Wednesday, February 19, 2020

A Monk's Guide to Investigating the Esoteric

Compiled below are the unencrypted unrestricted notes of Fiona Index, supposed-daughter of the theoretically existent Mildred Index, to whom the reader outside of the Time Bubble would know as the esteemed Master Index.

"My mother existed. I am positive of this fact. I have eliminated the possibility that I am a Clone, or a Simulacrum, or a Shade, or an Illusion, or brainwashed. My mother was a human being who gave birth to me forty-six years ago. She had trained me since the age of four in the martial style of the Illuminating Fist. She had red hair and green eyes, just like me BUT NOT EXACTLY LIKE ME. She loved books. She was a Librarian, a martial artist, and a scholar. She never told me who my father was. I never really cared."

"Twenty-two years ago my mother vanished. We had not spoken in two years prior, as I was undergoing graduate training and had little time or interest in maintaining a relationship. Her disappearance was brought to my attention by a peer at the university, when, upon striking up a casual conversation about family, he refused to acknowledge that my mother existed, or had even ever existed. He had known her for years. He and I were childhood playmates. My mother had arranged things. Either he was lying, or there was some other factor."


"I proceeded to TORTURE MIND PROBE INVESTI INTERROGATE him. After multiple trials, I had come to the conclusion that he was sincere in his belief that my mother had never existed. This sent me into alarm, and at a rather trying time in my life - I was approximately midway through my dissertation on the subject of student-wizard cargo cults, and I had little time to undergo a proper investigation into the disappearance of my mother. For two additional years I ignored my mother's disappearance to finish my doctorate, putting it into the back of my mind for the sake of my education and career."

"The investigation began with interrogating those I knew to have had associations with my mother. I spoke with childhood neighbors, shopkeepers, fellow librarians, students, and birds. They all provided the same nervous answer: that they had never known this 'Mildred Index', that they were positive that she had never existed, and that it was both foolish and dangerous to be asking questions about people who never existed. No explanations were given as to how to reconcile the entirety of my existence with their narratives, and that is usually where the conversations TERMINALLY ended."

"I gave up. I was getting nowhere, and it was starting to become impossible. TO HIDE THE BODIES. For a period of ten years I pursued the aspirations into library sciences without giving much thought to my mother. I got married to my wonderful husband. STEWARD. EDWARD. STEPHAN. We had a CHILD complex and sometimes difficult marriage."


"Then, almost fifteen years ago, I came upon a breakthrough. I was SPYING EAVESDROPPING BENEVOLENTLY OBSERVING a group of undergraduate students in the library, who no doubt thought they had obtained security in the deep parts of the Graduate Library. There were FIVE THREE of them discussing various observations about particular secretive occult organizations within the university. This subject having been the object of my dissertation, I became interested. As the conversation shifted from blood fraternities to the Janitors, all in a whispered hush, one of them practically shouted: 'My roommate is gone! Gone! Disappeared! Why won't we talk about it! Huh?! Isn't that what we're here for! To talk about things we're not supposed to!' He was met with silence. Soon after, the meeting was awkwardly concluded. Needless to say, as memories of my futile investigation rushed back into my mind, I became intrigued with this young man. After the meeting, I cornered him in the section on Whale History. And, though I do not remember his name, or very much about him (his appearance or otherwise), I do remember his panicked ramblings, and in them these truths:

1. Sometimes, people disappear.
2. And with them, all record of their existence.
3. People who discuss, acknowledge, or interrogate these facts tend to disappear as well.

Factums one and two were self-evident from my personal experience. However, I had spent some time years ago investigating my mother's disappearance. If it were true, why had I not also disappeared? Perhaps, did my giving up in lieu of my pursuit of my PhD shield me from this unseen force? Had my indifference saved me? Perhaps this was not the effect he described, but merely a mimicry of it perpetuated by a third actor."


"This was the catalyst to the development of what I would come to call: THE PROTOCOLS FOR THE INVESTIGATION OF MEMETICALLY DEFENDED CONSPIRACIES. It called for a two-pronged approach to the observation of the unobservable: one institutional and one psychosomatic, both formed in the interest of self-preservation under the duress of conspiratorial powers beyond the realm of traditional investigation.

