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vehiclist [2020/04/02 15:44]
kyle [Automotive]
vehiclist [2021/07/24 15:01] (current)
kyle [Automotive]
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 //Learning to drive is just like learning to swim. That's why I intend to give you the wheel if we ever find ourselves in the deep end.// //Learning to drive is just like learning to swim. That's why I intend to give you the wheel if we ever find ourselves in the deep end.//
  
-Vehicles are powerful and versatile, but carry high potential expenses as well. Owning a vehicle is almost like running a second adventurer, which might not appeal to all players. On the other hand, an entire party can easily and directly benefit from only a single Vehiclist so the class' appeal doesn't need to be universal.+Vehicles are powerful and versatile, but carry high potential expenses as well. Owning a vehicle is almost like running a second adventurer, which might not appeal to all players. On the other hand, an entire party can easily and directly benefit from only a single Vehiclist so the archetype'appeal doesn't need to be universal.
  
 ^[[#Vehiclist]] ^^You have a vehicle. | ^[[#Vehiclist]] ^^You have a vehicle. |
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 |{{fa>caret-right?24}} |[[#Mechanic]] |Combine frames and grant free upgrades. | |{{fa>caret-right?24}} |[[#Mechanic]] |Combine frames and grant free upgrades. |
 |{{fa>caret-right?24}} |[[#Patch-Up]] |Repair quickly and cheaply. | |{{fa>caret-right?24}} |[[#Patch-Up]] |Repair quickly and cheaply. |
-^[[#Enterprises]] ||Airfield \\ Garage\\ Racetrack \\ Repair Shop \\ Vehiclist School |+^^^
  
 ====== Vehiclist ====== ====== Vehiclist ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Got Ride:** You have the necessary training and expertise to own and make use of vehicles. Vehicles are kind of like creatures and kind of not; read on for more detailed rules. \\ \\ {{fa>plus-circle?24&align=left}}**Creature-ish:** Vehicles have levels, combat ratings, classes and abilities just like creatures do. Your vehicle is the same level as you; every time you go up a level, so does your vehicle. You decide how to assign your vehicle's combat ratings (Melee, Remote, Whelm) and what classes/abilities your vehicle learns. Just like a creature, a vehicle has one class or ability per level it has. Vehicles can freely take levels in the [[Adamant]], [[Steadfast]], or [[Trampler]] classes. \\ \\ {{fa>plus-circle?24&align=left}}**Fast AF:** Vehicles are literally built for sustained speed in a way most creatures cannot match. A vehicle increases its movement rate and all incidental movement ranges made as part of other abilities by one step on the distance scale as such: 0->1->2->5->10->20->50->etc. For example, vehicles can move up to 10 meters per movement action instead of 5, and can move up to 20 meters when they sprint instead of 10. Daily travel speed in regions per day is similarly increased. \\ \\ {{fa>plus-circle?24&align=left}}**Energy:** Vehicles only require daily Provisions to "feed" themselves on days when they are used. If you don't use a vehicle during a given game day, it doesn't consume or require anything. \\ \\ {{fa>plus-circle?24&align=left}}**Low Stress:** Vehicles are immune to Stress accumulation from dungeon exploration, death & dismemberment, and facing horrible foes. Vehicles still accumulate Stress normally for failing to "feed" themselves or spending time in extreme environments. \\ \\ {{fa>minus-circle?24&align=left}}**Nonstandard Weaknesses:** Vehicles cannot take or benefit from weaknesses in order to gain free class abilities the way that creatures can. The weaknesses system simply isn't built with vehicles in mind. \\ \\ {{fa>minus-circle?24&align=left}}**Zero Will:** Vehicles are completely and utterly mindless and can take no actions of their own at all. When you are riding in/on your vehicle, you can act as its pilot and use actions of your own in order to make your vehicle do something (such as moving, attacking, using an ability, recovering, or whatever). \\ \\ {{fa>minus-circle?24&align=left}}**Machine/Driver Separation:** When you use an action to pilot your vehicle, you may use only the vehicle's abilities and statistics instead of your own. Weapon attacks made with a vehicle use the vehicle's combat ratings (not yours) and are enhanced or altered based on the abilities known by the vehicle (not yours). If an action has an Energy cost, it is paid by the vehicle and not by you. \\ \\ {{fa>minus-circle?24&align=left}}**Resource Leech:** If an ability used by a vehicle has a resource (Provisions, Supplies, Mojo) cost, it must be paid by the pilot. Vehicles have no resources of their own. \\ \\ {{fa>minus-circle?24&align=left}}**Inventory:** Vehicles have inventories, just like creatures do. Instead of items or treasures, a vehicle stores creatures (or other