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Road Kill 6th ED Conversions


rjd59

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Hello All,

For my next project, I've decided to update the characters from the adventure "Road Kill" to 6th Edition. 

 

post-128-0-00350500-1421248288.jpg

 

 

First up is the singer, Heavy Metal

 

Heavy Metal

Val      Char   Cost   Roll     Notes

15        STR    5          12-      Lift 200.0kg; 3d6 [1]

21        DEX    22        13-      OCV:  4/DCV:  4

22        CON   12        13-

15        BODY 5         

13        INT      3          12-      PER Roll 12-

13        EGO   3          12-      ECV:  3 - 3

30        PRE    20        15-      PRE Attack:  6d6

 

 

10        PD      8          Total:  10 PD (0 rPD)

10        ED      8          Total:  10 ED (0 rED)

4          SPD    20        Phases:  3, 6, 9, 12

10        REC   6

44        END   5

34        STUN 7          Total Characteristic Cost:  134

 

Movement:   Running:       12m/24m

            Leaping:        11m/22m

            Swimming:    4m/8m

 

Cost   Powers          END

50        Sonic Pwoers:  Multipower, 75-point reserve,  (75 Active Points); Limited Power Invisible to sight, not underwater or in vacuum (-1/2)

7f         1)  Song of Destruction:  Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points)     3

3f         2)  Song of Insanity:  Mental Blast 5d6 (50 Active Points); Limited Power not vs deaf or ear protection (-1/2)        5

4f         3)  Moan of Death:  Blast 6d6, Attack Versus Alternate Defense (Deafness or Ear Protection; +1/2) (45 Active Points)     4

             

17        Roadkill Grenades (Flat Animal Bombs):  Blast 8d6, Area Of Effect (3m Radius Explosion; +1/4) (50 Active Points); 4 Charges (-1), OAF (-1)        [4]

17        Darkness to Sight Group 7m radius (35 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Linked (Roadkill Grenades (Flat Animal Bombs); -1/2) [4 cc]

60        Armored Costume:  Damage Negation (-10 DCs Physical, -8 DCs Energy) (90 Active Points); OIF (-1/2)

4          Superleap:  Leaping +7m (11m forward, 5 1/2m upward)         1

            Dirty Infighting/Fisticuffs/Cinematic Brawling

            Maneuver     OCV   DCV   Notes

4          Block/Chin Block     +2        +2        Block, Abort

4          Disarm           -1         +1        Disarm; 25 STR to Disarm roll

4          Eye Gouge    -1         -1         Flash 4d6

5          Hoist 'n' Heave         -2         -2         Grab Two Limbs, 20 STR to Throw

4          Kidney Blow -2         +0        HKA 2d6 +1

4          Low Blow       -1         +1        2d6 NND

4          Punch/Backhand    +0        +2        5d6 Strike

5          Roundhouse/Two-Fisted Smash  -2         +1        7d6 Strike

3          Tackle            +0        +0        +v/5; You Fall, Target Falls

 

            Perks

10        Money:  Wealthy

 

            Talents

3          Perfect Pitch

 

            Skills

6          +2 with Sonic Multipower

             

7          Acrobatics 15-

3          Streetwise 15-

8          PS: Rock Singer 17-

5          PS: Guitar Player 14-

5          PS: Musical Composition 14-

5          KS: Rock Music 14-

3          KS: Literature 12-

4          AK: New York 13-

5          Oratory 16-

3          Persuasion 15-

 

Total Powers & Skill Cost:  267

Total Cost:  400

 

400+   Disadvantages

5          Distinctive Features:  Registars as a Mutant on scanners (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15        Psychological Complication:  Overconfidence (Common; Strong)

20        Vulnerability:  2 x STUN from EGO attacks (Common)

20        Dependence:  Drug Addiction Powers Gain 11- Activation Roll (Easy To Obtain; 20 Minutes; Addiction)

20        Negative Reputation:  Rock Singer, Very Frequently (Extreme)

15        Dependent NPC:  Damon Falmier Infrequently (Incompetent)

15        Hunted:  by Super-powered Mercenaries Infrequently (Mo Pow; Harshly Punish)

10        Hunted:  by Father Frequently (Less Pow; Harshly Punish)

10        Social Complication:  Public ID Frequently, Minor

 

Total Disadvantage Points:  400

 

Background/History:   Born in New Jersey, Neal Basman was a young punk, spoiled by his mother. After his mother died, he discovered his father's true disgust for him. Carl Basman, a wealthy but alchoholic businessman, did not approve of his son's obsession with songwriting. He considered Neal nothing more than a lazy brat.

 

 One day when Neal was fourteen, his life changed. His father was yelling at him once again for being lazy, but this time Neal yelled back. The force of his voice nearly killed his father. Though he did not realize it, Neal's mutant power had mementarily burst free in that second of anger. Afraid and confused, Neal ran, leaving the state in order to lose himself in Manhatten.

 

 While making a living as a sidewalk singer, Neal met Mark Kowalski (Screech), who soon became his best friend. Mark introduced Neal to the evil of drugs and to his black market friends who could get him plenty. Neal became a thief to support his habit. Hunted by the police, Neal began to move around from place to place. Then he was discovered by Damon Falmier. Falmier made Neal the singer of his new conception, Road Kill, and gave him the name of Heavy Metal.

 

Personality/Motivation:   Heavy Metal is nothing but a scheming, selfish bully, showing off when he's ahead, running when faced with a real threat. He is a very angry young man, wnating to get back at a world he feels should be catering to him.

 

Quote:  "You see before you the lords of the new order of youth - an order that facist oppressors like you don't fit into/"

 

Powers/Tactics:   Heavy Metal's powers, his Songs of Oppression as he calls them, come from his mutated larynx, which allows him to alter his voice to extreme, even ultrasonic, levels. By altering the waves of his voice, he can cause a variety of sonic attacks from wide and painful to concentrated and deadly. When Heavy Metal makes his attacks, he often sings, fitting his attacks into lyrics ha makes up on the spot. His general attack, the Song of Destruction, throws wide sound waves into a damaging force (12d6 EB). His second attack, the Song of Insanity, is a mental one (5d6 EGO attack). His final vocal attack, the Moan of Death, is a concentrated assault against the nervous systam (6d6 EB, AVAD). Heavy Metal also carries grenades styled in the group's trademark - flattened animals. These critter crepes detonate and generate dark smoke to cover an escape.

