The Roach-Motel campaign setting is a post-apocalyptic urban area devastated by a nuclear strike, characterized by crumbling buildings, radioactive ash, and various mutated beings known as Kin. Players can explore distinct zones such as the rooftops, interiors of buildings, streets, and underground shelters, each teeming with dangers and remnants of humanity. The setting also features unique entities like the Bomb, a powerful elemental representing the city's destruction, and various Kin types that roam the ruins, creating a rich environment for adventure and survival.
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Roachmot 1
The Roach-Motel campaign setting is a post-apocalyptic urban area devastated by a nuclear strike, characterized by crumbling buildings, radioactive ash, and various mutated beings known as Kin. Players can explore distinct zones such as the rooftops, interiors of buildings, streets, and underground shelters, each teeming with dangers and remnants of humanity. The setting also features unique entities like the Bomb, a powerful elemental representing the city's destruction, and various Kin types that roam the ruins, creating a rich environment for adventure and survival.
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ROACH-MOTEL
SETTING: The Roach-motel campaign setting is in the
ruins of an urban zone several miles from a nuclear target
strike area. The buildings in this region were primarily
tenements and large public housing blocks, Most average about
8-10 stories tall, the older ones being built of brick and
the newer ones being built from sub-standard materials which
slumped and in many cases collapsed once the shock wave hit
the region. All glass windows have been shattered, leaving
only slender fangs of glass in the window-frames and covering
the cracked streets with drifts of broken glass. Many of the
buildings have slumped or partially collapsed, some falling
against neighboring buildings and resting in an unstable
tilted ruin. The subways and basements under the streets
mostly collapsed, opening deep fissures where the streets
once were, and causing the buildings to either side to slump
forward against each other until many former avenues are now
vaulted corridors of wreckag:
with the sky blocked out by
the overhanging buildings. Rains of brick and plaster are
still common monthes later as the ruined buildings continue
to settle and crumble against each other
The initial firestorm blew over this region, igniting
countless small blazes which light the ruins for days after
the Kinrise. Even weeks later, small fires can be found
smouldering away inside the collapsing buildings. Ash and
cinders have fallen everywhere, forming drifts across the
rooftops, over those streets exposed to the sky, and inside
the higher windows. Rain and later sleet fall sporadically
from the sky, soaking the rooftops with radioactive water and
ifleaking through the slumped ruins to gush in small waterfalls
from open windows. The sky is constantly overcast and
gray~black, occasionally lit by thunderless flashes of green
lightning. The in the direction of the major city nuclear
target glows with a constant aurora effect, a deadly rainbow
of radiation which is reflected back from the glass-lined
crater and flickers in the shards and piles of broken glass
There are three/four major zones for exploration and
adventure in the shattered city
The Rooftops: Buildings in this low-income neighborhood
were crammed next to each other, often with no more than a
yard or two of space between them. The roofs form a more or
jess continuous landscape of burnt tarpaper, cinder-drifts
and shattered chimneys stretching for a couple of miles in
any direction. This landscape is broken only by the chasms of
the streets, which are often bridged by partially collapsed
buildings, and by huge pock-holes formed by collapsed
ceilings. The roofs are dotted with pools and puddles of
radioactive water, usually surrounded by piles of dead
pigeons, which sometimes lay three deep at the edge of the
pools and in the sheltered lees of partially ruined chimneys
Strange flickers of green fire dance across the roof-plains
curling Will-O-Wisps of unknown’ origin. More mundane fires
sometimes burst through the roofs, having slowly eaten their
way up from deeper inside the building. Plumes of smoke often
can be seen billowing and twisting up from the streets and
from the open windows.
The roofs are an open, desolate place, empty of any sign
of life as far as the eye can see. Only the swirling,
chuckling dust-devils of Wraithes and the occasional wisp of@ Ghost are common Kin encounters here. One rare encounter is
the Ghost-Fog, a floating, faintly luminescent bank of mist
which is actually composed of the writhing, squirming forms
of hundreds of victims of the Bomb, vaporized together and
now doomed to drift across the rooftops, moaning and weeping
together. These are more than a Haunting, since the Ghost-Fog
possesses all of the Racial Edges of Ghosts, especially
Drain, and seeks to use this on any being encountered, but
this composite horror is less than a full-fledged Ghost since
it cannot control its own movement, drifting with the wind
and can only coporealize into a cold, squirmy mass which
bites and tears and clutches at anyone it encounters for a
couple of turns before dissipating back into incoporeality.
