Difference between revisions of "AfterTheBomb.Setting"

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(BRIEF HISTORY AND SETTING 'LEAVING LOS VEGAS')
(BRIEF HISTORY AND SETTING 'LEAVING LOS VEGAS')
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Almost the entire adult Hyborian population (90% of the adults who make up about 60% of the overall population) is trained for war and are expected to be competent in as many forms of combat as possible. Of their population, around 10% (200) make up their standing professional full time army (and extremely limited air force) with another 25% (500) trained to act as a part-time militia whom serve in times of emgency. This militia trains at least once a month but otherwise are unarmed as the rest of the civilian populations. There is also a small group of some 500 soldier slaves made up various mutant humans and uplifted animals. These troops are trained and conditioned from birth to be absolutely loyal and obedient to their officers but even so they also tend to have various lethal measures to keep them in line (such as explosive collars, etc.).  
 
Almost the entire adult Hyborian population (90% of the adults who make up about 60% of the overall population) is trained for war and are expected to be competent in as many forms of combat as possible. Of their population, around 10% (200) make up their standing professional full time army (and extremely limited air force) with another 25% (500) trained to act as a part-time militia whom serve in times of emgency. This militia trains at least once a month but otherwise are unarmed as the rest of the civilian populations. There is also a small group of some 500 soldier slaves made up various mutant humans and uplifted animals. These troops are trained and conditioned from birth to be absolutely loyal and obedient to their officers but even so they also tend to have various lethal measures to keep them in line (such as explosive collars, etc.).  
  
There are a few scattered communities in the area of the Empire beside New Vegas which is 150 miles south of their locations. One of the major factors seperating New Vegas from the Empire is that a nuclear bomb was dropped between the two area as the old US Empire was attempting to stop the virus. That radiation is still unhealth creating a Red Zone even today. Hence the Empire needs to take a long detore around this area to reach New Vegas.
+
While Empire is only 150 miles north of New Vegas they have little direct contact. One of the major factors seperating the two states is that a nuclear bomb was dropped between the two area as the old US Empire was attempting to stop the virus. That radiation is still unhealth creating a Red Zone even today. Hence the Empire needs to take a long detore around this area to reach New Vegas.
  
 
There are no other big settlements or lands claimed by any group near New Vegas. Father out there is largest named lands of the '''Free Plains''' located to the east claiming parts of the Great Plains region of the Old US Empires heartland. The Free Plains have the greatest overall population and land area, number well over a hundred thousans, but are scattered among various tribes and clans and families that are often hostile towards each other and outsiders. Their loose confederation have few common practices except for their one universal law – that no one ever uses another beings as an unwilling beast of burden. This law applies even to unintelligence non-sentient animals.
 
There are no other big settlements or lands claimed by any group near New Vegas. Father out there is largest named lands of the '''Free Plains''' located to the east claiming parts of the Great Plains region of the Old US Empires heartland. The Free Plains have the greatest overall population and land area, number well over a hundred thousans, but are scattered among various tribes and clans and families that are often hostile towards each other and outsiders. Their loose confederation have few common practices except for their one universal law – that no one ever uses another beings as an unwilling beast of burden. This law applies even to unintelligence non-sentient animals.

Revision as of 18:05, 10 October 2021

This game setting is based a bit on weird Gamma World mixed with Pallium's After the Bomb (and Road Hogs) and Mutant Year Zero.

Overall Setting Notes

Before the Big Death the old US Empire and the rest of the world were competing for the ever dwindling resources such as fossil fuels and fertile lands to grow food for its ever expanding populations. Genetics had advanced beyond anyone’s ability to really control it. Human-animal hybrids, called Uplifts or sometimes Chimera, became all the rage to meet the demands of ever cheaper labour and disposable soldiers. In many third world countries genetics became the cheap answer to weapons of mass destruction and world prestige while many terrorist organizations, racial militias and criminal groups rushed to release their own versions of death onto the world at large. Most first world countries also developed A.I. computers and andriods to further spread their domination in this so-called Resource Wars.

This all came to a head eventually when someone, no one knows who, released a super virus that specifically targeted human’s genus and mutated fast enough that no one could produce a counter to it before it was too late. Society collapsed into madness as mobs went crazy destroying what little hope mankind had of survival. Some countries, including the old US Empire, tried to slow or contain the spread of the virus with limited nuclear strikes on their own land. It instead seems to have had the opposite effect, mutating the virus even faster than before. In the end the only intelligence survivors were the Pure Strain Humans, genetically altered super humans (transhumans), Mutant Humans and Uplifted Animals and Mutant Plants.

