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DoktorWagner

Wild Talents Vehicles

May 18th, 2017
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  1. /WILD TALENTS VEHICLES
  2. ------------------------------------------------------------------------------------------------------------------
  3. >>>VEHICLE STATS
  4.  
  5. All Vehicle Stats have a range of -2 to +2.
  6.  
  7. SPEED- How fast your car can go.
  8. ***You add your vehicle's Speed rating (as either a bonus or penalty) to any Coordination + Drive check to outrun another vehicle
  9. ***Speed also applies to rolls for outrunning some environmental threat, like a rising bridge or a tidal wave
  10. ***If two vehicles roll identical Sets when in a race or pursuit, Speed will determine who gains ground
  11.  
  12. HANDLING- How responsive and nimble your car is.
  13. ***You add your vehicle's Handling rating (as either a bonus or penalty) to any Coordination + Drive check to outmaneuver a vehicle
  14. ***Handling also applies to rolls for making difficult maneuvers and for avoiding non-vehicular attacks
  15.  
  16. DURABILITY- How well built your car is
  17. ***Your Durability adds damage to your attack when you crash your car into another vehicle (negative Durability has no effect on this)
  18. ***Your vehicle also gains or loses Hit Boxes form its Outer Body, Chassis and Front End equal to your Durability rating
  19. ***A positive Durability rating translates into HAR against gunfire and other non-vehicular attacks
  20. ***Negative Durability rating reduces the natural LAR of a vehicle by its amount
  21. ------------------------------------------------------------------------------------------------------------------
  22. ------------------------------------------------------------------------------------------------------------------
  23. >>>VEHICLE QUALITY
  24.  
  25. A Vehicle's Quality is the sum of its three Stats.
  26.  
  27. -1 JUNK This car belongs in a trash heap. It's held together by hope and duct tape.
  28. 0 AVERAGE Your mom's Ford Focus or your dad's Toyota pickup. It won't break down but won't put up much of a fight
  29. 1 HIGH You're excited to show off this baby and it draws some attention.
  30. 2 PERFORMANCE For serious drivers only. Performance cars are valuable and expensive and do their job extremely well
  31. ------------------------------------------------------------------------------------------------------------------
  32. ------------------------------------------------------------------------------------------------------------------
  33. >>>VEHICLE PARTS
  34.  
  35. Hit Locations:
  36.  
  37. 1-4 OUTER BODY 6 Hit Boxes
  38. When the Outer Body is filled with Killing it no longer provides any armored protection to the passengers. Any further damage dealt to the Outer Body goes to the Chassis.
  39.  
  40. 5 WHEELS 3 Hit Hix Boxes each
  41. Each of a car's wheels can be targetted independently and are all equally difficult to hit. Each wheel you fill with Killing knocks the driver's widest Set down by -1 Width on every roll.
  42.  
  43. 6 CHASSIS 8 Hit Boxes
  44. The Chassis holds the car together. A car with its Chassis full of Killing is totalled.
  45.  
  46. 7-8 PASSENGERS
  47. The driver and anyone else in the car with him. Firing into a car is haphazard: when you hit this location indiscriminately, everyone inside rolls 1d and the highest die takes your hit to the location they rolled (since it's easier to hit someone's upper body than their lower body when everyone's sitting). Attacking a specific target inside a vehicle has its own rules, listed below.
  48.  
  49. 9 FRONT END 6 Hit Boxes
  50. Everything under the hood. Filling this with Shock is a -1d penalty to Driving. Filled with Killing is -2d. Once the Front End is full of Killing, all subsequent damage goes to the Drive Train
  51.  
  52. 0 DRIVE TRAIN 5 Hit Boxes
  53. The heart of the car: the engine and transmission, mostly. If this is filled with Killing, the car is toast. This part is hardy and can't be harmed by anything less than firearms, explosives or a crash.
  54. ------------------------------------------------------------------------------------------------------------------
  55. ------------------------------------------------------------------------------------------------------------------
  56. >>>PURSUIT
  57.  
  58. 1. KINDS OF PURSUIT
  59. ***A Race is when two vehicles are trying to reach the same destination, one before the other
  60. ***A Chase is when one vehicle is trying to catch up to another vehicle
  61. ***Both contests involve the vehicles trying to accumulate Width in Coordination + Driving
  62.  
  63. RACES
  64. ***A Race has a target amount of Width. The first driver to match that Width wins.
  65. ***A Race takes place on a Course, which could be an actual race track, a city block, a stretch of desert, etc.
  66. ***A Course has two features: Stretches and Hazards
  67. ***Drivers use Coordination + Driving + Speed to gain distance along Stretches
  68. ***A driver may also need to roll Coordination + Driving + Handling to navigate Hazards, which could be tight turns, narrow passes or obstacles in the road
  69. ***Hazards normally have Difficulties associated with them; failing to beat the Difficulty incurs a Width penalty when you try to gain distance
  70. ***A driver can perform Multiple Actions in a Hazard to attempt to gain Distance at the same time they are navigating it
  71.  