The first of these, the institutional, was initiated with the formation of the The Waking Eye - a student-led cult devoted to the study of other cults within the city - a Stand Alone Complex of sorts. I personally printed the very first issue and subsequently trained the first batch of student editors to continue its influence after my speedy departure. The cult itself would come to mimic various conspiracies in the interest of its own defense: anonymity, a de-centralized power structure, and the undertaking a misinformation campaigns (particularly targeted at authority figures and student tattle-tales).

Physical issues of the Waking Eye would contain built-in defenses to ensure that a) counterfeit issues could be identified and disregarded, and b) information would be dispersed to those whom it was intended to reach, and no others. Issues contained self-destructing runes and mind-wipe spells upon random pages, which would disintegrate the material upon reveal in order to ensure that only those initiated with the cult (and having received the proper decryption key) would be able to read the text in full. Additionally, they were to be hidden in places only students would accidentally find: stuffed inside tomes of uncommon mathematics, placed in the cracks of classroom desks, or hidden behind unused lockers. Never the same place twice, never following observable patterns. The students were good at this. It has proven a resilient institution.

The second of these was a meditative technique I had developed that was derived from the martial arts school of the Illuminating Fist. Monks of a sufficient skill in this tradition would learn to master their immune systems and their minds in the defense of their autonomy. It is difficult to perform, required the utmost of physical and mental discipline. And yet, success in the technique is difficult to ascertain, as it involves the voluntary forgetfulness of particular chosen memories of the subject.

This technique cannot be described on paper. It is too DANGEROUS UNSTABLE COMPLICATED to be attempted by the uninitiated. Failure to correctly perform the technique can result in a number of effects detailed below.

FALSE MEMORY GENERATION. TERMINAL MIGRAINES.  HANGOVER-LIKE SYMPTOMS. COMA. STROKE. UNINTENDED AMNESIA. PERMANENT INTELLIGENCE LOSS. MULTIPLE SPLIT PERSONALITY DISORDER. SUICIDAL DEPRESSION. SCHIZOPHRENIC CHAKRA FILAMENTATION. TOTAL MEMORY COLLAPSE SYNDROME.

In addition, the subject may become vulnerable to possession and suggestion for a period of 24 Hours, and acquire anxiety and eating disorders."

"Using these two tools, a number of conspiracies have been observed in not-memory under what I have deemed a new branch of knowledge: HYPOGNOSIS, the Under-Knowledge (easily mistaken with Hypnosis, but not dissimilar in form). Or: that knowledge which has been annihilated but is still exists within degrees of separation through the use of physical objects and various data. Such knowledge cannot be accessed consciously, but can be reacquired with particular tools. One such method is the use of Hints.

Hints are those physical items which you leave on your person in the event of a memory wipe to subconsciously remind you of that which you chose to forgot for your own safety. They can be any object that you imagine: small notes, seemingly-inconsequential items such as tops or chess pieces, architecture, body positions, or time of day. It is key that these items do not elude to that which you intend to forget directly, as that would put you immediately at risk of memetic infection once again. Instead, they must provide a trail, or the beginning of an idea.

In the moments after the forgetfulness technique is used, one must be vigorous with physical or mental note-taking. What was the time of day? Where were you? What was on your person? Who is around you? Every detail could be a potential clue, and a single missed aspect could ruin years of revelations and investigations. As a Librarian and an aficionado of mystery novellas, this has come relatively easily to me, though the first few instances were wrought with disaster that wasted years of work. Again, rigorous mental discipline is required."


REPORT

"The conspiracy of the disappearance of my mother runs deeper than I could have imagined. Recently, I delved in the Library-Within-All-Libraries in search of the Sheol Computer - that which contains information on the lives and deaths of everyone in existence. The Library had recently become militarized, though the training of my mother had come through for me. I was able to slip through enemy lines undetected, and found the computer heavily guarded. I decided to wait and observe.

