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Characters from the Max Max Trilogy of films


Susano

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“My life fades. The vision dims. All that remains are memories. I remember a time of chaos. Ruined dreams. This wasted land. But most of all, I remember the Road Warrior. The man we called “Max”.

 

To understand who he was, you have to go back to another time. When the world was powered by the black fuel. And the desert sprouted great cities of pipe and steel. Gone now, swept away. For reasons long forgotten, two mighty warrior tribes went to war and touched off a blaze which engulfed them all. Without fuel, they were nothing. They built a house of straw. The thundering machines sputtered and stopped. Their leaders talked and talked and talked. But nothing could stem the avalanche. Their world crumbled. The cities exploded. A whirlwind of looting, a firestorm of fear. Men began to feed on men.

 

On the roads it was a white-line nightmare. Only those mobile enough to scavenge, brutal enough to pillage would survive. The gangs took over the highways, ready to wage war for a tank of juice. And in this maelstrom of decay, ordinary men were battered and smashed. Men like Max. The warrior Max. In the roar of an engine, he lost everything. And became a shell of a man, a burnt out, desolate man, a man haunted by the demons of his past, a man who wandered out into the wasteland. And it was here, in this blighted place, that he learned to live again...”

 

—The Narrator, Mad Max 2: The Road Warrior, Opening Monologue

 

THE MAD MAX TRILOGY



 

INTRODUCTION

 

In 1979 George Miller and Byron Kennedy created the film Mad Max, a dystopian action film dealing with the slow breakdown of society and the vengeance-fueled rampage of the titular hero, Max. Shot on a budget of only $400,000 AUD, it eventually made $100 million worldwide and for thirty years held the record for the highest profit-to-cost ratio for any motion picture, until Paranormal Activity was released in 2009.

 

Mad Max was so successful it spawned a sequel, the 1981 smash hit The Road Warrior (known as Mad Max 2 in Australia). Generally considered to be far superior to the original movie, The Road Warrior advances the time-line to after a global war, presenting the viewer with a post-apocalyptic world that has been imitated in countless films, games, stories, and comics.

 

In 1985 a third Mad Max movie was made, titled Mad Max Beyond Thunderdome. It pushed the time-line further into the future, and showed how society was slowly rebuilding itself. While generally well-received, it lacked some of the maniac energy of the first two films. However, there is (supposedly) a fourth Mad Max film on the way, Mad Max IV: Fury Road. In March of 2009, director George Miller announced the development of a 3D animated film that will continue the Mad Max story line, although location scouting has been rumored to occur for a live-action film. Right now, the most likely result is a Japanese anime for Northstar Productions that will probably debut in 2011.

 

TIMELINE

 

No dates are given in any of the films, aside from “a few years from now” at the start of Mad Max. However, the official movie magazine for Beyond Thunderdome states that it’s set 18 years after The Road Warrior while George Miller says it’s 13 years after. Using Mad Max as the basis, we get this possible timeline:

 

1979 --
Mad Max
released.

1984 -- “A few years from now...” The events depicted in
Mad Max
occur.

1987 -- Max goes into the Outback and encounters the refinery. The events depicted in
Mad Max 2
occur.

2000 -- Max encounters Bartertown. The events depicted in
Mad Max Beyond Thunderdome
occur per George Miller.

2005 --
Mad Max Beyond Thunderdome
per the official movie magazine.

 

A much more elaborate and detailed time-line can be found at the Max Max Chronology: http://www.madmaxmovies.com/archives/web-pages/alex-maddison-mad-max-chronology/mchron.html. Taken from the novelizations of the three movies, it pushes the events of Mad Max up to the year 2000, with Thunderdome taking place in 2018.

 

CHARACTERS

 

The character represented here are only a sampling of the ones who appear in the various films. They were written up as 175-point heroic level characters for Hero System 6th Edition. The cast includes:

 

MAD MAX

 

  • Jim Goose: A Main Force Patrol officer who uses a motorcycle.
  • Max Rockatansky: A Main Force Patrol officer who feels he’s seen enough.

 

MAD MAX 2: THE ROAD WARRIOR

 

  • The Gyro Captain: A scavenger living out in the wastelands, he pilots a tiny gyrocopter.
  • Lord Humungus: A huge, muscular man, who leads a gang of marauders.
  • Max Rockatansky: Having left the MFP behind, Max now wanders the wastelands, trying to survive.
  • Wez: Humungus’s lieutenant, and a violence-addicted psychopath.

 

MAD MAX BEYOND THUNDERDOME

 

  • Auntie Entity: The cruel leader of Bartertown.
  • Master-Blaster: Made up of the diminutive “Master” and his hulking partner “Blaster,” this duo supply the power to Bartertown.
  • Max Rockatansky: Now a wandering trader and/or scrounger of the wastes, Max continues his aimless journey.

 

Other Characters

There are numerous other characters featured in the films. Examples include the Toecutter from the first movie, the Warrior Woman and Papagallo from the second, and Jebediah from the third. While I didn’t create character sheets for them (for various reasons), it’s fairly easy to do so. Simply start with the Competent Normal on page 440 of 6E1 and add in any number of Templates (such as the Ganger from Post-Apocalyptic Hero) and weapon skills.

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Re: Characters from the Max Max Trilogy of films

 

MAX ROCKATANSKY

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 ½d6 HTH Damage [3]
15+5	DEX	10	12-/13-
18	CON	8	13-
13	INT	3	12-	PER Roll 12-/13-
15	EGO	5	12-
15	PRE	5	12-	PRE Attack:  3d6

5	OCV	10	
5	DCV	10	
3	OMCV	0	
5	DMCV	6	
3+1	SPD	10		Phases:  4, 8, 12/3, 6, 9, 12

6	PD	4		Total:  6 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
6	REC	2
30	END	2
13	BODY	3
30	STUN	5		[b]Total Characteristic Cost:  88

Movement:	[/b]Running:	12m/24m 
Leaping:	4m/8m
Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
5	Can Drive Anything:  +5 DEX; Only For Driving (-1)
4	Takes A Bullet To The Knee:  +4 EGO Rolls; Only For Wounding 
Rolls (-2)
5	Beginning To Enjoy The Rat Circus:  +10 PRE; Only To Protect Against 
Presence Attacks (-1)
5	Can Drive Anything:  +1 SPD; Only For Driving (-1)
8	Takes A Bullet To The Knee And A Motorcycle To The Arm:  Physical 
Damage Reduction, Resistant, 25%; STUN Damage Defined As Pain/
Shock Only (-½), Character Must Be Aware Of Attack (-¼)
4	Top Pursuit Man:  Aid Ground Movement 2d6, Trigger (Activating the 
Trigger requires a Zero Phase Action, Trigger requires a Turn or more 
to reset; +¼); Only Works On Ground Vehicle The Character Is 
Currently Driving (-1), 4 Charges (-1), Costs Endurance (-½), Requires 
A Combat Driving Roll  (Skill roll, -1 per 20 Active Points 
modifier; -¼), END 1
2	Observant:  +1 PER with Sight Group

[b]Perks[/b]
1	Fringe Benefit:  Law Enforcement Rank
2	Fringe Benefit:  Local Police Powers
1	Fringe Benefit:  Weapon Permit
1	Positive Reputation:  top pursuit man (Main Force Patrol) 14-, +1/+1d6

[b]Skills[/b]
5	+1 with Small Arms

4	AK: Victoria, Australia 13-
7	Combat Driving 14- (15-)
3	Criminology 12-
3	KS: Automobiles 12-
2	KS: Criminal Law And Procedure 11-
2	KS: The Law Enforcement World 11-
0	Language:  English (idiomatic; literate)
3	Mechanics 12-
2	PS: Main Force Patrol Officer 11-
3	Streetwise 12-
2	TF:  Common Motorized Ground Vehicles
2	WF:  Small Arms

[b]Total Powers & Skill Cost:  76
Total Cost:  164

175+	Matching Complications[/b]
15	DNPC:  Jessie (wife) and Sprog (son) Infrequently (Normal; Group 
DNPC: x2 DNPCs)
5	Distinctive Features:  "Bronze" -- Main Force Patrol officer (Easily 
Concealed; Noticed and Recognizable; Detectable By Commonly-Used 
Senses)
0	Hunted:  Main Force Patrol 8- (Mo Pow; Limited Geographical Area; 
Watching)
15	Hunted:  Toecutter and His Gang (Nomad Trash/Scoot Jockeys)  
Frequently (As Pow; Harshly Punish)
15	Psychological Complication:  Afraid Of Becoming "A Terminal 
Psychotic" (Common; Strong)
20	Social Limitation:  Subject To Orders (Very Frequently; Major)

[b]Total Complications Points:  164[/b]

 

Background/History: It’s “a few years from now” and the world is slowly descending into anarchy. On the highways of southern Australia, the Main Force Patrol tries to maintain order while dealing with an apathetic public, lawless bikers, a shrinking budget, and a general breakdown of society.