It has been at least a hundred years since the Big Death and the end of the Reign of Man. Humanity has been all but wiped out by the virus and nuclear bombs that fell onto the Earth. In fact most non-modified Humans of old are dead, replaced by a somewhat superior and so-called Pure Stain Humans. These Humans are not as of old and had been genetically modified doing the days of the Ancients to be resistance to almost all diseases and poison and who can survive far longer in the harsh wastelands then people of old.

There are also mutant Humans, those gifted (or cursed) by strange powers and abilities. Most of this 'gifts' are subtle or only cause slight outward sights of deformities. Uplifted Mutant Animals also roam the Earth. Most look like the creatures of old but now upright, walking on two legs, with working hands and the ability to speak like a Human. A few also have strange new mutant powers and/or deformaties but most simply look like an upright version of their animal ancestry and breed true with other like genus of their parents. Plants have also been mutanted and as such now intelligence and mobile forms are found throughout the Ruined Earth.

Besides those groups listed below I am using a few ideas from Ruined Earth including...
1.) "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania—often bring them into conflict with the rest of the world. No one really understands or knows what their ultimate plans or goals are.
2.) Pure Strain Humans of the "Knights of Genetic Purity" seek to exterminate all mutants.
3.) The all-mutant "Iron Society" wants to eliminate unmutated humans.
4.) Other rivalries involve attitudes towards Ancient technology, with some Alliances (such as "The Restorationists") seeking to rebuild Ancient society, while others (such as "The Seekers") want to destroy remaining artifacts

BRIEF HISTORY AND SETTING 'LEAVING LOS VEGAS'

New Vegas (built on the ruins of the old city) with a population of around 30,000 of a mix mutants, pure strain humans and uplifted animals and plants is the core setting where the player's characters start out there adventures at. The city is open to all and has a very cosmopolitan to all sentient beings. All are welcome and free to live and trade as they wish.

The city’s overall technology is probably closer to the old US Empire of the 1970’s but less reliance on fossil fuels (although there are some coal mining pits to the southwest and natural gas fields to the south and east). They can replace the machine parts of most tech of this present level, including car parts and older aircraft.

The city government is something like a city-state republic, with an elected Lord-Mayor and city council (12 members). All serve six year terms. While these elections are open to any New Vegas citizen, most are part of the city’s oligarchy (local merchants). Despite this the city has fairly light laws and people have few restricts put on them by the council. This does not mean anarchy but instead slavery or even certain drugs use are all outlawed. Punishment for such generally hard labor and/or exile from the city. Execution are rare but are the penalties reserved for rape and murder and slavery.

The city maintains a local law enforcement force of 500 souls. This police force is fairly well received and respected by the local population but there is of course a strong illegal underground criminal element. These officers are armed mostly with pistols and shotguns along with a few wearing some sort of armor. They maintain a small motor pool with the rest of patrols being conducted on foot or with riding animals or even Uplifted horses and rider teams. There is also a standard city army of 400 professional soldiers who are better equipped and trained for military action. They have a few light armored transports and propeller aircraft and at least one helicopter and conduct patrols outside the city (especially to the north). The city also enlists a local militia of 2,500 members whom train in different groups of 100 at least four days every month. They are provide firearms by the city and keep these weapons at their homes but ammunition is given out sparingly and the militia are excepted to purchase extra on their own with their monthly stipend.

The major villains in the setting is the so-called the Hyborian Empire based out of the old US military base Area 51 and Groom Lake Facility. The Empire is dominated both socially and militarily by an elite cadre of transhumans whom call themselves the Hyborians. These super-soldier make up about 10% of the overall population of the Empire at around 2,000 souls. Most of the citizen population is made up of Pure Strain Humans whom make up another 50% of the overall population at around 10,000 souls. Citizens are branded with their civilian ID on their right arms. The remained are slaves made up of capture Mutant Humans, Animals and Planets, and Hyborian or Pure Strain ‘traitor’ former citizens that make up another 8,000 souls.