vehicles) in its inventory, with differently-sized creatures occupying more or fewer inventory slots. See the Vehicle Inventory sidebar below for more information. Vehicles that are currently stored in another vehicle's inventory cannot have anything in their own inventory (to avoid matryoshka doll shenanigans). \\ \\ {{fa>minus-circle?24&align=left}}**Crew:** A vehicle must completely fill at least 2 of its inventory slots with creatures to act as its crew in order to be used. For vehicles that are relatively small compared to their pilot, the pilot can handily fill all required slots by themselves. For larger vehicles, they might need to have some friends along to help. \\ \\ {{fa>minus-circle?24&align=left}}**Expensive:** Vehicles cost a lot. You can purchase a new vehicle anywhere that has what you're looking for for sale. A vehicle's cost depends on its size and its frame. See the Vehicle Frames sidebar below for more information. \\ \\ {{fa>minus-circle?24&align=left}}**Exclusive:** You can have as many vehicles as you can afford, but you can only ever use one of them at a time: the one you're currently riding in/on. You can put an ally in charge of piloting it if you want, but as soon as you're not around the vehicle no longer functions for them. \\ \\ {{fa>minus-circle?24&align=left}}**Twisted Metal:** When a vehicle hits 0 Flesh, it gets wrecked. Wrecked vehicles can no longer be used. If the vehicle is in water, it sinks. If the vehicle is flying, it falls. If the vehicle is in space, it is breached and fills with vacuum. Every creature riding inside the vehicle must roll a trigger die; if the result is 1-6 they are trapped in the wreckage (the vehicle's broken husk immediately inflicts the Grabbed condition to them). \\ \\ {{fa>minus-circle?24&align=left}}**Field Repairs:** Vehicles cannot be healed or repaired by any effect that would not work on a creature with the Synthetic weakness (this mostly means the Healer and Chef classes). To repair one point of lost Flesh to a vehicle costs a procedure of time and Supplies equal to the vehicle's size cost- for example, a size 7 vehicle has a size cost of 5, so 5 Supplies are required to repair one point of lost Flesh to it. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Got Ride:** You have the necessary training and expertise to own and make use of vehicles. Vehicles are kind of like creatures and kind of not; read on for more detailed rules. \\ \\ {{fa>plus-circle?24&align=left}}**Creature-ish:** Vehicles have levels, combat ratings, archetypes and abilities just like creatures do. Your vehicle is the same level as you; every time you go up a level, so does your vehicle. You decide how to assign your vehicle's combat ratings (Melee, Remote, Whelm) and what archetypes/abilities your vehicle learns. Just like a creature, a vehicle has one archetype or ability per level it has. Vehicles can freely take levels in the [[Adamant]], [[Steadfast]], or [[Trampler]] archetypes without a keystone. \\ \\ {{fa>plus-circle?24&align=left}}**Fast AF:** Vehicles are literally built for sustained speed in a way most creatures cannot match. A vehicle increases its movement rate and all incidental movement ranges made as part of other abilities by one step on the distance scale as such: 0->1->2->5->10->20->50->etc. For example, vehicles can move up to 10 meters per movement action instead of 5, and can move up to 20 meters when they sprint instead of 10. Daily travel speed in regions per day is similarly increased. \\ \\ {{fa>plus-circle?24&align=left}}**Energy:** Vehicles only require daily Provisions to "feed" themselves on days when they are used. If you don't use a vehicle during a given game day, it doesn't consume or require anything. \\ \\ {{fa>plus-circle?24&align=left}}**Low Stress:** Vehicles are immune to Stress accumulation from dungeon exploration, death & dismemberment, and facing horrible foes. Vehicles still accumulate Stress normally for failing to "feed" themselves or spending time in extreme environments. \\ \\ {{fa>plus-circle?24&align=left}}**Crack Quickly:** Every time a vehicle Cracks, it automatically loses 1 maximum Flesh instead of suffering a normal Crack effect. \\ \\ {{fa>minus-circle?24&align=left}}**Nonstandard Weaknesses:** Vehicles cannot take or benefit from weaknesses in order to gain free archetype abilities the way that creatures can. The weaknesses system simply isn't built with vehicles in mind. \\ \\ {{fa>minus-circle?24&align=left}}**Zero Will:** Vehicles are completely and utterly mindless and can take no actions of their own at all. When you are riding in/on your vehicle, you can act as its pilot and use actions of your own in order to make your vehicle do something (such as moving, attacking, using an ability, recovering, or whatever). \\ \\ {{fa>minus-circle?24&align=left}}**Machine/Driver Separation:** When you use an action to pilot your vehicle, you