Max Rockatansky is the Main Force Patrol’s top pursuit man, often making the news with results his spectacular chases (and resulting wrecks). While well liked by his fellow officers, Max isn’t sure he wants to continue with his current career—he’s seen too many people die on the highways, pulled out of twisted wrecks of steel and glass. To make matters worse, his last chase involved a cop-killer by the name of the Nightrider. While Max managed to run Nightrider down, ‘rider’s gang has sworn revenge on the Main Force Patrol and Max has a wife and young son to think about....

 

Personality/Motivation: While an experience officer and cool as ice-water behind the wheel, Max is also starting to worry. He’s fairly unfazed by the parade of accidents, crazies, chases, and crashes he sees day in and day out, and this scares him. He’s worried he’s becoming litter better than the people he chases, just another speed demon, out tearing up the roads until one small slip does him in.

 

Quote: “I'm scared, Fif. It's that rat circus out there, I'm beginning to enjoy it. Look, any longer out on that road and I'm one of them, a terminal psychotic, except that I've got this bronze badge that says that I'm one of the good guys.”

 

“The chain in those handcuffs is high-tensile steel. It'd take you ten minutes to hack through it with this. Now, if you're lucky, you could hack through your ankle in five minutes. Go.”

 

Powers/Tactics: Behind the wheel Max can’t be beat. He’s virtually fearless, and more than once wins a game of chicken, be it against another car of a formation of motorcycles. He’s an excellent driver, and can make a car virtually dance if he needs it to. In most cases, he seems to pursue his target until they make a mistake—he chases the Nightrider until ‘rider slams into a wreck, and does the same to Toe-cutter, until ‘cutter rams headfirst into a tractor-trailer. Outside of his car, Max is well-armed with a revolver in a shoulder holster under his left arm (a Smith & Wesson Modfel 28), and a sawed-off double-barreled shotgun holstered on his right hip (possibly a Savage/Stevens 311A shotgun). He also carries a short nightstick and a set of handcuffs.

 

Appearance: Max is of average height, with a strong, lean build, short dark hair, and is clean shaven. He dresses in black driving "leathers", consisting of a heavy jacket, pants, and boots over a simple gray t-shirt.

 

Designer's Notes: Max is from the Australian cult classic Mad Max. Made into 1979, it helped propel star Mel Gibson into international stardom and spawned one of the greatest film sequels of all time—The Road Warrior. As written, Max Rockatansky makes for a fairly low-key cinematic action hero. You can make him more realistic by removing most of his powers relating to him ability to absorb punishment. You can make him more powerful by giving him additional levels with Ranged Weapons and/or HTH Combat as well as points of DCV usable with anything he’s driving (basically a ground-based version of the Hotshot Pilot Talent from 5th Edition Pulp Hero. Based on some deleted scenes from Mad Max, Max can drive a motorcycle and could have Paramedics (probably at the 10- Proficiency level).

 

(Max Rockatansky created by George Miller and Mel Gibson, character sheet created by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

JIM GOOSE

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 ½d6 HTH Damage [3]
16+5	DEX	12	12-/13-
15	CON	5	12-
13	INT	3	12-	PER Roll 12-/13-
12	EGO	2	11-
15	PRE	5	12-	PRE Attack:  3d6

5	OCV	10	
5	DCV	10	
3	OMCV	0	
4	DMCV	3	
3+1	SPD	10		Phases:  4, 8, 12/3, 6, 9, 12

6	PD	4		Total:  6 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
6	REC	2
30	END	2
12	BODY	2
30	STUN	5		[b]Total Characteristic Cost:  88

Movement:[/b]	Running:	12m/24m 
Leaping:	4m/8m
Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
5	Experienced Main Force Patrol Biker:  +5 DEX; Only For 
Driving (-1)
5	Doesn't Scare/Shock Easily:  +10 PRE; Only To Protect Against 
Presence Attacks (-1)	
3	"You're A Lucky Boy. Not Even Any Road Rash":  +10 PD; Only To 
Protect Against Vehicle Collision Damage (-2)

[b]Perks[/b]
1	Fringe Benefit:  Law Enforcement Rank
2	Fringe Benefit:  Local Police Powers
1	Fringe Benefit:  Weapon Permit

[b]Talents[/b]
3	+1/+1d6 Striking Appearance (vs. all characters)

[b]Skills[/b]
8	+1 with HTH Combat

3	Acrobatics 12-
4	AK: Victoria, Australia 13-
3	Breakfall 12-
3	"Hello, My Name Is Jim Goose.":  Charm 12-
7	Combat Driving 14- (15-)
3	Criminology 12-
2	KS: Criminal Law And Procedure 11-
2	KS: The Law Enforcement World 11-
0	Language:  English (idiomatic; literate)
2	PS: Main Force Patrol Officer 11-
1	PS: Singing 8-
3	Streetwise 12-
1	TF:  Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground 
Vehicles
2	WF:  Small Arms, Clubs

[b]Total Powers & Skill Cost:  71
Total Cost:  151

175+	Matching Complications[/b]
5	Distinctive Features:  "Bronze" -- Main Force Patrol officer (Easily 
Concealed; Noticed and Recognizable; Detectable By Commonly-Used 
Senses)
0	Hunted:  Main Force Patrol 8- (Mo Pow; Limited Geographical Area; 
Watching)
15	Psychological Complication:  "Jimmy The Goose, Larger Than Life And 
Twice As Ugly!" (Common; Strong)
15	Psychological Complication:  Strong Sense Of Justice (Common; 
Strong)
20	Social Limitation:  Subject To Orders (Very Frequently; Major)
5	Unluck: 1d6

[b]Total Complications Points:  151[/b]

 

Background/History: Jim Goose one of a number of Main Force Patrol officers operating in the state of Victoria in south Australia. Full of life and laughter, he’s seems to be a personification of the Aussie adage “she’ll be alright.” He’s also Max Rockatansky’s closest friend and occasional patrol partner.

 

Personality/Motivation: Known as “the Goose” or “Gosling One” (his call sign with the MFP), Jim seems to take life at full-throttle, never holding back or slowing down. At the same time, he’s a dedicated officer with a strong sense of right and wrong, and utterly looses his cool (and temper) when Johnny the Boy walks after no one shows at his trial.

 

Quote: Scag! He sings and I tap dance!”

 

“Don’t write off the Goose until you see the box go into the hole.”

 

Powers/Tactics: A highly skilled biker, Jim manages to survive two rather nasty crashes with little to no injuries (although he breaks his leg laying his bike down early in the film... an example of his Unluck is my guess). He’s also rather handy with a nightstick, somewhat of an acrobat (he does a nice roll over the hood of a car to get to his bike at one point), and has a certain degree of charm with the ladies.

In case of violence, Jim’s armed with a Smith & Wesson Model 28 in a crossdraw holster, a short nightstick, and a set of handcuffs.

 

Appearance: Jim Goose is of average height (slightly taller than Max), with a strong, lean build, short blond hair, and is clean shaven. Like all MFP officers, he dresses in black driving "leathers", consisting of a heavy jacket, pants, and boots over a simple gray t-shirt. To this he adds a silver open-faced helmet with a clear face-shield and plastic forearm guards.

 

Designer's Notes: Jim is also from the classic cult film Mad Max. He meets his end at the hands (and matches) of Johnny the Boy mid-way through the film and helps spark Max’s desire to leave the Force. You can make him a more realistic character by removing his extra PD versus vehicle crashes or make him more powerful by increasing his Combat Skill Levels.

 

(Jim Goose created by George Miller and Steve Bisley, character sheet created by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

V-8 PURSUIT SPECIAL

 

[b]Val	CHA	Cost	Notes[/b]
4	Size	20	Length 5.04m, Width 2.52m, Height 2.52m, Volume 
		32m^3  Mass 1.6 ton,  OCV +2,  KB -4
30	STR	0	HTH Damage 6d6  END [3]
16	DEX	12

1	PD	-1	3 PD (3 rPD)
1	ED	-1	3 ED (3 rED)
4	SPD	20	Phases:  3, 6, 9, 12
5	OCV	10
5	DCV	10

16	BODY	2
[b]Total Characteristic Cost:  71

Movement:[/b]	Ground:  44m/176m
Leaping:  0m
Swimming:  0m


[b]Cost	Abilities and Equipment[/b]
15	"She Sips Nitro With Phase Four Heads! 600 Horsepower Through The 
Wheels!":  Ground Movement +36m (48m total), x4 Noncombat; OAF 
(standard tires; -1 ½), Only On Appropriate Terrain (-¼), 1 Continuing 
Fuel Charge lasting 6 Hours (easily-obtained fuel; -0)
19	Supercharger:  Aid  Ground Movement 4d6, Constant (+½), Trigger 
(Activating the Trigger requires a Zero Phase Action, Trigger requires a 
Zero Phase Action to reset; switch on the stick shift; +½); Only to Aid 
Self (-1), Costs Endurance (to maintain; -½), END (see Notes)
Notes:  Technically, the supercharger doesn't use END, it uses the 
engine output to power the belt that drives the blower. However, the 
Costs Endurance (to maintain) Limitation is the only way to replicate 
how the Aid should work. At the same time, the Limitation replaces the 
Side Effect Limitation of "Consumes Fuel Rapidly," as using the 
supercharger will quickly drain a normal gas tank.
-2	Ground Vehicle:  Leaping -4m
-2	Ground Vehicle:  Swimming -4m
4	Outer Shell:  +2 PD; Limited Coverage (not on windscreen; -¼) plus 
+2 ED; Limited Coverage (not on windscreen; -¼)
4	Heavy Tyres:  DEF 3, BODY 3
4	Main Force Patrol Radio:  Radio Perception/Transmission (Radio 
Group); OIF Bulky (-1), Sense Affected As Hearing Group As Well As 
Radio Group [very common Sense] (-½)
10	Emergency Lights & Siren:  Sight and Hearing Groups Images, +4 to 
PER Roll, Reduced Endurance (0 END; +½); OAF Bulky (-1 ½), Set 
Effect (-1), No Range (-½)