  72. CHASES
  73. ***Chases may also take place on a Course, but the goal is different
  74. ***In a Chase, one Driver is attempting to gain distance on another. This is done with Coordination + Driving + Speed
  75. ***The distance between two vehicles is described in Width. When two vehicles in a Chase are at 0 Width, they are virtually on top of one another
  76. ***Each round, the drivers of both vehicles can roll Coordination + Driving + Speed to either pursue or escape. They then compare the Width of their rolls. If the pursuer wins, the distance between the cars shrinks; if the escaping driver wins, the distance grows. Either way the change is equal to the difference in their Width (so if the Chaser has 2-Width and the Escaper has 3-Width, the distance grows by 1)
  77. ***The details may vary based on terrain, but the pursuee normally escapes if the Width between the cars exceeds 4.
  78. ------------------------------------------------------------------------------------------------------------------
  79. ------------------------------------------------------------------------------------------------------------------
  80. >>>VEHICULAR COMBAT
  81.  
  82. Combat involves automobiles usually breaks down into three kinds of attacks
  83.  
  84. 1. You're leaning out the window and shooting at the other car with a gun or some kind of power.
  85. 2. The driver is trying to force the car off the road
  86. 3. The driver is trying to crash his car into his target
  87.  
  88. 1a DRIVING AND SHOOTING
  89. ***Unless otherwise specified, firearms drop the Shock from their damage output when targeting a car. So shooting a car with a massive revolver that normally does Width+1 in Shock and Killing instead deals Width+1 in Killing.
  90.  
  91. ***You can't shoot a car's Front End if you're behind it, and you can't shoot tires you can't see (so if you're driving along a car's passenger side you can't shoot its driver's side wheels out)
  92.  
  93. 1b SHOOTING AT PASSENGERS
  94. ***If you're firing randomly at a car, any shots to the 7-8 locations have a chance to hit someone inside, as described above.
  95.  
  96. ***If you're deliberately targeting someone inside the car, you take a -1d penalty to your attack since you're a.) trying to aim at a specific person whose b.) body you can only partially see.
  97.  
  98. ***All cars provide their passengers with LAR2 against hand-held, non-explosive attacks. Cars with Durability above 0 also provide HAR against such damage. A car normally protects a passenger's 1-7 locations, but circumstances vary (a driver's arms are usually exposed, and passengers can hunker down to shield their entire bodies at the cost of visibility).
  99.  
  100. 2. HOGGING THE ROAD
  101. ***By rolling Coordination + Driving + Speed, you can attempt to Force your target's vehicle to veer off in a different direction. The other driver can roll Coordination + Driving + Handling as a defense to attempt to gobble your aggression.
  102.  
  103. ***A successful Force inflicts, by default, Width in Killing to the indicated hit location, as the target car bumps, grinds or runs over something that damages it. The specifics aren't important and should be described on the fly (damage to the front end may come from nailing the corner of a building; damage to the tires, from running over a curb; damage to the passengers by things crashing through the windows, etc...)
  104.  
  105. ***In order to force an opponent's car, the Width between your vehicles must be 0; if the distance is greater, you can use Multiple Actions to speed up to attempt to catch their car, then Force it to inflict damage. By the same token, a defending car may use Multiple Actions to attempt to evade being Forced with +Handling while escaping with +Speed.
  106.  
  107. ***If you don't want to cause a wreck, you can also use this roll to force a car down a different path instead of causing direct damage.
  108.  
  109. 3a. COLLISIONS
  110. ***The most destructive thing you can do to a car is to crash right into it with your own
  111.  
  112. ***The Location struck is determined by the driver executing the ram. Generally there are three options:
  113. ______REAR ENDING damages the car's Outer Body
  114. ______SIDESWIPING damages the car's Outer Body, AND the Chassis takes half as much damage as the Outer Body
  115. ______HEAD-ON collisions damage the Front End
  116.  
  117. ***Collisions inflict Width + Durability in Shock and Killing to the target car (if your Durability is less than 0, it doesn't affect this)
  118.  
  119. ***When you perform a Collision, your car ALSO takes Width in Shock and Killing to your Front End (your Durability doesn't affect this)
  120.  
  121. ***Velocity also plays a factor. The faster you're going, the more damage gets added onto both cars.
  122. ______At PARKING LOT speed or lower No added damage is dealt
  123. ______At CITY speeds +2 Killing
  124. ______At HIGHWAY speeds +4 Killing
  125. ______At RACETRACK speeds +6 Killing
  126. ______In a HEAD-ON collision Combine the damages from both vehicle's speeds
  127.  
  128. 3b. PASSENGERS IN COLLISIONS
  129. ***When a crash occurs, all passengers in the car take 2 damage to all locations. If they were belted in safely they take Shock. If they are unrestrained, they take Killing.
  130.  
  131. ***Each passenger also takes Area dice based on the speed of the collision. Same rules as above: Seatbelts mean Shock, no Seatbelts mean Killing
  132. ______At PARKING LOT speed or lower: 2d
  133. ______At CITY speeds 4d
  134. ______At HIGHWAY speeds 6d
  135. ______At RACETRACK 8d
  136. ______In a HEAD-ON collision Add together the Area dice from both vehicles' speeds (this can be a lot of dice)
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