Vehicles and other mounts follow the same rules as characters (and by extension can even use the same sheet), with a few adjustments. Vehicles use four Traits instead of the nine, which work exactly like character Traits (including being capped at 10), but take on some different mechanical uses.
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ENDURANCE: Damage absorption. Stay functional when a torpedo clips your ship's hull or a grenade detonates under your car's chassis.
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MIGHT: Exert raw physical force. Ram through a blockade, haul a full cargo hold, or drag another vehicle to a stop.
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POWER: Command weapons systems, advanced technology, or magical capabilities. Fire the truck's mounted minigun, or use your submarine's sonar. This Trait can be left at 0 if the vehicle has no special capabilities, and its 4 starting dice can be placed into other Traits instead.
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SWIFTNESS: Move fast and respond precisely. Weave between blaster fire in an asteroid field or cut a hairpin turn on a rain-slicked road.
When creating a vehicle, start with a score of 3 in each Trait, then apply a Scale Bonus based on its size. Each vehicle begins with 4 Life Points before adding the bonuses provided below. For example, a Standard car begins with 10 Life Points.
| Scale | Trait Bonus | Life Point Bonus | Approx. Occupants | Example |
|---|---|---|---|---|
| Personal | +2 to One Trait | +3 | 1-2 | Horse, Motorcycle, Rowboat, Hang Glider, Single-Seater Starfighter |
| Standard | +2 to Two Traits | +6 | 4-5 | Car, Speedboat, Small Aircraft, Horse-Drawn Carriage, Passenger Spacecraft |
| Large | +4 to Two Traits | +10 | 5-20 | Tank, Yacht, Steam Locomotive, Interstellar Cargo Vessel |
| Massive | +6 to Three Traits | +15 | 30+ | Warship, Helicarrier, Dreadnought |
Key Traits should reflect the vehicle's purpose. Traits can be raised no higher than 10. A Trait that reaches 10 becomes a Mastered Trait and gains Exploding 6s, exactly as it does for characters.
Vehicles in Combat
When combat begins, the pilot rolls 1d6 and adds whichever Swiftness score is lower (their own or the vehicle's). A skilled pilot in a slow vehicle is still bottlenecked by what it can do. A fast vehicle in unskilled hands is equally limited. Passengers who aren't piloting roll their own Initiative normally and act on their own turns.
Vehicles can be fitted with one type of armor plating. The tradeoff between protection and speed is the same as it is for characters:
| Armor Type | Endurance Bonus | Swiftness Penalty |
|---|---|---|
| Light | +1 to Endurance | -1 to Swiftness |
| Mid-Grade | +2 to Endurance | -2 to Swiftness |
| Heavy | +3 to Endurance | -3 to Swiftness |
Vehicles can be fitted with up to four Weapons. These follow the same rules as character weapons: each uses the Close, Near, or Far ranges, deal 1 point of damage per success, and can be used to impose Tribulations. The Power Trait is used when utilizing a vehicle's weapons or technology. If the vehicle has no Power score, it cannot have mounted weapons and characters will need to attack with their own.
Crew & Piloting
Any roll the vehicle makes is made using the vehicle's Trait score, not a character's.
Each crew member assigned to a specific station (if any) gives the vehicle a +1 bonus to one Trait roll while they're actively working in that position. For example, a co-pilot adds a +1 to Swiftness rolls, a gunner adds a +1 to Power, an engineer adds a +1 to Endurance rolls made to Endure. No single Trait can receive more than +3 from crew bonuses, and bonuses from crew can push the total dice rolled above the Trait cap of 10, just like item bonuses do for characters.
Any failed roll to Overexert made by the vehicle deals 1 point of damage to it from the strain.
Damage & Repairs
When a vehicle reaches 0 Life Points it's disabled. Repairs work like healing, but use Sage instead of Survival. A Sage roll restores 1 Life Point per success. A roll to Repair can only be made once per Round in combat, or once per Scene outside of it. Other crew members can assist each other with repairs, adding 1 die to the roll per helping hand.
Distance
Vehicles use the same Close, Near, and Far distances as characters, but cover ground on a different scale which GMs can interpret on the fly. What takes a person two actions to cross on foot, a motorcycle clears in one, and a starship crosses in the blink of an eye.
When two vehicles are engaged in a Chase, both pilots make Opposing Swiftness rolls each Round. Whoever rolls more successes either closes or creates distance by one range category (Close to Near, Near to Far, etc.). A pursuer who closes to Close range can attempt to board, ram, or otherwise make contact. A target that widens the distance beyond Far escapes entirely.