[b]Skills[/b]
2	Enhanced Suspension:  +1 with Ground Movement
1	Airdam And Spoilers:  +2 with Ground Movement; OIF Bulky (-1), Only 
At Speeds Over 40 MPH (-1)

[b]Total Abilities & Equipment Cost:  55
Total Vehicle Cost:  126

Value Complications[/b]
20	Distinctive Features:  Main Force Patrol vehicle (Not Concealable; 
Always Noticed and Causes Major Reaction; Detectable By Commonly-
Used Senses)

[b]Total Complication Points:  20
Total Cost:  106/5 = 21
[/b]

 

Description: The Pursuit Special, a.k.a. "The Black on Black" is a 1973 XB GT Ford Falcon Coupe, with a Concorde front end body accessory, and a supercharger thrust up through the hood (which in truth is only a prop and doesn't actually work). It is a powerful muscle car, said to: “...sips nitro... with Phase 4 heads! 600 horsepower through the wheels! She's meanness set to music and the bitch is born to run!” The car is presented to Maxeartly in the film in order to keep him from leaving the Main Force Patrol. Later, he retrieves the car and uses it to chase down Toecutter’s gang.

 

Thew Pursuit Special was built based off of the Mustang character sheet found in the Hero System Vehicle Sourcebook and then modified to make it a full-size car.

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Re: Characters from the Max Max Trilogy of films

 

“...but most of all, I remember the man they called Max. The Road Warrior.”

 

MAX ROCKATANSKY

 

[b]Val	CHA	Cost	Roll	Notes
[/b]15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [3]
17+5	DEX	14	12-/13-
18	CON	8	13-
13	INT	3	12-	PER Roll 13-
15	EGO	5	12-
18	PRE	8	13-	PRE Attack:  3 ½d6

6	OCV	15	
6	DCV	15	
3	OMCV	0	
5	DMCV	6	
3+1	SPD	10		Phases:  4, 8, 12/3, 6, 9, 12

6	PD	4		Total:  6 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
6	REC	2
30	END	2
13	BODY	3
30	STUN	5		[b]Total Characteristic Cost:  107

Movement:[/b]	Running:	11m/22m 
Leaping:	3m/7m
Swimming:	3m/7m
[b]
Cost	Powers & Skills[/b]
5	Can Drive Anything:  +5 DEX; Only For Driving (-1)
4	Takes A Bullet To The Knee:  +4 EGO Rolls; Only For Wounding 
Rolls (-2)
5	Survived The Apocolypse:  +10 PRE; Only To Protect Against Presence 
Attacks (-1)
5	Can Drive Anything:  +1 SPD; Only For Driving (-1)
8	Takes A Bullet To The Knee And A Motorcycle To The Arm:  Physical 
Damage Reduction, Resistant, 25%; STUN Damage Defined As Pain/
Shock Only (-½), Character Must Be Aware Of Attack (-¼)
-1	Leg Brace:  Leaping -1m
-1	Leg Brace:  Running -1m
-1	Leg Brace:  Swimming -1m 
4	Road Warrior:  Aid Ground Movement 2d6, Trigger (Activating the 
Trigger requires a Zero Phase Action, Trigger requires a Turn or more 
to reset; +¼); Only Works On Ground Vehicle The Character Is 
Currently Driving (-1), 4 Charges (-1), Costs Endurance (-½), Requires 
A Combat Driving Roll  (Skill roll, -1 per 20 Active Points 
modifier; -¼), END 1
3	Observant And Wary:  +1 PER with all Sense Groups

[b]Perks[/b]
24	Last Of The V-8 Interceptors:  134-point Pursuit Special
7	Faithful Companion:  Dog

[b]Talents[/b]
2	"Never Seen A Man Beat A Snake Before":  Lightning Reflexes (+2 DEX 
to act first with All Actions)

[b]Skills[/b]
10	+1 with All Attacks
5	+1 with Small Arms

3	AK: The Australia Outback 12-
2	Animal Handler (Canines) 13-
7	"I'll Drive That Tanker":  Combat Driving 14- (15-)
3	Scavenging/Scrounging:  Concealment 12-
Notes:  See PAH page 36.
3	"Touch Those Tanks And BOOM!":  Demolitions 12-
1	Electronics 8-
3	"A Fellah, A QUICK Fellah, Might Have A Weapon Under There.":  Fast 
Draw:  Blades 12-
3	"Two Days Ago I Saw A Vehicle That Would Haul That Tanker.":  KS: 
Motor Vehicles 12-
0	Language:  English (idiomatic; literate)
3	Lockpicking 12-
5	"I'm Going To Need Five Gallons Of Diesel And Some High Octane 
Fuel":  Mechanics 13-
3	Stealth 12-
2	Survival (Desert (Outback)) 12-
2	TF:  Common Motorized Ground Vehicles
3	WF:  Small Arms, Blades, Clubs (Crowbar)

[b]Total Powers & Skill Cost:  123
Total Cost:  230

175+	Matching Complications[/b]
10	Distinctive Features:  Leg Brace On Left Leg; Limp (Concealable; 
Noticed and Recognizable; Detectable By Commonly-Used Senses)
10	Physical Complication:  Bad/Lamed Left Leg (Infrequently; Slightly 
Impairing)
15	Psychological Complication:  Apathetic And A Loner (a shell of a man, 
a burnt-out desolate man, a man haunted by the demons of his past, a 
man who wandered out into the wasteland) (Common; Strong)
15	Psychological Complication:  Keeps His Word, Once Given (Common; 
Strong)
10	Psychological Complication:  Protective Of Children (Common; 
Moderate)
55	Experience Points

[b]Total Complications Points:  230
[/b]

 

Background/History: Following the death of his wife and child at the hands (and tires) of Toe-cutter’s gang, Max ended up wandering out into the waste of the Australian Outback, where, according to the opening narration from the international version of Mad Max II: The Road Warrior, “...he learned to live again.”

 

The Outback is a highly dangerous place, devastated by a global war that has reduced humanity to small pockets of desperate survivors. Preying upon these people are large smash-and-grab gangs, who pillage settlements for whatever they want and move on.

 

Personality/Motivation: Severely burned out by his experiences in the MFP, Max is a loner, only concerned with himself, his car, and Dog. He might help someone in distress, but only if he thinks he can gain something from it. Having been married, he still feels protective of small children (such as the Feral Kid). He still retains his sense of honor (a holdover from his police days) and will keep his word if he gives it.

 

Quote: "Two days ago I saw a vehicle big enough to haul that tanker. You want to get out of here? You talk to me."

 

Powers/Tactics: Max is still an excellent driver, and has survived numerous road duels (as his beat-up and battered Interceptor can attest). He’s also rather durable physically, having already survived a gunshot wound to his leg in Mad Max, as well rolling his Interceptor down a slope and walking away from a head on collision with another vehicle while driving a tractor trailer in The Road Warrior. He’s also extremely quick, with reflexes honed from living a life on the edge. As the Gyrocaptain puts it: “Never seen a man beat a snake before. Reflexes. That’s what you got, reflexes. Me? I’ve got brains.”

 

Appearance: Max is of average height, with a strong, lean build, short dark hair, and several days worth of stubble. He dresses worn in black driving "leathers", consisting of a heavy jacket, pants, and boots over a simple gray t-shirt. He has a brace on his left leg to support his damaged knee and help him walk. On his belt, he has a double-barreled sawed-off 12-gauge shotgun with a pistol grip. He also carries a pair of binoculars, a few tools (such as crescent wrench), and a short knife in his boot. The shotgun is usually empty, since shells are scare in the Outback.

 

Designer's Notes: I took the Mad Max character sheet and modified it to reflect Max’s time in the Outback. Gone are all of his MFP-related Perks and Skills, replaced with ones related to survival. His DEX is meant to reflect his ability to grab a snake before it strikes. Since the Hero Bestiary gave a DEX of 14 under the entry for venomous snakes, I figured a 17 sounded about right.