 

 In combat, Heavy Metal is a performer. His comments, rude behavier, and dinging act to distract heroes. He prances around stage antaganizing heroes into attacking recklessly, then will dodge or roll with the attack. He then feigns cowardice and surprise attacks the hero when they are off guard.

 

Appearance:   Heavy Metal stands 6 feet tall, weighs 182, and is 20 years old. His eyes are hazel, and his hair is cut into a red and white mohawk. He also weras war paint on his cheeks and nose. Looking like a post-apocalyptic warrior. Heavy Meatl wears black leather clothing and boots, chemically treated to resist damage.

 

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Heavy Metal.hdc

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Screech

Val      Char   Cost   Roll     Notes

10        STR    0          11-      Lift 100.0kg; 2d6

20        DEX    20        13-      OCV:  4/DCV:  4

13        CON   3          12-

10        BODY 0         

20        INT      10        13-      PER Roll 13-

18        EGO   8          13-      ECV:  3 - 3

10        PRE    0          11-      PRE Attack:  2d6

 

 

8          PD      6          Total:  8 PD (0 rPD)

7          ED      5          Total:  7 ED (0 rED)

3          SPD    10        Phases:  4, 8, 12

6          REC   2

30        END   2

25        STUN 3          Total Characteristic Cost:  79

 

Movement:   Running:       12m/24m

            Leaping:        4m/8m

            Swimming:    4m/8m

 

Cost   Powers          END

14        BATTERY PACK:  Endurance Reserve  (90 END, 9 REC) Reserve:  (29 Active Points); Requires electrical outlet to recover (-2)

                        Notes:  Powers 75 pt Multipower (Stage Keyboards) and Gadget Pool

             

30        STAGE KEYBOARDS:  Multipower, 75-point reserve,  (75 Active Points); OAF Bulky (Stage Keyboards; -1 1/2)

3f         1)  Blast 4d6, Autofire (2 shots; +1/4), Attack Versus Alternate Defense (Deafness or ear protection; +1/2) (35 Active Points)           3

6f         2)  Blast 6d6, Penetrating (+1/2), Area Of Effect (10m Cone; +1/2) (60 Active Points)        6

5f         3)  Entangle 6d6, 6 PD/6 ED, Entangle And Character Both Take Damage (+1/4) (75 Active Points); not vs deafness or ear protection (-1/2) 7

1f         4)  Darkness to Hearing Group 3m radius (9 Active Points)    1

7f         5)  Force Field:  Barrier 24 PD/24 ED, 0 BODY (up to 1m long, 1m tall, and 1/2m thick) (75 Active Points)           7

             

72        GADGET POOL:  Variable Power Pool (Gadget Pool), 60 base + 60 control cost,  (90 Active Points); all slots OAF Bulky (-1 1/2)

                        Notes:  Only sound related effects, anly change between adventures

             

11        PORTABLE BATTERY PACK:  Endurance Reserve  (60 END, 9 REC) Reserve:  (21 Active Points); Requires electrical outlet to recover (-2)

                        Notes:  Powers 52 pt Multipower (Portable Keyboard)

             

26        PORTABLE KEYBOARD:  Multipower, 52-point reserve,  (52 Active Points); all slots OAF (portable Keyboard; -1)

3f         1)  Barrier 8 PD/6 ED, 0 BODY (up to 2m long, 2m tall, and 1/2m thick), Usable By Other (+1/2), Grantor pays the END whenever the power is used, Recipient must be within Standard Range of the Grantor for power to be granted, Ranged (+1/2) (52 Active Points); OAF (portable Keyboard; -1)            5

2f         2)  Blast 7d6, Armor Piercing (+1/4) (44 Active Points); OAF (portable Keyboard; -1)         4

1f         3)  Blast 4d6, Attack Versus Alternate Defense (Deafness or Ear Protection; +0), Area Of Effect (1m Radius Explosion; +1/4) (25 Active Points); OAF (portable Keyboard; -1)         2

2f         4)  Spatial Awareness (Unusual Group) (32 Active Points); OAF (portable Keyboard; -1)

             

37        PORTABLE GADGET POOL:  Variable Power Pool (Gadget Pool), 30 base + 30 control cost,  (45 Active Points); all slots OAF (Portable Keyboard; -1)

                        Notes:  Only sound related effects

            Dirty Infighting/Fisticuffs/Cinematic Brawling

            Maneuver     OCV   DCV   Notes

4          Eye Gouge    -1         -1         Flash 4d6

4          Low Blow       -1         +1        2d6 NND

 

            Perks

6          Contact:  Black Market, Organization Contact (x3) (6 Active Points) 11-

10        Money:  Wealthy

 

            Talents

5          Eidetic Memory

4          Speed Reading (x10)

1          Ambidexterity (-2 Off Hand penalty)

4          +2/+2d6 Striking Appearance (vs.opposite sex)

 

            Skills

8          +2 with Multi-powers

             

8          PS: Keyboard Player 17-

6          KS: Music 15-

14        Gadgeteering 15-

9          Inventor 16-

9          Computer Programming 16-

3          Electronics 13-

3          Mechanics 13-

3          Streetwise 11-

 

Total Powers & Skill Cost:  322

Total Cost:  400

 

400+   Disadvantages

20        Psychological Complication:  In love with Sparks (Common; Total)

10        Psychological Complication:  Trusting (Common; Moderate)

20        Characteristic Maxima

15        Reputation:  Rock Musician, Very Frequently

15        Social Complication:  Public ID Frequently, Major

 

Total Disadvantage Points:  400

 

Background/History:   Mark Kowalski was the son of a well-paid New York prostitue. Not knowing what his mother did, Mark wandered the streets of New York during the days while his mother slept. Here he made connections with the black market. Mark used his innocent appearance to help ferry their stolen goods. The youth realized that what he was doing was against the law, but he was paid with stereos, televisions, and other high-tech electronics, which kept him happy.

