Showing posts with label UVG. Show all posts
Showing posts with label UVG. Show all posts

2023/05/24

OSR: Class: Speed Demon

Some people think devils turn up in cool cars. They are complete wrong. Cool cars create devils. 

It doesn't start immediately with the invention of the motorized carriage, or your setting's equivalent. Uncomfortable, slow, rattling machines simply won't do. They need to reach a certain level of development. The moment someone adds chrome to a car, or uses one to flee the scene of a crime, the gate opens, and the devils creep in.

They whisper in the dreams of city planners, saying "just one more lane" and "expressway." They smell of gasoline and expensive hair oil and an unsustainably exciting lifestyle. They're actually as cool as middle-aged balding dentists and pimply teenagers imagine they could be, in the right car.

They are young (always older than the local kids, always younger than the people in power). They are cool in a way that's vaguely threatening. They act like they will never grow old and never die, because they never will.

Oneletterwords

Devils want to tempt you into sin (allegedly). That's their job. But these devils, when they can be bothered to talk, claim they're not that sort of devil. They aren't allegorical. They just are.

And yet, when a car smashes into a lamppost, it's never a devil behind the wheel. Sure, the devil suggested the race.. or agreed to it... or at least gave you a significant look at the intersection... but that's just a coincidence. They didn't suggest you steal the car. They took that corner at the same speed as you; it's not their fault you lost control.

Next moment, hardly knowing how it came about, he found he had hold of the handle and was turning it. As the familiar sound broke forth, the old passion seized on Toad and completely mastered him, body and soul. As if in a dream he found himself, somehow, seated in the driver's seat; as if in a dream, he pulled the lever and swung the car round the yard and out through the archway; and, as if in a dream, all sense of right and wrong, all fear of obvious consequences, seemed temporarily suspended. He increased his pace, and as the car devoured the street and leapt forth on the high road through the open country, he was only conscious that he was Toad once more, Toad at his best and highest, Toad the terror, the traffic-queller, the Lord of the lone trail, before whom all must give way or be smitten into nothingness and everlasting night. He chanted as he flew, and the car responded with sonorous drone; the miles were eaten up under him as he sped he knew not whither, fulfilling his instincts, living his hour, reckless of what might come to him.
-The Wind in the Willows, Kenneth Grahame

 

 

nyrafernvale.tumblr.com

Race: Motor Car Devil

You have horns, and your skin is a shade normally associated with fruit, stone, or silk. You do not have a past.

Reroll: DEX or CHA
Bonus: You take no damage from motor vehicle accidents. Your vehicle and passengers are still affected. You do not age.
Weakness: You must Save not to break a minor law (littering, smoking indoors, etc.) if the opportunity presents itself. You cannot harm the innocent (but you can allow them to come to harm). You cannot heal or rest on hallowed ground.

Class: Speed Demon

By your nature or by choice, you've cut a deal with otherworldly powers for mastery of the road.

Starting Skill: Lockpick, Drive
You gain +2 Save against mind-altering effects for each Speed Demon template you possess

A: The Car, Dangerous Aura
B: Lit Fuse, Guilty Bystander
C: Redline, Hotwire
D: Immortal Engine, The Mercy Seat

A: The Car

A sportier, sleeker, more dangerous version of the original vehicle. The exhaust makes a spectacular noise and, if you'd like, spits fire. The windows are tinted. You can turn any car into The Car by driving it at top speed. Ideally, you need to pass through a tunnel or shadowed area. A normal car goes in. The Car, lightly touched by the infernal powers, comes out (usually sideways, in a cloud of smoke).

The Car cannot be driven casually or safely. It has to push the limits of local traffic laws. Anyone can drive The Car, but it is clearly yours. You can only have one Car at a time. It's not mandatory to wreck the old one before you get a new one.

The Car doesn't run on gasoline, coal, warpstone, or magic. It runs on souls. Gain 1 soul when you:

  • Kill a sufficiently wicked person.
  • Tempt a person into wickedness just before they die.
  • Win a wager for a person's soul. Races are traditional. 