 

(Max Rockatansky created by George Miller and Mel Gibson, character sheet created by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

DOG

 

[b]Val	CHA	Cost	Roll	Notes
[/b]0	STR	-18	9-	Lift 25.0kg; 0d6
13	DEX	6	12-	OCV:  4/DCV:  5
8	CON	-2	11-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-	ECV:  3 - 3
10	PRE	0	11-	PRE Attack:  2d6

4	OCV	5	
5	DCV	10	
3	OMCV	0	
3	DMCV	0	
3	SPD	10		Phases:  4, 8, 12

3	PD	1		Total:  3 PD (0 rPD)
2	ED	0		Total:  2 ED (0 rED)
3	REC	-1
20	END	0
5	BODY	-5
12	STUN	-4		[b]Total Characteristic Cost:  -5

Movement:[/b]	Running:	12m/24m 
Leaping:	1m/2m
Swimming:	2m/4m

[b]Cost	Powers & Skills[/b]
2	Little Dog, Big Bark:  +5 PRE; Only For Fear/Intimidation-Based 
Presence Attacks (-1), Incantations (must bark, growl, 
snarl; -¼)
5	Bite:  HKA 1 point, END 1
-1	Small Dog:  Leaping -3m
-1	Small Dog:  Swimming -2m
9	Canine Senses:  +3 PER with All Sense Groups
5	Canine Nose:  Tracking with Normal Smell
3	Canine Ears:  Ultrasonic Perception (Hearing Group) (Hearing Group)

[b]Talents[/b]
3	Lightsleep

[b]Skills[/b]
5	Concealment 13-; Self Only (-½)
2	PS: Retrieve/Fetch 11-
7	Stealth 14-

[b]Total Powers & Skill Cost:  40
Total Cost:  35

175+	Matching Complications[/b]
20	Physical Complication:  Animal Intelligence Frequently, Greatly 
Impairing
10	Physical Complication:  Small (no larger than about 1m; +3" KB) 
Infrequently, Slightly Impairing
20	Physical Complication:  Very Limited Manipulation Frequently, Greatly 
Impairing

[b]Total Complications Points:  35
[/b]

 

Appearance: Dog is a Blue Heeler, also known as an Australian Cattle Dog. He’s a small blue-grey dog with a red handkerchief tied around his neck. Blue Heelers are common found in the farming areas of rural Australia, and not usually considered house pets.

 

Designer's Notes: Dog is adapted from the small dog character sheet seen in the 5th Edition Hero System Bestiary. I made him a little quicker and added in his PRE-bonus bark.

 

(Dog created by George Miller, character sheet created by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

“Greetings from The Humungus! The Lord Humungus! The Warrior of the Wasteland! The Ayatollah of Rock and Rolla!”

 

THE LORD HUMUNGUS

 

[b]Val	CHA	Cost	Roll	Notes
[/b]23	STR	13	14-	Lift 606.3 kg; 4 ½d6 HTH Damage [5]
13	DEX	6	12-
20	CON	10	13-
15	INT	5	12-	PER Roll 12-
15	EGO	5	12-
20	PRE	10	13-	PRE Attack:  4d6

4	OCV	5	
4	DCV	5	
3	OMCV	0	
5	DMCV	6	
3	SPD	10		Phases:  4, 8, 12

8	PD	6		Total:  8 PD (0 rPD)
6	ED	4		Total:  6 ED (0 rED)
8	REC	4
40	END	4
14	BODY	4
35	STUN	8		[b]Total Characteristic Cost:  105

Movement:	[/b]Running:	12m/24m 
Leaping:	4m/8m
Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
15	Bearhug:  Blast 3d6, Constant (+½), Attack Versus Alternate Defense 
(Life Support (Self-Contained Breathing); All Or Nothing; +1); No 
Range (-½), Requires A Roll ("Brick" Tricks; -½), Must Follow 
Grab (-¼), Side Effects (if character fails roll, opponent takes 
character's full STR damage; -¼), END 4

[b]Perks[/b]
3	Fringe Benefit:  Gang Leader
50	Gayboy Berserkers, Mohawkers, Smegma Crazies:  Followers (64 x 
100 point Competent Normals)
22	The Humungus Machine:  111-point vehicle

[b]Skills[/b]
5	+1 with Small Arms

3	AK: Australian Outback 12-
7	Combat Driving 14-
0	Language:  English (idiomatic; literate)
5	"For The Great Glory Of [Lord] Humungus":  Oratory 14-
3	"Just Walk Away, And I Spare Your Lives":  Persuasion 13-
3	Power:  "Brick" Tricks 14-
2	Survival (Desert (Outback)) 12-
5	“Smegma Crazies To The Left! Gayboy Berserkers To The Gate!":  
Tactics 13-
2	TF:  Common Motorized Ground Vehicles
2	WF:  Small Arms

[b]Total Powers & Skill Cost:  128
Total Cost:  232

175+	Matching Complications[/b]
10	Distinctive Features:  Massively Muscled Frame, Bald Head, Apparent 
Facial Scarring (wears a metal mask) (Concealable; Noticed and 
Recognizable; Detectable By Commonly-Used Senses)
25	Psychological Complication:  Megalomania (Very Common; Total)
57	Experience Points

[b]Total Complications Points:  232
[/b]

 

Background/History: We know almost nothing about about the man who calls himself “Lord Humungus.” About the only clue to his possible identity is a photo within the wooden box that stores his Smith & Wesson Model 29 revolver. Inside are several military-looking pins and/or buttons, what might be coins, a large skull and crossbones badge and/or belt buckle, and a photo of a woman and a man in an officer’s uniform (that looks to have been taken around World War I). Thus, it’s presumed he’s a former military man (an assessment supported by George Miller, who’s said the Humungus is ex-military.)

 

Personality/Motivation: Seeing as he’s top dog of a band of utterly ruthless marauders, Humungus knows the only way he’ll stay there is to keep the men under his command occupied. Thus, he directs them to take, and take, and take... it seems Humungus wants to carve an empire out of the wastelands, one where his word is law and his rule is absolute, and everything (and everyone) belong to him. And while he seems a reasonable man on the surface, under that metal hockey mask is an utterly ruthless individual who will gladly slaughter anyone who crosses of defies him.

 

Quote: “You will know the vengeance of the Lord Humungus! I promise you... nobody... nobody... gets out of here alive!”

 

Powers/Tactics: An obviously intelligent man, the Humungus is an master orator, and can give rousing speeches and threats with the best of them. He exhorts his troops to attack the compound for “the glory of Humungus” and virtually talks half of the refinery compounders into simply surrendering their fuel. He also seems to be the mind behind the siege of the refinery compound, although his chief lieutenant Wez seems to ignore his orders quite frequently. Finally, the Humungus live up to his name—his massive muscles aren’t just for show, as seen when he manages to squeeze Wez into unconsciousness in one scene, and later in the movie when he breaks lengths of chain with his bare hands (or breaks them off of the item they were attached to.)

 

Appearance: The Lord Humungus stands 6’3” and weighs 240 pounds with the physique of a bodybuilder or weightlifter. He wears very little—combat boots, leather trunks, a leather harness, a cervical collar, and a metal hockey mask. Scarring on his scalp suggests his face has been burned.

 

Designer's Notes: The Humungus is the leader of the gang of marauders in The Road Warrior. You can make him more cinematic by increasing his STR to 25 and maybe giving him a level of Combat Luck. Make him more realistic by dropping his STR to 20.

 

I’ve seen some hi-res screen caps of the inside of the Humungus’s pistol box and it’s loaded with neat little items. Apparently some people have suggested that the Humungus is really Captain Fifi from Mad Max (which is silly) or even Jim Goose (which is absurd). Personally, I find the explanation that he’s ex-military to be the most logical one.