Most of the Pure Strain Humans of the Empire were workers and techs on the research part of the Area 51 Groom Lake base while Hyborians where created by the Pure Strains to act as guards and security for the base as the old US Empire fell (after most of the normal human soldiers and techs either feld or died). The Hyborians quickly saw themselves as superior to all beings on the Earth. Before the final fall they seized the facility and local military base as their own. Over the last hundred years they have lead slave and supply raids into the outlying lands but never extensive attacks. They never had the number to start conquering the lands beyond the Groom Lake valley. But it is a dream of all of them to one day they will rule over the Earth, first the old US Empire, then the world (for the lesser/inferior beings benefit of course).

The Empire today enjoys a fairly high technology level and standard of living (especially for the Hyborians). They are not large enough to manufacture everything they need but they have managed to produces enough machine parts to maintain the technology of old… or at least parts of it such as vehicles, a local internet hub and limited aircraft. At present they have a couple of dozen of military helicopters, six fighter jets and two bombers. They have maybe a hundred armored fighting vehicles and three main battle tanks. Most of the military is armed with automatic rifles and combat infantry armor.

The Hyborians are generally very warry of mutants within their own populations, and there are very few if any within their own bloodline. This is in part due to the fact that many families will destroy any of their own children who they deem as ‘weak’ and all mutations are seen as a weakness and dilution of their pure, superior bloodline.

Almost the entire adult Hyborian population (90% of the adults who make up about 60% of the overall population) is trained for war and are expected to be competent in as many forms of combat as possible. Of their population, around 10% (200) make up their standing professional full time army (and extremely limited air force) with another 25% (500) trained to act as a part-time militia whom serve in times of emgency. This militia trains at least once a month but otherwise are unarmed as the rest of the civilian populations. There is also a small group of some 500 soldier slaves made up various mutant humans and uplifted animals. These troops are trained and conditioned from birth to be absolutely loyal and obedient to their officers but even so they also tend to have various lethal measures to keep them in line (such as explosive collars, etc.).

While Empire is only 150 miles north of New Vegas they have little direct contact. One of the major factors seperating the two states is that a nuclear bomb was dropped between the two area as the old US Empire was attempting to stop the virus. That radiation is still unhealth creating a Red Zone even today. Hence the Empire needs to take a long detore around this area to reach New Vegas.

There are no other big settlements or lands claimed by any group near New Vegas. Father out there is largest named lands of the Free Plains located to the east claiming parts of the Great Plains region of the Old US Empires heartland. The Free Plains have the greatest overall population and land area, number well over a hundred thousans, but are scattered among various tribes and clans and families that are often hostile towards each other and outsiders. Their loose confederation have few common practices except for their one universal law – that no one ever uses another beings as an unwilling beast of burden. This law applies even to unintelligence non-sentient animals.

Another towards the southwest are the lands of the Bandits Kingdom. These Kingdoms are are mostly mountainous (claiming much of the old Rockie Moutains). Many, if not most, of the tribes here spend a good portion of their lives stealing and raiding into other territories, hence their nations name (at least by outsiders).

Both groups are fairly primitive, using swords and bows as their main armaments or the occasional firearm salvaged or stolen from someone else. Most lead vary nomadic lifestyles, wandering the length of breath of their landscape.

ADDITIONAL SETTING NOTES FOR 'ROAD HOGS'

“It has been over a 100 years since the Big Death, when most of Humankind was wipes off this world. None are alive today really know what the world was like before the Big Death. It was said to be a Golden Age of technology and wonder. But the hubris of the Ancients ended all that. In their attempt to hold off the inevitable the Ancients dropped their Nukes on the soils of their own lands but this only spread the virus faster. We still live with the Red Zones even now, after all this time. But we also are free. And you are a defender of that freedom.
You are a members of the State Troopers. For many of you, your families have served this great institute for generations and we hope your decedents serve us for many generations to come. You reflect the best of the citizens of the Free State of Calli. And as for your newcomers, those who have no family ties with us I except no less dedication and courage to duty and to the Troopers. We must all remain ever vigilant from the gangs and marauders from the so-called Road Hogs. But they are not the only treat to our lands. Invaders and bandits have plagued our highways since we took over for the last Human Troopers. We alone maintained the roads the rule of law. But our laws, not Ancients.
From these traditions I expect the highest levels of respect and courage from each and every one of you. We are all that stands between the peace loving folks of this state and the lawlessness of the north and south, or the invasion dictatorships of the east. That badge you wear reflects these ideals. Good luck out there Troopers!”
Captain Diggerson, north regional Captain of the State Troopers of Free California (Mutant Badger uplift) giving a speak to the newest graducating class of State Troopers

This game is set in the Free State of Calli. The Free State of Calli was formed about 80 years ago by members of the California State Patrol and the Free City-State of Sacramento. Other independent cities and lands joined over the years flocking to the flag of freedom that the Free State promoted. The state now extends from the City-State of Barstow in the far south to the Old Highway 44 and Free City of Redding in the north. The Free State promotes the idea of all sapient have rights and freedoms. They work together to promote good will and trade within its borders and free trade with those of similar ideas outside its boards.

