Body
Constitution
- Endurance, fuel, ease of maintaiance.
- See Constitution
- As a benchmark, a vehicle in the 4-9 Constitution range can operate continuously for two hours per point of Constitution without refueling or needing any service and for a like number of days without maintaiance. For more exact values, see this table:
Constitution | Endurance (Hours) |
---|---|
O | 1,0 |
1 | 1,6 |
2 | 2,5 |
3 | 4,0 |
4 | 6,3 |
5 | 10,0 |
6 | 15,8 |
7 | 25,1 |
8 | 39,8 |
9 | 63,1 |
10 | 100,0 |
11 | 158,5 |
12 | 251,2 |
13 | 398,1 |
14 | 631,0 |
15 | 1000,0 |
* High-performance vehicles tend to have a low constitution. So do technical marvels like attack helicopters.
Strength
- Load bearing and hardpoints.
- See Body for benchmarks. Then halve this value. Has a wide range depending on the size and power plant of the vehicle.
- Vehicular weapons work somewhat like melee weapons - they do Strength +X damage. Thus, there can be a single descriptor for "main cannon" that can be used on most tanks - more powerful tanks simply have more Strength. Of course anti-personel weapons do not use the vehicle's Strength score.
- CS: ?
Toughness
- Resilience and armor.
- See Body for benchmarks.
- Vehicles use this to resist damage.
Chi
Unless they have a spirit and will of their own, vehicles lack Chi. For something that is sort of an exception, see Signature Ride.
Mind
Charisma
The looks of the vehicle. Face it, few rides are as captivating as people, so this is usually low, in the 0-4 range.
Perception
- Sensors
- Add this (instead of the blanket +3) when the crew spends an action scanning.
- Primitive tanks where you peek out periscopes and ports tend to have zero. A regular car has three. A rating of five or more indicates some technological marvels are in operation.
Willpower
Vehicles are mostly immune to mind-controlling powers uunless they are actually self-controlled robots, so Willpowewr is pointless to them.
Reflexes
Agility
- Terrain ability, off-road handling.
- When moving in terrain for which the vehicle's Agility is insufficient, everyone inside suffers two points of Impairment for every point of difference.
- Vehicles that have a secondary mode of movement, like seaplanes on water, planes on a runway, and amphibious cars, generally have an Agility of zero for their secondary movement system. Some rare vehicles, such as hovercraft, have their full agility everywhere they can go.
- Benchmarks for land vehicles
- Race cars, hovercraft: 0
- Normal cars: 1
- Normal bikes, Four-Wheel drive cars: 2
- Off-roaders, tanks, primitive walkers: 3
- All-terrain vehicles, agile tanks: 4
- Fully articulated leg walkers: 5
Agility | Example | ||
---|---|---|---|
Value | Land | Water | Air |
O | Racetrack | Open water | Clear skies |
1 | Normal road | Bay, inlet, river | Turbulent skies |
2 | Poor road, small streets | Stream, small lake | Low altitude |
3 | Off-road, stairs | Small canal, pond | Skyskrapers |
4 | Mud, rough terrain | Marshland | Tight canyon, street at altitude |
5 | Forest, plentiful obstacles | Brook, ditch | Street at low altitude |
6 | Bogs, mudpots | Bog | Indors, big hall or hanger |
7 | Cliffs, ice floes | Rapids | Indoors, for cars |
8 | Cliff sides | Waterfall | Indoors, for people |
9 | Branchitation | - | - |
Move
- The marching speed of the vehicle.
- See Move for benchmarks
Speed
- Acceleration, responsiveness, road handling.
- Vehicles generally have lower Speed values than people. The exception is race cars and such, that are very demanding on their drivers.
- Use the lowest of this value and the pilotÂ’s Speed for initiative.
Benchmarks
- Heavy Machinery
- Sedate car
- Hot Bicycle
- Ordinary Car
- Ordinary Bike
- Sports Car
- Sports Bike
- Racing Car
- Racing Bike
Safe Speed
Vehicles in a chase move exactly like people in combat do, only the scale is different. Different environments have different safe speeds, which regulates the base speed of the chase. In order to take part in a chase, a creature or vehicle must have a Move equal to or greater than the base speed of the environment, otherwise there is no way to catch up.
Movement in a chase works exactly like in a normal combat, only that all vehicles are assumed to be moving at the safe speed in addition to all movement made as actions, and that the movement is relative. That is, the chase might be running at 90 kph, but the relative movement of the vehicles is the same as the movement of characters in combat. "Terrain" is other vehicles travelling the same road at the base speed of the chase.
In movies, most chases are at absurdly short range - meters at most. This system simulates that. But if this grates on someone's sense of realism, then you can simply scale the battle. Each "meter" of movement is now 100 meters for a dogfight, or 10 kilometers for a space battle. This precludes the use of personal weapons in such fight, but those are rather pointless in a vehicle fight anyway.