(Quick Stats: STR:80 FIT:1000+ DEX:Nil--20 for purposes of
determining individual limbs and mouthes capabilities INT:0
WILL:40 PER:20 ATT:0 though individual faces and component
bodies may have normal human appearances, most appear us
charred, semi-skeletal burn-victims LUCK:20 SP:1000+
BHTH:16 All Ghost Racial Edges at 80 No discernible
skills). The only other Kin likely to be encountered on the
rooftops are the Bone-Dancers, Skeletal figures which can be
seen dancing and whirlling madly among the rooftop wreckage,
apparently wearing loose robes or sheets. Upon closer
inspection, these prove to be whole sections of human skin
stripped in long wide bands and wrapped about the Skeleton's
limbs and torso, affixed sometimes with nails, sometimes just
by being wrapped, sari~style about the Skeleton. These
Bone-Dancers will flee from any approaching Kin and cannot be
dealt with. If pressed too closel
they will fling
themselves from the edges of the roof into the streets below,Just to avoid contact with other Kin
Inside the Ruins: The interiors of the buildings are the
preferred haunts of virtually everything left which can move
freely about the shattered city. There are endless mazes of
hallways, stairwells and apartments to be explored. Some hav.
been gutted from fires. Some have streams of rainwater
seeping through them. Most have been looted for precious or
useful items by those who survived the first effects of the
Bomb. Kin gangs rove endlessly through the empty apartment
blocks, whooping and looting and smashing just to revel in
the sudden freedom from the fear of discovery and the need
for restraint. Inside some of the larger buildings small
tribes of human survivors can still be found throughout the
first six to eight weeks after the Kinrise. These have been
sheltered from the massive direct dosages of radiation by the
thicknesses of the surrounding walls. (There are relatively
safe zones deep in the heart of larger brick structures
especially at the middle floors away from the fallout on the
roof and the streets, and from stray leakage from the open
windows.) These survivors are doomed, however, since their
refuge provides only incomplete protection and they are
exposed to steady leakages from numerous sources. Also, the
lack of prepared food stocks ensures their eventual demise es
foraging will soon become necessary. (If AFTERWARS can be
found, use any Mutant rules to produce small bands of
rediation-resistant mutates after the initial couple of
monthes. )
Fungoids can be found growing in the damp, moldy interiors
of some buildings, usually those with deep basements which
SB idhave permited the Fungus spores to spread up throughout the
building. Inside infected buildings the walls and carpets
will be thick with bulbous fungoid growthes, the ceilings
slick with slime. Strange mushrooms grow out of the walls and
piles of corpses, with the slime-slicked faces of bald
children, crying and wailing whenever anyone comes near
Other mutant funguses spawned in the depthes of the Wormholes
can be found growing wherever people died in pain and
suffering. These Hellshrooms sport snarling, fanged mouthes
which snap at any who come within range. If the Hellshrooms
cannot bite and Drain the Raw Flesh of passing characters
they will set to wailing and giggling and shouting
obscenities at the intruders until mobile Fungoids, attracted
by the noise, come to deal with them
The Streets: The street-level belongs to the dead and to
the undead. Only Kin can survive the radioactive ash and
poisoned water which drips into ankle-deep puddles of glowing
green or corrosive orange. The streets are in darkness, lit
only by the shimmerings of radioactive pools, the orange and
red lights of nearby fires, bright at first, but steadily
dying off as the days and weeks pass, and by the unearthly
glow of the radioactive aurora when it is visible above the
rooftops. The streets are choked with dead bodies, rusted and
burnt out cars, strewn with wreckage and broken gless, It
requires a DEX roll just to navigate through the worst
sections. Chasms yawn wherever the asphalt has collapsed into
the subway tunnels and sewers. The most common Kin on the
\Fkimeu, balf-charred, rotting corpses which
Gites ‘Pumbers right after ‘the Kinrise, manymurmering "Why won’t they bury me?" over and over to
themselves. Most of these shell-shocked undead die off
eventually due to the lack of human Herd to feed their Drain
requirements. Ghosts wander the streets in dim, gauzey packs
staring at the twisted street signs and building numbers in
vain attempts to find homes or families lost to the bomb
Atomic Zombies wander about as well, casting bright blue
light over everything around them. Some of these have formed
into loose gangs to seek out humans to destroy. Others have
been enslaved by other types of Kin, especially those without.