The Cali State Patrol (or just the State Patrol) is the official law enforces on the roads and highways of Calli and their work crews maintain the roads throughout the Free State to better promote trade and travel. Most have a very good reputation throughout the state. They generally don't enforce the laws within any free city's limits unless specifically asked. They maintain their own fleet of vehicles, most being ground cars of the Old World. They do have a few helicopters in their service but they are hard to maintain and so are used mostly in emergencies.

The Free State is surrounded by a few allies and more than one set of hostile lands. Of course there are the Road Hogs of the old state of Oregon. These lands are dominated by the powerful Swine Brotherhood a barbaric and large Motorcycle Gang but they are also made up of numerous other animal and mutant tribes and gangs of outlaws.

To the west, out on the Pacific is a chain of islands which serves as the trading area between Calli and both the Seals Republic and the waters of the Dolphin Free Seas. Both are allies and trading partners of the state.

Towards the northeast are the Horselords Lands which are allied with the Free State. There lands include the eastern Rockie Moutains of California and Oragen and southern part of Washington state. They trade and have some shared semi-friendly contact with the lands north of the Road Hogs territories; the so-called Brotherhood of Thought (in this setting they are located in the middle and northern parts Washingon and southwestern Canada).

To the east are the very large and expansionist Prairie Dog Imperium. The Imperium are very xenophobic and wish to rule over all others (they claim for protection of Prairie Dog race). Their technology is about on par with the Free State especially in military matters with a few tanks and armored helicopers and jet fighters in their arsenal. There standing army is also in the thousands (no one really knows for sure and is made up excusively by Pairy Dog). Other Uplifted Animals, Mutant Humans and Plants and Pure Stain Humans within their lands are treated as Second Class citizens wtih few rights, especially the right to bare weapons of any kind except maybe hatchets and daggers.

SWADE Rules

SETTING RULES (Savage World Adventure Edition, pg. 136-145)
Born a Hero (ignore rank requirement at character creation)
Fanatics (villains henchmen might take the damage for the villain)
High Adventure (benny to gain a combat edge you qualify for)
Wound Cap (the maximum number of Wounds a character can suffer is 4 from one hit)

HOUSE RULES

SUPER POWERS
We are not using most of the Arcane Powers (or Arcane Resistance) or any Power Edges in this setting. Characters with Positive Racial Abilities can purchase the Edge Arcane Powers (Super Powers) purchase super powers from the Super Powered Companion. You can only take Super Powers that are not listed under Racial Abilities and not all are power are available (check with the GM first, but something like Undead is going to be hard to justify). Generally you cannot spend more the 5 points on any one Super Power but you may be allowed to take more then one Super-Power (check with the GM).


NEW HINDRANCES
Jingoistic (Minor): Believes in the superiority of your group or species over all others. You cannot grant bonuses or receive any benefits them from any Leadership Edges and you suffer a -2 to your Persuasion checks against all others as your distain for them spills over. Groups might include Pure Strain Human, Mutants, Only Uplifted Animals or Only Mutant Plants, etc.
Low-Tech (Minor/Major): At a Minor level the character suffers a -2 for all tech based Smarts skills (electronics, hacking, science, etc.) and can only start with primitive armor and the most advanced weapon of muskets. A Major level the character is -4 for such skills and cannot start with more than Stone Age level weapons and equipment.


