Degen

Characters

Degen comes from a small nomadic tribe known as the Green Crooks, a strange but peaceful and always moving community founded by the talking Deathclaw known as Goris.

Appearance
Degen stands 7ft tall and has dark yet faded brown leathery skin, he is almost always seen wearing some sort of mask/hood on as well as a brown robe that he wears during travel, which he throws off when a fight starts.

He wears a long skirt that obfuscates most of his lower body, with many pouches and pockets added or strapped onto him with belts and rope.

His arms and legs are much like a Deathclaw, sharp and extremely deadly; with the exception of his left hand which is more human.

Personality
Degen is very quiet and rarely shows his face, hiding behind a welding mask. He eats whatever he can find to survive, but absolutely loves Fancy Lads Snack Cakes.

Degen wants to find a cure to the genetic degradation that him and his tribe are suffering from. He tries his best to help those that he feels deserves his support, such as victims of abuse, xenophobia, addiction, and any other poor souls.

Degen purposefully tries to not make too many close friends due to fear of his disguise being compromised. The only people he would consider his friends and family are his Eyebot Iris and his nomadic tribe the Green Crooks.

Degen suffers from a crippling genetic defect that causes him daily waves of excruciating pain. He has lulled in and out of a Med-X addiction several times over the past 5 years of travel, using the drug to help alleviate the pain his genes cause. He dislikes Nuka-Cola because it tastes weird and causes him stomach aches.

Background
After two generations of interbreeding between savage tribals and other deathclaws who joined along the nomadic and peaceful group known as the Green Crooks who were heading from the West towards the East, Degen was born.

As like many of his other brothers and sisters, they were afflicted by some strange and unknown condition from birth that caused excruciating pain and other afflictions that usually resulted in an early death.

Degen left the caravan which was heading Northwards towards a place once known as "Canada".

Degen passed the trial by combat issued by their chieftain, and was given an old relic and perhaps a useful lead in his quest to figure out a solution to his genetic defect; Gorris' empty container of F.E.V. (Forced Evolutionary Virus), a virus created by the pre-war government known as the Enclave.

Splitting off from his group, Degen continued East following lead after lead, eventually making his way towards the ruins of New York.

Quests
Degen found a lead on the empty F.E.V. container leading him to where the container says it was manufactured, New York. He is looking for a cure to him and his tribes degeneration which was caused by the Enclave's meddling with the Forced Evolutionary Virus.

Notable Items

 * Tribal Ballistic Shield (+2 AC)
 * 2x Junk Javelins
 * Starting Trinket (Empty F.E.V. Container)
 * Tribal Background Keepsake (Rehrt 's Hands)

Items

 * tribal dagger
 * set of common clothes
 * explorer's pack backpack
 * bedroll
 * mess kit
 * tinderbox
 * 10 torches
 * 10 days of rations
 * waterskin
 * 50ft rope
 * cap purse
 * tribal clothes
 * small hunting knife
 * flint

Ability Scores
Ability Array. If using preset ability scores, the following are assigned between your seven abilities: 15, 14, 13, 12, 11, 10, 8.


 * Strength. 14 [+1 RACE] = 15 (+2)
 * Dexterity. 15 [+1 RACE] = 16 (+3)
 * Constitution. 8 [+2 RACE] = 10 (+0)
 * Intelligence. 11 = (+0)
 * Wisdom. 13 = (+1)
 * Charisma. 10 = (+0)
 * Luck. 12 = (+1)

Generation 2 Intelligent Deathclaw Abilities

 * Ability Scores. +1 Strength, +1 Dexterity, -2 Constitution.
 * Size. Medium.
 * Speed. 30 ft.
 * Mutant Essence. You are resistant to radiation damage, radiation sickness, and disease. You age much slower than a human.
 * Deathclaw Frenzy. Once per short rest as an action, you can enter a Rage. The rage lasts for up to to a minute and follows regular Rage rules.
 * Eroding Genetics. Use of F.E.V. left the modified Deathclaws with physical health problems, which usually manifests as extreme bouts of pain. A pain wracked intelligent deathclaw has disadvantage on all Constitution and Strength ability checks. Roll a DC 15 Constitution saving throw at the beginning of every short rest. If you succeed, you suppress the effects of your pain until the next short or long rest. If you fail, you may choose to spend the entire short rest suppressing your pain and automatically succeed despite your roll. If you do, you gain none of the usual advantages of having short rest. You are always considered to have automatically succeeded at suppressing your pain after an uninterrupted long rest, and you gain all the usual advantages of a long rest too.

Martial Arts
You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:


 * You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
 * You can roll 1d4 in place of the normal damage of your unarmed strike. This die changes as you gain levels, as shown in the table.
 * When you use the attack action with an unarmed strike on your turn, you can make one additional unarmed strike as a bonus action.

Unarmored Defense
When you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier