Pictures Mangled
by Me: Any picture with this in its caption means it is a collage
I made using 19th and early 20th century illustrations. All these
illustrations are public domain, meaning I didn't rob anyone by using
these pictures for my own gains.
Author's Note:
Here are a couple vehicles for your game. I should have more
later.
A better form of motion, we all
want it, and so many will sacrifice much to get it. Why? We left out
sense of adventure behind in the trenches, in the abandoned villages,
in the dead eyes of friendly bodies. Short journeys mean less time to
think, shorter moments to contemplate the fact that maybe you left
more in the trenches than a few pints of blood and most of your
friends. Walk. Take time with these horrors. Don't buy travel
machines, otherwise you'll never get enough time to sort it all out.
Grow familiar with your pain, make it your new house guest. Nothing
can make it ever disappear, but eventually it'll grow bored and visit
less often, eventually you won't be caught so off guard when it stops
by to say, 'Hey pal, your best friends died in the trench, but you didn't. Just in case you forgot...'
- Peculiar Author
Everyone thought she was mad for racing a train on her bike... Everyone was right. |
Encyclopedia
Infinica – No. 3
Mechanized Travel in the City and Beyond.
While
one may alight on the many trains in the Infinite City Railway
System, there are a plethora of other modalities of travel any man,
woman, or even child may use to travel about the city. It is good for
citizens to know all the options they may have at their disposal. It
is great for citizens to know all the rules and regulations that
apply to travel. You do want to be a Great
Citizen, don't you?
No,
you don't. You want to be you, don't you? - Peculiar Author.
The
following rules apply to ground and waterborne vehicles, but not to
airborne vehicles which are strictly forbidden within the City
proper.
Muscle
Powered Vehicles
These
vehicles do not require any sort of license to pilot legally under
the following conditions: the vehicle does not seat more than 2 other
individuals besides the pilot, the vehicle is not being used as part
of a business venture such as a taxi or courier service, the pilot
has not been accused or convicted of a type 7 or 13 metaphysical
crime, the pilot is not a practitioner of Ambulomancy or
Itineramancy, the pilot is not under the influence of substances
created from paranatural beings, or is not transporting anything
noted on the City's list of dangerous substances.
Cycling Angel. |
IMPORTANT:
Written
materials containing seditious language or ideas is considered a
dangerous substance. If something you read makes you question the
just and right order of the City, it is most likely seditious. Or you
are naturally seditious, please contact the local constabulary if you
are.
Animal
Powered Vehicles
Please
note that this does not apply to engines powered by Soul
Fission Furnaces which
use animal souls. Wind powered vehicles operate under the same laws
and animal powered vehicles do. These vehicles may be operated within
the city as long as the pilot's certification has not expired. These
certifications can be obtained by paying a biannual fee of 2 copper
pennies.
Anyone
over the age of twelve years may obtain a certification as long as
the intended vehicle is not: intended to exceed a maximum altitude of
1 yard off the surface of the street, does not use carnivorous
animals that are sentient or near-sentient, does not use animals that
are capable of transplanar shifting, does not use animals that are
innately skilled at higher level mathematics such as calculus or
arithromancy, or any animal that was previously a sentient being.
A steam coach! |
Mechanically
or Metaphysically Powered Vehicles
These
vehicles require special permissions in the form of licensing from
the City Works Agency. A license may be applied for after petitioning
the City Works Agency, and a fee of 200 gold pieces for the petition
alone.
After
the petition, the City Works Agency will review the petitioner, which
may involve up to a year of visual or auditory surveillance. After
the term of surveillance, if the City Works Agency determines that
the petitioner is trustworthy, they may be allowed to test for the
privileges associated with owning a vehicle of this type. Assuming
the individual earns the privilege of owning such a vehicle they may
test for the privileges of being able to pilot such a vehicle on the
streets of the Infinite City. If such testing is successful, the
individual is granted a license with the city which they must renew
on a bi-monthly basis.
The
city fears what someone with a 'powered' vehicle might do. They may
go so far as deliver seditious materials to bookstores faster than
the city may be able to follow. - Peculiar Author.
Ambulacycle
These
vehicles are powered by a person or persons walking along a belt or
treadmill. The belt or treadmill is attached to a number of gears and
sprockets, making the effort of walking more efficient, resulting in
quicker movement. Ambulacycles are far more useful in combat than
bicycles and unicycles, since they can be stopped quickly without
adverse effects to the pilot.
Rules
presented here are for in combat only, out of combat, assuming the
pilot isn't attempting to do anything fancy, no real roll would be
required. If the pilot attempts to do something 'fancy' out of
combat, refer to the rolls required for whichever system you are
using, and apply bonuses or penalties as per your best judgment.