 

 Though Mark was a high school drop-out, his mother insisted that he continue studying at home. He was tutored and taught to play the piano. Mark proved to have a genius potential far beyond the school he attended. He also became a skilled keyboardist. A speed reader with photographic memory, he soon took an interest in large technical manuals, and by the time he turned sixteen, he was highly proficent in mechanical and electrical engineering. With computers and keyboards from the black market, MArk built himself a large music system.

 

 Being much a follower, Mark fell in with Neal Basman (Heavy Metal) and the two pursued their common interest in music. Their friendship was such that, when Damon Falmier offered Neal stardom, he refused unless Mark could join him. Thus Mark became Screech, keyboardist of Road Kill.

 

Personality/Motivation:   Screech is curious, quiet, and unobtrusive outside of Road Kill's activities. Between "gigs" he immerses himself in his gadgetry. He is also rather trusting of and loys; to his friends.

 

Quote:  "The keys to your doom are right at my fingertips,"

 

Powers/Tactics:  Screech's powers are in his keyboards. His most powerful weaponry is in his stage keyboard but it is too bulky to take on field missions and requires extensive setup. It normally includes ultralow sonic eruptions (8d6 Penetrating EB), a "dance inducer" (6d6 Entangle), which causes its target to thrash uncontrolably, a sound deadening background noise (3" Darkness). and a strafing sonic attack (6d6 AVAD) as well as a number of other sound related powers specially designed for each"performance" (Gadget pool). His portable keyboard is a less powerful unit but can be taken anywhere. Its functions include a focused sound wave projector (7d6 EB), a burst of stunning sound (4d6 EB), and passive sonar, it too has a small bank of adjustable effects Gadget Pool). All powers are activated by playing musical notes

 

 In combat, Screech is the team player of Road Kill. While the other members showboat their powers and talents, Screech covers them with his powers. His keyboards are described in his character stats as they will be set up when the heroes first encounter Screech. After that, Screech will modify his keyboards to exploit the heroes; weaknesses.

 

Appearance:   SCreech os 5"11" tall and weighs 169 pounds. He has curly auburn hair and blue eyes. He wears dark glasses and a white jumpsuit adorned with a keyboard design.

 

post-128-0-89207300-1421248413.jpg

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Screech.hdc

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Next up is Road Kill's lead guitarist, "The Axeman".

 

The Axeman

Val      Char   Cost   Roll     Notes

25        STR    15        14-      Lift 800.0kg; 5d6 [2]

20        DEX    20        13-      OCV:  7/DCV:  7

29        CON   15        15-

15        BODY 5         

10        INT      0          11-      PER Roll 11-

10        EGO   0          11-      ECV:  3 - 3

20        PRE    10        13-      PRE Attack:  4d6

 

 

12        PD      10        Total:  12 PD (0 rPD)

10        ED      8          Total:  10 ED (0 rED)

4          SPD    20        Phases:  3, 6, 9, 12

10        REC   6

50        END   6

41        STUN 11        Total Characteristic Cost:  166

 

Movement:   Running:       16m/32m

            Leaping:        4m/8m

            Swimming:    4m/8m

 

Cost   Powers          END

65        Singing Blade:  Multipower, 75-point reserve, all slots Personal Immunity (+1/4), No Range Modifier (+1/2) (131 Active Points); all slots OAF (Guitar; -1)

2f         1)  Sonic Shredding:  Blast 10d6, Attack Versus Alternate Defense (Deafness or Ear Protection; +0) (50 Active Points); OAF (Guitar; -1), Gestures (Must Play Guitar; -1/4), Only when plugged into an amplifier (-1/4)          5

1f         2)  Drain INT 2d6, Area Of Effect (10m Cone; +1/2) (30 Active Points); OAF (Guitar; -1), 8 Charges (-1/2), Limited Power Not vs deafness or ear protection (-1/2) [8]

                        Notes:  Returns 5/Turn

             

12        BATTERY PACK for Guitar:  Endurance Reserve  (50 END, 7 REC) Reserve:  (19 Active Points); OAF (built into Guitar; -1)

                        Notes:  Requires electrical outlet to recover

             

            Guitar Fu

18        1)  Guitar Axe Edge:  Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/4) (37 Active Points); OAF (Guitar; -1)     4

9          2)  Guitar Flat Edge:  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (Guitar; -1), Hand-To-Hand Attack (-1/4)    2

15        3)  Missle Deflection:  Deflection, All Ranged (+1/2) (30 Active Points); OAF (Guitar; -1)  3

30        4)  Electric Guitar Chord:  Entangle 3d6, 3 PD/3 ED     3

             

4          Running +4m (16m total)   1

4          +4 CON

            Boxing, Modern

            Maneuver     OCV   DCV   Notes

4          Block  +2        +2        Block, Abort

3          Clinch            -1         -1         Grab Two Limbs, 35 STR for holding on

4          Cross  +0        +2        7d6 Strike

5          Hook   -2         +1        9d6 Strike

3          Jab      +2        +1        Strike

 

            Perks

10        Money:  Wealthy

 

            Skills

6          +2 with Multipower

6          +2 with Boxing

16        +2 with HTH Combat

             

5          PS: Guitar Player 14-

7          PS: Rock Music 16-

2          KS: Viking Legends 11-

3          Stealth 13-

 

Total Powers & Skill Cost:  235

Total Cost:  400

 

400+   Disadvantages

15        Psychological Complication:  Claustrophobia (Uncommon; Total)

15        Enraged:  in combat (Uncommon), go 11-, recover 11-

10        Distinctive Features:  Extremely Violent Behavior (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10        Reputation:  Rock Musician, Frequently

15        Hunted:  European Police Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)

10        Social Complication:  Public ID Frequently, Minor

 

Total Disadvantage Points:  400

 

Background/History:   Guitar player Kile Johanson of Scandinavia dreamed of playing in a rock band. A dream that came patially to fruition as he grew into his late teens. He left Scandinavia and headed for Great Britain. Touring pointlessly throughout Great Britain with no-name bands and seeing his life going no-where, Kile made a decision - a decision that blossomed into tragedy.