Spend 1 soul to instantly:

  • Fix a flat tire, broken belt, or other fault. 
  • Restore 25% of your The Car's HP.
  • Boost The Car's top speed by 10% for 30 minutes.

This ability works on motorcycles (of course) but not buses, vans, trains, or bicycles. It might work on helicopters and speedboats. It has to be cool.

You can, in theory, buy souls from your local necromancer or other grisly source. They never burn as cleanly though.

A: Dangerous Aura

You generate a vague aura that threatens relationships, makes people question their sexuality, and gets blamed for the decline of civilization.

If you maintain eye contact with a person, they must Save to remind you of a mundane duty (late rent, not smoking in the library, not walking on the grass). If they fail, they stutter and stop. This can get you out of a traffic ticket, but not off a murder charge.

B: Lit Fuse

You are immune to fire damage. You can snap your fingers to create a candle-sized flame. You can choose to have The Car deal fire damage.

B: Guilty Bystander

In the first round of combat, instead of rolling Initiative, you can choose to act last. If you do (after stubbing out a cigarette, removing your sunglasses, etc.) your first attack gets  +2 to hit and deals +2 damage.

Jeleynai

C: Redline

Spend 1 soul to let The Car do something impossible. Make that corner. Drive through three lanes of bumper-to-bumper oncoming traffic. Smash through a concrete wall without cracking a headlamp.

C: Hotwire

Vehicles are never locked for you, and you can start them by connecting two convenient wires. This includes implausible vehicles, like bucketwheel excavators and UFOs.

D: Immortal Engine

The Car cannot be reduced below 1 HP as long as it is moving at a dangerous speed. It might be mostly smoke, sparks, and splinters, but it will keep going. Track excess damage. The moment it stops, all excess damage is applied to The Car (usually causing it to disintegrate). 

D: The Mercy Seat

If you can see The Car, Fatal Wounds do not knock you unconscious. If you are in the driver's seat of The Car, you can spend 1 soul to remove 1d3 Fatal Wounds, remove 3 negative HP, or heal 6 HP.

1954 Buick Wildcat

Mechanical Notes on the Speed Demon

Cavalier-type classes have trouble getting their horses into a dungeon. A car is even more difficult. But in an urban campaign, or a caravan crawl, having a class dedicated to the exuberance of velocity could be very useful. 

You don't start with a car (let alone The Car). 

Multiclassing into Dandy or Brawler could be interesting. Both this class and race suggest a certain kind of taciturn play style. If you want to rant and rave, play a sorcerer or a wizard.

I haven't included vehicle rules in this post. This class should work with whatever set of vehicle rules you're using. See also: UVG Vehicle Upgrades 1, 2. Mechanical upgrades to The Car still function. The Car isn't magic, it's just lightly possessed. If you turn a Citroën 2CV into The Car, it'll be a Citroën 2CV hot rod... which is more of a tepid rod. 

2022/10/20

OSR: Even More Ultraviolet Grasslands Vehicle and Mount Upgrades

Here are some additional Ultraviolet Grasslands upgrade. Original post is here.

Varguy

Humanoids

Human (Basic)

Capacity: 1 Sack
Cost: €7 per week
Consumes: 1 supply per week

Porter

Capacity: 2 Sacks
Cost:
€20 per week
Consumes: 1 supply per week

At the bottom of the barrel, there's not much room for upgrades. Purchase and distribute weapons and gear normally. Just don't expect to see it again.

Disposable Slave

Capacity: 1 Sack
Cost: €200
Consumes: 1 supply / week

Slave Porter

Capacity: 2 Sacks
Cost:
€600
Consumes: 1 supply per week

Addons:

Explosive Collar: €20
Occupies: 0 Stones if worn, 1 Stone if carried or stored.

Faced with certain death (in the form of cranial separation) and possible death (in the form of an ancient tomb, a perilous bridge, or a desperate charge), people can find reserves courage they didn't know they possessed. Collars are usually sold in 6 packs with a matching remote. Default range is 500'. Festive colour packs available.

Surgical Obedience: €50, 50% chance to kill the participant.
With a sharpened spoon, some ultratech crystal neuron lances, strong drugs, and a bit of elbow grease, some mad surgeons will carve out all the unpleasantly disobedient bits of a brain. Survivors will cheerfully obey any order. Eat my fingers? You've got it, boss! Charge that hydratiger? I'm on it, yippee! Considered a bit too evil by even the most jaded evil warlords.

Fabricated Backstory: €10
For a nominal cost, Psi-Priests of the Emerald City will root through a subject's psyche, extract their most shameful deeds, and write a brief report. It makes slavery more tolerable if you think they deserve it. Up to 20% of shameful deeds may be filler inserted by the Psi-Priest to maximize moral superiority.

Side Note: The caravan economics of UVG strongly discourage the use of 1 Sack capacity humans. They can carry useful gear or 1 Supply. They can't graze, so they'll eat that Supply in a week, and then what? It's just not practical. Including them on the list makes sense, both to cover normal adventuring events and to tempt new players into setting off on a 2 week journey with 1 week of supplies and some instant enemies. 
Porters, or anything that can carry 2 Sacks (1 sack of gear, 1 sack of Supplies) are better, especially if they know the terrain. The cost of a Porter (€20/week) vs. a Slave Porter (€600) means that renting is much better than buying. It's good that the cost is included though, because nefarious and shortsighted PCs might decide to raise some quick capital by hiring porters in one location and selling them in another.
Xin Xia

Undead

Skeleton Porter

Capacity: 1 Sack
Cost: €200
Consumes: nothing
Speed: Slow.

Addons:

Chrome Plating: €10

Makes stealth nearly impossible, but thoughtful bandits might think the Skeletons are deadly combat golems, glitterdust ghosts, or something even worse.

Geometric Protocol: €2

At a shouted word of command, the Skeletons assemble into a prearranged formation or shape. With enough Skeletons, a caravan can create an observation tower, a wall, or even (with 6 or more Skeletons) the famously dangerous Skelecopter.

Zombie Porter

Capacity: 2 Sacks
Cost: €200
Consumes: nothing
Speed: Very Slow.

Rubberized Coating: €10

Paint your Zombie with a thick layer of flesh-preserving epoxy. Sealed glass goggles and copper ear-discs keep the smell inside while letting the Zombie function at peak efficiency. 

Berserker Gland: €50

A vengeful bound spirit in a fleshcrafted housing. Insert it into the Zombie, and activate it later with the control wand to turn the Zombie into a relentless killing machine. The process cannot be reversed, and the Zombie cannot tell friend from foe, so plan carefully.

Brainseeker Trumpet: €20
Occupies: 1 stone
By wedging this large and carefully shaped trumpet in the nasal cavities of your Zombie, you can turn a porter into an early warning system. The Zombie will turn and lumber towards the distant odour of human flesh. To avoid confusing the system, stay downwind of the Zombie at all times.

Side Note: It's not clear what "Requires: Necromancy" in the UVG text means (pg. ###). I ruled that undead require occasional necromantic maintenance, and so someone in the caravan had to have a necromancy-related skill to keep them from falling to bits.
Alexandru Negoiță

Beasts of Burden

Pony, Mule, or Camel

Capacity: 2 Sacks
Cost: €70
Consumes: Grazing

Heroic Horse or Charger Camel

Capacity: 2 Sacks
Cost: €200
Consumes: Grazing

Magnificent Velblood Camel

Capacity: 3 Sacks
Cost: €300
Consumes: Grazing

Burdenbeast

Capacity: 4 Sacks
Cost: €600
Consumes: Grazing
Note: Rare

Biomechanical Beast

Capacity: 6 Sacks
Cost: €3000
Consumes: Grazing
Note: Very Rare

Addons:

Speaking Gem: €100

Embedded in the forehead (with a mallet). Lets the beast speak and adds a human-type personality overlay. Works on most beasts, but increases the chance of vomish infection. Obedience not guaranteed. Do not use on people, vome-infected beasts, or creatures with more than four legs.