ADDITIONAL NEGATIVE RACIAL QUALITIES
Alien Form (-2) Somewhat rare but includes the truly stange looking mutants or andoids [as the Super Powered Companion]
Allergy (-1/-2) [as the Super Powered Companion]
Distinctive Appearance (-1) this include minor mutant looking like glowing eyes or angel wings, etc. [as the Super Powered Companion]
Poor Grip (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to both Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way.
Quadruped (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms (unless they take the Extra Limbs super power in which case this Quality is only worth -1 point) and cannot wield normal weapons without some special modification if the GM allows it and even then you should suffer at least -1 or -2 penalty to your attack rolls. The GM might allow the character to try some manipulation or Agility based skill with its teeth but this is at an extra -4 to check. To balance this, such the mutant gain +2 bonus to their Pace and +1 steps to their running die. They also gain a +2 bonus to resist being knocked prone or off balance.
Weakness (-1/-2) [as the Super Powered Companion]

CHARACTER CREATION

1.) Novice character base (5 Attributes and 12 skill points)
2.) Pick and Ancestry. This can grant a number of abilities or offers you abilities that you can choice from.
3.) Pick a Major and two Minor Hindrances and spent the points on raises.
4.) Gain a Novice Edge; character must qualify for it.
5.) Spend $500 worth of trade/barter good (basically whatever money you have left over after buying your starting gear is trade/barter goods. Coins and paper cash are used by very few committes. Generally every $10 of trade/barter goods weighs about 1lb for simplicy sake).

ADDITIONAL NOTES FOR ROAD HOGS (Standard Gear)
Beginning Troopers are granted a Star Trooper Jacket (custom fit to the body type; AP +1; Torso, Arms; Str Min d4; Wt. 8lb) and Trooper Badge (to be worn somewhere visable at all times when on duty), a Billy Club/Baton (Damage Str+d4; Parry +1; Str Min d4; Wt. 2lb), one Modern Pistol of choice (from SWADE) and 50 rounds of ammo for it. They are also assigned either a stock Dirt Motorbike (for individual troopers) or a Dune Buggy vehicle (to be shared by two troopers). Depending on the mission the team may also be assigned a large armored bus called the Big Boss (see below under Vehicles).


ANCESTRIES
Android
1.) based on the Android of the SWADE core pg. 12 but without the Pacifist Hindrance (NOTE your android character can take Pacifist at either level as a Racial Hindrance if you want. With GM permission you could take up to 2 and maybe up to 4 points additional Negative Racial Qualities to reflect radical non-standard Android/Human/Role builds; ask the GM).
2.) Armor Points +2
3.) +3 additional Skill points (15 total).
4.) Start with languages Machine Chant d8 (While non-Androids can learn to partially understand it they cannot normally speak it) and one other Human language (generally English) a a d6.
5.) Start with +2 Posivitive Racial Abilities (note that Androids do not require the Arcane Background (Super Powers) edge to take Super Powers from the SPC and maybe allow more the one power also; check with the GM).
6.) Unless corrupted or programmed to attack other andriods all other robots and androids and robots of the Ancients treat you indifferently at worst or even helpful to you. You can communicate with them in 'Machine Chant' as almost all but the 'dumbest' A.I. speak and understand it.
7.) Androids cannot normally wear artifical armor as made for Humans. Standard armor must be custom made for them and cost at least twice as much as normal armor would.

Mutant Humans, Animals and Plants
1.) Depending on what you wish to play more or less everyone is created the same way. An Ulifted animal and mutant plant is asssumed to stand upright on two legs, to have two functioning hands/arms, and can speak human languges.
2.) Start with +6 additional points in Positive Racial Abilities.
3.) You can also take up to 4 additional Negative Racial Abilities that can be used for additional Positive abilities.
4.) To cut back a bit on the gonzo feel for this setting; most Human Mutants show only minor changes like maybe for gills or wings or antana or atlers (Distinctive Appearance, see new Negative Racial Abilities), etc. Animals are generally uplifted and can walk on two legs, have functioning hands and can talk. I mutant horse might still be four legged but has human level intelligence and can also talk. Mutant Plants are kind of a wild card and look like walking plants. Note that this is just the more common. Truly freakily looking mutants do exsit though (Alien Form, see New Negative Racial Abilities).

Pure Strain Human
1.) +4 to resist disease, poisons and toxins (airborn, injected or injested)
2.) +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations.
3.) +3 Skill points. (15 total)
4.) Androids of the Ancients that have not been damaged or reprogrammed do not attack Pure Stain Human and will only attack you with non-lethal means if you threatened them. They can also be helpful towards you, depending on their programming.
5.) Start with an extra $500 in additional trade good/barter gear.
6.) You can choice to have been born before the Big Death and the Fall of Mankinds (you have resently awakened in a secured bunker from a cryotube) or after the Fall. If you choice before you gain +2 on Common Knowledge checks about the Ancient but -2 to Common Knowledge checks about the current era. If you are born afterwards you don't gain a bonus or penalty to Common Knowledge check in these areas.

