CAR
WARS CHARACTER GENERATION TABLES
Here are some tables you can use to
quickly generate characters or NPC’s for a Car Wars role-playing campaign. All characters start out at 15 years of age
with one skill level roll and gain one new skill roll for every 2 full years of
age after that. Any player who chooses
to have a character older than 25 years must roll once on the mishap table for
every year over 25.
The first thing you need to find out is
where you come from: Country, Small
Town, or City. After that you can
determine your social standing and starting wealth. Next you roll to see if you can gain skills
and these rolls are modified both by where you came from and your social
standing. Finally, roll on the benefits
table one time and then roll again for every 2 full years over the age of 15.
TABLE-1
Social standing and area of origin
First roll 1d6 and consult the top part
of the chart. If you rolled a 1 or 2 you
come from the country, 3 or 4 from a
small town and 5 or 6 from the city.
Next take 2 six sided dice and roll them, then look under your area of
origin and find the number. Look to the
left side of the table to determine your social standing. Once you have found that, cross reference it
with the column labeled Money. Now roll
1d6 and multiply it by the monetary amount listed in the column. Do this once for each year of age your
character has including your starting age of 15. This is your starting
wealth. If your character is over 25
years of age you now need to roll for the number of mishaps that may have
occurred to him in his later years. (This is done to reflect the hazardous
world of Car Wars and to prevent people from creating 60 year old
supermen). Roll once for every year over
25. You must roll the number listed or
higher on 1 six sided die to avoid a mishap.
If you roll less than the number required refer to the mishap table at
the end of this section.
Country (1-2)
|
Small Town (3-4)
|
City (5-6)
|
Money
|
Avoid Mishap
|
|
Scum
|
2
|
2
|
2
|
1d6
X $1
|
5 or higher
|
Poor
|
3-6
|
3-5
|
3-6
|
1d6
X $10
|
4
or higher
|
Middle
Class
|
7-9
|
6-9
|
7-8
|
1d6
X $100
|
3
or higher
|
Upper
Class
|
10-11
|
10-11
|
9-11
|
1d6
X $1000
|
3
or higher
|
Elite
|
12
|
12
|
12
|
1d6
X $5000
|
2
or higher
|
TABLE-2 Mishaps
If you acquired any mishaps from the first table roll one
six sided die for each one and consult the table below. An explanation of all results is listed after
the table. All results are cumulative
and may result in your characters death.
1
|
Lose ½ starting wealth
|
2
|
Acquire 1 enemy
|
3
|
Acquire 1 dependent
|
4
|
Lose 1 skill roll
|
5
|
Lose 1 benefits roll
|
6
|
Lose 1 hit point
|
Explanation of results from mishap table:
Lose ½ starting wealth:
Divide starting wealth in ½ and round down.
If you receive this result again divide remaining wealth in ½
again. Once you reach $0 ignore all
future wealth reduction rolls.
Acquire one enemy:
This enemy will be of equal or better social standing and can be rolled up on
this table or assigned by your referee.
This person feels you have wronged them some time in the past and will
show up to harass you at the game masters discretion. Multiple rolls of this effect mean more
people are out to get you.
Acquire one dependent:
You have an important person in your life that relies on you for
protection. This may be a wife, child,
old parent, or other such person you are required to look after. If any thing happens to this person you will
suffer great social consequences, such as lose of social status, job, wealth,
or other undesired event. The exact
penalty is up to the GM. Multiple rolls
on this event can be treated as more members of
your family.
Lose one skill roll:
You now have on less chance to earn a skill.
If this effect is rolled more than once it is possible to have been left
with no skills what so ever.
Lose one benefits roll:
Benefits are special things you have acquired in your life like a job, friends,
extra vehicles, etc.…. This is the last table you roll on and it is possible to
lose all of these rolls.
Lose one hit point:
You suffered a serious wound that never healed right or a disease that left you
crippled. Either way you’re down one hit point.
If you receive this roll twice your character is dead and you need to
start rolling up a new one.
SKILL TABLES
The skills listed here are from the Car
Wars Compendium, Tanks, and Aeroduel.