Stepfall Shoes: €80

Made from bits of oldtech hullmetal. Only works on animals with hooves (so not camels). When moving at top speed, the plates add a tiny bit of lift, letting the beast charge across small dips, avoid gopher holes, and leap majestically. They leave neon contrails.

Afterburner: €60

Grazing animals produce a lot of gas. This convenient surgical upgrade stores the most flammable portions in a small canister, for use in cooking fires or for a sudden burst of speed. It's unclear if the speed increase comes from thrust or from fear, but it works either way.

1d10 A Bit Like A... Crossed With A... And It Has Disposition
1 Horse Beetle Superb Night Vision Curious
2 Camel Catfish An Astonishing Odour Stubborn
3 Yak Tortoise Moisture Extraction Gills Disease-Riddled
4 Antelope Metal Orb Sticky Climbing Pads Lethargic
5 Bison Cuttlefish Glow-In-The-Dark Spots Adorable
6 Iguana Rat Prehensile Nostrils Loyal
7 Toad Pig Delicious Skin Parasites Skittish
8 Newt Cement Mixer Vestigial Wings Cunning
9 Rhino Slug Root-Digging Claws Competitive
10 Ostrich Goat Hyperadaptable Digestion Inscrutable

 

Yamada

Wagons, Carts, and Coaches

Adventuring Handcart

Capacity: 3 Sacks
Cost: €10
Requires a human.

Side Note: It's odd that a handcart doesn't have the Slow tag or some other drawback. It really should. Otherwise, there's no downside to equipping every porter (or, if your GM is lenient, every skeleton and zombie) with one. The cost is trivial and it adds +1 sack of capacity (unless the intention was for it to add +3 Sacks on top of the 1 or 2 sacks carried by the human). You don't need much of a track to push a barrow, but you do need some sort of road.

Small Wagon, Rickety Coach, or Swaying Cart

Capacity: 6 Sacks
Cost:
€200
Speed: Slow.
Requires a draft animal.

Solid Coach or Wagon

Capacity: 12 Sacks
Cost:
€600
Speed: Slow.
Requires two draft animals.

Can take Road Yacht upgrades or below.

Massive Hauling Wagon

Capacity: 24 Sacks
Cost:
€1500
Speed: Very Slow.
Requires four draft animals.
Can take War Engine upgrades or below.

Addons:

Sail: €5
Adds a tiny bit of extra speed. Not worth quantifying mechanically, but it improves morale (especially if you pass people without a sail). A great way to display your company's logo.

Hull-Tight:  €20
Designed to float across calm rivers. Seams caulked, wheels detachable, handles convertible into steering oars or pushpoles.

Camo Net: €10
Not as good as true rainbow silk, but a cheap and waterproof landscape mimic. Lets you hide your vehicle from casual scouting. Just don't wander away from your camp in the dark.

Julian Holm

For other vehicles, see this post.

Theory

The UVG Caravan economy is a tidy set of interacting resources (if you prune away some of the messier bits). Speed/Time. Capacity (in Sacks). Number of weeks the caravan can travel (how many Sacks it consumes). Cost of the caravan and its supplies. Size (and risk of being raided).

And if you add the Fuel subsystem, it's even better. Fuel can't be foraged (in most regions, at least), but it can be stolen or bartered. It's an invitation to get involved in local disputes, to form alliances, to set schemes of hot metallic death in motion. Mules can graze anywhere, but a V9 Kraftfarm Autowagon with extra rattleguns has peculiar and expensive needs.

Fuel is also useful for all sorts of PC plans. Set the grasslands on fire to cover a heist. Serve fine beverages to the Diesel Dwarves (extra pentane!). 