 

 Dissatisfied with his manager, James Down, Kile confronted him. When Down brushed him off, anger overcame Kile. Kile had brought along his only possession of great value - an authentic Viking axe, used by his ancestors in Viking raids on England - to merely threaten his manager. Down, fearful of his life, pulled out a gun. But Down was too slow. Kile left the room running from the murder he had just committed.

 

 Kile was soon caught and imprisoned in a juvenile facility. There he learned to defend himself and discovered his fear of confined spaces after serving time in solitary confinement. Desperate to get away, Kile killed a guard and climbed the fence and ran.

 

 Luck was with him, as he managed to elude pursuit and began stealing what he needed to survive. He finally stole away on a ship that took him to the United States where he'd heard, all European rock stars were welcome.

 

 Kile's dream of the new world was quicklyDashed. Though he had changed his name to Kile Smythe and thrown off the authorities, he fell into the same rut as in England - associating with a low-life manager named Damon Falmier who started him tpuring again with no-name bands. Kile was about to leave this manager as well when Falmier proposed an idea to him. Kile saw his chance to prove his talents to the rest of the world and agreed to become the Axeman - lead guitarist of Road Kill.

 

Personality/Motivation:   The Axeman is a rebel, violent in nature, always angry at anyone who offends him in the least way. He is quick to make decisions, good or bad, and stick to them. He is also proud of his norse heritage.

 

Quote:  "I let my music speak for me." (floowed by a loud, screeching guitar riff)

 

Powers/Tactics:   The Axeman weilds a special, bright red guitar that Falmier had Screech design. The Axeman has named it the Signing Blade. Its titanium housing and well insulated interior allow the Axeman to use it vio,ently, chappoing up a multitude of props during concerts without harming the components of the guitar. The flat edge of the heavy instrument also makes a powerful club. Upon Road Kill's turn to crime, Screech also installed a Disorienting device which operates by playing certain chords, confusing his target for several seconds. Lastly, the Axeman has found that the titanium casing makes an excellent shield.

 

 In combat, the Axeman plays his role of the Viking to the hilt/ He runs about the stage, howling at the top of his lungs, smashing things with his guitar. This stage persona has carried over into his criminal life. He will use mainly the blade and blunt side of his guitar whenever possible resorting to his other attacks if these prove ineffective.

 

Appearance:  Axeman is twenty years old, stands 6'2" tall and weighs 179 pounds. His eyes and long braided are brown. His costume is styled after a 9th century Viking warrior - leather coat, breeches, and boots, a horned helmet, etc. His shining guitar is shaped like a large single - bladed axe.

 

post-128-0-95881200-1421283388.jpg

The Axeman.hdc

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I'd go so far as to say they all look like they should be in different bands.

 

Michael Jackson Clone Bass player

Flock Of Seagulls Synth player

Punk singer (I can't think of a metal band that did the mohawk thing)

Bar Band Drummer 

Death Metal Guitarist

 

One of the reasons I never bought this supplement. 

The band from European Enemies looked better and that's not a compliment.

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I'd go so far as to say they all look like they should be in different bands.

One of the reasons I never bought this supplement. 

The band from European Enemies looked better and that's not a compliment.

Heh.  What you see as a bug, I see as a feature.  Y'see, I always portrayed Road Kill as a group of powered-up losers, so them not even being able to get the basic concept of a heavy metal band correct actually works for me.

 

Well, it is better than they all dress like Devo, or "Wierd" Al.

Funny you should mention Weird Al.  One of the few times an adventure in my games featured Road Kill, they were going after Weird Al for doing a parody of one of their songs.  (I know he always asks permission first, so I figured the band's manager gave Al permission without asking the band.)  The players thought it incredibly cool that their PCs not only got to meet Weird Al, but that they ended up with a Favor from him after saving his life.

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Boomer

Val      Char   Cost   Roll     Notes

20        STR    10        13-      Lift 400.0kg; 4d6 [2]

24        DEX    28        14-      OCV:  8/DCV:  8

15        CON   5          12-

12        BODY 2         

16        INT      6          12-      PER Roll 12-

10        EGO   0          11-      ECV:  3 - 3

15        PRE    5          12-      PRE Attack:  3d6

 

 

10/22  PD      8          Total:  10/22 PD (0/12 rPD)

10/22  ED      8          Total:  10/22 ED (0/12 rED)

5          SPD    30        Phases:  3, 5, 8, 10, 12

13        REC   9

60        END   8

40        STUN 10        Total Characteristic Cost:  179

 

Movement:   Running:       16m/32m

            Leaping:        4m/8m

            Swimming:    4m/8m

 

Cost   Powers          END

37        Multipower, 75-point reserve, all slots 16 Charges (-0) (75 Active Points); all slots OAF (Guitar; -1)

2f         1)  Blast 7d6, Area Of Effect (4m Radius Explosion; +1/4) (44 Active Points); OAF (Guitar; -1)

2f         2)  Killing Attack - Ranged 2d6 (Reduced Negation (2)), Persistent (only on guitar; +1/4), Constant (only on guitar; +1/2) (59 Active Points); OAF (Guitar; -1), No Range (-1/2), not vs insulated costumes (-1/4)

1f         3)  Sight Group Flash 4d6 (20 Active Points); OAF (Guitar; -1)

             

            Stolen VIPER Equipment

15        1)  VB-S1 "Shorty" Blaster Pistol:  EB 7d6 (35 Active Points); OAF (-1), 12 Charges (-1/4)            [12]

36        2)  VFF-1 Force Field Belt:  FF (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (54 Active Points); OIF (-1/2)

8          VIPER BEST (Basic Escape Toolkit):  Multipower, 12-point reserve,  (12 Active Points); all slots OIF (belt/collection of OAFs; -1/2)