Fortuitous, then, that I came upon a group of foreign mercenaries. After feigning death upon a nearby dissection table, I kidnapped the smallest of them, a light gnome, for interrogation. To my surprise, they were actually looking for me, and not the library's secrets. I told them that answers would need to wait until my mission to access the Sheol Computer was complete, in hopes that I could coerce their cooperation. The gnome told me that she knew my mother. I was shocked. In over twenty five years nobody had ever mentioned my mother, and here came this foreigner, not only speaking openly about her, but actually having MET her. In person. I was suspicious, up until the point where she told me things about my mother that nobody else could possibly know. She even had a letter, a physical letter from my mother! A kind of time capsule from her to me. Suddenly, everything I had done until this point felt vindicated, and I broke down into tears. SHE WAS REAL. MY MOTHER WAS A REAL PERSON. SHE EXISTED.

Yet, my mission remained. With a diversion created by the foreigners I finally obtained access to the Sheol Computer. I typed in my mother's name: MILDRED INDEX.

-> MILDRED INDEX: DATA NOT FOUND
-> DEATH: DATA NOT FOUND
-> STATUS: PROVIDENCE

There was my answer in one word: Providence. Her very existence had been entirely erased, even the nature of her death, and that one word was all that was left of her. Providence.

We left the Library, easier getting out than in. Went to a Bar. For their own safety, I taught the gnome how forget as I do. She was a monk of the school of the Illuminating Fist, too. It's safer than leaving them with even the partial knowledge they've obtained. I told the rest to take some amnesiatic drugs.

I left myself the clues I would need, and then I forgot everything."


Sunday, February 16, 2020

Surgeon Row

Located within the Machine Magic Market in Wizard City Hexcrawl.

An alley containing a host of varying doctors, surgeons, pharmacists, and psychomaniacs. They provide a range of restorative and augmentary medical services, often accompanied by "luxury payment plans" and "optional anesthesia".


Dr. Speed

Source
Advertisement: "Surgery in 3 minutes or your money back!"

Office: A repurposed local community theater turned operating room. For  all surgeries there will be a closely-watching crowd. Backstage the assistants prepare the patients for rapid-fire surgery.

Services Provided: Surgery

Curious patrons and medical students come from all over town to watch Dr. Speed perform his "miracle" 3-minutes-or-less operations on patient after patient in quick succession with the flare of an early surgeon-magician. They get wheeled in on stretchers, one after the other at lightning speed. He has a handful of assistants to constantly manage the in and outflux of patients, as well as to quickly clean his tools. Think a Nascar pit stop.

Obviously, he's using the Haste spell on himself. Still, that's only giving him a relative 6 minutes to do each and every one of his surgeries. With the rare Slow used on the patient, that gives him a maximum of 12 minutes per surgery. Mistakes are not infrequent. Depending on the complexity of the surgery required, there is anywhere from a 1-50% chance of failure (and your money back!).

Unpublished Catastrophe Rate: 1 in 20 (on average)

Best Visited If: you have a relatively simple commonplace surgery, such as amputation or bone-setting, and you want it done quickly without having to pay for anesthetics. Using Dr. Speed for something complex like brain surgery is a surefire way to a speedy and painful death.


Dr. Spider

Source
Advertisement: "Voted Most-Trusted Spider for thirteen consecutive years!"

Office: A narrow crack in a concrete wall at the end of the alley, given away by an accompanying sign demarking the entrance.

Services Provided: Emergency Surgery, Spider Limb Grafts, Paralytic Medicines.

Dr. Spider is a very unorthodox surgeon. Hard to think of a giant spider not being as such. More than one patient has woken up from paralysis nestled in a tight cocoon, absolutely terrified, only to have the stewards rush in to attempt to calm the situation as if words mattered when: SPIDERS!

She's very good at mending physical wounds, but she's quite strange with just about everything else. She is, after all, a giant spider, with a giant spider's brain and intelligence... And priorities. She'll often 'solve' problems you didn't know you had, like "insufficient detection hairs", or "inadequately proportional thoughts concerning web-making", or "not incubating my young".

