saving Throw: +4
Intelligence: 1 + 10 + 1 = 12
-Modifier: +1
-Saving Throw: +1
Charisma: 1 + 12 = 13
-Modifier: +1
-Saving Throw: +1
Dexterity: 1 + 15 + 2 + 2 = 20
-Modifier: +5
-Saving Throw: +5
Constitution: 1 + 15 + 1 + 1 = 18
-Modifier: +4
-Saving Throw: +4
Wisdom: 1 + 8 = 9
-Modifier: -1
-Saving Throw: -1
Skills-
Athletics(Strength): 3 + 4 = +7
Acrobatics(Dexterity): 3 + 5 = +7
Sleight of Hand(Dexterity): +5
Stealth(Dexterity): +5
Arcana(Intelligence): +1
History(Intelligence): +1
Investigation(Intelligence): +1
Nature(Intelligence): +1
Religion(Intelligence): +1
Animal Handling(Wisdom): -1
Insight(Wisdom): -1
Medicine(Wisdom): -1
Perception(Wisdom): -1
Survival(Wisdom): 3 - 1
Deception(Charisma): +1
Intimidation(Charisma): +1
Performance(Charisma): +1
Persuasion(Charisma): +1
-Features-
*Class*
-Unlike Traditional Fifth Edition, Fallout does not use classes. Instead, it uses a perk-based system similar to feats. Use the following to build your character.
After assigning your ability scores, pick one type of weapon (Pistol, Rifle, Shotgun, Sub-Machine Gun, Heavy, Thrown, or Melee) and one damage type (Ballistic, Energy, Explosive, or Melee). When using a weapon that has either of the chosen features, you may add half your Proficiency modifier to attack rolls. If it has both, you may add your entire Proficiency bonus. Additionally, you gain proficiency in 2 skills of your choice. You may instead gain no proficiency in any weapons to gain proficiency in 2 additional skills. Next, you pick one common (Dexterity, Constitution, Wisdom) and one uncommon (Strength, Charisma, Intelligence) saving throw to gain proficiency in. Finally, each player must pick one of the following:
• 1. Big Brain: Your Intelligence and Dexterity increase by +2, you gain (1+ Int) proficiency of your choice, and your hit die is 1d4.
• 2. Light Frame: Your Dexterity increases by +3 and your hit die is 1d6.
• 3. Average Joe: Your hit die is 1d8.
• 4. Big Hoss: Your Dexterity decreases by -2 and your hit die is 1d10
• 5. Hulk: Your Intelligence and Dexterity decrease by -2, and your hit die is 1d12.
Your starting equipment should be discussed with your DM and personalized based on each player's proficiencies. Or not, because who are we to stop vou?
*Perks*
Each time you gain a level, on even-numbered levels, you may either gain proficiency in one skill or half-proficiency in 2 skills. on odd-numbered levels, gain proficiency in one weapon or damage type, and gain one of the following perks. Each perk can only be taken once unless otherwise stated:
-Intense Training: One ability score of your choice increases by +2, or two ability scores of your choice increase by +1, to a maximum of 20. You may take this perk up to 4 times.
-Friend of the Night: You gain 30 feet of Darkvision and gain +1 to attack rolls while in dim light.
-Pyromaniac: You may modify Explosive weapons as well as Energy weapons to add the Burning property. At the end of a long rest, you may cause Burning weapons to have the property's normal effects, or to deal one third as much damage to constructs and creatures wearing power armor, and three times as much to creatures who are not.
-Crafter: Item creation time is halved, and you count as proficient in all sets of tools.
-Travel Light: While wearing no armor with the Heavy property, your movement speed is increased by 10 feet.
-Rapid Reload: When you reload a weapon it costs one lower action tier (i.e. action and bonus action - action - bonus action - free action).
-Gunslinger: While wielding a pistol in one hand and no weapon in the other, you have an extra +2 to the attack.
-Commando: While wielding a rifle, its ranges are increased by half.
-Strong Back: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
-Fear the Reaper: Every time you gain a level, you gain 4 less maximum hit points (minimum 1). You can take an additional perk this level and every other level after. You cannot take the Mutation perk.
*NCR Quirks*
-NCR Ranger: You have joined up with the intensely trained NCR rangers. You can use Acrobatics instead of Athletics for grappling, you gain a +2 bonus to Athletics, Acrobatics, and Survival checks, and may use Ranger Takedown:
—Ranger Takedown As a bonus action when grappling a creature, you may cause them to become prone. As a bonus action while grappling a prone creature, you can force them to make a DC 8 + your Strength or Dexterity modifier + your proficiency bonus Constitution saving throw. On
-Desert Ranger: You have joined an autonomous anti-slavery special forces group within the NCR. NCR Ranger's bonus is increased to +3 and extends to melee attacks.
-Additional Perks-
—Educated: You become proficient in 2 Intelligence skills. If you are already proficient in said skills, you gain expertise in them instead.
—Explorer: You gain a climbing speed equal to your movement speed.
—Sturdy: When you are reduced to 0 hit points, you may instead drop to 1. You may do this once, regaining use at the end of a long rest.
—Plasma Spaz: While you are wielding an Energy weapon, it gains the Automatic property.
—Xenotech Expert 5th level: Alien weapons deal twice as much damage.
—Talent 10th level: You gain expertise in 1 skill that you already have proficiency in. Can be taken multiple times.
—Just That Good 10th level: You gain proficiency in 1 saving throw of your choice.
—Unstoppable Force 15th level: You gain a +4 bonus to your melee attack and damage rolls.
—Educated: You become proficient in 2 Intelligence skills. If you are already proficient in said skills, you gain expertise in them instead.
—Sniper: You gain +2 to attack rolls while benefiting from the Scope weapon property.
*Cyber Perks*
Cybernetic augmentation is very rare indeed but not unheard of. From Frank Horrigan to Kellogg, many characters can obtain access to bio-organic technology. Taking any of the following perks costs 100 caps and an expert with the ability and materials to apply the chosen cybernetic. Cybernetic perks may be gained outside of leveling from a skilled surgeon with the physical technology for 500 caps. Cybernetic perks must be retrofitted for 250 caps by a skilled technical expert for constructs, beasts, monstrosities, or aberrations to gain them at all.
-Wired Reflexes: You gain a +20 ft. bonus to your movement speed.
-Strength Implant: Your Strength score increases by +2.
-Dexterity Implant: Your Dexterity score increases by +2.
-Brainless: You gain immunity to the stunned condition, and your Intelligence score increases by +1.
-Reinforced Spine: You may have 1 level of exhaustion before suffering any of its effects, and your Constitution score increases by +1.
-Steel Heart: Your maximum hit points increase by twice your level, and your Constitution score increases by +1.
-Phoenix Protocol: You may return to your maximum hit points at will. This feature may be used while you are dead so long as you have not been so for longer than 10 minutes. You may use this feature once, regaining 1/10th x your Constitution modifier uses at the end of a long rest.
-Languages-
*Common.
-Proficiency-
Armor: Light, Medium.
Weapons: Rifle, Pistol, Melee, Submachine
Tools: All Toolsets.
Saving Throws: Dexterity, Strength,
Skills: Survival, Medicine, Arcana, Investigation, History, Nature, Athletics, Acrobatics.
Damage Type: Ballistic, Explosive, Energy, Melee.
*Expertise*
-Survival.
*Immunity*
-Stunned.
