The Boundless family have long been adventurers, scouring the earth for new challenges, and using the knowledge and treasure they looted to found a dynasty. That dynasty was nearly ended when the Serpent fell, crushing London, but fortunately Andrea’s father, Richard Boundless, was abroad in India when it happened.
Andrea grew up with the best of everything, but in her case that meant the best schools … and the best rifles. She attended university at the famed Rhodes University in South Africa, but she found academic life didn’t suit her. “Why read about exotic locales when you can actually go there?” she told her father, “That’s what you did.”
She stayed in university long enough to go on a few field expeditions and gain practical experience, then left South Africa to see the larger world, bankrolled by the Boundless family fortune. She explored tombs in the shattered remains of Egypt, delved into the depths of Indian temples (including one where she was technically trespassing, was imprisoned, and subsequently escaped). “India? That was a … misunderstanding.”
Andrea soon burned through her family trust, and ultimately returned to Rhodes hat in hand, and began accepting freelance “grey ops” jobs for them. Andrea is smart, but most of what she knows from practical experience, rumors and guess work. Book learning is simply not her thing.
She’s had an on again, off again relationship with British rocketeer Jules Drake, having worked with him on several high-profile joint missions of the British government and Rhodes University. Most of these professional and personal trysts have ended in apocalyptic yelling matches, but they’re usually able to keep the fireworks in check until the mission is completed.
Andrea Boundless is one of my oldest convention characters; she first appeared in a 2nd Edition D&D adventure I wrote for my college game club’s convention, and she’s popped up in most of the modules I’ve written since then. Her character’s become more adventurous over time. In the initial module she was trapped in an endless time loop with her family and needed to be rescued by the heroes, now she’s the one who typically does the rescuing.
She’s the classic impetuous adventure, and depending on the player, can help move the game along if it gets bogged down in strategizing (always a possibility in convention games, or heck, home ones as well). Together with Jules Drake, she provides an opportunity for in-character role-playing (and occasional fights) as the two egos come into conflict with one another.
Background: Nationality: British, Concept: Freelance scholar, adventurer, Inspiration: Lara Croft, Tomb Raider
Abilities: Agility d10, Smarts d6, Strength d6, Spirit d6, Vigor d6, Charisma: 2, Pace: 6″, Parry: 5, Toughness: 5, Bennies: 4
Skills: Climb (Str) d6, Fighting (Agi) d6, Lockpick (Agi) d6, Know. Ancient History (Sma) d6, Know. Ophitech (Sma) d4, Persuasion (Spi) d4+2, Shooting (Agi) d8+1, Stealth (Agi) d8, Notice (Sma) d6
Hinderances: Curious (Major), Wanted in India (Minor), Stubborn (Minor)
Edges: Attractive, Trademark Weapon, Luck
Weapons: Silverplated S&W .44, Range: 12/24/48, Dmg: 2d6+1 Rof: 1 Shots: 6 Special: AP 1, Revolver; Derringer, Range: 5/10/20, Dmg:2d6+1 Rof: 1 Shots: 2 Special: AP 1 Knife, Range: 3/6/12, Dmg: Str+d4 RoF: 1 Shots: 1
Equipment: Money: 30 silver dollars; Ammo: Silverplated S&W .44: 25 rounds of ammo on cartridge belt, Derringer: 6 rounds; Gear: Backpack (in pack: Bedroll, Binoculars 8x, Bedroll, Compass, Canteen, Flashlight, Lockpicks, Rope (100′), 1 week rations, 25 rounds of .44 ammo)
Major Simon Cartwright is part of Nuketown’s “The Week After Ragnarok” feature.