2020/05/16

OSR: Extra Ultraviolet Grasslands Vehicle Upgrades

Here are some extra vehicle rules for Ultraviolet Grasslands. Fuel costs are here. Normally I try to provide attribution for images, but in this case there are just too many. If you want to track down sources you're on your own.

Guzzolene-powered vehicles are sturdy, simple, and easy to maintain. A self-driving golem needs a Golemmafex. A biomechanical beast needs a Fleshcrafter. But a simple vehicle that drinks distilled hydrocarbons and spits out fire and speed can be maintained with a hammer, some wire, and a some luck, provided you don't care about safety or environmental standards. In the Ultraviolet Grasslands smog is the least of your worries.
Side Note: I think everyone should try to own a truly terrible gasoline vehicle built between 1940 (when people figured out how to make vehicles that worked) and 1977 (when people figured out how to make vehicles fancy). You'll learn a lot. Find something that sort-of runs or could potentially run, fix it just enough so that it does run, and drive it until it doesn't run anymore and is too expensive to fix.
Remember, anything built before the invention of safety is intrinsically safe.
OC, based on the wisdom of the ancients.
Any upgrade for a smaller vehicle can be purchased for a larger vehicle at double the cost (so putting a Gun Mount on a Road Yacht costs €100, etc.). Some upgrades might not make sense, so talk to your GM.

Upgrades are a great way for a group to sink extra cash into a shared project.

The mechanical logic is simple. Everything is expensive. If it takes up space in a vehicle, it reduces the vehicle's capacity by the number of Sacks listed. A Sack is 10 inventory slots, 1 person, 1 person's inventory, or 1 week of food and water for 1 person.

I haven't put any vehicle combat rules here. If you need them, try Gaslands or something, or just make a bunch of rulings on the fly. Vehicle-on-vehicle fights are more about mobile terrain anyway.

Metal Steeds - One-Way Ticket To Organ Donation

Capacity: 2 Sacks
Cost: €1,200
If it's 90% engine, 8% wheels, and 2% seat, it's a Metal Steed. No space for supplies, no room for error. Goes like the absolutely clappers. The best are air-breathing, like wicker autogolems, and require no fuel. Most need 1 Supply of fuel every 2 weeks.

Metal Steed Addons:

Gun Mount: €50
Lets the rider fire 1 weapon while riding at full speed. The weapon must fit in the rider's inventory (part of the 2-sack capacity). Attaching or detaching it takes 2 rounds.

Sidecar: €500
Increases capacity by 1 Sack, but loses the Fast trait.

Aquatic: €1,000
Sometimes, all the good loot is buried at the bottom of a lake. The vehicle can no longer operate on the surface, but it can move underwater. It's not a proper submarine, with rooms and torpedo tubes and all of that. It's just a pressurized pod with an engines on it, a diving suit with attitude. The driver can wiggle their arms through thick diving gloves. Only works on Metal Steeds.

Gyrocoptic! €1,000
Flying in the Ultraviolet Grasslands is a bad idea. Bits of invisible stuckforce shred aircraft. Purple haze rots your brain. Dormant anti-missile defense systems wake up, think "oh, that looks interesting" and blows you out of the sky. Still it beats walking. A caravan with a flying vehicle gains 30 minute advanced warning against most encounters. Flying vehicles ignore terrain. Only works on Metal Steeds.

Wicker Autowagon - Witness Me!

Capacity: 3 Sacks
Cost: €2,000
A little bit bigger, a little bit sturdier, and a whole lot dryer in the rain. Some are literally made of wicker, some just look like they are. If you can fit 2 people in the front seats and some cold snacks in the back, you've got a Wicker Autowagon. Some are small enough that air-powered engines can haul them, but if you can't afford one, or you want a little more oomph, fuelled engines are the way to go. A non-air-powered Wicker Autowagon sips 1 Supply of fuel every 2 weeks.
 