1f         1)  Microexplosives:  RKA 1/2d6; 2 Charges (-1 1/2), OAF (-1), No Range (-1/2)     [2]

1f         2)  Pick Gun:  Lockpicking 11-; OAF (-1)

1f         3)  Miniaturized Laser Torch:  RKA 1 point, Penetrating (+1/2); OAF (-1), 10 Charges (-1/4)         [10]

1f         4)  Pepper Packet:  Smell/Taste Group Images, Uncontrolled (+1/2), Usable As Attack ("sticks" to person who breathes it in; +1 1/4); OAF (-1), Only Affects Victims Who Inhale It (-1/4), 1 Continuing Charge lasting 1 Hour (victim can cancel effect by smelling something else equally strong, wind or rain may remove the pepper; -1/4)        [1 cc]

             

10        Missle Deflection (20 Active Points); OAF (Guitar; -1)  2

                        Notes:  All Ranged Attacks

4          Running +4m (16m total)   1

            Ninjitsu

            Maneuver     OCV   DCV   Notes

4          Strike  +0        +2        6d6 Strike

5          Back Kick      +1        +3        4d6 Strike

4          Nerve Pinch  -1         +1        2d6 NND

4          Escape           +0        +0        35 STR vs. Grabs

4          Chop  -2         +0        HKA 2d6

 

            Perks

10        Money:  Wealthy

 

            Skills

15        +3 with Martial Arts

16        +2 with HTH Combat

             

3          Breakfall 14-

3          Stealth 14-

3          Security Systems 12-

3          Streetwise 12-

3          Computer Programming 12-

3          Electronics 12-

7          PS: Bass Guitarist 16-

2          KS: Rock Music 11-

2          KS: VIPER 11-

1          KS: The Superhuman World 8-

2          KS: The Local Underworld 11-

2          KS: Ninjitsu 11-

3          Paramedics 12-

1          Language:  Japanese (basic conversation)

3          WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  222

Total Cost:  401

 

400+   Disadvantages

10        Vulnerability:  2 x STUN from EGO attacks (Uncommon)

20        Enraged:  when fighting VIPER (Uncommon), go 11-, recover 8-

10        Psychological Complication:  Code vs Killing (Common; Moderate)

10        Reputation:  Rock Musician, Frequently

20        Hunted:  VIPER Frequently (Mo Pow; Harshly Punish)

10        Social Complication:  Public ID Frequently, Minor

1          Experience Points

 

Total Disadvantage Points:  401

 

Background/History:  Before Jack Brown became a bass player, he got whatever he needed as a member of a Chicago street gang. He was uneasy with this life though, and left to join a small band of friends traveling the country and playing music. Jack is normally a quiet, even-tempered man. However, he was shattered one day when his girlfriend, band member Ali Stokes, was killed when a van full of VIPER agents ran the band's vehicle off the road where it rolled and exploded. Jack was following the van in his pick-up. He now blames himself for her death and no longer bothers trying to live a good life.

 

 Finding out about the VIPER agents from the authorities, Jack craved revenge. His earlier criminal life allowed  him to join VIPER. He became a model VIPER agnet while waiting for the perfect opporitunity to carry out his revenge. When VIPER tested a new, experimental weapon, a Sonic Field Projector )SFP), Jack substituted himself for one of the agents guarding the project, then stole it, killing everyone who stood in his way.

 

 Without a band or much motivation to do anything else, Jack returned toa life of crime. Using the SFP device, he robbed three banks, but was eventually caught. Before his arrest, however, he managed to hide the SFP device.

 

 Because it was his first offense, Jack was paroled one year later for good behavoir. He recovered his hidden SFP device and was soon contacted by his former agent, Damon Falmier, who seemed to have a deal for him. He wanted Jack to become Boomer, a bass player for Road Kill.

 

Personality/Motivation:  Boomer is quiet and reserved. He is level-headed and seems to be unaffected by most circumstances, though deep inside he grieves for the loss of Ali and his other friends.

 

Quote:

 

Powers/Tactics:  Boomer's powers lie within his bass guitar, specially designed by Screech. His SFP device, which can project a deafing sonic explosion of variable range and power, has been installed into the instrument. as a protective measure, it delivers an electric jolt to anyone who touches it who is not wearing insulated gloves. The glossy, black, chemically treated surface of the guitar is also designed to reflect and magnify light. With a little wrist action, Boomer can temporarily blind and deafen an opponent.

 

 As a VIPER agent, Boomer was trained in ninjitsu. His uncanny natural agility make martial arts and missle dodging easy.

 

 In combat, Boomer can either stand and fight with Heavy Metal attacking at will where needed, or preferably, he will fight a hide and seek battle, hiding from the heroes and attempting to attack by surprise.

 

Appearance:  Boomer is 6'1" tall, weighs 189 pounds and is twenty four years old. He has medium-legnth black hair styled in an afro and has brown eyes always hidden behind dark shades. He wears a costume of bright red and black featuring a military style vest.

 

post-128-0-72402200-1421340159.jpg

post-128-0-72402200-1421340159_thumb.jpg

Boomer.hdc

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I was only going to post Boomer today, but just found out the rest of my week and weekend will not be as free as I thought, so I'll psot the rest of the characters today.  Thanks for taking the time to check this thread out!

