



Deathtoll, or any similar group of villains using magic tricks and stage business to fake superpowers, can be used in an Autoduel Champions game, or a Champions campaign with no autoduelling, or a Car Wars game with no real superpowers at all. (That about covers it.)
In fact, this is one of those situations you can have either way: if the players are expecting real mutants, spring the fakes on them. If they're looking for jet packs and flamethrower hoses, give them real mutants. (Despite the tendency of genetic mutations to get out of hand in Certain Game Systems, they are actually the easiest powers to control -- rare, erratic, and probably tied to some other mutation that will kill the subject early.)
Since, in game terms, trick powers and real powers behave just alike, it would be possible for the referee not to decide until the last moment just what was going on. However, it would be less than fair. Drop hints about what's really happening. If the players ignore reasonable clues ("Suncore makes a sloshing noise as he walks," "You can't hear any jet exhaust as Buffalo Brewster flies past you") you may blitz them with a clear conscience.
A team like Alkahest (the alchemist's word for the Universal Solvent, by the way) bridges the gap between the individual-media-star approach of Car Wars with the team style of most other RPGs. Alkahest's adventures tend to be set-pieces rather than chapters in a seamless story -- they answer a call, run down the villains, settle accounts, and drive on. They have to drive on, because if they settle down their mutant abilities will eventually be found out, and the fastest-gun-in-town Car Wars world is not going to be a friendly place for Different People.
There are continuing elements to the story, of course; the team's reputation will grow, and soon become a burden. Villains will escape, and sometimes look for revenge (Hunt the team, in Champions terms). Members will quit, or die, or very rarely a potential new member will appear. ("This isn't Professor Xavier's Boarding School," Sharpe would say. "They don't exactly show up on the doorstep.") If Alkahest becomes successful and famous enough, they might be asked to help with some really earthshaking problem -- but they know their limits, and if they tripped over an organization like VIPER, they would get out fast and call whatever passes for the FBI in 2035.
So: episodic adventures with continuing elements. And isn't that the way most of us, with jobs and non-gaming social lives and so forth, actually wind up playing?
The cash fund -- the team can buy most of the ordinary goodies they need, but must sell them back before moving on -- is one solution to the problem of accumulating hardware ("Hey, where we gonna park the Centipede mobile?") and provides a reason not to trash the stuff so freely. It also means that if the team stumbles into an adventure they were not hired to perform, they aren't automatically gunned gizzards. Certain things will have to be carried or done without -- adamantium steel sheet, optically flat sapphires, Ultimate Nullifiers -- but eventually the heroes will have to clean house. ("You're at a --4 to remember where you put the City of Kandor.")
Enough of this theoretical referee talk. Let's get to the stuff that goes fast and blows up.
Multiple motors may be used for greater acceleration, up to the structural limit of the chassis:
| Light | 1 tube | 10 mph |
|---|---|---|
| Standard | 2 tubes | 20 mph |
| Heavy | 3 tubes | 30 mph |
| X-Heavy | 4 tubes | 40 mph |
Light and Standard chassis may fire one tube over this limit, Heavy and X-Heavy two, with a 50% chance of bending the frame (which makes the car undrivable permanently). Note that a car may mount any number of rockets, within weight and space limitations; the restriction is on how many may be fired simultaneously .
Rockets may be purchased to burn for multiple segments; once triggered, the car accelerates every segment, like a weapon on automatic fire, until the motor bums out. It may not be shut off.
Firing rockets is a D1 hazard for each 10 mph of boost, and you had better believe it is cumulative with oil, gravel, water, etc.
It is also possible to front-mount braking rockets. These work exactly like boosters, but are also subject to the usual rules for Rapid Deceleration. While in theory a car could use rockets to slow down at more than 45 mph/ segment, in practice you'll probably roll and burn if you try it.
(This makes excellent real-world sense, by the way. 45/seg is slightly over 2 g deceleration. Over 2 gees, tires tend to kiss the road surface good-bye.)
Reloading rockets costs the same as buying them new; a car's rocket tubes may be only partially reloaded to save money, and spares carried, but the number of tubes is defined at building, just like a weapon.
Rocket boosters may be triggered even if the car's power plant is destroyed (which is usually a very good time to fire them). All tube triggers are on separate switches, but any number may be fired as a single firing action.
Rocket assist may be used to exceed a car's normal maximum speed. This does not damage the power plant as "speeding" normally does. The cumulative handling penalties for firing lots of rockets and triple-digit speeds are punishment enough.
It will probably occur to somebody to put rockets on a roof rack. This is physically possible but a really bad idea. For each 10 mph there are 2 chances in 6 (i.e., 1-2 for 10 mph, 1-4 for 20, automatic for 30 or more) that the boosters rip the roof off the car. This is a D5 hazard (you're certainly gonna duck as the C-posts whip by your head), the car loses all its top armor, and a debris counter (your roof and whatever else was up there) lands 1d6" in front of the vehicle.
