Boondoggle [Boon] - ExCommando & Mechanic — Approved 2022

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Vi
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Joined: Tue Mar 31, 2020 11:45 pm

Boondoggle [Boon] - ExCommando & Mechanic — Approved 2022

Post by Vi »

Quick Synopsis of Character: Commando. Skill heavy. Mechanic and Telemechanics Psionics. Big gun and good armor. Would be considered a ship’s mechanic who can smash heads too. “I was a soldier but now I’m a mechanic — but if you need some firepower I’m here for you.”

━━━━━━━━☆☆━━━━━━━━
Boon
Captain Mace Bo Ferric “Boondoggle”
Ex-Consortium Armed Forces Space Commando

━━━━━━━━☆☆━━━━━━━━

Captain Mace Bo Ferric “Boondoggle” in CAF Heavy Battle Armor
Captain Mace Bo Ferric “Boondoggle” in CAF Heavy Battle Armor


  • Build Notes
Iconic Framework: MARS Commando


F&G:
7: Agile and Dexterous
8: Fortune Favors the Bold

HJ roll: Add a die type to Repair and Mr. Fix It Edge


Phaseworld: Remorseless Game

ALL CHARACTERS IN THIS GAME WILL HAVE 10 ADVANCES (This is 14 Advances for MARS)

New character starting wealth will be 500K

Megaversal Ravagenger +4 HJ rolls
1.) +3 skill points to FSA
2.) +3 skill points to smarts skills
3.) ProEdge ACE
4.) Jack of all Trades Edge



Daniel (Lars)
  • — Character for the Remorseless Game.

Iconic Framework: MARS Commando
Rank — Heroic 4 (February 2022)

Pace: 8 or in armor 9; Parry: 8 ; Toughness: 7
— in Armor: 19 (9) if Force Field on: 21 (9)
Strain: 4/6
Age: 32

Attributes
  • Agility d8
  • Smarts d10
  • Spirit d10
  • Strength d10 (d12+2 in armor)
  • Vigor d8
Skills
  • Athletics d8
  • Psionics d10
  • Common Knowledge d8
  • Fighting d12
  • Language (Trade 4) d8
    • Linguist Edge [GM Granted as Free Edge] (Trade 1, 2, 3, 5, and 6 at a d6 each)
  • Notice d8+2
  • Occult d4
  • Performance d4
  • Persuasion d8+1
  • Repair d12
  • Shooting d12
  • Stealth d8
  • Survival d6
  • -- Jack of all Trades Edge
  • Commando:
    • Battle
    • Boating
    • Driving
    • Electronics
    • Healing
    • Piloting
    • Riding are all d4 and at a +2 for daring moves.
    — Vehicle Interface +2 to
    • Boating
    • Driving
    • Piloting
    • Electronics checks.
    — Core Electronics +2 to
    • Common Knowledge
    • Electronics
    • Hacking
    • Research
    • Repair rolls.
    — plus 2 to electric rolls from Sig Item
Hindrances
  • Curious and will look into things even if dangerous
  • Impulsive and quick to act
  • Loyal to friends and allies
  • PTSD from interacting with the Cosmic Forge
Edges
  • Ace
  • Alertness
  • Assassin
  • Brave
  • Brawler
  • Charismatic
  • Conditioned
  • Fame [Gift of the Forge turned down]
  • Fleet Footed
  • Free Runner
  • Mr. Fix it
  • Linguist
  • Jack of all Trades
  • Marksman
  • Quick
  • Soldier
  • AB Psionic [Gift of the Forge turned down but became Psionic] (Mind Link, Environmental Protection, Fly)
  • Major Psi
  • Master Psi
  • Power Points [Has 20 ISP, regen 5 an hour]
  • Telemechanics
  • Cyber Psychic Alignment
  • Improved Cyber Psychic Alignment

CAF Heavy Battle Armor
Captain Mace Bo Ferric “Boondoggle” in CAF Heavy Battle Armor
Captain Mace Bo Ferric “Boondoggle” in CAF Heavy Battle Armor
  • Reskinned: T-11 H.EBA (+7A, +3T, +2A from EP, +2Str, +1dt STR from EP, +1 Pace)
N-F10A Light Force Field
  • Runs off an E-Clip for 12 hours, and provides +2 Toughness while activated (8 lb., Rarity −4 Restricted, 50,000 credits).

Cybernetics/Bionics
  • Core Electronics Package (1 Strain): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Vehicle Interface Package (1 Strain): Grants +2 to related Boating, Driving, Piloting, and Electronics checks.

