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driver

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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.

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.

Driver You own/understand wheeled vehicles.
caret-right Automobile Move faster.
caret-right Boremobile Tunnel through the earth.
caret-right Grease Monkey Your vehicles' levels are higher and new ones are cheaper.
caret-right Off-Roader Leave the roads far, far behind.
caret-right Stunter Make jumps, soften falls, and negate flipping.
Enterprises Driver School
Garage

Driver

Utility plus-circleVehicle: Wheeled vehicles follow all vehicle rules outlined in the Vehicles section on the Game Concepts page.

minus-circleTerrain Limits: Wheeled vehicles can only cross solid ground that's relatively smooth and flat.

minus-circleSlope 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.

minus-circlePurchaseable: 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.

minus-circleRoll: 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.
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

Automobile

Movement plus-circlePowered 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.

plus-circleHigh-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.

minus-circleNoisy: Moving the vehicle with its engine makes noise that alerts/draws creatures in the vicinity.

minus-circleFuel 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 test a Fuel item.

Boremobile

Movement plus-circleDrill 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.

minus-circleSlow Going: While tunneling, the vehicle moves at a speed of 1 meter per action.

minus-circleHard Barrier: The vehicle cannot tunnel through stone, only earth or material of similar softness/porosity.

minus-circleBlind As A Mole: You have no special ability to see where you're going while using your vehicle in this way.

minus-circleNoisy: A tunneling vehicle creates a tremendous amount of noise and vibrations.
caret-right Alternative plus-circleStonebreaker: Your vehicle can grind its way through solid rock.

minus-circleSo Slow: When moving through solid stone, the vehicle requires 1 full procedure to move 1 meter.

Grease Monkey

Utility plus-circleAdvanced 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, allowing more classes and abilities to be installed on them via somebody with the Mechanic class.
Utility plus-circleBy 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.

Off-Roader

Movement plus-circleRougher 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 by the vehicle with equal ease.

plus-circleMudder: The vehicle is also unimpeded by difficult terrain (sticky mud, shifting sands, deep snow, etc).
Movement plus-circleStraight 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.

minus-circleSlow Ascension: The vehicle takes an impairment 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.

minus-circlePush 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).

Stunter

Movement plus-circleHydraulics: 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.
Protection plus-circleImproved Shocks: Falling damage is applied to the vehicle's Flow first instead of directly to its Vitality.
Protection plus-circleRoll 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.

Enterprises

Driver 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 Supply each.
Garage New wheeled vehicles can be purchased in the settlement by anyone with the Driver class.
driver.1572543307.txt.gz · Last modified: 2019/10/31 11:35 by kyle