may use only the vehicle's abilities and statistics instead of your own. Weapon attacks made with a vehicle use the vehicle's combat ratings (not yours) and are enhanced or altered based on the abilities known by the vehicle (not yours). If an action has an Energy cost, it is paid by the vehicle and not by you. \\ \\ {{fa>minus-circle?24&align=left}}**Resource Leech:** If an ability used by a vehicle has a resource (Provisions, Supplies, Mojo) cost, it must be paid by the pilot. Vehicles have no resources of their own. \\ \\ {{fa>minus-circle?24&align=left}}**Inventory:** Vehicles have inventories, just like creatures do. Instead of items or treasures, a vehicle stores creatures (or other vehicles) in its inventory, with differently-sized creatures occupying more or fewer inventory slots. See the Vehicle Inventory sidebar below for more information. Vehicles that are currently stored in another vehicle's inventory cannot have anything in their own inventory (to avoid matryoshka doll shenanigans). \\ \\ {{fa>minus-circle?24&align=left}}**Crew:** A vehicle must completely fill at least 2 of its inventory slots with creatures to act as its crew in order to be used. For vehicles that are relatively small compared to their pilot, the pilot can handily fill all required slots by themselves. For larger vehicles, they might need to have some friends along to help. \\ \\ {{fa>minus-circle?24&align=left}}**Expensive:** Vehicles cost a lot. You can purchase a new vehicle anywhere that has what you're looking for for sale. A vehicle's cost depends on its size and its frame. See the Vehicle Frames sidebar below for more information. \\ \\ {{fa>minus-circle?24&align=left}}**Exclusive:** You can have as many vehicles as you can afford, but you can only ever use one of them at a time: the one you're currently riding in/on. You can put an ally in charge of piloting it if you want, but as soon as you're not around the vehicle no longer functions for them unless they're also a Vehiclist. \\ \\ {{fa>minus-circle?24&align=left}}**Twisted Metal:** When a vehicle hits 0 Flesh, it gets wrecked. Wrecked vehicles can no longer be used. If the vehicle is in water, it sinks. If the vehicle is flying, it falls. If the vehicle is in space, it is breached and fills with vacuum. Every creature riding inside the vehicle must roll a trigger die; if the result is 1-6 they are trapped in the wreckage (the vehicle's broken husk immediately inflicts the Grabbed condition to them). \\ \\ {{fa>minus-circle?24&align=left}}**Field Repairs:** Vehicles cannot be healed or repaired by any effect that would not work on a creature with the Synthetic weakness. To repair one point of lost Flesh to a vehicle costs a procedure of time and Supplies. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Deep Customization:** You can give vehicles levels in any class in the game (except Vehiclist and anything else your referee wants to veto because it doesn't make any sense- coming up with a semi-plausible reason is key). \\ \\ {{fa>minus-circle?24&align=left}}**Keystone Consumption:** If you wish to give your vehicle a level in any class other than Adamant, Steadfast, or Trampler, you must use an appropriate keystone to do so. \\ \\ {{fa>minus-circle?24&align=left}}**Exemptions:** You cannot give a vehicle levels in the Flyer or Spacer classes unless you have the appropriate frame for them. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Deep Customization:** You can give vehicles levels in any archetype in the game (except Vehiclist and anything else your referee wants to veto because it doesn't make any sense- coming up with a semi-plausible reason is key). \\ \\ {{fa>minus-circle?24&align=left}}**Keystone Consumption:** If you wish to give your vehicle a level in any archetype other than [[Adamant]][[Steadfast]], or [[Trampler]], you must use an appropriate keystone to do so. \\ \\ {{fa>minus-circle?24&align=left}}**Exemptions:** You cannot give a vehicle levels in the [[Mariner]], [[Flyer]], or [[Spacer]] archetypes unless you have the appropriate frame for them. |
 ^ ^^^ ^ ^^^
  
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 ^::: |**Mech** |The vehicle can climb, jump, and do everything that a normal creature can do. It has no special restriction on overland travel at all while still maintaining a vehicle's superior speed. |5 | ^::: |**Mech** |The vehicle can climb, jump, and do everything that a normal creature can do. It has no special restriction on overland travel at all while still maintaining a vehicle's superior speed. |5 |
 ^Sea |**None** |The vehicle cannot move through water. If it enters a liquid of any sort, it's gonna sink right to the bottom and stay there. |0 | ^Sea |**None** |The vehicle cannot move through water. If it enters a liquid of any sort, it's gonna sink right to the bottom and stay there. |0 |