You can't side-mount rockets, either; they are not precise enough to counter cornering forces. If you try it anyway, the car automatically rolls.
(This is an inefficient but spectacular way to booby-trap a car....)
Cost: $10 per 10 lb. of rockets. 1 space for each 100 lbs. or fraction.
(Example: if a stock 5.000-lb. Joseph Special. traveling 30 mph. fires 50 lbs. of rockets, it?, actual speed increases to 35 mph, but it can jump a distance as if it were traveling 50 mph.)
Cost: $15 per 10 lb. (the installation is trickier than rear-end boosters). 1 space per 100 lbs. or fraction.
Stealth mode does not silence weapons. Silencing heavy or fully automatic weapons is not really very practical. Flash suppression is feasible, however, and should cost about +200/e of weapon cost (the Vulcan comes with suppressors as standard equipment), subject to referee's discretion as to practicality. The beam from a laser cannot be hidden, unless it's an X-ray laser.
Silent running only muffles the sound of the car's own parts, of course; it can't do anything about the squeal of tires on pavement. As an optional rule of thumb for "let's get past the guards" roleplaying scenarios. a car in stealth mode is audible a number of inches away equal to the total difficulty Ratings of the maneuvers it has performed so far: thus a Bend is audible 3" away. a 25 mph braking at 5". and the dreaded Bootlegger Reverse at 7". Double the range for driving on gravel. but not for water, oil. or ice. People in cars or buildings can hear at half range. (EDITOR'S NOTE: Ford's automotive stealth systems should be considered unofficial -- for that matter, so should the rest of` these near gadgets. If you want cheap stealth systems in your campaign. go ahead -- we prefer the $16,000 price tag.)
The power plant keeps the wheel constantly spun up to maximum; if the plant is lost, the wheel automatically cuts in to drive the car's generators. so power to computers, etc. is not interrupted. (This switch may be overridden if desired.) The flywheel may also be switched in manually, with effects equivalent to Stealth Mode running.
The flywheel has acceleration equal to a matched PP (usually the wheel will match the plant, but a smaller one may be installed; if so, its acceleration must be calculated separately). On the first segment of flywheel drive, its maximum speed is equal to a matching PP, on each segment thereafter, however, the maximum drops by 10 mph. If this brings the maximum below the car's current speed, there is a forced deceleration. Firing a laser drops the maximum speed by another 10 mph, 15 mph for a heavy laser. 20 for an X-ray laser. There is no additional penalty for using vehicular electronics (computers. radar. etc.).
It is not possible to "push" a flywheel for extra speed.
Flywheels may be mounted in any ground vehicle, including cycles. A vehicle may carry one wheel for each PP it carries. Flywheel and conventional power may not be combined (though if you want to figure out the rules for this. go ahead).
Repairing a flywheel counts as a Very Hard job.
| Round Type | CPS | Effects |
|---|---|---|
| Flechette | $10 | 2 hits, area effect, against soft targets only |
| AP | $15 | 1d6-1 |
| Incendiary | $20 | 1d6-2, starts fire on 1 or 2 |
| Flare | $10 | For signaling; 2 hits if fired at a person |
| Paraflare | $20 | fully lights the entire area for five seconds |
Major Motion is a Driver+2, Gunner+l, Mechanic+l. His "exoskeleton" is 5 points of armor, contains pulleys and cables that give him a Talented Normal's lift capacity (400 Lbs.), and a voice amplifier. The low-power laser in his headpiece could be used as two levels of Flash against a single target. (A successful "hit" of 7 or better will "blind" any vehicle, or all people in a '/2" x 1" area, for two full seconds, as per the searchlight rules).
Lightning Rose is a Handgunner+2 and Gunner. Her whip can be used as an Entangle With maximum 1'/2" range. The whip hits on a 7 or better, and has a variable number of DP. Roll one die when the whip hits. The entangled Character is set free when the whip takes damage equal to its DP: it is -4 to to be hit. Her batteries count as an Energy Blast, requiring a Successful hit either hand-to-hand or with the whip. She stores six charges of 1d-3 attack, and may use one or two charges at a time. Her pistol is Heavy.
Suncore is a Mechanic +2. has 4 DP (instead of the usual 3), has one level of Strength (which gives him Id - 1 hand-to-hand damage. and lets him earn, around that humongous suit). and carries ;he equivalent of a Heavy- Duty Flamethrower. His suit is Reflective Fireproof Armor. stopping 6 hits. Anyone without Flash Defense targets him at -3 in daylight.
Skyrider is Hang-Glider+3, Handgunner+1, and has 1 level of Dexterity (+ 1 to hit in hand-to-hand combat) and 4 levels of Gliding (he can make 80 mph at HC 3).
Elaine (the buggy driver in gray) is Driver+2, Gunner+l, Mechanic, and Trucker+l.
