Monday, February 3, 2020

Esoteric Enterprises - Car as Class

Welcome to the Esoteric Enterprises bandwagon!

Dan made a good point on Twitter the other day - In modern-style games, it shall be a given that somebody has access to a car for the benefit of the party. The Car is now a given.

But I ask you to consider taking this one step further! Ask yourself: Do I simply want a machine that spirits me and my weirdo friends from A to B? Or do I require a portable reliquary to provide worship to Ithaqua... with the best climate control an Old One can provide!

Consider: The Car as a public party member. Like a two tonne steel pet. With leather seats.


Roll up Stats for The Car.

3d6 in order, no rearrangement.

Though blessed we are with our bodies and minds to decide 
for ourselves a profession befitting our talents,
our Cars receive no such grace.



STRENGTH = HORSEPOWER
How strong your engine?!

Use Strength when:
  • towing
  • traveling through heavy mud 
  • ramming another fucking car
  • ramming the men in black
  • ramming big heavy monsters
  • calculating carry weight
Obviously, Cars are way stronger than people. You only need to do a Strength check for a Car when it's questionable whether a car could push or pull it.


DEXTERITY = HANDLING
How precise this thing handle?!

Use Dexterity when:
  • Driving checks
  • hitting pedestrians
Represents a bonus or penalty to Driving checks. If your Car is haunted or otherwise self-driving, then this is how well it drives itself.


CONSTITUTION = DURABILITY
How long it last?!

Use Constitution when:
  • driving long distances
  • driving in choking conditions (excessive cold/heat, low oxygen, etc.)
  • getting the most of that last scrap of fuel
  • Car diseases and poisons (water in the gas tank, supernatural rust, thermite burns through the hull.)
Represents how robust the entire apparatus is when you're definitely violating the warranty.


INTELLIGENCE = FEATURES
Does it have radio?! Air conditioning?! Leather seats?! 
Air bags?! Consecrated Altars to the Drowned One?!

Use Intelligence when:
  • determining how many starting Features The Car has.
  • determining the maximum number of Features
Starting Features are 5 + INT Mod.

Features follow Encumbrance rules, except it represents running out of space instead of ambulatory power.

WISDOM = MILEAGE / FAITH
Have all the kinks and quirks been worked out?!

Use Wisdom when:
  • praying to the Car gods
  • starting your car in a hurry
  • fixing your car
  • Saves
Add your Car's Wisdom Mod to all of its Saves.

Source

CHARISMA = BEAUTY
How alluring is this Car?!

Use Charisma when:
  • impressing dudes with your Car, 
  • impressing ladies with your Car, 
  • impressing business associates and coworkers with your Car. 
  • Intimidating fairies.
When you go: "Damn, that's a nice car!" It's got a good Charisma.


Grit = Size
How big, and therefore how prone to merely superficial damage your Car is. 
When it comes to Newtonian crashing, size and mass matter first.
Flesh = Body
How resilient your Car is in a Crash.
How much gives before its occupants start taking damage.



WHAT'S THE PARTY'S CAR?


d8
Grit / Flesh / Saves As
Car Class
Seats
Effects
1
Bodyguard
Pickup
2 + 8 Seats
+1 STR, Trailer Bed.
2
Criminal
Sedan
5 Seats
+1 DEX
3
Doctor
Mini Van
7 Seats
+1 INT
4
Explorer
Sports Utility Vehicle
5 Seats
-1 DEX (You have nice Saves)
5
Mercenary
Humvee
4 + 1 Seats
+2 STR, Max Speed 75% of normal.
6
Mystic
Sports Car
4 Seats
+1 DEX, +1 CHA, Costs Double
7
Occultist
Van
8 + 3 Seats
+3 Size, -2 CHA, 1 Weird Feature
8
Spook
Truck Tractor
2 + ??? Seats
-3 DEX, +4 Size. Special Feature

