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vehiclist

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 archetype's appeal doesn't need to be universal.

Vehiclist You have a vehicle.
caret-right Ace Pilot Drive like a demon.
caret-right Automotive Increased speed, decreased crew.
caret-right Fortress Passenger safety.
caret-right Mechanic Combine frames and grant free upgrades.
caret-right Patch-Up Repair quickly and cheaply.

Vehiclist

Utility plus-circleGot a 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.

plus-circleCreature-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.

plus-circleFast 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.

plus-circleEnergy: 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.

plus-circleLow 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.

plus-circleCrack Quickly: Every time a vehicle Cracks, it automatically loses 1 maximum Flesh instead of suffering a normal Crack effect.

minus-circleNonstandard 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.

minus-circleZero 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).

minus-circleMachine/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.

minus-circleResource 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.

minus-circleInventory: 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).

minus-circleCrew: 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.

minus-circleExpensive: 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.

minus-circleExclusive: 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.

minus-circleTwisted 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).

minus-circleField 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 1 Supplies.
caret-right Alternative plus-circleDeep 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).

minus-circleKeystone 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.

minus-circleExemptions: You cannot give a vehicle levels in the Mariner, Flyer, or Spacer archetypes unless you have the appropriate frame for them.
Sidebar: Vehicle Inventory
If a creature is small enough in comparison to their vehicle to occupy a fractional inventory slot, you can fit multiples of them in. This is a good thing if you need to haul a lot of people/stuff, but remember that a vehicle needs at least two completely filled inventory slots in order to have adequate crew for operation.
Creature Size Inventory Slots
Vehicle +1 10
Equal to Vehicle 5
Vehicle -1 2
Vehicle -2 1
Vehicle -3 1/2
Vehicle -4 1/5
Vehicle -5 1/10
Vehicle -6 1/20
Vehicle -7 1/50
etc etc
Sidebar: Vehicle Frames
A vehicle is specialized for speed, but like most forms of specialization this comes with an opportunity cost: vehicles are much more sharply restrained in terms of where they are allowed to move than creatures are. A vehicle's restrictions are determined by its frame, and frames come in three categories: Land, Sea, and Sky. A vehicle must choose one option from each category, but any two of the categories available must have the “None” option selected. For example, if your vehicle has the Land (Wheeled) frame, then it must have the Sea (None) and Sky (None) frames as well.

A vehicle's total cost in Dosh is equal to its size cost multiplied by its frame cost.
Category Option Explanation Cost
Land None The vehicle cannot move over solid surfaces under its own power. 0
Wheeled The vehicle can move over flat, relatively level surfaces only. It cannot handle rough terrain, and stairs are right out. Wilderness regions without roads are inaccessible. 1
Off-Roader The vehicle can move over rough terrain or through wilderness areas. It still can't climb vertically, though. 2
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
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
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
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 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
Sidebar: Vehicle Size
You can have a vehicle of whatever size you want (within reason). Larger vehicles can carry more and enjoy significant protection against attacks from smaller creatures, but are also very expensive and have comparatively higher crew requirements.

A vehicle's total cost in Dosh is equal to its size cost multiplied by its frame cost.
Vehicle Size Cost
≤5 1
6 2
7 5
8 10
9 20
10 50
11 100
12 200
etc etc

Ace Pilot

Movement plus-circleLeaf 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.

minus-circleFree 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.
Movement plus-circleHazzard 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.
Movement plus-circleGet In, Loser: You may freely pick up any willing allies with your vehicle simply by moving through any space adjacent to them (or just moving through their space, if the vehicle is at least two sizes larger than they are). They end up riding on the vehicle with no further actions required of either you or them.
Movement plus-circleEject: You can also choose to harmlessly eject any passenger in your vehicle (including yourself) as a free action at any point along your movement route you want. Ejected passengers are left standing in whatever space in/adjacent to your route you chose for them.

Automotive

Movement plus-circleEngines Pumping: Your vehicles are fitted with some sort of engine, significantly increasing their already-impressive speed. Your vehicle can now move 20 meters per movement action taken instead of 10, and sprint up to 50 meters instead of 20. Travel speed is 20 regions per day instead of 10. All other movement abilities are likewise increased by a further step on the 1→2→5→10→20→50→etc scale than they were before.

minus-circleFuel Guzzler: Your engines come at a cost: the fuel they must consume to satisfy your need for speed. For every day in which you use your vehicle, you must spend 1 Supplies. You only need to pay this cost once per day no matter how much you drive your vehicle around. This Supplies cost is in addition to the normal vehicular cost of 1 Provisions per day of use.

plus-circleOptional: You can avoid paying the extra fuel costs for a day if you don't make use of your vehicle's increased speed during that day.
Utility plus-circleSmooth Operation: Automation has perks other than speed. Your vehicles now need to completely fill only one inventory slot with crew members to be considered fully-crewed instead of the normal two slots.

“engined”- artillerist has “auto”

Fortress

Protection plus-circleVehishield: Creatures riding in/on your vehicle have total cover against all attacks originating from outside of it.
Protection plus-circleLaunchpad McQuack: If your vehicle is wrecked, everybody and everything in its inventory automatically gets free without the normal chance to be caught in the wreckage.

Mechanic

Movement plus-circleMultiframe: 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.

minus-circleCombined 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.
Utility plus-circleUpgrade 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.

Patch-Up

Protection plus-circleRolling Repair: You can restore a lost point of Flesh to your vehicle as a single action instead of requiring an entire procedure.
Utility plus-circleInsurance 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.

plus-circleSalvage: 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.
vehiclist.txt · Last modified: 2021/07/24 15:01 by kyle