Wicker Autowagon Addons:
 
Nitro:
€50 per use

For up to 1 minute, the vehicle moves at Ludicrous Speed.

Snazzy Paintjob: €100
Shiny and polished. Options include, if normal colours aren't good enough for you: Scarabeo, Pearl-Tone, Fordite Swirl Supreme, Vantablack, Gibbon, Taupeamarine, and Splunge.

Jet Booster: €1,000
Occupies 1 Sack. About the dumbest idea imaginable, but the first thing anyone tries when they find a jet engine from a bunker. For up to 10 minutes, the vehicle moves at Ludicrous Speed. Gaps smaller than 30' can be safely ignored. Uses up almost all the vehicle's stored fuel. After firing, the vehicle has 30 minutes of safe driving left. Proper Oldtech Jet Fuel lets the vehicle can use this ability twice on one Supply of fuel.

Dropper: €300
Occupies 1 Sack. The back of the vehicle opens up and drops something. Could be a mine, some trained assassin-skeletons on rollerskates, a bunch of oil, some skulls stuffed with hornets, or just a whole bunch of scrap metal. The Sack occupied by the Dropper includes whatever you load into it. For an extra €100, the Dropper can launch stuff forward or sideways instead, becoming an ejector seat or a compressed air cannon.

Hover Wheels: €1,000
The vehicle floats on billowing air-jets, stuckforce discs, or dozens of spinning propeller blades. It's not practical but it is cool. Ignores mildly difficult terrain.

Hood Ornament: €100
Shiny, chrome, and, in emergencies, a good thing to cling on to.
 


Road Yacht - Justified and Ancient

Capacity: 6 Sacks
Cost: €4,000
Back in the old days these used to be everywhere. All the blackthumbs know their names, and the names of their vital gubbins: sparkulator, lightning-whirler, juicebox, caboxylator. Parts are as good as currency in some parts of the Grasslands. While some warriors prefer swift Metal Steeds or sprightly Wicker Autogolems, the greatest Knights of the Road pilot their mighty Road Yachts. A Road Yacht drinks 1 Supply of fuel every week.
 
Road Yatch Addons:
 
Luxury Seats:
€300
Made of genuine imitation leather (from genuine imitation cattle) and stuffed with the finest springs. The back seats even fold down to make a bed. Fuzzy dice optional.


Air Conditioning: €500
There's a magic box and by making part of it warmer, somehow the air inside the Road Yatch gets colder. There's probably a bound demon involved. Air Conditioning has no mechanical benefit but it's very impressive.


Fridgermerator: €1,000
Occupies 1 Sack. Can cool up to 6 sacks of storage space to a chilly, supply-maintaining temperature. Excellent for transporting perishable fruit, bodies, etc.

Para-Radio Set: €500
Most of what's broadcast these days isn't fit to be heard by mortal ears, but you can get echoes of tunes long past (or yet to come), coordinate with other vehicles or settlements (weather permitting), and

Loudspeaker: €100
Broadcasts music or speech really loud, to help block out those negative waves.

Big Gun
: €1,500

Occupies 2 Sacks, typically 1 for the gun and 1 for the ammo, maintenance equipment, and blast shields. Options include:
-Flammenwerfer. 3d6 fire damage, Far, Reload 6. Sets everything on fire.
-Rotary Rattlecannon: 2d12, Far, Reload 3. Can actually be used to propel a car backwards.

Turret: €500
Occupies 1 Sack. Lets a Gun Mount or a Big Gun fire in all directions instead of a fixed direction. Also makes a vehicle look properly intimidating.

Safe:
200
Occupies 1 Sack. Can contain 1 additional Sack of vitally important material in a gene-locked steel enclosure. Proof against anyone without serious tools and know-how.

Smoke Launchers:
50 per use
Fills a 100' cube with opaque smoke. For an additional
€10, you can pick the colour of the smoke. Makes shooting or boarding a caravan difficult, but tends to attract attention.