GEAR

Modern Gear can be purchased at twice the standard price (including Ammo, Armor, Weapons, etc.) listed in SWADE core book. Futurist gear is also available but generally rarely for sale, but can be found by some merchants. Prices are at less five or more times then the standard prices found in SWADE. Listed below are some examples and the minimum price for them.

Additional Modern Gear (prices already include price)

  • Beer, bottle (2 quarts): Cost $5, wt. 3lb
  • Binoculars: Cost $100, wt. 1lb (allow x2 to x5 vision magnification)
  • Boots: Cost $20, wt. 1lb (adds +1 to Fatigue rolls vs. long distanct travel on foot)
  • Canteen, plastic (2 quarts): Cost $5, wt. 0 (full weights 3lbs)
  • Duck Tape: Cost $5, wt. 2 lb (60-yard roll)
  • Gas Mask: Cost $75, wt. 1lb (10 replacement filters cost $50 and wt. 1/2lb; adds +4 vs. airborn toxics or poisons for 2 hours of continuous use. But wearer suffers a -1 to sight based Notice and Shooting test)
  • Geiger Counter: Cost $150, wt. 2lbs
  • Lantern, battery: Cost $50, wt. 2lb (creates light in with an Large Burst Template, and Dim illuminations within twice that)
  • Matches, Box of 50, waterproof: Cost $10, wt. 0
  • Mini-Tool Kit: Cost $500, Wt. 5lbs (required to make Electronic and Repair checks at -2. Without it suffer a penalty of -2). A Master Mini Kit costs $1,000 and does not suffer a skill penalty.
  • Portable Tool Kit: Cost $200, wt. 20lbs (required to make Electronics and Repair checks Without it suffer a -4 penalty). A Master Kit cost $500 and grants a +1 bonus to checks.

Futuristics Gear

  • Glowcube: This 1” crystal cube is powered by a Hydrogen Cell, they will operate for a year of continuous use. May select Area: illuminate a 15” diameter, or Beam: can be seen for 30 kilometers and is about 2” wide. This causes light illumation and for twice that affect Dim illumation. Cost $500+, wt. 0
  • Portent: This backpack-sized unit is powered by 2 Solar Energy Cells good for 24 hours of constant use. It creates a dome-like force field the size of a Large Burst Template that resists wind, water, bugs and other natural elements. If attacked the Force Field has a 5 point Toughness. Cost $10,000+, wt. 5lbs

Vehicle Rules

See SFC pg. 53-55 for the basic rules for Vehicles (updated for SWADE rules). There is no climb or Acceleration, use just the Top Speed. For Handling, the basics are Size – Ultralight +3, Light +2, Medium +1, Large +0, Heavy -1, Super Heavy -2, Titan -3, Colossal -4, Goliath -5.