-^::: |**Float** |The vehicle can move over the surface of liquids. It cannot dive like a creature can, however, and if the water gets rough at all it will automatically sink. Sea vehicles don't take an impairment to move speed in water or take +2 damage from incoming attacks the way that swimming creatures do, so don't worry about that. |1 |+^::: |**Float** |The vehicle can move over the surface of liquids. It cannot dive like a creature can, however, and if the water gets rough at all it will automatically sink. Just like creatures, a sea vehicle has an impairment to movement and takes +2 damage from incoming attacks while in water unless it has at least one level in the [[Mariner]] archetype (this is the difference between a proper vessel and a crude raft). |1 |
 ^::: |**Seaworthy** |The vehicle is equipped with pumps, ballast, a keel and other innovations to keep it afloat and (relatively) dry. It can handle even the roughest seas without sinking. |2 | ^::: |**Seaworthy** |The vehicle is equipped with pumps, ballast, a keel and other innovations to keep it afloat and (relatively) dry. It can handle even the roughest seas without sinking. |2 |
-^::: |**Submersible** |The vehicle can not only move along the surface, it can also dip down below it and stay there. Giving the vehicle at least one level in the Mariner class is recommended so that everybody aboard can breathe okay while submerged. |5 |+^::: |**Submersible** |The vehicle can not only move along the surface, it can also dip down below it and stay there. Giving the vehicle at least one level in the [[Mariner]] archetype is recommended so that everybody aboard can breathe okay while submerged. |5 |
 ^Sky |**None** |The vehicle has the flight capability of a bag of cement. It's not happening. |0 | ^Sky |**None** |The vehicle has the flight capability of a bag of cement. It's not happening. |0 |
-^::: |**Flight** |The vehicle is built with an exceptionally light and streamlined body. It cannot actually fly unless it has levels in the Flyer class. |10 | +^::: |**Flight** |The vehicle is built with an exceptionally light and streamlined body. Unlike other vehicle frame options, a Flight vehicle cannot actually fly unless it has levels in the [[Flyer]] archetype. |10 | 
-^::: |**Spaceflight** |The vehicle is vacuum-sealed and equipped with powerful thrusters. It is now eligible to take levels in the Spacer class. You still have to provide the keystones, though. |10 | +^::: |**Spaceflight** |The vehicle is vacuum-sealed and equipped with powerful thrusters. It is now eligible to take levels in the [[Spacer]] archetype. You still have to provide the keystones, though. |10 | 
-^::: |**Planetfaller** |The vehicle combines the qualities of both flight and spaceflight, allowing it to take levels in both Flyer and Spacer. Now you, too, can explore the galaxy for new worlds and land on their surface. Keystones not included. |20 |+^::: |**Planetfaller** |The vehicle combines the qualities of both flight and spaceflight, allowing it to take levels in both [[Flyer]] and [[Spacer]]. Now you, too, can explore the galaxy for new worlds and land on their surface. Keystones not included. |20 |
  
 ^  Sidebar: Vehicle Size  ^^ ^  Sidebar: Vehicle Size  ^^
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 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Leaf On The Wind:** Piloting is second nature to you, and you may move your vehicle up to twice per turn as a free action. This lets you use your actions doing something else- firing the vehicle's weapons, maybe, or using abilities of your own. \\ \\ {{fa>minus-circle?24&align=left}}**Free For You, Not It:** You cannot spend actions to move your vehicle if you've already done so twice for free. Your vehicle can only take a maximum of two movements per turn unless the vehicle itself has an ability that grants them more (such as Vanguard from the Steadfast class). If your vehicle has the Dizzy condition, the free moves from Ace Pilot count as "regular" moves and cost the vehicle Energy to perform as usual. |+^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Leaf On The Wind:** Piloting is second nature to you, and you may move your vehicle up to twice per turn as a free action. This lets you use your actions doing something else- firing the vehicle's weapons, maybe, or using abilities of your own. \\ \\ {{fa>minus-circle?24&align=left}}**Free For You, Not It:** You cannot spend actions to move your vehicle if you've already done so twice for free. Your vehicle can only take a maximum of two movements per turn unless the vehicle itself has an ability that grants them more (such as Vanguard from the [[Steadfast]] archetype). If your vehicle has the Dizzy condition, the free moves from Ace Pilot count as "regular" moves and cost the vehicle Energy to perform as usual. |
 ^ ^^^ ^ ^^^
 ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Hazzard Slide:** You don't need to spend an action to climb in your vehicle. So long as you're adjacent to it, you can hop into the driver's seat (or whatever) as a free action. | ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Hazzard Slide:** You don't need to spend an action to climb in your vehicle. So long as you're adjacent to it, you can hop into the driver's seat (or whatever) as a free action. |
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 ^ ^^^ ^ ^^^
  
 +"engined"- artillerist has "auto"
 ====== Fortress ====== ====== Fortress ======
  
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 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Multiframe:** You can obtain vehicles with unusual, multi-purpose frames. When creating a new vehicle, you can choose options other than "None" from more than one category (Land, Sea, and Sky) to produce a vehicle capable of traveling over multiple different terrain types. The vehicle always acts as its relevant frame option when traveling through the selected terrain. For example, if you combined the Sea (Float) and Sky (Flight) frames, your vehicle can fly through the sky and land safely on water without sinking in it, but only if the water in question isn't too rough. \\ \\ {{fa>minus-circle?24&align=left}}**Combined Costs:** Add together the frame costs for each frame option. That's your total frame price. |+^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Multiframe:** You can obtain vehicles with unusual, multi-purpose frames. When creating a new vehicle, you can choose options other than "None" from more than one category (Land, Sea, and Sky) to produce a vehicle capable of traveling over multiple different terrain types. The vehicle always acts as its relevant frame option when traveling through the selected terrain. For example, if you combined the Sea (Float) and Sky (Flight) frames, your vehicle can fly through the sky and land safely on water without sinking in it, but only if the water in question isn't too rough. \\ \\ {{fa>minus-circle?24&align=left}}**Combined Costs:** Add together the frame costs for each frame option, then multiply the result by the frame's size modifier as usual. That's your total frame price. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Upgrade City:** You no longer need to provide a keystone in order to give your vehicles levels in any class from the Agility or Toughness categories. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Upgrade City:** You no longer need to provide a keystone in order to give your vehicles levels in any archetype from the Agility or Toughness categories. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Rolling Repair:** You can restore a lost point of Flesh to your vehicle as a single action instead of requiring an entire procedure. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Rolling Repair:** You can restore a lost point of Flesh to your vehicle as a single action instead of requiring an entire procedure. |
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Interchangeable Parts:** Your vehicle is treated as being two sizes smaller than it actually is for purposes of how much Supplies is required to repair a point of Flesh to it (minimum 1 per Flesh restored). | 
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Insurance Policy:** If your vehicle gets wrecked, you can replace it comparatively cheaply. Your vehicle is treated as being two sizes smaller than it actually is for purposes of purchasing/creating a new identical one to replace it after being wrecked. This ability has no effect on the price of purchasing a brand-new vehicle. \\ \\ {{fa>plus-circle?24&align=left}}**Salvage:** If you have easy access to the wreckage of your old vehicle, you can "purchase" a new identical one to replace it without needing to be anywhere near civilization. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Insurance Policy:** If your vehicle gets wrecked, you can replace it comparatively cheaply. Your vehicle is treated as being two sizes smaller than it actually is for purposes of purchasing/creating a new identical one to replace it after being wrecked. This ability has no effect on the price of purchasing a brand-new vehicle. \\ \\ {{fa>plus-circle?24&align=left}}**Salvage:** If you have easy access to the wreckage of your old vehicle, you can "purchase" a new identical one to replace it without needing to be anywhere near civilization. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Airfield |Flying creatures or vehicles without the Ascent ability can freely take off and land in the settlement. | 
-^Repair Shop |Vehicles can restore all lost points of Flesh for the price of 1 here. Creatures with the Synthetic weakness can treat Repair Shops as Clinics for purposes of repairing injuries or restoring Flesh. | 
-^Vehiclist School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
vehiclist.1585863857.txt.gz · Last modified: 2020/04/02 15:44 by kyle