Boe Lorrick
M.A.R.S. - Power Armor Soldier
Portrait of Boe Lorrick
Portrayed by Alan Tudyk
Name: Boe Lorrick
Aliases:
Rank: Corporal
Race: Human
Birthplace: Chi-Town
Affiliation: Coalition States (former)
Occupation: Fugitive, SAMAS Pilot (former)
Rifts

Background

Being a SAMAS pilot was all Boe ever dreamed of. Ever since he was a kid, he'd look up and see those flying suits of power armor tearing through the sky. They were the champions of the Coalition forces, a constant reminder of Emperor Prosek's protection.

Boe was fortunate enough to be born into a family with means. Though far from rich, they were respectable businessmen and could afford to have him educated. He loved to read and watch old vids — he even managed to get his hands on a few illegal documentaries, but dismissed their anti-CS propaganda.

As soon as he was old enough, Boe enlisted in the academy, focusing everything on becoming a pilot. He took to power armor like a fish to water. Graduating near the top of his class, Boe entered the SAMAS program with great promise. In his years in the CS military forces, Boe proved himself an effective soldier, and became quite popular among his comrades. His loyalty to his squad and jovial sense of humor kept morale high, even in dark times.

SAMAS.jpg
Boe in his SAMAS armor

Like any good Coalition soldier, Boe did not question his orders, even when they seemed questionable. He trusted his superiors to have valid military reasons for every mission. What might seem like a harmless village in the wild was undoubtedly harboring dangerous D-Bees and illegal practitioners of magic. These things were threats to the future of humankind, and Earth was a human world, after all.

Still, Boe couldn't help but remember some of the things he had read in his books and seen on the old vids. Accusations of corruption and evidence (that he had always assumed was doctored) that many of the non-human and supernatural targets of the Coalition were living peacefully…and in some cases were not D-Bees or people with unnatural powers as all, but simply human dissenters that the CS wanted silenced. Boe tried not to think about it, but it always remained in the back of his mind.

In late 108 PA, Corporal Boe Lorrick was on a mission to attack a rebel stronghold that had been established 50 miles from Chi-Town in the ruins of a pre-Rifts city. His squad was told that it was a Tolkeen outpost, being set up as a staging point for terrorist activity against Chi-Town. Boe's SAMAS unit was to provide air support for the ground troops. From what he could see from the sky, the conflict below would be over quickly. The enemy appeared to be hopelessly outgunned and outnumbered. That was before the unthinkable happened. One of the terrorists was standing alone on a rooftop, seemingly staying out of the conflict. The man jumped, and in mid-fall, he transformed into the enormous shape of a dragon!

Suddenly the battle shifted, and every SAMAS regrouped to engage the dragon, and the forces below aimed their artillery to the sky. They fought ferociously — the sky was streaked with energy blasts, the dragon shrugging off all but the most powerful weapons. Boe was so focused on the beast that he didn't notice one of the robots below aiming its turret, and the shot took out his starboard wing and thrusters. Down he went, careening into a building below.

Boe was down, but not out. His SAMAS suit, on the other hand, was wrecked. He stumbled out of the debris of his crash landing, and got a first hand view of the situation on the street. The enemy "Combatants" had no armor, and only the most basic of weapons. Many of them were elderly and children. A few were D-Bees, but hardly the demonic monsters that the CS so often warns about; they looked more like the sorts of D-Bees that live in the 'burbs of Chi-Town. But the skelebots and grunts mowed them down mercilessly. These were Tolkeen terrorists? Surely the dragon was proof of the danger of this place — but then why wasn't the dragon mentioned in the mission briefing?

Boe watched from cover as the slaughter took place on the streets. Even in the sky above, the dragon was beginning to falter against the onslaught of the Coalition forces. It would be over soon, the "threat" eliminated. As the carnage raged outside, Boe slumped to the floor of the shattered building, turning away, unable to watch any longer. Only then did he notice the big, black eyes gazing at him. A D-Bee…a D-Bee child, hiding in the ruins, stared at him, frozen in fear. Behind the young girl (at least he was fairly certain it was a girl), an older D-Bee of the same species lay lifeless, a particle beam wound running clean through his chest. Her father, most likely. It was like something from one of his illegal vids. But this was no doctored scene, these were real people, real innocents.

Boe signaled to the child to keep quiet, and bought a bit of trust with a piece of a field ration, which the alien girl devoured quickly. He kept an eye on the battle outside, most of which had moved past his position. The dragon let out a desperate roar as it crashed down to the street. It had been knocked out of the sky, but it wasn't down yet, still thrashing and unleashing its terrible fire on the ground troops. This was Boe's chance. He scooped up the girl and ran from the building, away from the battle.