d12
Manufacturer
Reputation
Effects
1
Akira
Excellent psychic projection and feng shui. 
Bad handling.
Psychic abilities operate at +2 Bonus when in the car. -1 DEX
2
Abraham
Real classic look. 
Feels like it was made for minimalist giants.
+1 CON, -1 INT
3
Borsche
Cheap Eastern Bloc Crap. The seats always smell like beets. Hasn’t changed a single thing in fifty years.
+1 WIS, -1 DEX
4
Bent
Body warps with time. Often in unexpected ways.
-1 WIS, +1d4 damage absorbed during Crashes.
5
Brick
Tough as nails. Ugly though.
+1 CON, -1 CHA
6
Fjord
Cheap crap mass produced. Dirt is more expensive than the parts, though.
Initial cost and repairs are halved. -1 to all stats.
7
Fonda
The standard brand of soccer moms.
None
8
General Goat
“Greatest of All Time my ass!”
+1 STR, -2 WIS
9
Millipede
Designed for towing. Only runs on diesel.
+1 STR, Fuel costs +50%
10
Moon Rover
Great suspension. Poor handling.
+1 CON, -1 DEX
11
Panther
A luxury brand for huge douchebags. Notorious for getting stolen.
+1 DEX, +1 CHA, 5% Chance during or after any adventure that it gets jacked.
12
Venus
You see a lot of these in remote places.
-1 STR, Charm checks made at +2 while inside.

Truck Tractor Special Features

Ambulance - Useful medical equipment and EMTs not included.
Bus - Tons and tons of uncomfortable seats.
Camper - Contains several camping amenities: cots, toilet, water container.
Cement Mixer - When you need to hide the bodies quickly.
Food Truck - Able to prepare food inside. Contains working propane-powered gas stove, refrigerator and freezer.
Garbage Truck - Got the cruncher and everything.
Semi Trailer - A whole lot of mobile storage room. Takes up a lot of space though.
Tank Truck - For carrying huge volumes of liquid.
Tractor - Tons of Strength. Low max speed.

Car Features


Features
Effect
Rare/Light?
Air Bags
Prevents 1d6 damage in case of a Crash.

Air Conditioning
Provides heat removal in your car.

Alarm
If broken into the alarm will go off.
Light
Anti-lock Braking System
Driving checks involving braking at +1.
Light
Child Locks
Driver can prevent passenger doors from opening.

Dash Cam
Records a view of the dash while driving. Functionally CCTV.

Divider
Separates the Driver and Passenger Front from the Passenger Rear. Window optional.

Fare Meter
Tracks how far you’ve gone and how much it’ll cost.

Flood Lights
Provides great amounts of illumination to the car’s front.

Four Wheel Drive
Driving checks involving difficult terrain at +1.
Light
GPS / Navigation
Gives moderately accurate readout of global position. Can provide directions to known places.

Heating System
Provides heat in your car.

Hydraulic Jack
For lifting up your car. Essentially required for certain repairs and tires changes in the field.

Leather Seats
+1 to CHA mod
Light
Motion Sensors
Detects things approaching from the front and rear with a beeping sound.
Light
Radio
Put on some tunes. Listen to news.

Radio (Police)
Listen to police radio.
Rare
Seat Belts
Prevents 2d6 damage in case of a Crash.
Light
Siren
Makes a really loud noise. Usually causes other cars to get out of your way.

Spare Tire
Replacement tire.

Sunroof
Great for 360-degree driving and gunning.
Light
Trailer Winch
Towing checks made at +1. Failures will not produced disasters.

Toll Tag
Allows one to skip toll booths without being ticketed
Light
Vehicle Insurance
Crappy insurance. At least you won’t get fined for not having it. Covers 20% of repair expenses. Once.
Light
Vehicle Insurance (Actually Decent)
Decent insurance. Covers 80% of repair expenses.
Light
Voice Activation
Can activate cars other mundane features with voice command.
Light
Warranty
Natural car problems will be fixed by the Dealer. Obviously does not cover bullet wounds.
Light

Weird Car Features

Weird Features
Effect
Rare/Light?
Altar
You may perform sacraments to your gods. Takes up 2 Seats.
Rare
Armor
All occupants in car get AC as Bulletproof Vest against ballistic attacks.
Rare
Armor (Heavy)
All occupants in car get AC as Riot Gear against ballistic attacks.
Rare
Assassination Module
Executes anyone sitting in the back seats. Button-activated. Common methods include: hidden gun, spring-loaded wooden stakes, crushing trap.
Rare
Cage
For creeps and serial killers.

