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==Vehicles== '''Mobility'''<br/>Shows how well you can get a vehicle through fire without it just plain taking hits. *None: Itβs stationary. Someone shots at it, they just get the maximum result on their attack die each time. *Crappy: Itβs like your first car. It goes from A to B, on a good day. It is also for large or unwieldy vehicles that kinda move, but also are built to take a lot of hits. The driver can only add half their drive skill, except when using the vehicle to take a hit. *Mobile: Normal combat ready vehicle. Driver uses full drive skill. *Very Mobile: It handles like your dream car. Use your full drive skill. *Super Mobile: Slug class vehicles, able to react with amazing speed to threats. Driver gains +1 to drive. *Ultra Mobile: Next to human level of movement. While beyond the tech level of Earth, anything is possible in the future or from advanced alien races. Driver gains +2 to drive. '''Bulk'''<br/>Represents the size and an unwieldiness of the vehicle. *Form fitting: It's the next best thing to a second skin. You add your dodge score and dodge die instead of your drive score and drive die. These normally share many attributes with their user. *Tiny: A small vehicle, like a bike or go-kart. You may substitute your dodge die for your drive die, if you prefer. *Compact: Like a tiny car. *Medium: From basic sedan to minivan *Large: Standard modern-day tank or large bus. -2 to drive result. *Massive: Like a small house. -5 to drive result. *Super Massive: Like several houses taped together. Super massive vehicles MUST have different sections that count as separate targets and combat groups. If structure has actual appendages, then those can range in size. All sections will be statted as different vehicles, though they remain a part of the whole. A central structure may exist that will result in total vehicle failure if destroyed, while others will have to have several or all sections destroyed before it finally fails. '''Survivability'''<br/> While the vehicle's survivability is determined by it's hit points, any passenger's or crew's ability to escape it's wreckage is determined by one of the following listings. *Deathtrap: Why did you even get in this thing? Nothing short of using a BP or an ally using a FP AND the user of said point forgoing their next attack will allow you to escape from a horrible death with in this thing. *Stable: Any damage dealt beyond the vehicle's are dealt to the crew, no dodge allowed. After that, they may spend their next move crawling from the wreckage, but until they make another move to be fully free, they have no dodge score (though the GM may allow them to use the wreckage as cover). *Quick Escape: Getting in and out is easy as pie. Vehicle hits 0 hp, declare you are leaving it, and you leave it. That was simple.
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