Nocturnal Vision who use the blue light shed by the Atomic
Zombies to illuminate their surroundings. Such light-slaves
usually wear only a thick leather collar around their neck
attached to a chain-leash held by a handler
Trolle and Ogre gangs are particularly common in the early
days, though they later wander off into the Badlands in
search of Herd prey. The same is true of the Weres. Only the
Wererats, more numerous than was previously suspected, will
stay within the city for very long. In the early days, the
first couple of weeks, certain areas of streets will look
like Kin block parties. Kin of all types will be found
dancing and partying in the middle of the streets, gathered
around bonfires or pools of radioactive radiance. These Kin
have opened the bars and poolhalls, and will lend a sick
semblence of life to a couple of neighborhoods for the first
week or so, until they become hungry or bored and wander off
in search of prey or more entertaining surrounding. (The
Ogres and Goblynnes will stay until the booze and looted free
food are gone.) Withered Men and Bug Walkers will move into
the eshes of the Kin-parties once their more flamboyantcousins have departed
Beneath the Streets: The Underground of the shattered city
is home to most of what is left of its human inhabitants and
to loathesome invaders from the Wormholes. The human
survivors are huddled by the hundreds and thousands into
scattered fallout shelters and converted basement refuges.
Where possible, they have gathered food supplies from the
buildings above or are surviving on Civil Defense rations
stored for unknown years in the shelters for the possibility
of the Disaster which no one really expected anymore, but
which happened anyway. These survivors are huddled in the
dark, or cringing under rationed candlelight waiting for some
kind of signal to come on the worthless radio sets packed
amid the dehydrated beans and bottled water. Some shelters
have their own generators, water recycling systems and other
amenities which will allow them to outlast less well-equipped
refuges, but ultimately, all such pockets of survivors are
doomed. No one can survive long enough outside to escape from
the city without rad-suits. The survivors will last only
until the air, or the food, or the water runout. Or until the
hungry Kin-gangs find them.
Scattered among the civilian shelters are Target Alpha
redoubts and other clandestine government bunkers. These are
well stocked with equipment and food. They are also well
armed and might prove a surprise for raiding Kin. At least
one such bunker has been stocked with rad-suits and sends
heavily armed Extermination Teams out into the ruins
regularly to hunt and destroy Kin. There is little purpose to
this activity. The bunker is run by a mad commander who isconvinced that the Kin are responsible for the Spasm War and
that humanity must “take back” the streets from the roving
undead. The increasingly paranoid troopers under him will
continue to follow orders for as long as the food and the
ammunition are in good supply. Eventually they will mutiny
and try to escape from the city into the Badlands.
The Wormhole monsters have been sneaking into the sewer
and subway tunnels for decades, but now that there are no
concerted efforts by either the Herd or the Kin to stop’ them,
they are swarming toward the surface. In some places the
streets have collapsed into the subways, which have crumbled
into the sewers beneath, which in turn have opened into the
Wormholes, opening up 100+ foot deep rifts and chasms. Whole
tribes of Crawlies and Kikulaluits have migrated up to
explore the ruins of the surface world. Less savory things
are slithering up, to feed.
CITY ELEMENTALS
Died with the City. Most were vaporized with their
consituent populations when the city-core was atomized. Their
remnant has formed into The Bomb, a huge distorted face
visible sometimes under the glass of the crater. This being
resembles a giant face, more than a city-block across,
pressed up against the glass of the crater as if it were a
swimmer trapped under thick ice. It screams at onlookers
sometimes, but all they can hear is an incoherent rumble, a
thunder under their feet. Whenever it speaks, it releases a
new blast of radiation so intense that even Kin can feel its
skin-crawling emissions (like a swarm of fire-ants crawling
over their bodies, complete with stings which do 1SP of
damage and raise red welts. Those with bodily fluids willfind themselves cozing blood from their noses and ears, or
shedding glowing tears for a day after the exposure. Any Herd
they touch for that day will die instantly, burned to a
blackened, pus-cozing crisp in seconds.). The radioactive
aurora is said to be the Aura of The Bomb, new lord of the
dead city.
Other lesser Elementals have mostly withered and died
Some minor ones (3D10 Stats) struggle vainly to fend off the
kin gangs stalking the shelters. These are growing
progressively weaker, turning gaunt and starved and
glassy-eyed as their charges die off. (lose 1 FIT/Day unless
Luck roll is made) One mad Concrete sits huddled in an empty
basement shelter while it slowly fades into transparency.
howling and leughing in the dark. Another has turned into a
vast, long centipede thing with several heads (all Kin-like.
