Name: R3X-1N - Rexin/Rex.

HP: 88

Walking Speed: 30 ft + 20 ft + 10 ft = 50 ft

Armor Class:

Hit Dice: 1D6

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: Scrap Bot.

Subrace: Securitron.

Background: None.

Alignment: True Neutral.

Bonus Proficiency: +6

Age: Unknown.

-Stats-

Strength: 1 + 10 = 11

-Modifier: 0

-Saving Throw: 0

Intelligence: 1 + 12 = 13

-Modifier: +1

-Saving Throw: +1

Charisma: 2 - 15 = 13

-Modifier: +1

-Saving Throw: +1

Dexterity: 2 + 15 + 2 + 1 = 20

-Modifier: +5

-Saving Throw: +5

Constitution: 1 + 15 + 2 + 2 = 20

-Modifier: +5

-Saving Throw: +5

Wisdom: 8

-Modifier: -1

-Saving Throw: -1

Skills-

Athletics(Strength): 0

Acrobatics(Dexterity): +5

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): -1

Deception(Charisma): +1

Intimidation(Charisma): +1

Performance(Charisma): +1

Persuasion(Charisma): +1

*Features*

-Race-

—Ability Score Increase: Your Charisma score decreases by 2.

—Age: Scrap-bots have no set lifetime, continuing to live until either their programming or chassis critically fails.

—Alignment: Scrap-bots are bound to their programming,

—Size: Depends on subrace

—Speed: Depends on subrace

—Construct: Your type is Construct. Additionally, you are immune to the effects of all medical supplies except robot repair kits, and automatically succeed on all Constitution saving throws. You are immune to the poisoned condition and radiation.

—Machine Mind: As an action, you may switch off your personality matrix. You become immune to the charmed and frightened condition and your proficiency bonus gains a +1 bonus, but automatically fail any Intelligence, Wisdom, and Charisma checks and saving throws.

—Incredibly Awkward: Almost all wasteland armor was designed for a human wearer. To wear any armor, you must spend half of its cost to have it refitted for you, including power armor.

—Languages: You can speak, read, and write Common and one other language of your choice.

—Subrace: You must pick one of the following subraces:

—Securitron—

—-Ability Score Increase: Your Strength, Constitution, and Intelligence increase by +1.

—-Size: Securitron scrap-bots are based off of pre-war securitrons. You are Medium.

—-Speed: You have a movement speed of 30 feet.

—-Treads: You roll across the wastes on a pair of tank-like treads. You are not affected by difficult terrain. When you move through a prone creature's space, you may spend 10 feet of movement as a bonus action to make an unarmed attack against them, dealing an additional 2d4 melee damage on a hit.

—-Built-In Armaments: You were designed to keep the peace, nothing more, nothing less. Your left arm bears a laser RCW, and your right arm bears a 9mm SMG (MP5), both of which have their Burst property reduced to Burst (2) and gain the Light property, and you can not be disarmed of them. You may switch between your hands acting as their weapons or as hands as a bonus action, but you may not wield any other weapons in your hands.

*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:

-Mk. ll OS: You have been updated to utilize your body to the fullest extent. You gain a grenade rifle and a missile launcher installed in your shoulders that have the Light property, and you can not be disarmed of them.

-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.

-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.

-Survival Expert: You have advantage on Survival checks.

-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.

-Purifier: You may reroll damage, taking the higher roll, you would deal to monstrosities.

-Status Quid?: You may reroll damage, taking the higher roll, you would deal to Humans.

-Run 'n Gun: You have advantage on your first attack roll on the same turn after moving more than half your movement speed.

-Light Step: You don't trigger traps or mines.

-Ninja: You become invisible while in darkness.

*Additional Perks*

-Mimicry: You can perfectly mimic a sound or voice after a minute of study. Additionally, you gain advantage on Deception and Nature checks related to mimicking a sound or voice vou have studied.

-Grunt: While wielding a submachine gun, each attack costs half as much ammunition.

-Iron Fist: Your unarmed strikes deal an additional 1d4 damage.

-Energy Efficient: When you make an attack with an Energy weapon, roll 1d6. If the roll is below your Intelligence modifier, you lose half as much ammunition, rounded down (minimum 0).

-Educated: You become proficient in 2 Intelligence skills. If you are already proficient in said skills, you gain expertise in them instead.

-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.

-Action Hero: When you engage in two-weapon fighting, you may add your ability modifier to your second attack's damage.

-Bloody Mess: You gain a bonus to damage rolls equal to half your proficiency bonus.

-More Criticals: You score a critical hit on a roll of 19-20.

-Extra Attack: When you take the Attack action, you may attack an additional time.

*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.

-Implant GRX: On your turn, you may take an additional action and potential bonus action. You may use this feature once, regaining use at the end of a long rest.

-Implant M-5: You gain a +10 ft. bonus to your movement speed.

-Dexterity Implant: Your Dexterity score increases by +2.

-Constitution Implant: Your Constitution score increases by +2.

-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:

Weapons: Pistol

Tools:

Saving Throws: Dexterity

Skills: Acrobatics, Athletics, Investigation, Stealth, Arcana, Nature, History,

Damage Type: Energy, Ballistic, Explosive, Melee.