Weapons

GR-15AR Assault Rail Gun Rifle
Railgun
Railgun
  • Reskinned TX-50 Rail Gun
    Range: 50/100/200
    Damage: 2d10+2 AP 5
    RoF: 3
    Shots: 20, 3 round bursts, 8 mags
    Str:d12
    Cost: 50,000
    Notes: Multi-Optics Scope offsets 2 points of Range.
GR-45HP "Jackhammer" Heavy Gravatonic Pistol
Jackhammer
Jackhammer
EP Spent on Gunmonkey x2
  • Reskinned NG-45LP
    Range: 15/30/45
    Damage: 3d8+2 AP 5
    RoF: 1
    Shots: 8, 6 mags
    Str: d6
    Cost: 15,000
    Notes: Multi-Optics Scope offsets 2 points of Range.
PH-21 Phase Beamer Pistol
Phase Beamer
Phase Beamer
  • Range: 15/30/45
    Damage: 4d6
    RoF: 1
    Shots: 10, 6 mags
    Str: d6
    Cost: 19,500
    Notes: see following inline
    Phase Tech
    Phase Weapons are powerful and impressive. The following will be used in this Phase World setting.
    • Base Traits as per Lasers (or vibro Sword if a melee weapon)
    • Armor Piercing becomes 0.
    • Ignores all non living armor versus, still affected by versus Force Fields and Arcane armor sources.
    • Reduces innate Regeneration for wounds inflicted with Phase Weapons.
      - Per turn or minute becomes per hour.
      - Per hour becomes per day.
      - Per day becomes normal healing rate with a +2.
      - Note: Can still use active healing magic and psionics.
    • Can only be repaired or worked on by Promethean Phase Technicians.
    • Cost: Three times the price of a similar laser.
CAF Repeating Rocket Launcher
RRL
RRL
  • Reskinned WI-GL20
    Range: 24/48/96
    Damage: Per Grenade
    Grenades Loaded: 40 Plasma 3d12 SBT
    Grenades on Hand (bandolier): 10 AP 3d8 AP 16 SBT
    RoF: 3
    Shots: 40
    Str: d10
    Cost: 150,000
Phase Sword
  • Str+d10+2, AP Read Following Inline
    Phase Tech
    Phase Weapons are powerful and impressive. The following will be used in this Phase World setting.
    • Base Traits as per Lasers (or vibro Sword if a melee weapon)
    • Armor Piercing becomes 0.
    • Ignores all non living armor versus, still affected by versus Force Fields and Arcane armor sources.
    • Reduces innate Regeneration for wounds inflicted with Phase Weapons.
      - Per turn or minute becomes per hour.
      - Per hour becomes per day.
      - Per day becomes normal healing rate with a +2.
      - Note: Can still use active healing magic and psionics.
    • Can only be repaired or worked on by Promethean Phase Technicians.
    • Cost: Three times the price of a similar laser.
6x Stun Grenades
  • (Range 5/10/20, Damage -, ROF 1)
8x Plasma Grenades
  • 3d12 SBT


Gear

NG-S2 Survival Pack
  • (Contains: Wooden Stakes, Survival Knife, Wooden Cross)
Jammer Pistol (TW)
  • A special energy disruption pistol designed to cause small mundane technology to fail temporarily. The wielder uses either his Shooting or Arcane Skill to target a technological device no larger than a rifle (with appropriate Called Shot penalties for the size of the item). With a successful hit, the device won’t work for one round, or three rounds with a raise. TW Jammer Pistols have a range of 12/24/48 and 10 shots before they must be reloaded, requiring 2 PPE (.5 lb, 75,000 credits).
Repair Kit, Field
  • Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches,
    a backup laser torch, scanner, extra wires, circuits, and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM (10 lb, 4000 credits).
Computer Grade II, Field
  • A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world. Decks like this are graded I or II, and the grade designates the bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research. (2 lb, 10,000 credits for Grade I, 20,000 credits for Grade II).


Current Wealth
  • 50,000 universal credits

Special Abilities
  • MARS Advances: Commandos begin as Seasoned heroes
  • Commando Attributes: +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
  • Commando Skills: Athletics d6, Fighting d4, Shooting d4, and Survival d4.
  • Commando Edges: Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
  • Who Dare, Wins: Use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. +2 bonus to parachuting, rappelling, and similar daring moves.
  • Focused Training: Make two fewer rolls on the Hero's Journey tables.
  • Dedicated Arrogance: Begin with either the Loyal or Quirk Hindrance for no added benefit.