Why was he doing this? This girl is the enemy…isn't she? He could be court-martialed for this, even executed. But he knew what would happen to this child if she was found by the others. How could his people be so callous? So…evil. He pushed aside reason, it hurt too much to consider how many times he had participated in this kind of action. He just ran, and ran, and when his legs burned with exhaustion, he pushed himself further. He made it to the outskirts of the city, far away from the conflict where a dragon had surely died that day.

He thought they were safe. Boe had gotten the child out of the city and into the surrounding forest. Exhaustion eventually took over, and they had to stop and make camp. When Boe awakened, it was to the sound of Skelebots and the barked orders of C.S. Grunts. Were it not for the arrival of his commanding officers from his SAMAS squadron, Boe might have been arrested or executed on the spot. But his C.O. congratulated him on capturing the runaway D-Bee, just before he executed her.

It soon became clear to Boe that his C.O. knew exactly what he had done, and only spared him out of a sense of past loyalty. But he had burned his bridges. He could have started over, rededicating himself to the C.S. and earning back the trust of his comrades. But for what? To join another massacre of innocent people? To be lied to by his superiors over and over? The old vids were right. The Coalition was corrupt to the core, and Boe had been complicit in that corruption.

Boe wasted no time. Merely a day after he was brought back to Chi-Town, he slipped away in civilian clothing and bribed his way onto a caravan leaving the city. He didn't know where it was going and he didn't care. The very thought of staying made him sick to his stomach. He knew that he would be labeled and traitor and fugitive, but the world was a big place, and even the Coalition's reach was only so long.

Sessions

(A Future Strange and Terrible 08) CompoundSummary: The party discovers a pre-Rifts facility with some promising technology.

(A Future Strange and Terrible 07) DamageSummary: The heroes infiltrate Cherry Hill and attack Damage Crew while searching for the cursed orb.

(A Future Strange and Terrible 06) ShemarriansSummary: Investigation of the downed Splugorth ship leads to an encounter with mysterious D-Bees.

(A Future Strange and Terrible 05) CouncilSummary: The leaders of the fugitives meet in council to discuss their current situation and how they will provide safety for everyone.

(A Future Strange and Terrible 03) EscapeSummary: The heroes lead a mass exodus of the prisoners from the slave ship.

(A Future Strange and Terrible 02) SabotageSummary: The heroes enact their escape plan, and then some.

(A Future Strange and Terrible 01) AbductedSummary: A plan for escape is hatched.

Relationships

Aurell

Aurell

Mystery

What can I say about Aurell? She's certainly…um…yeah. Not a clue.

Don Alessandro

Don Alessandro

If I Had to Do a Guy

Alex is a swell guy. But I really need to get him to shut up around women. That accent is poison to my mojo.

Ohanzee

Ohanzee

Life of the Party

I like this guy. What a prankster. He's always got a smile ready for you. I'm pretty sure we're close to being on hugging terms.

Seraphina

Seraphina

UNDERAGE!

Nice girl. But I need a bar of soap, a scrub brush, and a priest.

wildcard_rifts.png

Boe Lorrick

Attributes

Agility: Dice_Fill-ins_d8.jpg
Smarts: Dice_Fill-ins_d6.jpg
Spirit: Dice_Fill-ins_d8.jpg
Strength: Dice_Fill-ins_d6.jpg
Vigor: Dice_Fill-ins_d6.jpg

Languages

  • American

Secondary Statistics

Charisma
Add to Persuasion and Streetwise rolls
+2
Pace
Run: +d6; -2 on other actions this round
6
Parry
2 + half Fighting die type
6
Toughness
2 + half Vigor die type
18(11)
Awareness
2 + half Notice die type
6
Strain
Take 1 Fatigue level per point above Max Strain
2
Maximum Strain
Lower of Vigor or Spirit
6

Permanent Injuries

Skills

Driving (Agility): Dice_Fill-ins_d4.jpg
Fighting (Agility): Dice_Fill-ins_d8.jpg
Healing (Smarts): Dice_Fill-ins_d4.jpg
Intimidation (Spirit): Dice_Fill-ins_d0.jpg
Investigation (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Arcana) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Battle) (Smarts): Dice_Fill-ins_d8.jpg
Knowledge (Computers) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Cybernetics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Electronics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Engineering) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (History) (Smarts): Dice_Fill-ins_d6.jpg
Knowledge (Medicine) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Politics) (Smarts): Dice_Fill-ins_d4.jpg
Knowledge (Science) (Smarts): Dice_Fill-ins_d0.jpg
Notice (Smarts): Dice_Fill-ins_d8.jpg
Perform (Spirit): Dice_Fill-ins_d0.jpg
Persuasion (Spirit): Dice_Fill-ins_d0.jpg
Piloting (Agility): Dice_Fill-ins_d8.jpg
Repair (Smarts): Dice_Fill-ins_d6.jpg
Riding (Agility): Dice_Fill-ins_d0.jpg
Shooting (Agility): Dice_Fill-ins_d8.jpg
Stealth (Agility): Dice_Fill-ins_d0.jpg
Streetwise (Smarts): Dice_Fill-ins_d0.jpg
Survival (Smarts): Dice_Fill-ins_d4.jpg
Taunt (Smarts): Dice_Fill-ins_d6.jpg
Thievery (Agility): Dice_Fill-ins_d0.jpg
Throwing (Agility): Dice_Fill-ins_d6.jpg
Tracking (Smarts): Dice_Fill-ins_d0.jpg