 

Ted

Val      Char   Cost   Roll     Notes

50        STR    30        19-      Lift 25.6tons; 10d6 [5]

23        DEX    26        14-      OCV:  8/DCV:  8

30        CON   20        15-

18        BODY 8         

5          INT      -5         10-      PER Roll 10-

4          EGO   -6         10-      ECV:  3 - 3

20        PRE    10        13-      PRE Attack:  4d6

 

 

18        PD      16        Total:  18 PD (0 rPD)

10        ED      8          Total:  10 ED (0 rED)

4          SPD    20        Phases:  3, 6, 9, 12

18        REC    14

70        END    10

63        STUN  22        Total Characteristic Cost:  223

 

Movement:   Running:         16m/32m

            Leaping:         4m/8m

            Swimming:     4m/8m

 

Cost   Powers          END

12        +10 STR, Reduced Endurance (1/2 END; +1/4) (12 Active Points)       1

120     Damage Negation (-16 DCs Physical, -8 DCs Energy)

4          Running +4m (16m total)      1

 

            Perks

10        Money:  Wealthy

 

            Skills

24        +3 with HTH Combat

             

7          PS: Drummer 16-

 

Total Powers & Skill Cost:  178

Total Cost:  400

 

400+   Disadvantages

40        Enraged:  Berserk when frustrated (Common), go 14-, recover 8-

35        Physical Complication:  Cannot Speak (All the Time; Fully Impairing)

15        Dependence:  Special Drug Takes 3d6 Damage per day (Uncommon; 1 Day)

15        Distinctive Features:  Maniacal (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10        Reputation:  Rock Musician, Frequently

15        Social Complication:  Public ID Frequently, Major

 

Total Disadvantage Points:  400

 

Background/History:   Ted's background and place of birth are unknown, though his full name, Ted Granger, is known by Damon Flamier. His early life obviously included much abuse of drugs. Ted tended to party all the time, ignoring school, and was eventually thrown out of his home. He started wandering state to state, playing with many small bands, and becoming more and more devastated by drugs. His agent, Damon Flamier, finally connected him with Road Kill.

 

 Ted took advantage of Screech's black market connections and soon suffered an overdose of various drugs, resulting in his extraordinary powers and the destruction of his mind. Although Road Kill is happier with the new Ted, Ted is not. Constant pain runs throughout his body's muscles and nerves.

 

Personality/Motivation:   One might say that Ted has violent mood swings except there is no normalcy, only the extremes. He either sits ominously quiet or he is in a frenzied rage behind his drums or in combat.

 

Quote:

 

Powers/Tactics:   Ted's stregnth, speed, and stamina are extraordinary. He is a physical dynamo. His flesh is like armor, and he is nearly impervious to physical attack. In combat, Ted is maniacal. He goes crazy when frustrated - and almost everything frustrates him. His tactics are simple since he is mindless - he bashes his target until it doesn't move anymore, then moves to the next.

 

Appearance:   Ted stands 6'4" tall and weighs 280 pounds. His eyes are brown and his wild, shoulder-length hair is black and sprouts like a mane. He has a distant look in his eyes. His face is always half shaven. He wears blue jeans, leather boots, and a black leather vest. He acts like a monster, hunched over, panting loudly, staring evilly. His hands are clenched at his sides, and his muscles bulge.

 

post-128-0-24993500-1421341303.jpg

Ted.hdc

post-128-0-24993500-1421341303_thumb.jpg

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Sparks

Val      Char   Cost   Roll     Notes

10        STR    0          11-      Lift 100.0kg; 2d6

18        DEX    16        13-      OCV:  6/DCV:  6

12        CON   2          11-

9          BODY -1        

18        INT      8          13-      PER Roll 13-

10        EGO   0          11-      ECV:  3 - 3

10        PRE    0          11-      PRE Attack:  2d6

 

 

6          PD      4          Total:  6 PD (0 rPD)

5          ED      3          Total:  5 ED (0 rED)

3          SPD    10        Phases:  4, 8, 12

5          REC    1

38        END    4

26        STUN  3          Total Characteristic Cost:  80

 

Movement:   Running:         12m/24m

            Leaping:         4m/8m

            Swimming:     4m/8m

 

Cost   Powers          END

11        PORTABLE BATTERY PACK:  Endurance Reserve  (60 END, 9 REC) Reserve:  (21 Active Points); Requires electrical outlet to recover (-2)

                        Notes:  Powers 60 pt Multipower (Effects Console)

             

30        Lighting Effects Console:  Multipower, 60-point reserve,  (60 Active Points); all slots OIF Bulky (-1)

1f         1)  Sight Group Flash 6d6 (30 Active Points); OIF Bulky (-1)      3

2f         2)  Killing Attack - Ranged 2d6, Autofire (2 shots; +1/4) (37 Active Points); OIF Bulky (-1)     4

2f         3)  Blast 8d6, Area Of Effect (1m Radius Explosion; +1/4) (50 Active Points); Only on Stage (-1), OIF Bulky (-1)        5

1f         4)  Darkness to Sight Group 4m radius, Personal Immunity (+1/4) (25 Active Points); OIF Bulky (-1)            2

1f         5)  Sight Group Images, -4 to PER Rolls, Area Of Effect (4m Radius; +1/4) (16 Active Points); OIF Bulky (-1)        2

2f         6)  Spatial Awareness (Unusual Group) (32 Active Points); OIF Bulky (-1)

             

62        GADGET POOL:  Variable Power Pool (Gadget Pool), 50 base + 50 control cost,  (75 Active Points); all slots OIF Bulky (Focus - Lighting Console; Only stage show related effects; -1)

             

5          Luck 1d6

 

            Skills

8          +2 with Multipower

             

3          Charm 11-

3          Electronics 13-

3          Mechanics 13-

 

Total Powers & Skill Cost:  135

Total Cost:  214

 

250+   Disadvantages

10        Psychological Complication:  Kleptomaniac (Common; Moderate)

20        Hunted:  by Police Infrequently (Mo Pow; NCI; Harshly Punish)

20        Hunted:  by FBI Infrequently (Mo Pow; NCI; Harshly Punish)

10        Social Complication:  Public ID Frequently, Minor

 

Total Disadvantage Points:  214

 

Background/History:   Cindy Jones was a street punk much like Heavy Metal, roaming the streets of New York, and making money how and when she could. The turning point in her life was the day she went to see a Road Kill concert. She loved the band's show, particularly the high-tech instruments and light show. When she began corresponding with Screech, he found her to be highly knowledgeable in wiring and electronics. Eventually he asked her to help the group with their shows. When the group turned to crime, she became Sparks, special effects technician of Road Kill. Under Screech's tutelage, many of her arrangements are masterpieces of effect that highlight Road Kill's performances.

