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driver [2019/02/19 08:31]
kyle
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-~~NOTOC~~ 
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-//Cars were a lot better back in the good old days before they made you get "licenses" to drive them. Also, people kept leaving their keys in them unattended. I miss that most of all.// 
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-The Driver class can exist in nearly any era or campaign world in which the wheel has been invented, but the Automobile ability places it firmly in a more industrial period and thus might not be available in all campaign worlds. The Boremobile ability is even more exotic. Ask your referee if either are actually available or not. 
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-^[[#Driver]] ^^You own/understand wheeled vehicles. | 
-|{{fa>caret-right?24}} |[[#Automobile]] |Move faster. | 
-|{{fa>caret-right?24}} |[[#Boremobile]] |Tunnel through the earth. | 
-|{{fa>caret-right?24}} |[[#Grease Monkey]] |Your vehicles' levels are higher and new ones are cheaper. | 
-|{{fa>caret-right?24}} |[[#Off-Roader]] |Leave the roads far, far behind. | 
-|{{fa>caret-right?24}} |[[#Stunter]] |Make jumps, soften falls, and negate flipping. | 
-^[[#Enterprises]] ||Driver School \\ Garage | 
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-====== Driver ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Vehicle:** Wheeled vehicles follow all vehicle rules outlined in the Vehicles section on the Game Concepts page. \\ \\ {{fa>minus-circle?24&align=left}}**Terrain Limits:** Wheeled vehicles can only cross solid ground that's relatively smooth and flat. \\ \\ {{fa>minus-circle?24&align=left}}**Slope Troubles:** Wheeled vehicles require extra energy to go up hills and take an impairment when doing so. When moving downhill a wheeled vehicle can coast, allowing the vehicle to be moved one additional time per turn as a free action. \\ \\ {{fa>minus-circle?24&align=left}}**Purchaseable:** You can own as many different vehicles as you want, but must purchase each one separately using Supply. A vehicle's Supply cost is determined by its size. Once you've purchased a wheeled vehicle, it immediately gains the benefits of all Driver class abilities you know. You can only make active use of any one of your vehicles at a time. \\ \\ {{fa>minus-circle?24&align=left}}**Roll:** Wheeled vehicles that take a critical hit are in danger of flipping or rolling, rendering them inoperable until they are physically lifted back into position for use. Every time the vehicle is critically hit by an attack, roll a trigger die. If the result is low enough, the vehicle rolls and is rendered temporarily inoperable. If the vehicle moved twice or more on its last turn, a flip occurs on a 1-3. If it moved just once, a flip occurs only on a 1. If it didn't move at all, it cannot be flipped by a critical hit. | 
-^ ^^^ 
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-^Vehicle Size ^Space ^Light Load ^Max Load ^Crew/Cost ^ 
-|5 |1 |1/5 |1 |1 | 
-|6 |+1 |1 |5 |2 | 
-|7 |+2 |5 |20 |5 | 
-|8 |+5 |20 |100 |10 | 
-|9 |+10 |100 |500 |20 | 
-|10 |+20 |500 |2k |50 | 
-|11 |+50 |2k |10k |100 | 
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-====== Automobile ====== 
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-^ ^^^ 
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Powered Car:** Your wheeled vehicles rely primarily on a powered engine of some sort instead of being pulled, pushed or pedaled. Every time a vehicle moves it can go up to 20 meters per action instead of 10, and its traveling speed is increased to 20 regions per day. \\ \\ {{fa>plus-circle?24&align=left}}**High-Speed Smash:** Your vehicles deal damage equal to double the current Escalation when deliberately smashed into things. If this is enough to destroy the vehicle, it explodes and deals five times the current Escalation to all targets instead. \\ \\ {{fa>minus-circle?24&align=left}}**Noisy:** Moving the vehicle with its engine makes noise that alerts/draws creatures in the vicinity. \\ \\ {{fa>minus-circle?24&align=left}}**Fuel Costs:** Vehicles with engines consume fuel the same way that creatures consume food. Every day in which the vehicle's engine was used requires you to either test a Fuel item or spend one Supply. | 
-^ ^^^ 
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-====== Boremobile ====== 
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-^ ^^^ 
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Drill Tank:** The vehicle can angle itself downward and dig a tunnel through the earth. A tunnel is left behind the vehicle as it moves that can be moved through by other creatures/vehicles. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Going:** While tunneling, the vehicle takes two impairments to movement. \\ \\ {{fa>minus-circle?24&align=left}}**Hard Barrier:** The vehicle cannot tunnel through stone, only earth or material of similar softness/porosity. \\ \\ {{fa>minus-circle?24&align=left}}**Blind As A Mole:** You have no special ability to see where you're going while using your vehicle in this way. \\ \\ {{fa>minus-circle?24&align=left}}**Noisy:** A tunneling vehicle creates a tremendous amount of noise and vibrations.| 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Stonebreaker:** Your vehicle can grind its way through solid rock. \\ \\ {{fa>minus-circle?24&align=left}}**So Slow:** When moving through solid stone, the vehicle takes five impairments to movement | 
-^ ^^^ 
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-====== Grease Monkey ====== 
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-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Advanced Design:** You constantly improve your vehicles as your own understanding grows, making each one a masterful work of art. Your wheeled vehicles are treated as being your level instead of always being level 5, which increases their Vitality/Endurance/Flow as well as allowing more classes and abilities to be installed on them via somebody with the Mechanic class. | 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**By My Own Hands:** Since you know how to do a lot of the work yourself, your Supply costs for purchasing a new wheeled vehicle are reduced. Every time you buy a new vehicle you may treat it as one size smaller than it actually is, effectively halving its price. | 
-^ ^^^ 
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-====== Off-Roader ====== 
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-^ ^^^ 
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Rougher Ground:** The vehicle can move over terrain that is not smooth or flat. Anything that a creature could handle without any special difficulty (such as stairs) can now be moved across with the vehicle with equal ease. \\ \\ {{fa>plus-circle?24&align=left}}**Mudder:** The vehicle is also unimpeded by difficult terrain (sticky mud, shifting sands, deep snow, etc). | 
-^ ^^^ 
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Straight Up**: Your vehicle can climb up nearly vertical solid surfaces so long as they have enough traction- anything the approximate roughness of a natural cliff face or rougher. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Ascension**: The vehicle takes two impairments to movement while climbing and has to be continuously moving either upwards or sideways the whole time; if a round goes by in which it didn't take two movement actions then it falls. \\ \\ {{fa>minus-circle?24&align=left}}**Push It:** Climbing near-vertical surfaces is rough on your vehicle. Every round spent climbing costs a point of the vehicle's Endurance (or Vitality if it has no Endurance left). | 
-^ ^^^ 
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-====== Stunter ====== 
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-^ ^^^ 
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Hydraulics:** The vehicle's driver can choose to make it jump as an alternative form of movement. Jumps can go up to 5 meters horizontally and/or 1 meter in height (10 meters horizontally and/or 2 meters in height if you also know the Automobile ability). You can jump any time- no ramps necessary. | 
-^ ^^^ 
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Improved Shocks:** Falling damage is applied to the vehicle's Flow first instead of directly to its Vitality. | 
-^ ^^^ 
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Roll Cage:** The vehicle cannot be flipped- or even if it is, it can right itself with ease. Don't bother checking for flips when the vehicle is the target of a critical hit. | 
-^ ^^^ 
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driver.1550590288.txt.gz ยท Last modified: 2019/02/19 08:31 by kyle