Monster Truckers

Monster Truckers is a game that was recently funded on BackerKit. You play as a monster (Vampire, Ghost, Werewolf, Mummy, etc) driving big rigs through a Mad Max-esque landscape following a war between monsters and humans. The monsters lost and were largely de-powered by Necrotechnic (NT) Bombs. I have no idea how long I am going to have to wait before I receive my reward for supporting the game but I have begun batting around character ideas. This is my favorite so far.


NAME: Samael (a.k.a Sam)
CB HANDLE: Asmodeus Express
Height: 1'6"     Weight: 8 lbs.     Eyes: Red
Hair: Black     Age: over 13.8 billion years

MONSTER TYPE: Demon
ARCHETYPE: Crafty

Background: Sam was once a member of the Heavenly Host. He was the being who planted the Tree of the Knowledge of Good and Evil and was subsequently banished and cursed by God.

Description: Sam is an 18" tall, red-skinned "demon" with tiny horns, a black goatee, and bifircated tail. He is typically dressed in a white tank top with blue jeans and a black ballcap.

Perks: Flight, Immortal, Poison
Quirks: Achilles Heel (Silver Weapons), Phobia (Holy Ground)


Monster Truckers Campaign: Earth-3847, just a few years after the war between humans and monsters, Samael has been reduced to driving a big rig between human-controlled cities to earn a living. He has joined up with a handful of other monsters for mutual protection out in the Worstlands, the ruined wilderness areas that lie between population centers.

I envision adventures with plots lifted straight from the films and TV shows from the Truck Driving and CB craze of the late 70s and early 80s like "BJ & the Bear", "Convoy", "Smokey and the Bandit", and "Dukes of Hazzard" only with the downtrodden drivers being creatures plucked from Universal's Classic Monsters.


Because I want all of my characters to be compatible with each other for potential crossovers in campaign I run, there is also a d20 version of Sam. In this take, he is a normal Imp without his Alternate Form or Spell-like Abilities, an effect of the NT Bombs with some of his Skill Points and Feats changed to reflect the setting.

Samael (a.k.a. Sam)
CR: 2     Tiny Outsider (Evil, Extraplanar, Lawful)
HD: 3d8 (14 hp)
Init: +3     Spd: 20', Fly 50' (perfect)     AC: 20 (+2 size, +3 Dex, +5 natural), t: 15, ff: 17
Attacks: (BAB +3/Grap -5)+8 Sting: 1d4 plus Poison
SA: Poison
SQ: DR5/good or silver; Darkvision 60', Fast Healing 2, Immunity to Poison, Resistance to Fire 5
Align: LE     Saves: Fort +3, Ref +6, Will +4
Str: 10, Dex: 17, Con: 10, Int: 10, Wis: 12, Cha: 14
Skills: Diplomacy +8, Hide +17, Drive +9, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (additional +2 to follow tracks)
Feats: Surface Vehicle Operation (Heavy Wheeled Vehicle), Weapon Finesse

• Poison (Ex): Injury, Fort DC13, 1d4 Dex/2d4 Dex, includes +2 racial bonus 

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