Generic Vech, Porcelain or Prismatic Walker - Fight the Hurricane

Capacity: 12 Sacks
Cost: €6,000
Walkers are great in the Grasslands because they are tall and all the cool factions use them. That's about it, really. Legs have a lot of moving parts to maintain and powering one on guzzolene is silly. Still, some people have an unhealthy obsession with giant mechanical spiders. Upgrading bio-mechanical or fancy golem walkers is significantly more expensive (and beyond the scope of this post). A fuel-powered Walker slurps 1 Supply of fuel every week.

Escape Pod: €600
Occupies 1 Sack. Lets 4 Sacks of capacity (2 people and their inventories) escape a wreck in the event of a catastrophic failure.

Chainsaw Arm
: €1,000

Occupies 3 Sacks. Deals 4d8 melee damage and ignores armour. Ponderous and inaccurate against small targets.

Boarding Ramp: €500
Occupies 1 Sack. Folds out to allow people from one vehicle to board another, or cross a wall, or generally get into trouble.

Bouncer: €1,000
Rocket-packs, nozzles, and springs let the vehicle leap up to 10' in the air while maintaining its current speed. Bouncing more than once per day will inflict structural damage.
 


Autowagon - 12 Yards Long, 2 Lanes Wide, 65 Tons of American Pride

Capacity: 24 sacks
Cost: €10,000
Could be an old Wreckreational Vehicle, a Desert Bus, or something even stranger. Whatever it is, it's big enough to have separate rooms or compartments, a door with a step, and a comically large turning radius. The flagship of a trading caravan, a little slice of home-away-from-home... or a big slice. An Autowagon guzzles 1 Supply of fuel every week.
 
Water Closet: €500
Occupies 4 Sacks. Toilet, sink, and shower. Ludicrously luxurious for the deep grasslands.
 
Observation Deck: €200
Completely useless, wildly impractical, and likely to take out an eye if you hit deep grit. But if you're going to sail across the grasslands, a chrome-railed balcony is the place to be on a calm Orangemonth night.
 
Hydraulic Throne: €1,000
Occupies 1 Sack. Gold-plated, halogen-lit, extendable flexible automechanical seat of grandeur. Deploys from the front, or from the back on a crane. Could also be a giant holographic face with optional flame cannons.
 
Ram: €200
Occupies 2 Sacks. Might of way makes right of way, and being able to bulldoze smaller vehicles off the road could be handy.
 
Winch, Jacks, and Shovels: €100
Occupies 1 Sack. Look, if you're going pretend an Autowagon is an off-road vehicle, you might as well be prepared to deal with the consequences. Gets a vehicle un-stuck in most conditions.
 
Luxury Pod: €500
Occupies 2 Sacks. 1 person and gear can ride in elegant comfort in their own private suite, with a folding bed-chair, hanging lamp, and adorable cupboards for sundries and snacks. This upgrade can be purchased multiple times.
   
Debauchery Pod: €600
Occupies 2 Sacks. The same as a Luxury Pod, but with a meter, drugs cabinet (drugs not included), and additional horizontal surfaces.
 
Medical Pod: €3,000
Occupies 4 Sacks. Room for 2 patients and a doctor. Proper medical equipment, drains, ominous lights, and sterile plastic sheeting. Lets patients heal on the road.
 


War Engine - Tankity Tank Tank Tank

Capacity: 36 Sacks
Cost: €20,000Impractical, cumbersome, huge, and obvious. Might as well slather yourself in barbecue sauce and wait for the vultures. But still, if you've got one, anyone without serious gumption will think twice before crossing your path. Filling up the vehicle's capacity with weapons and armour is strongly encouraged. Otherwise, it's just a long-haul truck. A War Engine slurps 2 Supply of fuel every week, or 3 Supply if run at top speed (still Slow).
 
