Hobo Gear

It’s an unfortunate name, but one that has stuck.
GM: Hobo Joe
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Hobo Joe
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Posts: 396
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Hobo Gear

Post by Hobo Joe » Thu Jun 29, 2017 2:11 am

GROUP GEAR
Why does everybody forget about Hobo Joe? - Hobo Joe


Nameless:
  • Adventure Deck (WIP)
    GM Bennies: 4/6


Murder Hobos:

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Hobo Joe
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Posts: 396
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Hobo Moola

Post by Hobo Joe » Thu Jun 29, 2017 2:12 am

GROUP FUNDS
Why does everybody forget about Hobo Joe? - Hobo Joe


Nameless:
  • Adventure Deck (WIP)
    GM Bennies: 4/6


Murder Hobos:

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Gorgeous George
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Posts: 123
Joined: Mon Jun 12, 2017 1:19 pm

Re: Hobo Gear

Post by Gorgeous George » Mon Feb 12, 2018 8:54 am

BEHEMOTH

Behemoth.jpg
Updated for our new members. The following assumptions and modifications have been made:

1: One pair of bunks has been removed, so that Hawdore can install a roosting bar.

2: While Khar-Loez has been granted a berth with Simba, it's assumed he mainly uses it as a storage space for extra gear, if needed. He'll also get a hammock down in the loading bay, which gets further discussion next item.

3: Barring inclement conditions, one door to the loading bay will be kept open as a default. This will allow the Ostroposaurus to chill in a large nest they'll set up for it, as well as permit Khar-Loez to maintain his connection to the outside world. Obviously, this means the bay itself is not environmentally sealed, though that only applies to that level (and the doors to the Engineering Bay WILL get upgraded to include proper sealing, as soon as such is viable).

4: Hawdore and Ferrax share a room. Gummy gets a room of her own, unless she wants to bunk with either Simba or the Hawdore/Ferrax team, or with George for that matter (but note, he snores). Note that in a refugee situation, all empty bunks are considered available for refugee use, and in some cases, SET members may be asked to bunk on cots down in the loading bay so that people who need it can be treated by the Hospitallers.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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