Name: 3Y3-807

HP: 68

Flying Speed: 40 ft + 20 ft + 10 ft= 70 ft

Armor Class: to be determined.

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: Eyebot.

Background: None.

Alignment: Neutral Good.

Bonus Proficiency: +6

Age: Unknown.

-Stats-

Strength: 8

-Modifier: -1

-Saving Throw: -1

Intelligence: 2 + 2 + 14 + 2 = 20

-Modifier: +5

-Saving Throw: +5

Charisma: 2 - 8

-Modifier: -2

-Saving Throw: -2

Dexterity: 2 + 15 + 2 = 19

-Modifier: +4

-Saving Throw: +4

Constitution: 15 + 2 = 17

-Modifier: +3

-Saving Throw: +3

Wisdom: 15 + 2 = 17

-Modifier: +3

-Saving Throw: +3

Skills-

Athletics(Strength): -1

Acrobatics(Dexterity): +5

Sleight of Hand(Dexterity): +5

Stealth(Dexterity): +5

Arcana(Intelligence): +5

History(Intelligence): +5

Investigation(Intelligence): +5

Nature(Intelligence): +5

Religion(Intelligence): +5

Animal Handling(Wisdom): +3

Insight(Wisdom): +3

Medicine(Wisdom): +3

Perception(Wisdom): +3

Survival(Wisdom): +3

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:

—Eyebot—

—-Ability Score Increase: Your Intelligence increase by +2.

—-Size: Eyebot scrap-bots are based off of pre-war eyebots. You are Medium.

—-Speed: You have a flying speed of 40 feet.

—-Fragile Ball: You must take the Big Brain trait, but you do not provoke opportunity attacks.

—-Energy Emitter: You do not have any limbs, though critical hits work the same mechanically. Instead, you have a built-in laser pistol that uses a MicroFusion

—-Breeder: You may choose whether this deals damage or moves up to 1 pound of material of your choice within 5 ft. of the impact site, thus allowing you to pick locks and access terminals. Additionally, when creating your character, you may choose whether your emitter deals damage on a hit, or causes non-construct creatures or constructs and objects to regain hit points equal to the damage rolled.

—-Uplink Codes: As a military communication device, or what's left of it, you have a portion of pre-war military codes. You have advantage on Arcana checks related to military technology.

*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:

-Repair Protocol: As an action, you increase the condition of one weapon within 5 ft. of you by 1 tier. You may do so once, regaining use at the end of a long rest.

-Recycling Initiative: As an action, you turn an equal number of empty energy weapon ammunition into 10 caps-worth of usable energy weapon ammunition.

-Prototype Energy Shielding: As an action for 1 microfusion cell, you emit a thin layer of energy through the air within 30 feet of you.

Any creatures of your choice within this area gain a +1 bonus to their AC.

-Energy Projector: Your energy emitter deals an additional +1 damage. Additionally, you may spend small energy cells when you make an energy emitter attack, dealing an additional 1d4 energy damage for every small energy cell spend to a maximum of your Intelligence modifier.

-Trick-Shot Computer: As long as one willing creature within 15 feet of you has the Vats Enhanced perk, all creatures within 15 feet of you gain its benefits regardless of if they have a Pip-Boy.

-Enhanced Armor: Your hit die increases by 1 tier.

-Double Emitter: Your energy emitter gains the Automatic property.

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

-Return Fire: When you take damage, you can use your reaction to make an attack against the source of it.

-Finesse: Your critical hit range increases by 1 (20 - 19-20 - 18-20, etc.)

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

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

-Intelligence Implant: Your Intelligence 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.

-Synth Transplant: Your Intelligence and Wisdom scores are increases by +2, and you gain a synth code.

-Languages-

*Common.

-Proficiency-

Armor: None

Weapons: None

Tools: None

Saving Throws: Dexterity, Intelligence, Constitution.

Skills: Arcana, Investigation, History, Nature, Stealth, Acrobatics, Insight, Survival.

Damage Type: Energy.