 

(Humungus created by George Miller and Kjell Nilsson, created sheet written by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

THE GYRO CAPTAIN

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
14	DEX	8	12-
15	CON	5	12-
13	INT	3	12-	PER Roll 12-
12	EGO	2	11-
13	PRE	3	12-	PRE Attack:  2 ½d6

5	OCV	10
5	DCV	10
3	OMCV	0
4	DMCV	3
3	SPD	10		Phases:  4, 8, 12

5	PD	3		Total:  5 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
5	REC	1
30	END	2
12	BODY	2
25	STUN	3		T[b]otal Characteristic Cost:  67

Movement:	[/b]Running:	13m/26m 
Leaping:	4m/8m
Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
2	Survived The Apocalypse:  +5 PRE; Only To Protect Against Presence 
Attacks (-1)
1	Really Long Legs:  Running +1m (13m total), END 1

[b]Perks[/b]
5	The Gyrocopter:  25-point Vehicle

[b]Skills[/b]
2	"I'd Have To Pin His Head To The Panel":  +1 with Crossbow

4	AK: The Australian Outback 13-
2	"It's My Snake! I Trained It! I'm Gonna Eat It!":  Animal Handler 
(Reptiles & Amphibians) 12-
3	Charm 12-
7	Combat Piloting 14-
3	Hiding In The Sand/Scavenging/Scrounging:  Concealment 12-
Notes:  See PAH page 36.
2	"Just Me And The Snakes, Playing Mahjongg":  Gambling 
(Mahjongg) 12-
3	"You've Got To Understand The Basics Of Aerodynamics":  KS: Aircraft 
And Aeronautics 12-
0	Language:  English (idiomatic; literate)
3	Mechanics 12-
2	"You've Got To Understand The Basics Of Aeronautics":  SS:  
Aeronautical Engineering 11-
2	Survival (Desert (Outback)) 12-
0	TF:  Helicopters
1	WF:  Crossbows

[b]Total Powers & Skill Cost:  43
Total Cost:  109

175+	Matching Complications[/b]
10	Distinctive Features:  Exceedingly Tall (stands 6'7") (Concealable; 
Noticed and Recognizable; Detectable By Commonly-Used Senses)
15	Psychological Complication:  Looks Out For Number One (i.e. himself) 
(Common; Strong)
10	Psychological Complication:  Possesses A Certain Sense Of Style 
(Common; Moderate)

[b]Total Complications Points:  109
[/b]

 

Background/History: Just another survivor of the breakdown of civilization, the Gyro Captain has wandered out into the Outback to try and survive.

 

Personality/Motivation: The Gyro Captain is mainly concerned with himself (no surprise considering the state the world is in). He misses the old world and the things that were in it, but tries to make do. He does, however, possesses a certain sense of style and decorum. He wears a battered flower in the buttonhole of his coat, carefully cleans up after a meal of canned dogfood, and quickly adopts Max as his “partner.” This also leads him to adopt an air of self-importance when dealing with—or asked about—his gyrocopter.

 

Quote: "Lingerie. Remember lingerie?"

 

Powers/Tactics: For all of his bluster and talk, the Gyro Captain is no fool. He uses his unique vehicle as a lure to draw in the curious, then counts on his various poisonous snakes to do them in. If that doesn’t work, well, he’s buried in the sand nearby with a loaded crossbow.

 

Appearance: The Gyro Captain stands a lanky 6’7”. He wears yellow long johns, a long (knee-length) brown leather coat, what looks like a brown leather groin protector, and a long, narrow, lavender scarf. On his head he wears a flight helmet, goggles, and a flip-up sun-shield. He also carries a telescope in one pocket of his coat that can be extended out to about 3’ in length.

 

Designer's Notes: The Gyro Captain is played by Australian character actor Bruce Spence, who manages to hold probably the most unique record in all of film! He’s appeared in the third film of four different franchises! For the record they’re as follows: Mad Max Beyond Thunderdome, The Matrix Revolutions, The Lord of the Rings: The Return of the King, and Star Wars: Episode III—Revenge of the Sith.

 

As written, the Gyro Captain is competent, but you could easily make him more cinematic by upping his DEX, INT, and PRE. Oh, and according to everything I could dig up, the Gyro Captain, Bruce Spence’s from The Road Warrior, and Jebediah, his character from Mad Max Beyond Thunderdome are not the same person.

 

(The Gyro Captain created by George Miller and Bruce Spence, character sheet created by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

WEZ

 

[b]Val	CHA	Cost	Roll	Notes[/b]
18	STR	8	13-	Lift 303.1 kg; 3 ½d6 HTH Damage [4]
16	DEX	12	12-
18	CON	8	13-
10	INT	0	11-	PER Roll 11-
10	EGO	0	11-
18	PRE	8	13-	PRE Attack:  3 ½d6

5	OCV	10	
5	DCV	10	
3	OMCV	0	
3	DMCV	0	
4	SPD	20		Phases:  3, 6, 9, 12

7	PD	5		Total:  7 PD (0 rPD)
6	ED	4		Total:  6 ED (0 rED)
7	REC	3
36	END	4
13	BODY	3
33	STUN	7		[b]Total Characteristic Cost:  101

Movement:[/b]	Running:	12m/24m
Leaping:	5m/10m
Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
4	Takes An Arrow To the Arm:  +4 EGO Rolls; Only For Wounding 
Rolls (-2)
7	Head-butt:  HA +2d6; Hand-To-Hand Attack (-¼), Must Follow 
Grab (-¼), END 1
1	Powerful Leaper:  Leaping +1m (5m forward, 2 ½m upward), END 1

[b]Skills[/b]
10	+1 with All Attacks
3	+1 with CO2 Weapons/Crossbows
6	+1 with all Agility Skills

3	Acrobatics 12-
2	AK: Australian Outback 11-
3	Breakfall 12-
3	Climbing 12-
7	Combat Driving 14-
2	Survival (Desert (Outback)) 11-
0	Language:  English (idiomatic; literate)
0	TF:  Two-Wheeled Motorized Ground Vehicles
4	WF:  Boomerangs and Throwing Clubs, C02 Weapons, Crossbows, 
Flails

[b]Total Powers & Skill Cost:  56
Total Cost:  156

175+	Matching Complications[/b]
15	DNPC:  The Golden Boy Frequently (Normal)
20	Psychological Complication:  Revels In Combat And Violence (Very 
Common; Strong)

[b]Total Complications Points:  156
[/b]

 

Background/History: A brutal biker, Wez is apparently second-in-command to Lord Humungus of the gang of marauders attacking the refinery.

 

Personality/Motivation: Wez seems to be exactly what Max feared becoming in Mad Max: a terminal psychotic. He seems to revel in death and destruction and is virtually fearless, living only for battle. Curiously, he does have one thing he cares about—the beautiful Golden Boy, who is Wez’s lover.

 

Quote: "No! No more talk! We go in! We kill! We kill them!"

 

Powers/Tactics: An excellent biker, Wez seems to be skilled with various weapons, such as the wrist crossbow, the CO2-powered Nordenfelt gun, and a primitive flail. He also can throw a boomerang properly! On top of that, he’s in excellent physical condition, and nearly kills a man by headbutting him before throwing him off an elevated walkway in the refinery.

 

Wez seems to revel in destruction and exclaims with glee when he shoots the Warrior Woman. He urges the Lord Humungus to kill everyone in the compound and states that only “losers wait.” He also seems to have no fear, and gleefully attacks Max in the tank with a flail, buy standing on the roof of the prime mover’s cab!

 

Appearance: Wez stands 5’10” with a strong build. He keeps his head shaved, except for a short mohawk (dyed red) and wears black leather and black football pads.

 

Designer's Notes: Wez, played by Vernon Wells, is the chief lieutenant to the Lord Humungus. He seems to be at odds with his leader, however, and can be seen disagreeing with (and probably ignoring) orders early in the film when Max watches the marauders in action though his binoculars. He also takes the Humungus Machine to chase Max with and ends up in chains for his disobedience.

 

You can make Wez more cinematic by upping his STR, CON, PRE to 20.

 

(Wez created by George Miller and Vernon Wells, character sheet created by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

V-8 PURSUIT SPECIAL

 

[b]Val	CHA	Cost	Notes[/b]
4	Size	20	Length 5.04m, Width 2.52m, Height 2.52m, Volume 
		32m^3  Mass 1.6 ton,  OCV +2,  KB -4
30	STR	0	HTH Damage 6d6  END [3]
16	DEX	12

1	PD	-1	3 PD (3 rPD)
1	ED	-1	3 ED (3 rED)
4	SPD	20	Phases:  3, 6, 9, 12
5	OCV	10
5	DCV	10

16	BODY	2
[b]Total Characteristic Cost:  71

Movement:	[/b]Ground:  44m/176m
Leaping:  0m
Swimming:  0m


[b]Cost	Abilities and Equipment[/b]
15	"She Sips Nitro With Phase Four Heads! 600 Horsepower Through The 
Wheels!":  Ground Movement +36m (48m total), x4 Noncombat; OAF 
(standard tires; -1 ½), Only On Appropriate Terrain (-¼), 1 Continuing 
Fuel Charge lasting 6 Hours (easily-obtained fuel; -0)
19	Supercharger:  Aid  Ground Movement 4d6, Constant (+½), Trigger 
(Activating the Trigger requires a Zero Phase Action, Trigger requires a 
Zero Phase Action to reset; switch on the stick shift; +½); Only to Aid 
Self (-1), Costs Endurance (to maintain; -½), END (see Notes)
Notes:  Technically, the supercharger doesn't use END, it uses the 
engine output to power the belt that drives the blower. However, the 
Costs Endurance (to maintain) Limitation is the only way to replicate 
how the Aid should work. At the same time, the Limitation replaces the 
Side Effect Limitation of "Consumes Fuel Rapidly," as using the 
supercharger will quickly drain a normal gas tank.
-2	Ground Vehicle:  Leaping -4m
-2	Ground Vehicle:  Swimming -4m
4	Outer Shell:  +2 PD; Limited Coverage (not on windscreen; -¼) plus 
+2 ED; Limited Coverage (not on windscreen; -¼)
4	Heavy Tyres:  DEF 3, BODY 3
22	"Boobytrapped. Touch Those Tanks And BOOM!":  Blast 15d6, Trigger 
(Activating the Trigger is an Action that takes no time, Trigger requires 
a Turn or more to reset; activates if fuel tanks are opened without 
disabling the switch; +¼), Area Of Effect (30m Radius 
Explosion; +½); 1 Charge which Never Recovers (-4), No Range (-½), 
IAF (removable activator switch; -½), [1 nr]