Deathtoll's vehicles aren't intended for serious highway combat; the Major's car was meant to impress people and provide for very fast getaways, and the laser buggy was solely to carry the ultrazap around. They also reflect the fact that Deathtoll didn't have unlimited funds to set up with; if Alkahest hadn't put them out of business, they would have built better vehicles with their ill-gotten gains.
MAJOR MOTION'S CAR: Was built out of the hulk of a Hotshot MD model. It sacrifices armor and front weaponry for speed. Luxury, x-hvy. chassis, super PP, hvy. suspension, 4 standard tires, driver, passenger (no controls), one FT right, one FT left, MD rear, fire extinguisher, 3 rocket booster tubes rear with 1-segment burn (60 Lbs. in each tube, for up to 30 mph acceleration). Armor: F8, R5. L5, B10, T4, U3. Acceleration 10, HC 3, 5,200 Lbs., $9,680.
THE LASER BUGGY: Built out of spare parts. It is fast, especially for an off-road vehicle. Luxury, std. chassis, super PP, off-road suspension, 4 OK solid tires, driver. passenger, heavy x-ray laser. Armor: F2, B1, U2. Acceleration 10, HC 2; 5,070 lbs., $28,300.
Adam Sharpe is a Driver+2, Cyclist+2, Gunner+l, Handgunner+l, Martial Arts, Paramedic, and Damage (like Suncore, he has 4 DP). He has 2 levels of Disguise skill and 4 levels of Darkness power (the Darkness power allows him to create an area of darkness the same size as 4 smokescreen counters -- in any configuration as long as they are all touching -- up to 16" away. The effect of darkness is the same as a smokescreen, except lasers may fire through it). He is an Ace. He is unable to feel fear; common situation leading to irrational acts.
Nola St. Francis, the November Fox, is a Driver+2, Gunner+l, Pilot+3, Trucker, and Damage (4 DP). She has 5 levels of Invisible Force Wall (which creates an invisible 1" x 1/4" barrier up to 20" away that has 5d6 DP and takes damage like vehicular armor). She is an Ace in both ground and air combat.
Celeste "Red Zinger" Zingara is Driver+3, Cyclist, Gunner, Handgunner+l, Martial Arts+2, Acrobat+2, and Paramedic +3. She has a level of Knowledge skill in old rock lyrics, and 3 levels of Armor (9 points deducted from each attack). Being bulletproof tends to make her careless.
Farley is a Driver+l, Cyclist+l, Gunner+2, Trucker+2, Mechanic+5, and Damage+2 (5 DP). He has one level each of Strength (1d6-1 hand-to-hand damage) and Regeneration Ore regains 1 DP every third turn). His inability to speak in public is a Physical Limitation (all the time, slightly impairing) and his size disturbs people (Unusual Looks) on an 8 or less on 3 dice.
Wladislaw "Weevil" Tarchinsky is a Driver, Gunner+2, Trucker, and Electronics+5. He has 6 levels of Telepathy, which is usable only for communication (not mind control or Ego attacks).
All members of the group have a small reputation (8 or less on 3 dice to be recognized) as tough opponents. They must take constant precautions to keep their mutant abilities secret (especially Tarchinsky, who finds telepathy easier than talking). They become rash, though not berserk, when other members of the team get hurt, which in their business happens a lot. They are not being Hunted, yet; but other mutants must exist, and sooner or later the fact will become known.
The most important group limitation is that their superpowers are fixed; they cannot be improved with experience.
Alkahest's cycles (which are carried aboard the bus) are modified stockers from The AADA Vehicle Guide; a Taurus with RL sidecar, carrying a long-range radio and hi-res computer (total cost $12,530), and a Silent-Spider: stock Cycle Concepts Spider replacing the extra RR magazine with Stealth Mode and LR radio (cost $8,610).
This isn't the time to reveal all the secrets of the Alkahest Supercruiser ... but it has pop-up universal turrets, mounting a recoilless forward and Vulcan aft, a portable shop, communications center, infrared, plenty of armor, and some very sophisticated electronics. Not counting Tarchinsky's special gadgets, the bus would cost about $125,000.
X-ray laser: 4 dice damage, 3 DP, $12,000, 750 Lbs., 3 spaces.
Heavy X-ray laser: 5 dice damage, 3 DP, $18,000, 1,500 Lbs., 5 spaces.
Netting is available to match most terrain types -- woods, desert, snow -- and is completely ineffective if it does not match the surroundings.
A roll of netting sufficient to cover a vehicle up to van-sized, or an area 1" square if tented, weighs 20 lbs., takes up 1/2 space (this stuff is bulky), and costs $25. The net must be anchored against blowing away; weights sewn into the edges cost an additional $10.
Rolls of net may be as large as desired; an entire encampment may be hidden against air search by a "roof" of camo netting.
It is possible to camouflage a vehicle while leaving it drivable, but the camouflage has only -1 value when the vehicle is moving.
Anti-radar netting is available for three times the cost and weight of regular net, same space. It does not make the target invisible to the radar, but confuses the echo, so that the target is not clearly identifiable.