Those who undergo her treatments tend to end up a bit more... spiderish. Perhaps they'll find themselves with an extra set of limbs after a "misunderstanding", or maybe they'll come out with twenty black pupil-less eyes to "cure their sight".

Heck, though, if this is what you wanted in the first place, you'll be pleasantly surprised with the results.

Unpublished Catastrophe Rate: 4 in 10 for "Unwanted Augmentations", 1 in 2000 for traditional errors. 1 in 1 if it seems like you won't be able to pay the medical bill.

Best Visited If: you don't mind being paralyzed and traumatized by many little spiders and one big one, or you don't mind spider-related mutations. Oh, and you're not arachnophobic.


Dr. Carter

Advertisement: "Everything comes a la carte!"

Office: Totally and completely bare waiting rooms and offices, devoid of even chairs, operating tables, sinks, or doors (those come a la carte). Sizable storage room in the back for the assistants to bring out those things which are a la carte (which is everything).

Services Provided: Surgery, General Practice, Every Specialty Practice.

Everything comes a la carte. Diagnosis a la carte. Welcoming small talk a la carte. Prognosis a la carte. Recommendation a la carte. Signed prescription a la carte. Doctor washes his hands before surgery a la carte. Each separate bullet removed a la carte. Anesthesia a la carte. Chairs and old boring magazines in the waiting room a la carte.

You pay for nothing you don't want. You get exactly what you pay for. Exactly. That and nothing more. Everything comes with a price tag, and that's how he gets ya. The diagnosis is cheap. The treatment is not. Dr. Carter's office is standing to lose money if you stick to just the essentials.

The only reason he's still is business is probably that, despite his outrageous business model, he's actually a decent doctor. The rich can afford to splurge to their heart's content and get good service. Those unprepared get roped into exorbitant bills ten feet in length, with each and every single service provided itemized and charged.

Unpublished Catastrophe Rate: 2 in 100 (mostly caused by customers insufficiently demanding features that were unknown to have been 'a la carte', like anesthetics.)

Best Visited If: you know exactly what you want and what you need. Play your cards right, and you can get away with a complete steal of a doctor's bill. Fail to account for things, though, and you'll get stuck with hefty debt.

Dr. Exorcist


Source
Advertisement: "We'll help you battle your disease!"

Office: A fighting arena with a big stone slab in the middle. They even sell tickets and serve beverages to onlookers. There's an office proper right next to the gladitorium where they settle details for the fights.

Services Provided: "Exorcism", Diagnosis.

You go to the Exorcist when you want to battle your toughest illnesses... literally. The mad wizard himself actually conjures the disease right out of the patient's body, and then has said patient fight the disease to the death.

Some diseases are far tougher than others. For instance: pancreatic cancer is a lumbering behemoth that will kill 9 in 10 wizards in gladiatorial combat. A common cold is like a single lonely snot goblin. Lupus is like a damned pack of wolves, hounding and biting.

The Exorcist works for a fairly modest fee: 1/3 of all of your possessions in the event of your death. The rest of his money he makes off of moderating bets and selling drinks.

He also gets to pick and choose his clients. After all, he won't get crowds if it's just round after round of wizards pummeling snot goblin common colds to death. People want to see some real action! Bring in the Cancer! Bring in the Brain Parasites! Bring in the Heart Disease! Bring in the Strokes!

For any particular disease, there will be only a certain number of compatriots allowed to help the patient, in order to keep the fight "balanced". The Stomach Virus going around you must fight alone or with one friend. For something like Stirge Malaria, your whole party can partake in the combat.

For the duration of the fight the patient is practically entirely healed from their disease. They act at full strength. Problems may arise, though, if certain diseases remain hidden or undiagnosed before the Exorcism happens. In this event multiple unaccounted diseases can spring up out of the patient, causing an impromptu mass battle.

Unpublished Catastrophe Rate: N/A. His exorcisms work without fail. The only catch is whether you have any undetected diseases.