 

Personality/Motivation:   Growing up on the streets of New York has given Sparks a hard edge, and she can be as tough as any other member of the group. She does have a side that wishes for the more normal life of dating, careers, marriage, etc., but that only shows around people that she is very close to and that she doesn't worry about keeping up her "image" with.

 

Quote:   "Forget it jerk, I work with Road Kill, and we're the coolest thing there is!"

 

Powers/Tactics:   Sparks uses control boards to activate equipment around the stage. Her equipment includes weapons, traps and more conventional effects gear. Spark's stage show usually includes strobe lights (6d6 Flash), laser lights (2d6 RKA), pyrotechnics (*d6 Explosive EB), smoke machine (Darkness), imager generators (Images), image enhancing scanners (Spatial Awareness), and a number of new or specially designed devices (Gadget Pool).

 

 In a fight, Sparks is an offstage member of Road Kill. She often uses her equipment to back the group up when thet're in trouble and cover their escape when necessary.

 

Appearance:   Sparksstnads 5'3", weighs 99 pounds and is 19 years old. She has long, red hair and green eyes. She has no standard costume, prefering to change outfits often.

 

post-128-0-85162000-1421341668.jpg

post-128-0-85162000-1421341668_thumb.jpg

Sparks.hdc

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Damon Falmier

Val      Char   Cost   Roll     Notes

10        STR    0          11-      Lift 100.0kg; 2d6

12        DEX    4          11-      OCV:  4/DCV:  4

12        CON   2          11-

11        BODY 1         

13        INT      3          12-      PER Roll 12-

10        EGO   0          11-      ECV:  3 - 3

10        PRE    0          11-      PRE Attack:  2d6

 

 

4          PD      2          Total:  4 PD (0 rPD)

4          ED      2          Total:  4 ED (0 rED)

2          SPD    0          Phases:  6, 12

6          REC    2

20        END    0

21        STUN  1          Total Characteristic Cost:  27

 

Movement:   Running:         12m/24m

            Leaping:         4m/8m

            Swimming:     4m/8m

 

Cost   Powers          END

5          Luck 1d6

             

7          .38 Revolver:  Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (Pistol; -1), 6 Charges (-3/4)            [6]

 

            Perks

10        Money:  Wealthy

10        Contact:  Music Producers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 14-

8          4 Record Producers, 4 Lawyers:  Favor

 

            Skills

3          Streetwise 11-

7          Bureaucratics 13-

3          CK: New York 12-

3          CK: Los Angeles 12-

5          PS: Band Manager 14-

3          KS: Music Industry 12-

3          KS: Accounting 12-

 

Total Powers & Skill Cost:  68

Total Cost:  94

 

95+     Disadvantages

10        Psychological Complication:  Vengeful (Common; Moderate)

 

Total Disadvantage Points:  94

 

Background/History:   DamonFalmier was a nobody. He tried to make it big as a music agent but apparently didn't have what it took. He did much of his work from a bar stool, studying his listings, sending groups here and there, getting them their "Big break" in small bars and clubs. It was at a bar that Damon heard a young man singing outside in the street. The boy was Neal Basman. Damon struck upon an alchohol-induced idea and approached the boy, asking him to become Heavy Metal, lead singer of a new rock group. He then proceeded to form the rest of Road Kill from a few of his more unusual, unstable, or stagnent musicians. By chance (obviously not through talent of his own) his creation became a multi-million dollar success and has made him a very rich man; however, the heat generated by Road Kill's criminal activities is becoming too uncomfortable and Damon is thinking of getting out before he is implicated.

 

 Not a combat oriented member of Road Kill, Falmier attends most concerts but has been absent more and more often during Road Kill's criminal charades. He carries a .38 Revolver and can use it, but he generally lets the band cause a distraction and runs for safety. When at a concert, he can be found backstage with Sparks.

 

Personality/Motivation:   Damon Falmier is slick. Unfortunately, there are those out there, particularly in the music business, who are slicker. Damon would liked to have been a big time music agent, but before Road Kill came along, he never managed to find the right talent. Now that he has found his ticket to fame, he has become somewhat arrogant - which has caused him to make more than a few mistakes.

 

Quote:  "You boys are really going to make it big someday - I can feel it!"

 

Appearance:   Falmier is 5'9", 182 pounds, has thining brown hair and brown eyes. He is forty-one years old and always wears a business suit, brown, unkempt, and usually in need of washing.

 

post-128-0-76076400-1421341918.jpg

Damon Falmier.hdc

post-128-0-76076400-1421341918_thumb.jpg

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Roadie Robots

Val      Char   Cost   Roll     Notes

20        STR    10        13-      Lift 400.0kg; 4d6 [2]

10        DEX    0          11-      OCV:  3/DCV:  3

15        CON   5          12-

12        BODY 2         

7          INT      -3         10-      PER Roll 10-

0          EGO   0          9-         ECV:  0 - 0

10        PRE    0          11-      PRE Attack:  2d6

 

 

20        PD      18        Total:  20 PD (0 rPD)

5          ED      3          Total:  5 ED (0 rED)

3          SPD    10        Phases:  4, 8, 12

8          REC    4

0          END    -4

0          STUN  -10      Total Characteristic Cost:  35

 

Movement:   Running:         12m/24m

            Leaping:         4m/8m

            Swimming:     4m/8m

 

Cost   Powers          END

15        Automaton:  Cannot Be Stunned

36        Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

 

            Skills

24        +3 with HTH Combat

 

Total Powers & Skill Cost:  75

Total Cost:  110

 

110+   Disadvantages

10        Vulnerability:  2 x BODY from electrical attacks (Uncommon)

25        Enraged:  Berserk after taking BODY from electrical attacks (Uncommon), go 8-, recover 8-

 

Total Disadvantage Points:  110

 

Background/History:   Every rock band has roadies to do all the moving and setting up. To fit Road Kill's need for super Roadies, strong and unquestioning, Screech designed humanoid robots to do the job. These robots are super strong and often assist Road Kill in combat.

 

Appearance:   Each Roadie is 6'6" tall and wears jeans and a black tee-shirt with "ROAD KILL ROADIE" printed across th chest. Pasty makeup and wigs make sure that they pass as humans at a distance.