Decontamination
Baths the interior with several forms of radiation to eliminate microscopic biologicals.
Rare
Ejection Seat
Launches the Driver up into the air while deploying parachutes. For quick escapes.
Rare
Gas Chamber
Fills the car with chosen compressed gas. Typically used with a Divider to only affect back seat.
Rare
Hood Ornament
Used to ward the Car against supernatural interference. Functions as a Holy Symbol.

Magic Circle
As per the Spell. Keeps in or out particular kinds of supernatural outsiders. Formed of steel in the car’s frame.
Rare
Mortar
When you need to shoot n’ scoot. Requires special and very expensive rare ammunition.
Rare
Mounted Machine Gun
.50 Caliber Machine Gun on a swivel. Capable of some serious mobile damage. Requires special rare ammunition.
Rare
Radio (Supernatural)
Converts supernatural and/or magical radiation into noise that plays through the speakers. Can pick up ghost chatter.
Rare
Self-Driving Module
This car can drive itself. A spirit has been bound to the vehicle. Highly imperfect, particularly regarding pedestrians.
Rare
Shrine
You can efficiently pray to your horrible gods. Takes up 1 Seat.

Ultraviolet Headlights
Burns Vampies. Lightly sterilizes area with prolonged exposure.
Rare


CRASHING


During a Crash, all occupants of the involved vehicles take damage only after a Car’s Size and Body Hit Points have been depleted first. The total damage of a Crash accords to the total net speed of the incident, following any rules for Fall Damage you’ve got. Every 10 mph = 10 feet of fall damage. (And we’re using MPH, ‘cause THIS IS AMERICA.)


If I were you, I’d do very rough calculations for the speed at impact. Don’t break out the vector trigonometry unless you really get off on impressing your party with MATH.


Examples:


The Car slams into a brick wall at 70mph. It comes to a complete stop. This causes 7d6 damage during the Crash. The present vehicle has 4 Size and 3 Body. Everyone has Seatbelts and Airbags (reducing personal damage by 3d6). The Crash causes 25 damage. The Vehicle is totaled (losing all of its Size and Body). Everyone in the vehicle takes 18 damage, reducing their personal damage by 3d6. Lucky Billy only takes 6 damage, and survives. Unlucky Theodore takes 13 damage, and bites the dust.


The Car slams into another Car in a head-on collision. Both were going 20mph in opposite directions. We add their total speeds to produce 40mph (4d6) of damage for both cars. One is a microcar with 1 Size and 2 Body. One is a city Buss with 8 Size and 4 Body. Nobody has seat belts or airbags. The microcar takes 8 damage, while the bus takes 12. Everyone in the microcar takes 5 damage, while everyone in the bus takes no damage. Both cars are totaled.

12 comments:

  1. Note: I hold no responsibility if you find these rules completely unplayable and/or horrendously unbalanced.

    ReplyDelete
  2. I have no idea what's happening here, but that was a fun read!

    ReplyDelete
  3. I read up until "Borsche" and this was enough. I am going to use it, I don't know yet where, but I will.
    Thank you.

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    Replies
    1. Never gets that beet smell out

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    2. But maybe that's a feature, not a bug

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    3. It is a feature. Not only the smell deters amalgamation vampires, there should be also a sticker for 'Borsche' "Beets are awakening" to signify the incoming Age of Souparious.

      Delete
    4. You know those Soviets had a serious vampire issue in the 1970s! Brilliant idea there, Kyana! :D

      Delete
  4. This is great.

    There will be a multi-storey car park section if I ever get round to doing a haunted IKEA/Masque of the Red Death mash-up.

    ReplyDelete