pale with fangs and manibles and glowing eyes). This Concrete
has embraced the Kin of the street parties as its last
charges, changed its form and now wanders those neighborhoods
singing and shouting maniacally and calling all the Kin out
to dance in its streets. Another has decided to avenge the
atrocities of the Kin upon its former charges and has
withered into a glowing fiery skull which has gathered the
skulls of those slain by Kin marauders in its neighborhood
animated them as Burning Skulls, as per the Spell, and hunts
the Kin with a shrieking pack of these flaming streaming and
bobbing in its wakeROACHBOY PC’S
Attribute Modifiers: STR:+60 DEX:+20 FIT:+40 INT:-15
ATT:-20
Racial Edges: Armor, Extra-Attack, Poison Gas
Starting Edges: Armor (5), Extra-Attack (2 total
starting)
Notes: Extra-Attacks can be raised to 3 at a cost of 10
Max Humanity, but no higher. Roachboys do not normally Drain,
but rather simply feed on any edible substances they can
find. PC Roachboys may acquire the Drain (Raw Flesh) Edge by
paying the 10 Max Humanity acquisition cost. Roachboys who
can Drain may use their Drain Edge to heal damage taken by
absorbing the SP of another being. SP Drained do not count
toward the SP required for daily feeding. Roachboys with
Drain may use that Edge normally against other Kin (IE
without the +50 Escape Roll, as per the Drains of other
Kin-predators). SP Drained from Kin heals damage at a 2pt/pt
Drained ratio, but does require FIT Rolls to avoid rolling on
the Drug Effects table. Roachboys can become addicted to
Draining Kin. They can also become addicted to Draining in
general (make an Addiction Roll each time the Drain is used)
Roachboys so addicted will have difficulty forcing themselves
to feed regularly rather than Draining ("Stop CHEWING your
food and just SWALLOW it! The screams are beginning to annoy
me.") Assume that each failed Addiction roll causes the
Roachboy to develop a 5SP/night Drain requirement to feed the
addiction. These rolls are cumulative
Flaws: Fire--Triple damage; Diet: must eat own SP/day or
lose 1 FIT from starvation (and you though that FIT bonus wasa gift!); Compulsion: Must make WILL save to avoid attacking
any other creatures encountered if daily SP feeding
requirement has not already been satisfied (or if any Drain
Addiction has not been met)
Roachboys are immune to the effects of radiation, both
direct and secondary through consumed SP’s (though they still
take the normal Rad effects if they Drain irradiated Herd)
They get a FIT save against any poisons encountered. Once
such a save has been made, however, the Roachboy is
permanently immune from that specific type of poison (not the
class, just that specific brand or formula). They do not age
and are immune to all natural diseases
Roachboys who are killed do not Resurrect as Kin do
unless they have acquired and used Drain. Non-Draining
Roachers ,can be killed normally. Those that have Drained have
become something more "Kin-like” and will Resurrect as Kin
do. A dead Roachboy turns into a pale, rattling husk within a
few turns (if Drain-capable). Inside this busk, all meat and
juices have dryed up, or been drawn into a hard oval
chitinous egg-case shell located inside the abdomen. After
one day has passed, this will “hatch” and the reborn Roachboy
will burrow and crack its way out of the dead husk of its
previous life. Such reborn Roachboys will be smaller, the
size of a young child, and ravenously hungry. It will have
SP and will have to Drain feed its way back to full health
before normal feeding can resume
Feeding: With such an outrageous feeding requirement,
Roachboys are probably only playible at all during the early
days of the Kinrise. As time passes and the available foodbecomes scarcer, they will have to devote almost all of their
time to feeding and will probably be partially starved most
of the time anyway. hence the NPC stats in the book. Only the
extremely rare PC Roachboy even has a hope of maintaining its
sanity or a screp of humenity for very long after the first
weeks of the Kinrise. A number of means and strategies may be
used to procure food in the ruined city
Scavenge: with the Scavenge skill 1 roll may be attempted
per hour. Success results in finding 4D10 SP worth of edible
food during the first week after the Kinrise. Subtract 1D10
for each week thereafter until a minimum of 1D10 is reached
This represents the relatively abundant amount of “free meat
laying around the streets in the early days, which becomes
less abundant as the scavengers and decay wear away at it
Roachboys will always be able to find at least 1D10 worth of
edible SP with a Scavenge roll, even if they are gnawing
bones and chewing old drapes. Roachboys can eat almost
anything
Above Ground: Use encounter tables for prowling through
the ruins. 1 encounter roll for every 6 hours spent nosing
about.
Below Ground: In the first weeks after the Nuke strike,
use the Sewers column in the Hunting Charts from MUSICAL
VEIN, Each time an encounter comes up mark it off, Subsequent
rolls of that number produce an encounter result only with @
luck roll. Special and animal encounters can be repeated
normally, however.