So glamorous and graceful! |
OSR
/ AD&D / LotFP
Cost:
50
sp (LotFP) 50 gp (OSR / AD&D)
Increases
base speed of the pilot:
OSR
/ LotFP: +20
Feet (Combat), +60 Feet (Exploration/Running), +12 Miles (Travel)
AD&D:
+6
to Movement Rate (Humans), +3 to Movement Rate (Dwarves, Halflings,
and Gnomes).
Mechanics:
Movement
in combat requires stat or skill checks in order not to fall over.
LotFP
and other Non-Proficiency Skill Systems: Character
must roll under their Dexterity score using 1D20. Specialists/Thieves
may subtract their level from the die-roll to better ensure a
successful result. Anyone with more than 1 point in the X
out of 6
Tinkering
skill may subtract 1 from the 1D20 die-roll, this is on top of the
bonus any Specialist/Thief receives.
AD&D:
Anyone
with the Tumbling
Non-Weapon
Proficiency receives
a +/-3 bonus to their roll. Anyone without Tumbling
must roll under their Dexterity score using 1D20.
Combat:
If
the pilot is attacked from the side, or if the pilot attempts to
attack anyone at their side, the target receives a +/-3 bonus to AC
due to the large wheels obscuring them from attack.
Kinda like this, only with a way more complicated treadmill setup. |
Pits
and Perils
Cost:
50
gp
Increases
the base speed of the pilot by +25 feet.
Movement
in combat requires a 7+ on a 2D6 roll in order not to fall over.
Those with the Dexterity ability may add their level to the roll.
If
the pilot is attacked from the side, or if the pilot attempts to
attack anyone at their side, the attacker is at -1 to their 2D6 rolls
due to the wheels being in the way.
So many places for your finger to get amputated in. |
Into
the Odd
Cost:
50
Shillings
Allows
a character to move as fast as an average horse.
Movement
in combat requires a successful Dexterity save in order not to fall
over. The GM may allow certain bonuses to the roll if the character
is particularly graceful, or makes an effort to practice using the
vehicle beforehand.
If
the pilot is attacked from the side, or if the pilot attempts to
attack anyone at their side, all attacks are considered Impaired.
Land
Yacht / Wind Wagon
These
are basically sailboats with wheels or wagons with sails. While this
sounds like an odd or unrealistic form of travel, a number of Chinese
emperors used vehicles like these as pleasure craft. These vehicles
were also popular among beach-going aristocrats during the 1600's.
Weird and wacky, just like me. Pictures Mangled By: Me |
Land
Yachts may also be powered through the use of windmills and belts,
reducing the complexity of piloting the craft. The vehicle presented
here is outfitted with a windmill.
OSR
/ AD&D / LotFP
Cost:
6,000
sp (LotFP) 6,000 gp (AD&D / OSR)
HP:
50
w/ Hardness:
5
(AD&D / OSR)
SHP:
5
(LotFP)
Cargo:
1
Ton
Movement
/ Miles Per Day: 4D
Normal
Acceleration/Deceleration: ½
movement rate
Wind
Speed: The
speed of the wind determines the speed of the Land Yacht, which is
expressed in the type of die used for movement. A new movement rating
is rolled during combat every turn (10 minutes). The miles covered in
a day is rolled at the start of the day. In cities, the wind
typically never gets above a light level unless there is stormy
weather involved.
Still:
D3
Light
Winds: D4
Moderate
Winds: D6
Heavy
Winds: D8
Storm
Winds: D10
Crew:
1
Combat:
Movement
and time is determined normally as if it were a standard combat
encounter. In order to keep control of the vehicle during combat, the
pilot must make a successful roll each round. If the driver attempts
any sudden movements or accelerates/decelerates more than the norm
with the vehicle, their roll will receive a penalty depending on the
skill system used. On a failed roll the vehicle will maintain its
current speed, as well as drift randomly. To determine drift
direction roll 1D3: 1) Drifts to the left, 2) Travels straight, 3)
Drifts to the right.
X
out of 6: The
skill used is Tinkering.
Sudden Movements and Hard Acceleration/Deceleration result in a -1
penalty to the skill.
Non-Weapon
Proficiencies: The
proficiency used is Seamanship or Landmanship (which works exactly
like Seamanship, but is way cooler... for some reason). Sudden
Movements and Hard Acceleration/Deceleration result in a -3 penalty
to the proficiency.
Pits
& Perils / Into the Odd
I
need to read the rules more in order to figure out how I can make
this thing work in the systems.
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