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Chase Schticks


Schticks

Sure, a good Drive skill is nice: but it's even nicer if you have some spiffy shticks to spice it up. Naturally, these shticks only work when you're behind the wheel.

Drive schticks are a new category of Schticks, with an experience point cost of 8 + X experience points, where X is the number of schticks you will have when you have bought this one.

  1. Auto Didact
  2. Demolition Driver
  3. Fast Hero
  4. Fender Bender
  5. Greased Lightning
  6. Jackrabbit Start
  7. Ram Speed
  8. Road Jinx
  9. Signature Ride
  10. Surprise Special
  11. Way Ahead

Auto Didact

You are a self-taught, intuitive driver. You can drive any sort of vehicle without instruction; you never suffer the penalty associated with not knowing a given type of vehicle. See the Driving skill description (Feng Shui first edition, p 71). Neither do you suffer juncture-confusion penalties (Feng Shui first edition, p 168).

Demolition Driver

It's strange, but a vehicle just won't fall apart with you at the wheel. Unimportant bits, like wheels, the roof and the back seat, might fall off, but it will keep on going, as if held together by pure willpower. But you have a long-standing feud with your mechanic.

Normally, a vehicle suffers catastrophic damage from attacks that inflicts twice the vehicle's Toughness in a single attack. In your case, you get to add your schtick picks in Demolition Driver to the multiple; with one schtick, it takes thrice your vehicle's Toughness to cause a crash, with two schticks it takes four time Toughness, and so on. But if damage ever exceeded twice the vehicles Toughness, it falls apart when you step out of it.

Fast Hero

You are a lucky guy; people tend to leave their cars empty with the motor running near you. At any time you can spend a Fortune point to find a vehicle suitable for a chase ready and waiting. Anyone chasing you then has the option of spending a Fortune point to get vehicles of their own to set up a chase. Of course, if vehicles would normally have been available, there is no need to pay a Fortune point.

Fender Bender

Fenders are objects of love and affection to you; whenever you are in trouble, there always seems to be a friendly bumper to hide behind. Of course, a lot of innocent civilians tend to get into the line of fire, but that's not your fault, is it?

Whenever you make a dodge to avoid having your vehicle hit or to avoid being outmaneuvered, you get to add +5 instead of the usual +3 to your defensive Drive Action Value.

Greased Lightning

You have the reflexes of a young Mario Andretti. You can parallel park at 45 kmh. To you, fender benders are like subatomic particles: You accept that they exist somewhere, but you don’t expect to ever directly experience one.

Whenever you succeed in maneuvering another vehicle, you get to either add or subtract one extra Pep for each schtick you have in Greased Lightning. You can't have more than three shticks of Greased Lightning.

Jackrabbit Start

When the light turns green, your accelerator foot gains fifty pounds. You're the kind of offensive, Type A driver who really gets on the nerves of everyone else on the highway, but you tell yourself it's because you always get the good parking spaces before they do. For each shtick spent on Jackrabbit Start, you may add 1 to your Initiative result at the beginning of each sequence. You must be in a car (or other vehicle) to add to your Initiative, and your first action in the sequence must be to do something with that vehicle.

Ram Speed!

You are wantonly destructive and have long treasured a secret "Death Race 2000" fetish. Or maybe you just have a lot of Demolition Derby experience. In any case, you're real good at using your car as an implement of blunt trauma. For each shtick spent in Ram Speed, you get to add one to your cars Toughness in a ramming situation, both when inflicting and absorbing damage.

Road Jinx

Some people are lucky or unlucky drivers; you are both. Highways tend to be closed and traffic diverted whenever you are on the road. And you like to tell the story about the circus elephants that went wild in the tunnel at…

Once per session per schtick in Road Jinx, you can invoke some special road event. Make one up; the GM assigns difficulties and effects. The difficulty is generally just a little lower than your Drive skill. Everyone involved in the chase must make an immediate Drive against this GM-decided difficulty, or suffer from the appropriate consequences. These are normally lost Pep or simple damage.

Signature Ride

You've got a close, special bond with your car (or horse, or helicopter, or whatever). You call it by a pet name, spend hours polishing it with a diaper (or combing out his mane, if it's a horse) and like nothing better than popping the hood and tinkering.

Like a signature weapon, a signature ride is an essential part of your essence and character. Like signature weapons, signature rides can't be destroyed. They might get damaged or vandalized, but even if they crash out from loss of Toughness they can always be fixed up, good as new.

Furthermore, when you're behind the wheel of your signature ride, it gets a +3 bonus to both Pep and Toughness. The Toughness bonus applies at all times; no one but you gets the Pep bonus. For example, if your signature ride is a purple Cadillac with zebra print seat covers, fuzzy dice and a genuine mink steering wheel, you only get the bonus in that particular purple Caddy: No other Cadillac (no matter how purple) gives the bonus.

Surprise Special

You love to fill your car with nifty gadgets. These vary from occasion to occasion, but you have a knack for having just the right gadget for each situation. A number of times each session equal to your schtick picks in Surprise Special, you can activate strange and wondrous gadgets in your car. You don't need to decide which gadgets you have beforehand; you just activate any gadget of your choice at any time. Activating a gadget takes but a single shot, and this includes any stunt roll.

Example gadgets include:
Ejection Seat (obvious isn't it), Oil Spray, Spike Mats and other obstructions (do a stunt to reduce Pep of a pursuer using Fix-It instead of Drive), Remote Radio Control, One-Shot rocket (damage 13 AP), Gunshield (+3 to your Toughness vs guns), Smoke Generator (All involved get -5 Drive, including you, until end of sequence. Now, Mooks will really start to fumble), Amphibious (you car turns into a boat with half normal Pep), Escape Bike with Pep 10, Toughness 10 (you have to see Jackie Chan's Armor of God to understand this one), Ram Plate that gives you +3 Toughness in ramming situations.

You can invent more gadgets on the spot, as long as the GM approves each one. In general, these either give a special 1-shot stunt or give a +3 bonus to some value or for a short while. Go watch armor of God by Jackie Chan, and perhaps a few James Bond movies.

Way Ahead

Whenever there is a delay, you always seem to be prepared for it. You are never late when going somewhere, and traffic jams and startup time is unknown to you.

You start with two extra points of Pep for each schtick pick; you still cannot start out with Pep over your car's maximum Pep, but Way Ahead kicks in when you would ordinarily start with less than you full Pep.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, Dec 16, 1999.