Hunting/Tracking: One roll/hour is permitted. Success
nets 1D10 worth of small animals (probably rats and/or
various types of insects or other scavengers). This roll does——_———
not change over time
UMANITY LOSS FROM CANNIBALISM (From Notes on
Ghoul-campaign)
Food is disguised, true nature is known, but cannot be
determined by appearance. -2
Food is “parts” not disguised, but also not recognizable
as buman remains. -4
Food is recognizable as detached body parts
Consumption of meat directly from fresh corpse. -8
Consumption from a badly deteriorated or particularly
gruesome corpse. ~10
Consumption of flesh from a living victim. (As per Drain
unwilling, ALWAYS unwilling. -6 or -12)ROACH-MOTEL NPC’S
KLIP
STR:78 DEX:52 FIT:62 INT:12 WILL:28 PER:21 ATT:0
LUCK: 18 BHTH:15 (+20) SP:80 Max Humenity:25 Current:25
Edges: Armor (10), Claws (102), Danger Sense (71),
Drain-Raw Flesh (62), Extra-Attack (2/BT), Nocturnal Vision
(61)
Skills: Breakaway (55), Hunting (31), Pistol (56)
Rifle (61), Scavenging (41), Stealth (61), Streetfighting
(58), Wrestling (58)
Description: No hair, top of head is covered with
banded chitin. otherwise top half of face, including eyes
nose etc. is human with dark brown skin, Lower face is
insectile with huge mandibles replacing the mouth and lower
jaw. Legs are covered with large, razor-sharp spines. Klip
is a fighter-enforcer for 2-Face and is one of the group’s
major scouts and foragers. He has placed traps along all of
the easy approach routes to the Roach-Motel (non-lethal catch
traps) and checks them regularly. He has hidden away numerous
caches of ammo in the surrounding ruins and has prepared
sniper positions marked out in every building on the same
block as the lair, as well as having prepared escape routes
from each, A former gang-member before the War, Klip has no
known hobbies or interests outside of eating and combat
2-FACE
STR:80 DEX:48 FIT:55 INT:23/8 WILL:21 PER:27
ATT:0 LUCK:32 BHTH:16 (+11) SP:112 Max Humanity: 40
Current: 40Edges: Armor (10), Claws (55), Extra-Attacks (3/BT),
Nocturnal Vision (57), Poison Gas (55)
Skills: Alertness (41), Boxing (53), City Knowledge
(20), Diplomacy (33), Gambling (41), Hunting (24),
Intimidation (39), Persuasion (34), Scavenging (46), Stealth
(56), Wrestling (88)
Description: Body as per normal book description. But
head is divided into two distinct heads fused together at 3/4
angles to each other. One is human with long blonde hair,
dirty and stringy, and glassy blue eyes. The other is purely
insectile and chitters angrily whenerver it is hungry and he
does not immediately feed it
2-Face is the brains and the leader behind the
Roach-Motel scheme. His mind is divided between two separate
consciousnesses. With a successful WILL roll he can suppress
the insectile mind and function with his full intelligence.
In this mode he is surprisingly friendly and personable, a
former street survivor with a “dude” persona. He will gladly
describe his plans to build the Roach-Motel into a
“sanctuary” for refugee humans, whom the roachers will
protect and provide for in exchange for being able to
“dispose” of the bodies of their deceased. He has a passion
for gambling and cannot resist a wager (as long as it is
short of totally disasterous for his plans). He will very
much prefer to negotiate around any conflict situations and
will try to recruit Roachboys to his cause. He does not trust
other types of Kin but will treat them with cautious respect
as long as they do not pose an immediate threat and seem
willing to exchange information and deal. He sees himself as
the architect of a “new world of Survivors, man!”If the insectile side of his persona cannot be
suppressed, he functions with an 8 INT. He can still use all
of his skills at their listed values, but his manner will
become coarser, more confrontational. Rather than
intellectual he will become cunning and scheming. In this
mode he has managed to bully and Intimidate the others into
aiding him in his “plan”. In this mode he will be gloatingly
open about the secret agenda behind the Roach-Motel, the true
motivation of the Roachers which he hides even from himself:
The human refugees are there to be bred as fodder. He does
not know enough about Radiation and its effects to know that
his plan is doomed, and that the refugees crammed into the
center of the lair will continue to slowly die off until they
are all gone. There is no hope of establishing a breeding
population this close to the radioactive city core
RAYD
STR:61 DEX:39 FIT:61 INT:03 WILL:07 PER:22
ATT:0 LUCK:24 BHTH:16 (+17) SP:85 Max Humanity: 30
Current: 30
Edges: Armor (15), Claws (86), Extra-Attacks (2/BT),
Nocturnal Vision (52)
Skills: Club (82), Pistol (49), Scavenging (56)
Stealth (54), Sword (85), Throwing (51), Wrestling (82
Description: Short and squat with no discernible
neck. Upper head and eyes are insectile. Lower face is human
with a lantern-jaw and broad yellow teeth. He drools
uncontrollably in the presence of anything edible, whether or
not he is currently hungry. Rayd is the disposable
idiot-trooper of the band. He is incapable of anyconversation other than repeating what has been said to him
and laughing dully. He is a passable marksman, but is not
intelligent enough to load a pistol by himself. Typically, he