Iconic Framework

M.A.R.S. (Power Armor Soldier) Abilities and Bonuses

  • The character gets 20 Experience Points and the four Advances that come with them, beginning play at Seasoned Rank.
  • Begin with the Power Armor Jock Edge.
  • Select any one suit of Power Armor.
  • Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer. Select any one additional weapon from the Ranged Personal Weapons section.
M.A.R.S. Fortune & Glory Type Description

Hindrances

Hindrance Type Description
Wanted Major The character is wanted for treason against the Coalition States.
Loyal Minor Loyal characters would give their lives for their friends. They can never leave a man behind if there’s any chance at all they could help.
Quirk Minor Your hero has some minor foible that is usually humorous, but can occasionally cause trouble. Boe has a habit of joking too much; he doesn't seem to take many things seriously.

Edges

Edge Type Description
Elan Combat When spending a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Nerves of Steel Combat The character has learned to fight on through the most intense pain. Ignore 1 point of wound penalties.
Charismatic Social The character has learned how to work with others. Adds +2 to Charisma.
I Know a Guy Social Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if they will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
Power Armor Jock Professional Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a −2 penalty to Agility and all skill rolls while wearing power armor.
Luck Background The character is blessed with good fortune. Draw one extra Benny at the beginning of each game session.
Great Luck Background As Luck, but the player draws two extra Bennies instead of one at the start of each session.
Killer Instinct Combat This character wins ties on an opposed roll of any sort. If the skill die on an opposed skill roll is a 1, reroll it (but keep the second result, even if it’s another 1).
Dodge Combat Unless the victim of a surprise attack and taken completely unaware, subtract 1 from attackers' ranged attack rolls when targeting the character (even in close combat). Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when allowed).

Cybernetics

Cyberware Strain Description
Optics Package 1

Both of the cyborg’s eyes are replaced, granting the following:

  • +2 all sight-based Notice checks
  • Thermal imaging and night vision (ignore illumination penalties)
  • 50× magnification for distance
  • 20× macro lens for up-close detail
  • Glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects
  • Record still or moving images and store them for later viewing or display (Switching modes is a free action)
Targeting Eye 1 Requiring the Optics Package, this enhancement grants a +2 to all Shooting rolls for weapons the character spends at least a full round calibrating.

Weapons

Weapon Range Damage RoF AP Shots Weight Notes
Vibro-Sword - Str+d10 - 4 - 9 lb. -
Wilk's 237 Laser Pistol 15/30/60 2d6+1 1 4 16 3 lb. Semi-Auto
Wilk's 447 Laser Rifle 40/80/160 3d6 1 2 5 3 lb. Semi-Auto
TX-5 Pump Pistol 15/30/60 2d6+1 1 5 5 lb. Mega Damage

Armor

Many body armor suits and all power armor have Full Environmental Protection, which includes fully sealed systems; self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems.

Armor Type Armor Bonus Toughness Min Str Weight
SFD Hunstman Lightweight Personal Armor +5 d6 16 lb.
Notes: No environmental systems

Power Armor

All power armor provides Full Environmental Protection, advanced communications (20-mile range; 500 miles with access to a dedicated relay system); a full sensor suite with HUD (Heads Up Display) readouts, granting +2 on all Notice checks and incorporating 360° radar, thermal imaging, and night vision; optics enhancement with 50× magnification and audio pickups that can catch whispers at 100 yards; and onboard combat computers and targeting systems that offset up to −2 Shooting penalties and can be calibrated to prevent friendly fire.

Power Armor Type Armor Bonus Toughness Strength Weight Pace Size
Triax X-10 Predator +12 M.D.C. +2 d12+6 900 lb. 8 2
Armament & Other Notes

Flight System (Flight Pace 24, Climb 1)

  • Medium Laser
  • 2 × Mini-Missile Launcher
Triax-X-10-Predator.jpg
Boe's Predator Power Armor

Gear

  • NG-52 Survival Pack: Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
    • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range radio, five-mile range.
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.

Wealth and Currency

Savings credits
Valuables

The Hero's Journey

Benefits Table Result
{$benefitsTable} {$result}

Advances

Total XP: 36 Rank: Seasoned
XP Rank Advance
5 Novice Upgrade (Optics Package)
10 Novice Upgrade (Targeting Eye)
15 Novice Spirit d8
20 Seasoned Survival d4, Piloting d8
25 Seasoned Dodge
30 Seasoned Notice d8
35 Seasoned Knowledge (Battle) d8, Repair d6

Gallery

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