War Engine Addons:
 
  
Armour Plating: €1,000
Occupies 4 Sacks. The vehicle reduces incoming damage by 8 (or, effectively, ignores small arms, medium arms, and glancing hits from heavier weapons). This upgrade can be purchased multiple times, but at some point you're better off calling it a town.
   
Big Treads: Free
Replaces wheels or centipede legs or whatever. The War Engine now moves Incredibly Slowly, but can ignore terrain, smaller vehicles, or anti-personnel mines. It leaves an obvious track through the landscape.
 
 Really Big Gun: €3,000
Occupies 4 Sacks, typically 2 for the gun and 2 for the ammo, fire prevention equipment, and earplugs. Seriously, what are you expecting to fight out here?
-Artillery Tube: 2d10x1d10, Very Very Far, Reload 20, blast. Ignores armour, intervening terrain, and common sense. Makes a hell of a noise. If it hits anything smaller than a Road Yatch, target must Save or evaporate instead.
-Doom Laser: 3d20, Very Very Far, Reload 10, requires 1 round to charge before firing.





1d10 What's Broken? How Do We Fix It? How Long Until It's Fixed?
1 Sparkulators are clogged. Take them out and file them. 1 hour.
2 Lightning whirler isn't whirling right. Squint at it, twiddle some screws. 30 minutes.
3 Fuel tube's busted. Run a new one. 1 hour.
4 No brakes. It'll probably be fine. Don't worry about it.
5 Flat tire. Get out the tools, patch it, swap it. 30 minutes
6 Radumilator is blown. Keep adding liquid as we go. Ongoing issue.
7 Fuel pump is seized. Probably need a new one. 12 hours.
8 Won't hold any pressure. Bit of bubblegum welding. 1d20 hours.
9 Carboxymlator's stuck or something. Hit it with the backside of a wrench. 10 minutes.
10 Wheel bearing has locked up. Grease and a hammer. 2 hours.
11 Threw a belt. Find something long and stretchy. 30 minutes.
12 Lightning hoses are broken. String together some new ones. 30 minutes.
13 Confuser unit gives an error code. Get the diagnosticator, push buttons. 1d20 hours.
14 Transmission goes "clunk". Take the whole thing off. 2 days.
15 Transmisison goes "grrrrntktktktkt" Just don't use that gear. It'll be fine.
16 Zeusbox won't charge the battery. Replace it, ideally with a better one. 1 hour.
17 Battery won't hold a charge. Fancy chemicals and a short ritual. 6 hours.
18 Burned all the dead dinosaur juice. Stop and add some more. 30 minutes.
19 Hole in the metal-fragment-catcher. Patch it, add more liquid, pray. 1d6 hours.
20 Piston went on a space vacation. Needs a full rebuild. How far is it to town?


1d20 Brands of the Long Long Ago Dubious Features
1 Insoggle Self-Threading Caps
2 Golemkraftwagen Anti-Tampering Engine Configuration
3 Ober-Kastell Synchrotronic Gearbox
4 Chuft Electric Transix Variator
5 Adlertz Lycoming Compressors
6 Rocksfall Rulings Oulianov Propulsion Unit
7 Tuker-Simplex-Ransommmer Microhydraulic Control Lines
8 Atomic Coachwerks Inhalator Body Air-Scoops
9 Ultracta Anti-Kidnapping Heartbeat Sensor
10 Nevada Systems Nine-Axis Suspension Struts
11 Sord Swivel Bucket Seats
12 Kurdish Wheyland Gyroscopic Autoleveller
13 Revochelle Automatic Anti-Crash Foam Nozzles
14 Prangwalter K 90 Extruded Bismuth Trim
15 Sklorch Enginefabber Telepathic Key System
16 Omniversal Hydroid Corporation Extensible Omniadaptors
17 Vulcan Trained Underbody Rust Slimes
18 Silverkammerung United Mercuric Chrome Bearings
19 Capricorn Extra-Dry Clutch
20 Offroad Indolence Syndicate Hydrophobic Seatcovers