[b]Skills[/b]
2	Enhanced Suspension:  +1 with Ground Movement
1	Spoilers:  +1 with Ground Movement; OIF Bulky (-1), Only At Speeds 
Over 40 MPH (-1)

[b]Total Abilities & Equipment Cost:  63
Total Vehicle Cost:  134

Value Complications[/b]
15	Distinctive Features:  "Last Of The V-8 Interceptors" (Not Concealable; 
Noticed and Recognizable; Detectable By Commonly-Used Senses)

[b]Total Complication Points:  15
Total Cost:  119/5 = 24
[/b]

 

Description: This represents the Pursuit Special after the road dual at the start of The Road Warrior. The front airdam is missing, the trunk has been removed, it has a pair of large fuel tanks mounted on the back deck, and a seat mounted in the passenger's side door (which is normally used by Dog, Max's pet dog). The vehicle is booby trapped, with an explosive device attached to the rear fuel tanks. Open the cap without disengaging the switch and BOOM! There’s also a spare tyre tucked in between the fuel tanks.

 

The Pursuit Special is destroyed when Wez uses the Humungus Machine to chase Max down.

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Re: Characters from the Max Max Trilogy of films

 

GYROCOPTER

 

[b]Val	CHA	Cost	Notes[/b]
1	Size	5	Length 2.52m, Width 1.26m, Height 1.26m, Volume 
		4m^3, Mass 200 kg, OCV +0, KB -1
15	STR	0	HTH Damage 3d6  END [1]
14	DEX	8

0	PD	-3	2 PD (2 rPD)
0	ED	-3	2 ED (2 rED)
3	SPD	10	Phases:  4, 8, 12
3	OCV	0
3	DCV	0

8	BODY	-3
[b]Total Characteristic Cost:  14

Movement:	[/b]Ground:  0m
Flight:  25m/100m
Leaping:  0m
Swimming:  0m

[b]Cost	Abilities and Equipment[/b]
20	Propeller- and Rotor-Driven Plane:  Flight 25m, x4 Noncombat; 
Autogyro Takeoff/Landing (-¼), Side Effects (KA 1d6 to anyone who 
comes into contact with the propeller, automatically occurs when Flight 
is in use, only affects environment behind of vehicle; -¼), Stall 
Velocity (12m; -0), 1 Continuing Fuel Charge lasting 2 Hours (easily-
obtained fuel; -0)	[1 cc]
3	Doesn't Stall And Plummet:  Flight 10m; Gliding (-1), Only To Descend 
To the Ground After Falling Below Stall Velocity (-1)
-12	Can Only Fly:  Ground Movement -12m
-2	Can Only Fly:  Leaping -4m
-2	Can Only Fly:  Swimming -4m
4	Reinforced Frame:  +2 PD; Limited Coverage Nearly 360 Degrees 
(Coverage does not protect occupants; -½) plus +2 ED; Limited 
Coverage Nearly 360 Degrees (Coverage does not protect 
occupants; -½)

[b]Total Abilities & Equipment Cost:  11
Total Vehicle Cost:  25

Value	Complications
Total Complication Points:  0
Total Cost:  25/5 = 5[/b]

 

Description: The gyrocopter is a tiny two-man autogyro. The Gyro Captain apparently built it himself and often uses it as bait, draping one of his venomous snakes over it in hopes of killing anyone who gets to close. He’ll also hide himself in the sand with a crossbow in case the snake doesn’t work.

 

The gyrocopter has a three wheeled frame, two seats, and runs off of a VW Bug engine. The vehicle uses a pusher prop and has photos of various nude woman attached to the control surfaces. The most obvious one, seen when Max first approaches the gyrocopter, is of Karen Price, centerfold in the January 1981 Playboy.

 

Although the vehicle doesn’t have any Ground Movement, the Gyro Captain is seen “driving” the otherwise wrecked ‘copter along the road at the end of Mad Max 2. Game Masters may want to assign the ‘copter some meters of Ground Movement to reflect this, or simply hand-wave the effect as a result of the lift rotor having been wrecked.

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Re: Characters from the Max Max Trilogy of films

 

THE HUMUNGUS MACHINE

 

[b]Val	CHA	Cost	Notes[/b]
5	Size	25	Length 6.35m, Width 3.17m, Height 3.17m, Volume 
		64m^3, Mass 3.2 ton, OCV +3, KB -5
43	STR	8	HTH Damage 8 ½d6  END [4]
15	DEX	10

0	PD	-3	3 PD (3 rPD)
0	ED	-3	3 ED (3 rED)
3	SPD	10	Phases:  4, 8, 12
5	OCV	10
5	DCV	10

19	BODY	4
[b]Total Characteristic Cost:  71

Movement:[/b]	Ground:	48m/182m (384m)
Leaping:	0m
Swimming:	0m

[b]Cost	Abilities and Equipment[/b]
15	Motorized Wheeled Vehicle:  Ground Movement +36m (48m total), 
x4 Noncombat; OAF (standard tires; -1 ½), Only On Appropriate 
Terrain (-¼), 2 Continuing Fuel Charges lasting 6 Hours each (easily-
obtained fuel; -0)
2	Nitrous Oxide Injectors:  Ground Movement, x2 Noncombat (x8 
total); OIF Bulky (-1), 6 Continuing Charges lasting 1 Turn each (-¼)
5	Six-Wheeled Chassis:  +2 wheels (total of 6)
4	Heavy Tyres:  DEF 3, BODY 3
-2	Ground Vehicle:  Leaping -4m
-2	Ground Vehicle:  Swimming -4m
6	Exposed Cockpit:  +3 PD; Limited Coverage (does not protect 
occupants; -½) plus +3 ED; Limited Coverage (does not protect 
occupants; -½)
5	Public Address System:  Hearing Group Images, +3 to PER Roll, 
Reduced Endurance (0 END; +½); OAF Bulky (-1 ½), Set Effect (-1), 
No Range (-½)

[b]Skills[/b]
6	Off-Road Suspension:  +3 versus Off-Road Driving Penalties
1	Spoiler:  +1 with Ground Movement; OIF Bulky (-1), Only At Speeds 
Over 40 MPH (-1)

[b]Total Abilities & Equipment Cost:  40
Total Vehicle Cost:  111

Value Complications
Total Complication Points:  0
Total Cost:  111/5 = 22
[/b]

 

Description: The Humungus Machine is the personal vehicle of the Lord Humungus. Apparently based off of a Ford F-150 chassis, it’s a serious road machine, boasting six tires, two large fuel tanks in the back, six nitrous oxide canisters for extra power, a rack on the front for prisoners, a loudspeaker system, and other amenities.

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Re: Characters from the Max Max Trilogy of films

 

MAX ROCKATANSKY

 

[b]Val	CHA	Cost	Roll	Notes
[/b]15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [3]
19+5	DEX	18	13-/14-
18	CON	8	13-
13	INT	3	12-	PER Roll 14-
15	EGO	5	12-
20	PRE	10	13-	PRE Attack:  4d6

6	OCV	15
6	DCV	15
3	OMCV	0
5	DMCV	6
3+1	SPD	10		Phases:  4, 8, 12/3, 6, 9, 12

7	PD	5		Total:  7 PD (0 rPD)
5	ED	3		Total:  5 ED (0 rED)
6	REC	2
30	END	2
13	BODY	3
30	STUN	5		[b]Total Characteristic Cost:  115

Movement:[/b]	Running:	11m/22m 
Leaping:	3m/7m
Swimming:	3m/7m

[b]Cost	Powers & Skills[/b]
5	Can Drive Anything:  +5 DEX; Only For Driving (-1)
4	Takes A Bullet To The Knee:  +4 EGO Rolls; Only For Wounding 
Rolls (-2)
5	Survived The Apocalypse:  +10 PRE; Only To Protect Against Presence 
Attacks (-1)
5	Can Drive Anything:  +1 SPD; Only For Driving (-1)
8	Takes A Bullet To The Knee And A Motorcycle To The Arm:  Physical 
Damage Reduction, Resistant, 25%; STUN Damage Defined As Pain/
Shock Only (-½), Character Must Be Aware Of Attack (-¼)
-1	Leg Brace:  Leaping -1m
-1	Leg Brace:  Running -1m
-1	Leg Brace:  Swimming -1m 
4	Road Warrior:  Aid Ground Movement 2d6, Trigger (Activating the 
Trigger requires a Zero Phase Action, Trigger requires a Turn or more 
to reset; +¼); Only Works On Ground Vehicle The Character Is 
Currently Driving (-1), 4 Charges (-1), Costs Endurance (-½), Requires 
A Combat Driving Roll  (Skill roll, -1 per 20 Active Points 
modifier; -¼), END 1
6	Observant And Wary:  +2 PER with all Sense Groups