Best Visited If: you're fairly confident that you and your friends can slay the manifestation of your disease. It's good for middle of the road diseases, especially if you need your recovery to be speedy. Too tough a disease can result in a TPK, and too light a disease is unlikely to catch the Doctor's interest. Additionally, if you can catch a disease early, you can nip it in the bud before it gets too tough to eviscerate.


Dr. Share

Advertisement: "Providing clients with opportunities to exchange their medicinal skill-sets with highly-trusted individuals."

Office: Not so much an office as a news stand or exchange board containing various offers for completely unlicensed medical practice. It's managed by "Dr. Share", who isn't actually a doctor, and never went to medical school, and merely facilitates the exchange of contact information for back-alley sawbones.

Services Provided: All

Oh boy... We're really desperate, aren't we? You want to use the Dr. Share service? Whoo man... Good luck!

Back alley doctors post their services on the Dr. Share board for a small fee, and clients may then seek them out in the city for their suspiciously cheap services. There is no rating system. Operates on word of mouth alone. Total shot in the dark. (Though, maybe Dr. Share can give you some recommendations... for a 'fee'.)

Service providers range from part-timers to necromancers to veterinarians to scrappy graduate students to mad scientists to organ harvesters.

Unpublished Catastrophe Rate: 1d10 in 10

Best Visited If: you happen to know a back alley sawbones in the list who is somewhat friendly and reliable, and definitely not just a wizard inducing medical mishaps in order to harvest parts. Use as a last resort.


Dr. Q

Source
Advertisement: "The doctor for Everyone."

Office: Right next to Dr. Oxson's office. Full of middle and lower class wizards. Mostly elves. The waiting and patient rooms seem to reflect this elvish tendency: potted plants, landscape paintings, and high ceilings.

Services Provided: All

She even does her services for free! So everyone can benefit from her wisdom! Just sign up for the waiting list... Which is approximately 7 Years long.

Consequently, the only people who end up seeing her are those with long drawn-out terminal illnesses or elves. Being an elf herself, it begins to make sense as to why she picked this particular model of medical charity.

She is frustratingly patient and insistent. You come barging in with a problem, she'll repeatedly and politely remind you that there are thousands of people in line ahead of them, all of which have their own problems. "You want a problem solved quickly? Go visit Dr. Speed." Despite these frustrations, she's quite a good and caring doctor, especially when it comes to chronic or magical diseases.

Patients can look up the queue daily to see how close to an appointment they're at. This also gives the enterprising sort the opportunity to see who to impersonate to get an appointment. Names are called out one by one until someone answers. The secretary has a very good memory (but not perfect), being an elf.

Unpublished Catastrophe Rate: 1 in 1000 for Elves, 1 in 100 for Everyone Else.

Best Visited If: your party is good at manipulating records, impersonating people, or if they have access to time magic. After all, half the city may be on that list, and it's impossible for the office to keep track of the identities of every single wizard on it.


Dr. Oxson

Advertisement: "The best doctor money can afford."

Office: Exorbitant. Luxurious. Upscale. Bourgeois. There's a fountain in the waiting room that provides minor healing to those drinking. ("Patients Only!") Expensive off-duty anti-magic police guarding the clinic.

Services Provided: All

Dr. Oxson isn't falsely advertising, she really is the best wizard-M.D. in the City. Probably the best doctor in the world. It's just that her Waiting List goes on an auction system - those willing to pay the most get to see her first.

Being the best doctor around, this means she's in quite the high demand, and only those who put forward vast sums of money will ever see her. Hence, she is available only the rich.

Still, she's really REALLY good. Like, the best. There is virtually no problem she can't solve. If you manage to get an appointment, consider your problems gone. It'll just cost you an arm and a leg (or a hundred).

Unpublished Catastrophe Rate: 1 in 10,000

Best Visited If: you have a ton of money to burn and you have a really, really difficult medical problem.


Dr. Death

Source
Advertisement: "Death cures all ills."

Office: A freakin' morgue. It's cold. It's dry. It's miserable and somber. The secretaries dress like funeral home directors and the doctor like the Grim Reaper. The waiting room has stacks of magazines for Casket Quarterly and Women's Death.