will stealth up to a target, unload his clip (of however many
bullets the others have loaded for him, usually only a couple
of rounds at a time) and rush in to wrestle it into
submission. He is the one that the others send in to test
intruders or to cover their retreat. Only the fact that he is
unwaveringly loyal to 2-Face has prevented the others from
feeding on him just to be rid of his painfully brutish
presence, His only redeeming value is that he is fond of
young children (making sure to avoid them before having fed
for the day) and never tires of playing games with them, much
to their parents horror
SKRIBBLE
STR:82 DEX:46 FIT:68 INT:07 WILL:26 PER:22 ATT:0
LUCK:26 BHTH:16 (+18) SP:94 Max Humanity:20 Current:20
Edges: Armor (15), Claws (93), Extra-Attacks (2/BT),
Nocturnal Vision (52), Poison Gas (68)
Skills: Art-Graffiti (48), Breakaway (50), Intimidation
(34), Lying (39), Mechanics (31), Scavenging (59), Stealth
(65)
Description: Face is mixed, with black insectile eyes
top of head covered by chitin with wiry tufts of black hair
(usually painted or dyed a bright red or blue). Has human
features but insect-mandibles protrude from corners of mouth
which is distended into a broad leering smile. He covers the
chitin shell of his body with spray-painted graffiti designs
and his purely human arms are heavily tattooedSkribble was a graffiti-artist befor the Spasm and has
taken advantage of the sudden lack of unappreciative police
critics to plaster every wall in reach with elaborate murals
and placas. He is most fond of working with flourescent
paints which glow eerily under the radioactive light of the
crater’s aurora. He has decorated the interior of the
Roach-Motel, at least the part used by the roachers
themselves. He is also responsible for keeping the
ventilation system and the generators going (despite which
both are usually nonfunctional). He is inordinately proud of
having repaired the elevator recently and forces terrified
human refugees to ride up and down with him in it while he
adds new patterns to the murals he is painting over the
elevator walls. He has veru little loyalty to 2-Face whom he
thinks is “starkers" and only stays with the group because he
gets fed regularly with them
LADY-BUG STR:81 DEX:40
FIT:54 IN
1 WILL:19 PER:20 ATT:10 LUCK:16 BHTH:16
(+10) SP:56 Max Humanity:50 Current:50
Edges: Armor (5), Claws (54), Drain--Raw Flesh (54),
Extra-Attacks (2/BT), Nocturnal Vision (50), Send Dream (80)
Skills: Breakaway (44), Dancing (46), Fashion Sense
(32), Hunting (22), Pistol (52), Scavenging (27), Seduction
(33), Stealth (43), Wrestling (85)
Description: The most human-appearing of the group, her
head is entirely human with long dark brown hair, dark eyes
pale skin, and carefully lipsticked crimson lips. Her limbs
are clean and wholely human-looking, with the additional
insectile legs usually folded close to her body. Her breastsprotrude through the chitinous shell that covers the rest of
her body, giving her quite human (and impressive)
cleavage/contours. She uses Fashion Sense to pick out
scavenged clothes which hide her inhuman features and when
fully attired she appears as an averagely attractive but
distinctly overweight woman (think Wilson-Phillips, not the
blonde...). She uses Send Dream to broadcast erotic dreams
starring herself, to selected male targets (when she can find
them) to set them up for a later attempt at seduction. She is
addicted to Draining with a 20SP habit and views consuming a
live partner the ultimate sensual joy (that 50 Humanity is
obviously a temporary and doomed figure). She is nominally
2-Face’s lover, but regularly beds any of the others or any
human or humanoid Kin that she can wrestle to the ground when
the mood strikes, though she considers everything other than
Draining a poor substitute. (She engages in such behavior
primarily as an attempt to sublimate her Drain cravings.)ROACH-MOTEL PC’S
CONRAD “KIN-KILLER” BAYNE (player Craig Lantz)
STR:78 DEX:47 FIT:61 INT:11 WILL:27 PER:21
ATT:10 LUCK:25 HTH:15 SP:86 Max Humanity:50
Edges: Armor (5), Aura Sight (51), Danger Sense (61),
Drain-Raw Flesh (65), Extra Attack (2/BT), Locate Human (51),
Nocturnal Vision (47), Speed (57)
Skills: Automatic Rifle (58), Breakaway (55), Knife
(85), Pistol (55), Throwing (55), Martial Arts-Hard (87),
Streetfighting (57), Wrestling (85)
Alertness (30), Demolitions (19), Explosives (57),
First Aid (20), Hunting (17), Kin Lore (18), Lying (32),
Scavenge (35), Stealth (57), Streetwise (32), Torture (14),
Tracking (30)
Description: Conrad Bayne was a newly trained Target
Alpha field operative who had been on a Seek and Destroy
mission to a tenement-zone of the city at the time of the
Spasm. His limited experience with the Kin (previously only
Black Magic cults and some re-animated corpses) had left him
with a passionate hatred of all Kin, His zeal and dedication
to rooting out concealed cells of Kin and their Crowley
buddies (both equally contemptible by his standards) had
already made his reputation in the organization after only a
few field trips. On this latest he was hunting a horrible
female “corpse-thing” which looked like a flayed human body
covered with transparent green slime, with a local
@uide/street merc. The bomb hit just as he was closing in on
the thing’s hiding place.