[b]Perks[/b]
7	Faithful Companion:  Monkey

[b]Skills[/b]
20	+2 with All Attacks

3	AK: The Australia Outback 12-
3	Animal Handler (Camels, Canines) 13-
7	"I Was A Cop. A Driver.":  Combat Driving 15- (16-)
3	Scavenging/Scrounging:  Concealment 12-
Notes:  See PAH page 36.
5	Demolitions 13-
3	Electronics 12-
3	Fast Draw:  Blades 13- (14-)
3	Fast Draw:  Handguns 13- (14-)
3	KS: Motor Vehicles 12-
0	Language:  English (idiomatic; literate)
3	Lockpicking 13- (14-)
5	Mechanics 13-
2	PS: Teamster 11-
3	Stealth 13- (14-)
2	Survival (Desert (Outback)) 12-
3	Trading 13-
3	TF:  Common Motorized Ground Vehicles, Camels, Carts & Carriages
5	WF:  Blades, Clubs (Crowbar), Common Melee Weapons, Small Arms, 
Crossbows

[b]Total Powers & Skill Cost:  120
Total Cost:  235

175+	Matching Complications [/b]
10	Physical Complication:  Bad/Lamed Left Leg (Infrequently; Slightly 
Impairing)
15	Psychological Complication:  Protective Of Children (Common; Strong)
10	Psychological Complication:  Somewhat Amoral, Mostly Concerned 
With Survival (Common; Moderate)
60	Experience Points

[b]Total Complications Points:  235
[/b]

 

Background/History: It’s been something like 18 years since the events depicted in the film The Road Warrior, and Max has settled into the life of a wanderer. He has his vehicle (but no fuel) and a string of camels with which to pull it. He seems to be a wandering trader, swapping goods with any isolated communities he comes across.

 

Personality/Motivation: Having sent years along and on his own, Max has become concerned only with himself. He readily agrees to commit murder for Auntie Entity in order to get his stolen vehicle back and only backs off when he discovers Blaster is little more than a child mentally. His later discovery of the children living in the oasis has a profound effect on him—he now realizes he doesn’t have to wander anymore, and stay in one place, surrounded by fresh water, food, and somewhat agreeable companions. Of course, it doesn’t work out.

 

Quote: "I ain't Captain Walker. I'm the guy who carries Mr. Dead in his pocket."

 

Powers/Tactics: His time spent surviving have made Max even tougher than before (hence his increased PD and ED) and is able to walk away from the fight with Blaster. He’s also faster, with his Lighting Reflexes replaced by pure DEX. He’s good enough to pass Auntie’s “audition,” even though he’s outnumbered roughly four to one.

 

At the start of Thunderdome, Max is asked to disarm himself. He gives up his shotgun, as well as Mauser C96, a Smith & Wesson Model 29, a Webley Revolver, and a crossbow.

 

Appearance: Max is of average height, with a strong, lean build, long light brown hair (with a blond patch over one temple), and several days worth of stubble. He dresses in miss-matched clothes, including one MFP boot (with patched sole), one cowboy boot, black leather trousers, a black cotton shirt, his black leather MFP jacket (patched and repaired), a football shoulder pad on the right shoulder, a black long-sleeved tunic that comes down to his knees, a cloak, and a turban.

 

Designer's Notes: Watching Mad Max Beyond Thunderdome, I realized that while the first half has great potential, it sort of lags in the middle, and the end is just a re-hash of The Road Warrior. There’s also the PG factor—the fight with Auntie’s guards ends up more comical than serious and really detracts from the tension you’d expect from a chase like this. There’s also the fact that in some ways Blaster is just another version of Humungus, Ironbar is Wez, and Jebediah is the Gryo Captain (having them both played by Bruce Spence doesn’t help).

 

(Max Rockatansky created by George Miller and Mel Gibson, character sheet created by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

AUNTIE ENTITY

 

[b]Val	CHA	Cost	Roll	Notes[/b]
8	STR	-2	11-	Lift 75.8 kg; 1 ½d6 HTH Damage [2]
13	DEX	6	12-
12	CON	2	11-
15	INT	5	12-	PER Roll 12-
12	EGO	2	11-
20	PRE	10	13-	PRE Attack:  4d6

4	OCV	5
4	DCV	5
3	OMCV	0
4	DMCV	3
3	SPD	10		Phases:  4, 8, 12

3	PD	1		Total:  3 PD (0 rPD)
3	ED	1		Total:  3 ED (0 rED)
4	REC	0
26	END	2
10	BODY	0
20	STUN	0		[b]Total Characteristic Cost:  50

Movement:[/b]	Running:	12m/24m 
Leaping:	4m/8m
Swimming:	4m/8m

[b]Cost	Powers & Skills
Perks[/b]
45	Auntie's Imperial Guard:  Followers (24 x 100 point Normals)
5	Fringe Benefit:  Boss Of Bartertown

[b]Talents[/b]
3	+1/+1d6 Striking Appearance (vs. all characters)

[b]Skills[/b]
2	AK: Local Outback 11-
3	CK: Bartertown 12-
3	Combat Driving 12-
3	Conversation 13-
5	KS: Laws Of Bartertown 14-
3	KS: Who's Who In Bartertown 12-
0	Language:  English (idiomatic; literate)
3	Oratory 13-
3	Persuasion 13-
3	Streetwise 13-
2	Survival (Desert) 12-
2	TF:  Common Motorized Ground Vehicles
3	Trading 13-
4	WF:  Small Arms, Blades, Crossbows

[b]Total Powers & Skill Cost:  93
Total Cost:  142

175+	Matching Complications[/b]
20	Psychological Complication:  Will Do Anything To Protect Bartertown 
(Common; Total)
10	Rivalry:  Professional (Master-Blaster for control of Bartertown; Rival is 
As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

[b]Total Complications Points:  142
[/b]

 

Background/History: After everything blew up, the woman known as “Aunty Entity” went from being a nobody to one of the lucky(?) few to still be alive. At some point she ended up out in the wastelands, where she helped found (and build) Bartertown. She now rules her creations with an iron hand, or tries to, since she also has to deal with the presence of Master-Blaster, who runs Underworld and supplies the power Bartertown depends on.

 

Personality/Motivation: As the law behind Bartertown (which she created and wrote down), Auntie Entity’s primary concern is to keep the town running and to maintain her authority.

 

Quote: “But how the world turns. One day, cock of the walk. Next, a feather duster.”

 

Powers/Tactics: Auntie’s biggest weapon is her voice. She’s very good at swaying a crowd by using the right words and phrases and can quickly turn the emotions of an angry mob in a direction she can use. She also has some skill with the crossbow and can drive the methane-powered vehicles Bartertown uses.

 

Appearance: Auntie Entity is a slender woman who stands 5’4”. She has light brown skin, and thick mop of blonde hair that falls to her waist, and wears a 70 lbs dress made from linked steel rings.

 

Designer's Notes: Auntie Entity was played by Tina Turner in Mad Max Beyond Thunderdome and was one of the best things about the movie. To make her more powerful, simply increase her physical stats and give her some Combat Skill Levels.

 

(Auntie Entity created by George Miller and Tina Turner, created sheet written by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

MASTER

 

[b]Val	CHA	Cost	Roll	Notes[/b]
1	STR	-9	9-	Lift 28.7 kg; 0d6 HTH Damage [1]
8	DEX	-4	11-
7	CON	-3	10-
18	INT	8	13-	PER Roll 13-
13	EGO	3	12-
10	PRE	0	11-	PRE Attack:  2d6

3	OCV	0	
5	DCV	10	
3	OMCV	0	
4	DMCV	3	
2	SPD	0		Phases:  6, 12

2	PD	0		Total:  2 PD (0 rPD)
2	ED	0		Total:  2 ED (0 rED)
4	REC	0
15	END	-1
6	BODY	-4
12	STUN	-4		[b]Total Characteristic Cost:  -1

Movement:	[/b]Running:	8m/16m 
Leaping:	1m/2m
Swimming:	2m/4m

[b]Cost	Powers & Skills[/b]
-1	Short Legs:  Leaping -3m
-4	Short Legs:  Running -4m
-1	Short Legs:  Swimming -2m

[b]Perks[/b]
35	Blaster:  Follower (1 x 175 point Normals)

[b]Skills[/b]
2	AK: Local Outback 11-
3	CK: Bartertown 13-
3	Short:  +2 with Concealment; Self Only (-½)
3	Electronics 13-
3	KS: Who's Who In Bartertown 13-
0	Language:  English (idiomatic; literate)
3	Mechanics 13-
3	PS: Electrician 13-
4	Short:  +2 with Stealth
3	Streetwise 11-
2	Survival (Desert) 13-
3	Scientist
2	1)  SS:  Civil Engineering 13-
2	2)  SS:  Electrical Engineering 13-
2	3)  SS:  Mechanical Engineering 13-

[b]Total Powers & Skill Cost:  67
Total Cost:  66

175+	Matching Complications[/b]
110	DNPC:  Blaster Very Frequently (As powerful as the PC)
5	Distinctive Features:  Speaks In Pidgin/Simplistic English ("You Fix!" 
"Embargo!" "Me Master!" and so on) (Easily Concealed; Noticed and 
Recognizable; Detectable By Commonly-Used Senses)
10	Physical Complication:  Short -- 1m tall (actually 2' 11"), 12.5 kg 
mass, +6m Knockback (Infrequently; Slightly Impairing)
15	Psychological Complication:  Protective Of Blaster (Common; Strong)
5	Rivalry:  Professional (Auntie Entity for control of Bartertown; Rival is 
As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival 
Aware of Rivalry)

[b]Total Complications Points:  66
[/b]

 

Background/History: Master is the partner of Blaster and runs Underworld. How the two met is unknown. Master also designed and maintains the power systems in Underworld. In the novel, Blaster drops his Pidgin English, and speaks normally, giving his real name and age.