Services Provided: Death.

Welp... Here we are at the end of Surgeon Row. Dr. Death's office... Did you have a good life?

No? Well, it may perhaps give some comfort to know that Death reaches all types: rich and poor, healthy and sick, moral and wicked. Consequently, all types show up at the doors of Dr. Death. He's a rather busy doctor.

Now hold on, he's not entirely discredited as a medical professional! He does, in fact, have some indispensable uses. Take Death Diseases, for instance. There are a number of known diseases that may afflict a wizard in which death is a solution: eternal life and pain, undying rot, ghostification, multi-internal-combustion syndrome (MICS), being chopped up into many little pieces, thrown into a garbage bag, and being kept alive by a sorcerous curse so you're stuck as a sack of goo forever... Y'know, common, everyday problems!

Sometimes, Death is who you really need, and he provides a number of murderous and euthanasia services, often free of charge. He's just generous that way.

Unpublished Catastrophe Rate: 1 in 100 ("Damn partial-deaths! Will take a moment to solve, hold just one second...")

Best Visited If: you really have no others options. You have 'til-death-do-you-part diseases. Or if you have Resurrection.

Wednesday, February 12, 2020

The Manticore

Found within The Docks hex, in Wizard City Hexcrawl.


Behold! The first dungeon of Wizard City: The Manticore (formerly known as St. Manti's Cathedral). It is a procedural-generated high-risk wizard casino, where one can and most certainly will bet anything and everything that can be bet.

See the links above and below for the Googledoc. (They are identical redundant links.)

Source

In all its criminal unregulated glory!



Friday, February 7, 2020

Magi Corporate Acquisitions



A table for E-SEC Headquarters, in Wizard City Hexcrawl.

The Chronulean Extranational Security Enterprise Corporation (CE-SEC or E-SEC, take your pick), is Wizard City's sixth limb for dealing with out-of-state matters. The head Archmages all own considerable amounts of stock in the group, and its leadership is so thoroughly composed of those within government that they use state taxes and property to fund and house Board of Directors meetings.

Headquarters itself is but a shimmering facade - an exorbitant skyscraper to house money launderers and host decadent wizard parties. The real work happens in secret bloodstained ritual rooms and in augurs' caves.

E-SEC is flush with profits from export and import, security detailing, and the waging of minor warfare. They use this cash for a variety of acquisition projects.

What’s their next Corporate Acquisition?

d20
The Next Acquisition is...
And Who Has No Hope Opposing It?
1
A city’s policing contracts.
A secret society devoted to Tongues.
2
A deceased Archmage’s Spellbook
Those silly Moralists.
3
The likeness of a Deity.
A Rebel Alliance and a Traitor.
4
All of the Zirconium. All. Of. It.
Local News.
5
A foreign government, 60% majority share. Form irrelevant. Autocracies can and will be partitioned.
A bunch of weakened lame-duck politicians.
6
The entire face market. Welcome to face-monopoly.
The Student Body
7
Every last lawyer.
Assassins of the highest price.
8
The Letter “U”, and by proxy any letters that contain it. (Q, W)
The oh-so-benevolent and pious clerics.
9
All Student Debt
A legion of internally-divided anarchists.
10
A landmass the size of Luxembourg.
Time-travelling Trust Busters.
11
Five Thousand Tons of Nerve Gas.
Proprietors of the legitimate methods of opposition.
12
Contracts to perform all State Executions.
A dozen of the most accomplished and influential philosophers.
13
A volcanic island.
An Aboleth.
14
A think tank tank - a think tank in an actual tank.
Not twelve Javiers and their simulacrums.
15
A Church’s entire sacramental portfolio.
A vast conspiracy from the highest table to the lowest squalor.
16
The ground beneath the city.
Peaceful Protestors
17
An entire fucking kingdom.
A coalition of violent academics.
18
Historical perspectives on itself.
A very frustrated Angel.
19
Patent rights to divination spells.
The Cronies. The Nepotists. The Partisans.
20
The Last Thing standing between them and Total Domination.
Everyone, really.

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.