Reborn as a Roachboy after the blast, Bayne has had a
terrible time adjusting to his new existence. His face & head
as well as his arms are still completely human, allowing him
to wear his police-like field helmet. He has wrapped the
tattered remains of his Target Alpha uniform around his
inhuman body and totes a full arsenal of Target Alpha field
gear. Bayne has devoted his post-war existence to bemoaning
the “curse” which has warped his body into one of the very
monsters that he hunts, and mercilessly tracking down and
destroying as many Kin as he can find in the hopes that he
can redeem himself and recapture his lost humanity, (He is
rapidly going quite completely insane.)
(Campaign note: Bayne’s Big Moment will come when he
comes face-to-face with a Target Alpha “Extermination Squad
which is scouring the rubble looking for things like him
Whether he will identify with his old comrades in arms, who
now loathe what he has become and would gladly exterminate
him (as well as smelling disturbingly like a hot lunch) or
with his new companions, with whom he has formed a reluctant
but practical alliance will determine his ultimate fate. He
will either save the Kin group from the Exterminators or help
Target Alpha to rid the ruined city of Kin and then spread
out into the countryside. (They will probably either destroy
him after their mission is complete, or at best strand him
alone in the ruins. )]
D-KHAN (Player Doug Paugh)
STR:75 DEX:47 FIT:67 INT:10 WILL:21 PER:20 ATT:03
LUCK:21 HTH:15 (+15) SP:88 Max Humanity: 44
Edges: Armor (10), Claws (73), Extra Attacks (2/BT),
Nocturnal Vision (31)Skills: Automatic Rifle (66), Club (70), Pistol (74),
Rifle (23), Streetfighting (66), Kickboxing (75)
Diplomacy (47), Intimidation (45), Skateboards (52),
Swimming (84)
Description: Before the Spasm, D-Khan was recruited to
act as Conrad Bayne’s “native guide" on a Kin Hunt in his
home community. D-Khan was a long-term street merc with
numerous ties to the authorities. He operated as Bayne's
scout and local spy, as well as handling negotiations with
the local gang bosses. After the Bomb, D-Khan adapted fairly
easily to his new condition. He still acts as Bayne’s scout
and right hand back-up muscle. He has strapped several
salvaged skateboards to his multiple limbs and where the
ground is unbroken enough to allow it, he skate-swims low Lo
the ground for speed and cover.
D-Khan looks like a typical Roachboy, only thinner an
more wiry than most. He still wears the tatters of his street
garb and has rigged a number of clever holsters for the many
salvaged and concealed weapons he has picked up. His plan
before the Bomb was to conquer the streets and that hasn't
changed. He is a merciless, ruthless raider who delights in
sneak attacks and ambushes, glorying in his persona as a
Street-Mongol
[Campaign notes: D-Khan’s loyalty to Bayne will become
crucial when Bayne has to choose between Target Alpha or his
new-found monster friends. (Alpha can be talked into sparing
Bayne, but not D-Khan, almost assuring a messy, bloody fight
of some type.) D-Khan’s casually ruthless combat-oriented
style will be challenged when he runs into survivors of his
old community in the shelters. Ultimately, he will have the
choice of becoming an utterly inhuman monster, or becoming
champion for the weak and desperate. ]
ROMULUS (player Michael Sokoloski)
STR:90 DEX:41 FIT:66 INT:10 WILL:19 PER:35 ATT:03
LUCK:34 HTH:18 SP:100 Max Humanity: 20
Edges: Armor (10), Drain-Raw Flesh (61), Extra Attacks
(3/BT), Nocturnal Vision (60), Poison Gas (41), Speed (41)
Skills: Wrestling (101)
City Knowledge-Local Neighborhood (40), Fashion Sense
(41), Intimidation (33), Scavenge (76), Stealth (68)
Description: Little is known about Romulus prior to his
rebirth as a Roachboy. All that is known for sure is that he
was hiding in the alley where Bayne’s final Kin Hunt as a
human being came to an end, he was well-armed at the time,
and he has an extreme dislike for the authorities with whom
he has had “misunderstandings”. Romulus took an immediate
liking to the inhuman beauty of the Kikulaluit whom Bayne was
hunting and hed squared off to protect her from the hunters
after their rebirth. The confrontation was broken up when a
band of Ogre scavengers blundered into the midst of the
stand-off and caused the almost opponents to close ranks
against the newcomers. Both sides continued to maintain
thereafter that they would have easily triumphed if the
battle had continued to its natural conclusion.