 

post-128-0-02780400-1421342079.jpg

post-128-0-02780400-1421342079_thumb.jpg

Roadie Robots.hdc

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Sorry no pic for the hovervan.

 

 

Road Kill Hovervan

Val      Char   Cost   Roll     Notes

40        STR    20        17-      Lift 6400.0kg; 8d6 [4]

15        DEX    10        12-      OCV:  5/DCV:  2

 

18        BODY 6         

 

 

 

 

 

2          PD      0          Total:  2 PD (2 rPD)

2          ED      0          Total:  2 ED (2 rED)

4          SPD    20        Phases:  3, 6, 9, 12

 

 

            Total Characteristic Cost:  71

 

Movement:   Running:       36m/144m

            Flight: 20m/160m

            Leaping:        4m/8m

            Swimming:    4m/8m

 

Cost   Powers          END

19        Ground Movement +24m (36m total), x4 Noncombat (29 Active Points); Limited Maneuverability Only 1 turn per Phase at Combat speed; only 1 turn per Turn at Noncombat speed (-1/2)

20        Flight 20m, x8 Noncombat (30 Active Points); Limited Maneuverability Only 1 turn per Phase at Combat speed; only 1 turn per Turn at Noncombat speed (-1/2)

             

26        Killing Attack - Ranged 3d6 (45 Active Points); OIF (-1/2), Same horizontal Level (-1/4), 16 Charges (-0)  [16]

10        Radar (Radio Group) (15 Active Points); OIF (-1/2)

 

Total Powers & Skill Cost:  75

Total Cost:  146

 

150+   Disadvantages

10        Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25        Hunted:  by Police Frequently (Mo Pow; NCI; Harshly Punish)

10        Social Complication:  Public ID Frequently, Minor

 

Total Disadvantage Points:  146

 

Background/History:   Road Kill's preferred means of transportation is their customized hovervan. This high-tech, specially-designed vehicle was built by Screech and some of the best engineers Road Kill's money could buy. Built specifically with Road Kill's criminal activities in mind, the hovervan is equipped with electromagnetic drive which provides high speed flight. Th hovervan also has reinforced body, a turretted pulse laser and sophisticated onboard radar.

 

 Screech will often use the Gadget Pool of his portable keyboard to build a remote control for the hovervan. With this control he can use the hovervan as a diversion or fly it in to pick up Road Kill as they make their escape. 

 

 

No pic for the hovervan, but there are mini's for the characters!

 

 

 

 

 

Road Kill Hovervan.hdc

Road Kill.pdf

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As I mentioned, I've only featured them in my games a few times.  Mostly they're background noise - a news item here or there, mostly for comic relief. 

 

However, I am starting a new Champions campaign.  One of the (female) PCs is in a band, and another one owns a bar/night club where that band frequently performs.  All of the NPC members of the band have (relatively minor) powers.  So you can bet Road Kill is going to put in an appearance, purely to be irritating.  (cracks knuckles)  Looks like I need to write some more Road Kill lyrics.  How does You Make Me Wanna Hurl sound as a song title?  Or how about Bite Me, You Skank?  (Yeah, I know those both sound punk rather than heavy metal.  See my prior comment on Road Kill not even getting the concept of heavy metal right.)

 

Many thanks, rjd59, for updating them.  I'll likely make changes so they can more properly irritate my players, but even so this saves me a ton of work.

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Well, it is better than they all dress like Devo, or "Wierd" Al. All ot takes is a new costume for all of them to make the team flow together. Which begs the question: Is/were their any heavy metal bands with a black member?

 

Jimmy Hendrix,  Thin Lizzy,  In Living color.  Just to name a couple

 

There's a few more, I'm not as in to metal post 80's but still know of some:

 

Slash of Guns N Roses and Slash's Snake Pit - African-American mother, British father.

Howard Jones (no not the skinny white fellow) for bands Killswitche Engaged and Blood Has Been Shed - no haven't heard of them either...was a google search

Lajon Witherspoon - Sevendust heard of them at least.

 

Adding some punk to the the Mix, there's 70's Punk Darlings "Death" three brothers from Detroit who's only album was shelved by their management but were still influential and their album is on youtube in its entirety I've listened, it's not bad. 

 

Another band, Bad Brains out of Wasthington DC area were seminal but their anger was directed at the wrong targets for the punk crowd and they kind of fell out of favor (according to my limited research) 

 

And if you just go straight Rock/Soul.

Prince, Lenny Kravitz, Ben Harper, Tina Turner, Chuck Berry, Bo Diddly...

 

Of course after reading this it's kind of true that white boys took over metal. 

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As I mentioned, I've only featured them in my games a few times.  Mostly they're background noise - a news item here or there, mostly for comic relief. 

 

However, I am starting a new Champions campaign.  One of the (female) PCs is in a band, and another one owns a bar/night club where that band frequently performs.  All of the NPC members of the band have (relatively minor) powers.  So you can bet Road Kill is going to put in an appearance, purely to be irritating.  (cracks knuckles)  Looks like I need to write some more Road Kill lyrics.  How does You Make Me Wanna Hurl sound as a song title?  Or how about Bite Me, You Skank?  (Yeah, I know those both sound punk rather than heavy metal.  See my prior comment on Road Kill not even getting the concept of heavy metal right.)

 

Many thanks, rjd59, for updating them.  I'll likely make changes so they can more properly irritate my players, but even so this saves me a ton of work.

Just rip off Disturbed's Stupify or System of a down's Chop Suey.

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Glad I could help BoloOfEarth!  Welcome bluesguy!  I am glad to see that my work is helping someone or making someone enjoy them.  Tweaking converted characters to your own liking is absolutely permissable! I do it when I download one someone else has done sometimes.  

 

I agree that the band doesn't look like they fit together, but according to the book, they've become a multi-million dollar sensation. In the true meaning of rock and heavy metal as it started back in the 60's, (yeah I'm showing my age) non-conformity was the basis for it all. So I just chaulked it up as they were showing their roots and where they came from. I just always like the fact of a band with powers!

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