Advances

Hindrance Edges
  1. Increase Vigor
  2. Increase Smarts
Novice Advances
  1. (PbP)Edge: Alertness
  2. Raise Skills: Common Knowledge/Repair
  3. Raise Skills: Occult/Common Knowledge
Seasoned Advances
  1. Edge: Charismatic
  2. Edge: Rich
  3. Spirit Increase
  4. AB Psi
Veteran Advances
  1. Cyber Psychic Alignment
  2. Improved Cyber Psychic Alignment
  3. Power Points
  4. Major Psi
Heroic Advances
  1. Strength Increase
  2. Master Psi
  3. Telemechanics
  4. Points into Psi Skill

Starting Bennies Each Quarter
  • 4
Daniel - Site Admin/GM of Savage Rifts Agents of Titan
Jackal - IC (Neural Intelligence) - 7th SET
Henry- CS Ranger (Commando) - Rumble in the Jungle
Vi - “Former” Space Pirate - Stars Without Numbers

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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Boon - Commando & Mechanic

Post by Daniel »


Background
  • Planet: Phaseworld
    City: Center
    Bar: …at this point Boon can’t recall anything like that…he’d been to so many bars tonight.

”Hey Boon the Goon!”

I didn’t ask for the fame. I was just a CAF Commando. Sorry, former CAF. I was just doing my job. We were sent into the very close proximity of the Cosmic Forge to fight a battle against those Kreeghor jerks.

I didn’t ask for it. All seven of my surviving comrades, all elite CAF Commando’s were transformed into Cosmo Knights at the end of that battle. Only I, just little ol’me, I was changed but I’m definitely not a knight. The Forge War Battle ended up televised across the Three Galaxies. As far as anyone knows I was turned down by the Forge. Truth is worse. I said no to the Forge. Not that anyone knew that. The assumption was I was not worthy. Not a great thing for staying in the CAF. So I got out. As a independent ship mechanic and occasional combatant it helps some. Suppose it makes me a little scary. Mostly because I must be evil to have not been picked, plus there is the fact that it’s known I was changed some. Before the Forge War I was not psychic. I am now.

I had cyberware from since a young age, around 16. Now I’ve learned to deal with gear in my body and having psychic powers. Mostly it’s just machines and me. I was always good with fixing things.

Being born to an upper class family I got the best training.

Surviving the Forge War I got hands on experience.

Living in Center I got a headache. There’s always some damn fool who thinks he knows me.

Again, ”Boon the Goon!”

I turned to look down the bar at the idiot who had called out my name. Some stupid drunk on leave CAF fool. I didn’t recognize the man per day, but knew the type.

Boon wasn't my actual name. Boon was a shortening of my old operator code, Boondoggle, from my old CAF days as a Colonial Commando.

After the incident that took place on my last mission, the career ending mission that had opened my mind and had unlocked my inner strength granting me Psionic powers, and somehow also pointing out to the galaxies that I’d not been worthy of being a full Cosmic Kinght, I had retired early from the CAF.

Now I try to keep a low profile. That was really hard to do when some yahoo was yelling my name across the bar.

Sighing I stood up to leave.

Tossing a pre-paid credit chip onto the bar top I turned to go and felt a heavy leather glove, a meaty fist, slam into my jaw.

Part of me wished I was in armor and carrying my weapons. Another part of me acknowledged that, that was horrible. Why? So I could prove these asshats right? So I could kill them and show the 3G’s, again, that I was unworthy.

As I fell back, my head hitting the bar, I thought about how I’d tried to explain to my CAF supervisor that I’d said no.

Unfathomable. Apparently.

He’d said what I’d soon hear time after time.

Unworthy. Dark Soul.

“Damn you Blackheart!”

Oh yes that too. Another popular name I got called.

Falling to the ground I grit my teeth and took a multitude of kicks to the ribs.

Damn it. Where was he? Blasted Cosmo Knight. I’d seen him. Hidden in shadow in the back of the bar. On some unknown mission of good.

I spat blood.

Maybe I’d kill these asshats.

“ENOUGH!!”

There ya are …

“Leave this man along. Regardless of his standing with the all mighty Forge, he is not a villain. He is a hero of the Forge War regardless of his desire to serve it. Leave him be.”

I groaned as the Cosmo Knight lifted me effortlessly.

——

An hour later I dabbed blood off my lower lip and looked around the space docks. I was hazy on how I got here.

“Listen. I know you chose to not serve the Forge. Not everyone is cut out to be a Knight. You should sign on with one of these ships. Get out of Center for a while.”

He was of course right.

“Piss off Crusty Knight. I’ll do whatever I want.”

It probably would have sounded better if I hadn’t passed out from the pain and blood loss and collapsed.





Another’s View of things

A Crimson bolt of light blasted through the cold void of space, and Caleb Vulcan materialized in orbit over the planet of Phase World.

Clad and his Centerion themed metallic red armor, he surveyed the scene of the world below him bristling with activity.

Flying directly to the city of Center he was ignored by all security checks. Caleb was a Cosmo Knight and lawman, no one would stop him.