MODERN VEHICLE MODIFIERS

  • Aircraft, Helicopter (1): The vehicle is a helicopter. It can hover or fly, a base Top Speed of 80 but also a -1 to Handling. Mods: Half Size, Cost: $5K × Size.
  • Aircraft, Jet Plane (1): Jet planes have a base TS of 600MPH and +1 to Handling. They must move at least half their Top Speed each round or go Out of Control (they stall). The Speed Mod increases Top Speed by 100 instead of 10. Mods: Half Size, Cost: $10K × Size.
  • Aircraft, Propeller Plane (1): A traditional prop plane. Base TS 150MPH. Planes must move at least half their Top Speed each round or go Out of Control (they stall). The Speed Mod increases Top Speed by 5
  • AMCM (1): as SFC
  • Amphibious (1): The vehicle may move at half Top Speed while in water. Mods: 1, Cost: $1K × Size
  • Armor (Size): Increases a vehicle’s Armor value by +3. Armor +6 and higher is considered Heavy Armor. Vehicular Armor can also be front-loaded if desired. If so, each level of Armor increases the front armor by +4, side and top armor by +2, and rear and bottom Armor by +1. In the Chase rules, an attacker with Advantage and a Jack or higher can target the side armor, and one with a King or higher can target the rear. Mods: 1, Cost: $1K × Size.
  • Boosters (U): Nitrous oxide or other propellants increases the vehicles Top Speed by 20MPH for a round. Each booster has six uses before it must be replaced. Refills cost $100 per booster. Mods: 1, Cost: $1K × Size
  • Crew Reduction (U): as SFC
  • Crew Space (U): as SFC
  • Ejection System (1): as SFC
  • Exposed Crew (1): as SFC
  • Fixed (U): as SFC
  • Four Wheel Drive (renamed Off Road Drive) (1): as SFC
  • Handling (3): The vehicle is precision crafted and very maneuverable. This adds +1 per level. Mods: 1, Cost: $5K× Size
  • Hover Vehicle (1): as SFC
  • Linked (U): as SFC
  • Living Space (Special): as SFC
  • Luxury Features (1): as SFC
  • Missile Launcher (U): as SFC
  • Reinforced Chassis (3): as SFC
  • Sensor Suite (1): as SFC
  • Side Car (1): a Side Car can be addition to a motorcycle and adds +2 Modifier space to the vehicle. Mods: +2, Cost $250
  • Sloped Armor (1): as SFC
  • Speed (U): Increases the vehicle’s Top Speed by 10. (This cannot be taken with Speed Reduction.). Mods: 1, Cost: $1K × Size
  • Speed Reduction (3): as SFC
  • Stealth System (1): as SFC
  • Targeting System (1): as SFC
  • Tracked (1): The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces TS by 5, and ignores Driving penalties for difficult terrain. On the table-top, every inch of movement is treated as 1.5”. The vehicle also gains +1 Handling. Cost: $1K× Size
  • Watercraft (1): The vehicle is a boat or ship. Its base Top Speed are halved (round up). Speed Modifications increase TS by 5. For larger vessels such as naval vessels or cruise ships, use the Starship rules for Size, Toughness, and Crew, and add any enhancements that aren’t specifically designed for space such as FTL drives. If a Modification is listed under Vehicles, use that instead. Ships may have Torpedo Tubes.

Fuel costs $10 x Size per hour of operation. Most have an inerior tank that holds enought for the vehicle operate for up to 6 hours. Extra gas tanks use 1 mod and allow operation up to 12 hours (and cost $100 x Size of the vechicle). Portable Gas tanks hold 10 gallons of gas that count as Vehicle Size

Allowed Vehicle Weapons from SFC for Modern Vehicles – Auto-Cannon, Bombs, Cannons (SFC pg. 23), Flame Weapons, Grenade Launchers (SFC pg. 24), Missiles & Torpedoes, Slugthrowers (SPF pg. 25)

Some basic Vehicles of the Cali State Patrol

  • Dirt Bike: Cost $4,500. Size – Light (2), Handling +2, TS 40 MPH, Toughness 11 (2), Crew 1+1, Mods (2 Mods remaining): Exposed Crew, Off Road Drive (1), Reinforced Chassis 1 (1), Speed 1 (1)
  • Motorcycle with Sidecar: Cost $3,250. Size – Light (2), Handling +2, TS 50 MPH, Toughness 9 (2), Crew 1+1, Mods (4 Mods remaining): Exposed Crew, Side Car (+2), Speed 2 (2)
  • Street Bike: Cost $4,500. Size – Light (2), Handling +2, TS 70 MPH, Toughness 9 (2), Crew 1+1, Mods (1 Mod remaining): Exposed Crew, Speed 4 (4)
  • Dune Buggy: Cost $16,000. Size 3 – Medium, Handling +1, TS 45 MPH, Toughness 14 (3), Crew 1+3, Mods (6 Mods remaining): Exposed Crew, Off-Road Drive (1), Reinforced Chassis (1), Speed 2 (2)
  • Patrol Car: Cost $36,000. Size 4 – Large, Handling +1, TS 50 MPH, Toughness 20 (7), Crew: 1+5, Mods (9 Mods remaining): Armor 1 (1), Handling 1 (1), Reinforced Chassis 1 (1), Speed 3 (3)
  • Big Boss: Cost $94,000. Size 8 – Super Heavy. Handling -2, TS 30 MPH, Toughness 32 (12), Crew: 4+10, Mods (9 Mods remaining): Armor 2 (Heavy armor, 2), Crew Space 1 (1), Living Space 3 (9), Reinforced Chassis 2 (2), Speed 2 (2)

FUTURE VEHICLE MODIFIERS