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[HOE] Vet o' Wasted Roads? Just something to try out.
Since the discussion of the "Road Warrior" AB has died down, someone
mentioned a "Vet" for the Road Warrior's type table. Well, it might have
been created and I just haven't seen it or read it mentioned. I decided to
try out for my first foray into the "Table" part of HOE. If this has been
done, sorry to intrude on someone else's idea.
So, Without further adieu:
"Vet' o Wasted Roads." (0) * (*=marshal section, fyi.)
Life is a highway and you hit every single pothole. Good news is that you
get 15 extra points and a reduced (half-off) any vehicle and accessory for
the "Belongins'" edge. Bad news is you have to have drivin' at 5 (because
wimpy drivers need not apply) and.well, let the Marshal fill you in on the
rest.
Marshal's Stuff.
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Git or your road kill
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Vet o' the Wasted Roads (Marshal's Info)
Ok, not everyone can be a "Road Warrior" unless they have what it takes.
Don't let anyone take it unless they can come up with a good reason. Maybe
they were around as the bombs dropped and realized they had nowhere to go.
Maybe they became couriers for the Convoy. They must be at least 31 years
old (due to 16 years being the minimum in most states in the CSA and
USA.unless they were driving without a license and that would be illegal.)
Ok, if they did come up with a nifty concept. Time to do the usual,
Marshal, and draw those cards (unless you deemed it unnecessary by their
explanation).
Draw Result
Deuce Night Blindness: Over time your eyes have developed a
reduced capacity to see out side of the lights of the car at night. You
gain bad eyes: night blindness (-3) and have -2 to all search and drivin'
rolls when driving at night.
Three Hunted: That road gang you ran up on had more members
than you thought and they are looking for you. Gain enemy: road gang (see
Road Warriors) (-3).
Four Dude, where's my car (keys)? You are a bit
scatterbrained. All that driving time, I suppose. You must make a Hard (9)
search before driving to find your keys. Failure means anyone (and
everyone) must waste time searching to find them. A bust means you are
hoofin' it, pal.
Five D.U.I.: You have four on the floor and a fifth under
the seat. Pick up hankerin': alcohol (or spook juice) hindrance at 3.
Six Don't Scratch My Car: No one messes with your car and
gets away. Pick up vengeful hindrance and you must hunt down the
perpetrators.
Seven I Know a Guy: You are a creature of habit and only rely
on one guy to work on your car. Bad thing is she's the furthest point away
from you. You must make a Hard (9) spirit check to let someone else fool
with your wheels.
Eight Split Personality: Outside of your car, you are
affable and pleasant. Inside your car, you are the czar (hey! That rhymes!)
You gain mean as a rattler hindrance and all persuasion rolls are at -2. On
the plus side, you get a +2 to overawe anyone who's trying to seize the
wheel.
Nine Kickin' Tunes: Your stereo is a killer system and it
has left its mark on you. You gain bad ears (-3) and speak louder than you
should (-2 to all persuasion rolls.) Oh, and you get a decent stereo
system for free.
Ten Rollin' Stone: You come in like the wind and leave
just as quickly. You must make a Fair (5) spirit check for every 3 days you
spend in the town. The number increases by +2 every 3 days after. Failure
means you split from the town.
Jack Burnin' Oil: Your driver has been around too many
fumes and smog. Or maybe he's been doing the siphoning spook juice the old
fashioned way. You have gained ailin': chronic hindrance.
Queen Going My Way?: You know they start horror movies like
that, right? You pick up habit: pick up hitchhikers at 4.
King Jalopy: Gremlins have taken a liking to your taste in
vehicles. Whenever "damage critical" is reached on every vehicle you DRIVE,
you can never roll a 7 (or the Lucky! equivalent) during auto combat only
reroll those dice.
Ace My Mother?! The Car?! At some point, you lost a dear
friend or possibly even a bitter rival in your vehicle. However, their
spirit didn't leave, it just decided to move in with the vehicle's "spirit."
Only non-corporeal stats are important (cog., spirit, etc.) and drivin' need
to be taken into consideration (15 points just for those stat.)
Red: The soul of a loved one, family member, or
even a pet, seems to now be in control of your vehicle, and you are the only
one that can hear it.
Black: Your bitter rival seems to have not
completely left you. You have to put up with its endless barrage of
comments. Fun, eh?
Joker Don't Press that Button!: You let a junker fix your
car. But, he forgot to tell you the most important part. There is a
button that you have no idea what it
does: Maybe something good or maybe something bad? You don't know. It
could be a particle beam weapon of some immense
size or maybe a portable nuclear bomb. The marshal will fill in the
blanks. or will he? (Note: Although the "Red=good
and Black=bad" paradigm might be used, don't let the posse know the color of
the card.)