Walking through security untouched with many friendly nods he made his way deeper into the city.

Phaseworld is the foremost trading point of the three galaxies, and perhaps of the Megaverse. Connected to hundreds of dimensions and accessible to thousands of planets it was quite often called the center of the universe.

As a hero if the Cosmic Forge Caleb had been here many many times.

Now as he made his way deeper into the city to do the bidding of the Forge he reminisced about Earth in the 60’s and what it was like to awaken to the shining light of the Forge. Offered the opportunity to become a Cosmo Knight. Of course he had. How anyone could turn it down was beyond him. Maybe they were Canadian. He chuckled.

Caleb found the seedy cyber bar and grill. It was where he had been directed. Sighing he kept his armor on but dismissed the great red hammer he favored.

Once inside he took a seat at a table in the back and waved away the bar maid who had offered him an ale.

He was here, as strange as it seriously seemed to Caleb, to make sure Captain Mace Ferric, otherwise known as Boon was not killed. The great Forge had seen the man’s possible death or transformation here tonight.

It confused Caleb why the Forge was so interested in someone who had turned down becoming a Cosmo Knight.

Regardless, Caleb would wait here. Make sure the man did not die tonight.

A few hours later the Cosmo Knight moved to intercede on the man’s behalf.

It was much later after he’d left the war vet alone in the space docks that Caleb came to a realization.

By stopping the fight in the bar, he’d likely just changed the course of Boon’s life.

Had he not stopped the men kicking Boon the exCAF Commando might have retaliated and killed them. Maybe Caleb had just prevented the black man from becoming a villain. Hopefully setting him on course to booking a job on a ship and not killing the men in the bar would form him into being a good man.

Caleb hoped so. He also had other missions to attend to.

As a crimson bolt of light Caleb bolted away from Phase World.

The exCAF Boon would have to figure his own life out from here.

* Caleb. From the Hammer and the Forge books.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Boon - Commando & Mechanic

Post by Ndreare »

Nice, looks good.

Ignore the comment about Trade 2 if you saw this before I realized you were psionic.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Boon - Commando & Mechanic

Post by Daniel »


Signature Item — Approved by Ndreare.
Ultra Marine Wizards Military Repair Kit
Ultra Marine Wizards Military Repair Kit


UWW Ultra Marine Wizards Military Repair Kit, Field

• Original item: Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM (10 lb, 4000 credits).

• UWW item: Designed by techno wizards in the UWW the bag/carry kit attaché is much like other military gear to armor or can be simply carried with a sling. There are different options available in construction. This one assists Electrition skills. The additional powers (edges actually) of McGuver and Conjuring helps a combat mechanic stay ahead of his enemies. —

Minor: +1 to electronics rolls
Minor: +1 to electronics rolls
Major:
A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter.

Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc.

A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.

The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
Edge
Major:
CONJURER
Requirements: Novice, Arcane Back- ground (Magic), Occult d8+, Spellcasting d8+, Special (see below)
The Conjurer’s claim to fame is straightforward—to bring forth animals and simple, non-magical objects out of thin air at a whim. Of course, creating anything from nothing is not as easy as it appears. Powered technology and magic items are beyond the capabilities of Conjurers; black powder and simple gas-powered items (lanterns, stoves) are the most complex things they can conjure.
As an action, conjurers can spend the listed PPE to summon items based on their Rank as listed on the Conjurer Items table (see below). Conjured items lasts one hour per Rank of the Conjurer.
A leather jacket summoned up by a Veteran Conjurer lasts for three hours before disappearing. Conjurers can keep summoned items around for one additional hour per PPE they expend to maintain it. By taking a level of Fatigue (can only be recovered naturally) and performing a Ritual costing five times the normal PPE, the conjured item becomes permanent—seeRitualsandMeditations
in The Tomorrow Legion Player's Guide. Conjurers must have the summon ally
power if they wish to conjure animals. Any summoned creature remains around for the same Duration as a conjured item (one hour per Rank of the caster). Having thebeastfriendpowerorBeastMasterEdge is a good idea for an animal-summoning Conjurer.TheGMhasfinalsayonwhatcan
andcannotbeconjuredatanygivenRank.

Thematically I’ll be keeping this to tech based mechanic stuff.
Edge — related to having the right part for the job.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Boondoggle [Boon] - Commando & Mechanic

Post by Daniel »


  • Stats / Status / Information
Bennies: 4 plus 1 from opening Interlude = 5 plus 1 for RP = 6. -1 to reroll Persuasion skill = 5

Wounds / Fatigue: 0 / 0

ISP: 20 / 20
Regeneration 5 an hour

Other Information:
Has Conviction from opening Interlude.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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