I found that a house rule that I like to use in my games for those who don't really car about their wheels and would have bought a junker if possible. The prices in the BBB are for new cars, so I created a modification for junkers.
20% off the cost- The car has the Flaw Gremlins I for any rolls made with it.
40% off the cost- The car has the Flaw Gremlins II for any rolls made with it
60% off the cost- The car has the Flaw Gremlins III for any rolls made with it
80% off the cost- The car has the Flaw Gremlins IV for any rolls made with it
This could also be applied to other vehicles as well.
So any comments?
| QUOTE (Trigger) |
| So any comments? |
Neat system. Looks like it could work (and provide some cool "oh crap" moments in game).
In the past, I usually just presented a vehicle that fit the general description that the player gave (such as "I want a beat up used pickup that's kinda rusty and nondescript" or something) and assigned it "wear" in the form of a box or two of unrepairable damage. But the Gremlins thing is cool so I might have to try it in my next game.
My players wanted a cheap step van, so I came up with a quirky van. It's a Bulldog Step Van with no controls, inhabited by a free sprite with agoraphobia. When questioned about where it came from, it responded that "I had a friend for a long time; 6000 milliseconds. Then part of her was overwritten and she crashed." Although my favorite part thus far has been when the team discovered its quirk:
Team Leader: "Okay, take us out into the middle of that golf course."
Van: "No."
Team Leader: "Excuse me what?"
I wish I had cybereyes so I could show you his face.
Anyway, doing it this way requires a bit more advanced planning, but gives the players something to explore (e.g. the van's limits and preferences) and plan around, something to play, if you will (my players aren't just using the van, they're raising it). Of course, there's no reason you can't combine the two (specific quirks, triggered on glitches caused by the Gremlins, for example).
...Yeah, Hurricane Hannah has an old 2062 (pre-crash 2.0) Ford F-350 Club Cab Pickup with the Triton V-10. The paint is faded, dents in a few places, smokes a bit, needs regular attention (she has Mechanic 3 - Wheeled) but usually dependable. As with the aforementioned beater Harley, it was fun to roleplay.
That's certainly easier to handle then all the stress buisness. But how do you actually RP it?
For example if a character takes a gremlins 4 vehicle and they have a decent but not insane dice pool nearly every roll will be a glitch but not a critical one.
Hmmmm. I suppose you could just have an intermitent problem that fires up whenever the glitch comes up. That'd make it easy. And since it'd be regular it would give the vehicle character.
Yeah, like the transmission locking up for a second, thus not allowing your car to accelerate as fast as you wanted it to while running from that go gang. Or stalling out at a stop light only to watch another car run the red light coming the other way, thus saving your characters life because the car stalled. It gives the vehicle character and connects your players to the world even more.
| QUOTE (sunnyside) |
| For example if a character takes a gremlins 4 vehicle and they have a decent but not insane dice pool nearly every roll will be a glitch but not a critical one. |
Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)