Romulus is huge, standing well over seven feet tall. His
face is relatively human, with his head covered by a
chitinous shell. He has two mouths, one human and one
insectile, with mandibles, set just beneath it. His limbs are
powerfully muscled end are human-looking at the base, thoughcovered with brown chitin, insectile at the ends. His
favorite tactic is to stealth up behind an opponent and catch
him in a triple bear hug, which will crush just about
auything to death in one round. Romulus believes that his
survival and transformation are signs that he is destined to
build a kingdom upon the rubble of the city and he is
determined to make himself the pre-eminent figure among the
various Scavenge Gangs of Kin survivors. He works with Bayne
because he sees in Bayne a convenient tool for eliminating
his potential rivals. The ultimate fate of their alliance is
still very much up in the air since both see themselves as
the ultimate leaders of the group
[Campaign notes: Romulus’ biggest choice is not going to
be linked to whether or not he ard Bayne come to blows again
(that will be settled more or less by Target Alpha and the
choice Bayne makes), but rather where exactly he will build
his "kingdom"; On the barren rooftops, living as nomadic
roamers above the chaos of the rubble canyons below-~an all
Kin tribe since the humans couldn’t survive there; In the
streets and the ruined buildings--where he would have to
battle endlessly against other Roachboys and Kin rivals; In
the shelters, where he could become the tyrant~ruler of an
captive population destined to die out eventually; or Will he
take his followers into the darkness of the upper Wormholes
where Human and Kin can survive, if they can defeat the
monstrosities which lurk there. ]
S-KHA (player Jennifer Bradley)
STR:27 DEX:43 FIT:31 INT:22 WILL:21 PER:26 ATT:19
LUCK:20 HTH:5 (+12) SP:51 Max Humanity:37
Edges: Armor (7), Claws (61), Drain (51), Nocturnal
Vision (51), Speed (45)
Skills: Ambidexterity (43), Breakaway (43), Club (42),
Knife (33), Spear (43), Throwing-Knife (43), Throwing-Spenr
(52), Martial Arts-Soft (43), Streetfighting (53)
Alertness (36), City Knowledge-Wormhole Entrances &
Tunnel Locations (30), Cooking (30), Fear Resistance (31),
Hunting (31), Scavenging (46), Smuggling (30), Stealth (43),
Surveillance (30)
Description: S-Kha is a long time pro at scouting the
Human world, Her tribe has been driven progressively nearer
the surface world by something Unspeakable below and scouts
such as she have been smuggling surface goods like food and
metal implements into the Wormholes for years. S-Kha had a
well-established cover as a bag lady which she had used for
years until Bayne saw through her disguise and identified her
as a “monster”. She knows that she owes her life to Romulus’s
intervention and uses her skills to provide him with more
food than she would consitute herself if eaten, in order to
maintain his goodwill. (She does not trust these Roachboys at
all; they remind her too strongly of certain Wormhole
residents.) She has not told them about her tribe yet, for
fear that they would see them only as a ready food-source,
but she is considering recruiting this band as protectors for
her people against the horrors which are even now edging
closer to the shattered surface world
Though there is no longer any need for her disguise
S-Kha still wears two overcoats over a scavenged bathrobe
because she has not grown accustomed to the chill of the
sunless surface. She carries exquisitely carved bone weapons.cies aacaameaaaalacancamcamlaalal
but will only throw the ones she has made from scavenged
materials.
(Campaign note: S-Kha carries the key to the only way that
the Roachboys can survive for any length of time with their
Humanity and sanity intact. Moving into the Wormholes would
give them access to ample food and the opportunity to
regularly combat menaces to the Kikulaluit tribe and any
surface world survivors. Also, the Wormholes could be
reached, with a little tunneling, from many of the intact
shelters giving the human survivors in those shelters their
only hope of escaping the ruined city or of living more than
a month or two on stockpiled supplies. She also knows that
she could be responsible for the destruction of her tribe if
she brings ravenous, uncontrollable monsters among them. ]