 

Personality/Motivation: As a little man (literally) in a dangerous world, Master depends on Blaster for protection. At the same time, Master has become arrogant and spars with Auntie over who’s in charge of Bartertown (and since Master controls the power, he is.) Once Blaster is gone, all of his arrogance vanishes, and so does most of his “Master” personality.

 

Quote: “Me order. Me Master. Me run Bartertown!”

 

Powers/Tactics: As he stands only 2’11” Master doesn’t have much in the way of physical skills, but he does have Blaster. He also controls the power, and that’s a potent weapon as well. Master is also a brilliant engineer.

 

Appearance: Master stands a mere 2’11”, with sparse gray hair. He wears a helmet and goggles (similar in appearance to a samurai helmet) and wears a tunic of over-lapping leather scales.

 

Designer's Notes: Master is pretty much all there is. You can’t make him more powerful without going beyond the bounds of his dwarfism. Although you could really throw people for a loop and combine his and Blaster’s character sheets and make him one character!

 

(Humungus created by George Miller and Angelo Rossitto, created sheet written by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

BLASTER

 

[b]Val	CHA	Cost	Roll	Notes[/b]
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage [5]
13	DEX	6	12-
20	CON	10	13-
7	INT	-3	10-	PER Roll 10-
5	EGO	-5	10-
20	PRE	10	13-	PRE Attack:  4d6

4	OCV	5
4	DCV	5
3	OMCV	0
3	DMCV	0
3	SPD	10		Phases:  4, 8, 12

8	PD	6		Total:  8 PD (0 rPD)
6	ED	4		Total:  6 ED (0 rED)
8	REC	4
40	END	4
14	BODY	4
35	STUN	8		[b]Total Characteristic Cost:  83

Movement:	[/b]Running:	12m/24m 
Leaping:	4m/8m
Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
24	"Three Seconds, Break Neck":  HKA 2d6, Attack Versus Alternate 
Defense (All Or Nothing; rigid Resistant Protection (PD) around neck 
and head; +0), Does BODY (+1); Must Follow Grab (-½), No STR 
Bonus (-½), Requires A Roll (Skill roll; Brick Tricks; -½), END 6

[b]Perks[/b]
1	Positive Reputation:  "the ball-cracker, death on foot" (people of 
Bartertown) 14-, +1/+1d6

[b]Skills[/b]
16	+2 with HTH Combat

3	Acrobatics 12-
Notes:  Only in Thunderdome harness.
0	Language:  English (idiomatic; literate)
Notes:  Doesn't seem capable of speech.
3	Power:  "Brick" Tricks 14-
2	WF:  Common Melee Weapons

[b]Total Powers & Skill Cost:  50
Total Cost:  132

175+	Matching Complications[/b]
10	Distinctive Features:  great size (Concealable; Noticed and 
Recognizable; Detectable By Commonly-Used Senses)
10	Physical Complication:  "Mind Of A Child (Infrequently; Slightly 
Impairing)
20	Physical Complication:  Can't Stand Loud, Piercing Noises (shrieking 
car alarms, whistles, and so on)  (Infrequently; Fully Impairing)
Notes:  Will fall to his knees clutching his head until the sound stops.
15	Psychological Complication:  Devoted To Master (Common; Strong)

[b]Total Complications Points:  132
[/b]

 

Background/History: Blaster is the partner of Master and helps him run Underworld. How the two met is unknown.

 

Personality/Motivation: Blaster is totally devoted to Master and does pretty much whatever Master wants. However, Master doesn’t seem to exploit Blaster and the two are really one person in many ways. Master is the brains, Blaster the brawn.

 

Quote: None. Blaster doesn’t seem capable of speech.

 

Powers/Tactics: Although Blaster is immense strong (he can lift a grown man into the air with one arm) he has “the mind of a child.” Thus, his tactics are fairly simple—smash them until hey stop moving. However, he does have one major weakness—loud, piercing noises. Such sounds will send Blaster to his knees, unable to operate until the sound stops.

 

Appearance: Blaster looks to stand close to 7’ in height, with a broad build. He wears a fully-enclosed helmet (reminiscent of a diver’s helmet), leather pants, and boots. Under the helmet, he has an almost babyish face.

 

Designer's Notes: Blaster appears in the third Mad Max film, Mad Max Beyond Thunderdome. He’s fairly powerful as is, but if you want a more cinematic Blaster, give him some Damage Reduction and a few more appropriate Brick Tricks.

 

(Humungus created by George Miller and Paul Larsson, created sheet written by Michael Surbrook.)

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Re: Characters from the Max Max Trilogy of films

 

TRANSAVIA PL-12 AIRTRUK

 

[b]Val	CHA	Cost	Notes[/b]
5	Size	25	Length 6.35m, Width 3.17m, Height 3.17m, Volume 
		64m^3, Mass 3.2 ton, OCV +3, KB -5
32	STR	-3	HTH Damage 6d6  END [3]
15	DEX	10

2	PD	0	2 PD (2 rPD)
2	ED	0	2 ED (2 rED)
3	SPD	10	Phases:  4, 8, 12
5	OCV	10
5	DCV	10

15	BODY	0
[b]Total Characteristic Cost:  62

Movement:	[/b]Ground:	12m/24m
Flight:	28m/224m
Leaping:	0m
Swimming:	0m

[b]Cost	Abilities and Equipment[/b]
26	Propeller-Driven Plane:  Flight 28m, x8 Noncombat; Takeoff/
Landing (-1), Stall Velocity (16m; -¼), Side Effects (KA 1d6 to anyone 
who comes into contact with the propeller, automatically occurs when 
Flight is in use, only affects environment in front of vehicle; -¼), 
1 Continuing Fuel Charge lasting 6 Hours (easily-obtained fuel; -0), 
[1 cc]
-2	Can Only Fly:  Leaping -4m
-2	Can Only Fly:  Swimming -4m

[b]Total Abilities & Equipment Cost:  22
Total Vehicle Cost:  84

Value Complications
Total Complication Points:  0
Total Cost:  84/5 = 17
[/b]

 

Description: This rather unusual looking aircraft belongs to Jebediah. It’s an Australian Transavia PL-12 Airtruk, and was often used for crop-dusting, flying doctor services, and the like. About 120 were made (maybe more) and one is in the Australian Power Museum in Sydney.

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Re: Characters from the Max Max Trilogy of films

 

Great write ups! Thanks!

 

Designer's Notes: The Gyro Captain is played by Australian character actor Bruce Spence, who manages to hold probably the most unique record in all of film! He’s appeared in the third film of four different franchises! For the record they’re as follows: Mad Max Beyond Thunderdome, The Matrix Revolutions, The Lord of the Rings: The Return of the King, and Star Wars: Episode III—Revenge of the Sith.

 

He was also in Queen of the Damned, which was based on the third Vampire Chronicles book by Anne Rice (even if not the third movie, since The Vampire Lestat wasn't made into a movie that I recall) and is slated to be in Voyage of the Dawn Treader, the third Narnia movie.

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Re: Characters from the Max Max Trilogy of films

 

Great write ups! Thanks!

 

 

 

He was also in Queen of the Damned, which was based on the third Vampire Chronicles book by Anne Rice (even if not the third movie, since The Vampire Lestat wasn't made into a movie that I recall) and is slated to be in Voyage of the Dawn Treader, the third Narnia movie.

 

Well, if there wasn't a second Vampire Chronicles movie, that doesn't count. But Voyage does!

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Re: Characters from the Max Max Trilogy of films

 

... Noticed it? I've never felt the urge to see the original movie' date=' but now I do![/quote']

 

Which? Mad Max or Mad Max 2? 'cause the second film is one of the best pure-action flics ever... and remember while watching it... this was all done at speed. No CGI, no miniatures, all done with real cars and real people.

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