The mechanic skill can be for any type of vehicle but must be designated
as soon as it is rolled. The airplane
piloting skill can also be for any type of plane or even jet pack if the player
wishes.
Procedure: The tables are divided into general skill
areas. The player is allowed to choose
one general table to roll for at age 15 and one more for every full 2 years
after that. In order for a player to roll on a table he must first make the entry
number or more on 2 six sided dice.
For example, to enter the physical skills table an 8 or higher must be
rolled. This roll may be further
modified by the characters social background and place of origin. Example:
People from the country have a +1 to enter the physical table while
people from the city are at -1. Once a
successful entry roll has been made the player then rolls 2 more 6 sided dice
and cross references the number rolled with the general skill column to find
out what skill they acquire (this roll may also be modified by a characters
background). The first time a skill is
received it starts at level 0. Any further
rolls that result in the same skill raise it one level even if it was acquired
under a different general skill table.
It is possible that your character might miss all his attempts at skill
rolls and end up with none. If this
happens continue on with the remaining steps any way. In most Car Wars campaigns it is a good idea
to start with at least 3 characters so even if one or two have no skills at all
you can still make use of their benefits rolls.
Since these tables can be confusing the
first time they are used I have included several sample characters at the end
of this article with a step by step on how they were rolled up. Please refer to them before using these
tables if you have any questions.
Abbreviations for social and
geographical standings:
S = Scum, P = Poor, M = Middle Class, U = Upper Class, E = Elite. C = Country, T = Town, B = City. Modifiers that affect the entry roll will be
listed next to the entry number.
Modifiers affecting the skill acquisition roll will be listed in the
line corresponding to the table roll modifier. Treat all rolls less than 2 as 2 and all
rolls above 12 as 12.
TABLE-3 Skills
Physical skills
|
Weapon skills
|
Piloting skills
|
Tech skills
|
|
Entry
number
|
(8+) C +1, B -1
|
(7+) S +1, P +1, M +1
|
(7+)
|
(8+) S -3, P -2, M
+2
|
Table
roll modifier
|
S -3, P -3, M -1
|
B +1, C -1
|
||
2
|
acrobatics
|
archery
|
cycle
|
animal
husbandry
|
3
|
acrobatics
|
martial arts
|
cycle
|
animal
husbandry
|
4
|
climbing
|
martial arts
|
cycle
|
navigation
|
5
|
climbing
|
blade
|
car
|
survival
|
6
|
swimming
|
handgun
|
car
|
mechanic
|
7
|
swimming
|
handgun
|
car
|
mechanic
|
8
|
body-building
|
handgun
|
truck
|
mechanic
|
9
|
body-building
|
handgun
|
boat
|
paramedic
|
10
|
running
|
gunner
|
helicopter
|
paramedic
|
11
|
running
|
gunner
|
airplane
|
hobbies
|
12
|
running
|
gunner
|
hovercraft
|
journalist
|
TABLE-4 Skills
Covert skills
|
High-tech skills
|
Social skills
|
Military skills
|
|
Entry
number
|
(10+) S +3, P +2
|
(9+) S -3, P -2, U +2,
E +3
|
(8+)
|
(7+) S -3, U +1, E
+2
|
Table
roll modifier
|
B -1, C +1
|
S -3, P -2
|
||
2
|
streetwise
|
communications
|
luck
|
airplanes
|
3
|
streetwise
|
communications
|
fast talk
|
artillery
|
4
|
espionage
|
communications
|
fast talk
|
artillery
|
5
|
theft
|
computers
|
fast talk
|
gunner
|
6
|
security
|
computers
|
law
|
gunner
|
7
|
stealth
|
computers
|
leader
|
handgun
|
8
|
stealth
|
engineer
|
leader
|
handgun
|
9
|
stealth
|
engineer
|
teach
|
handgun
|
10
|
explosives
|
science
|
teach
|
electronics
|
11
|
search
|
science
|
teach
|
tank
|
12
|
search
|
science
|
politics
|
tank
|
BENEFITS TABLE
This table represents the things most
people accumulate as they become an adult.
These include jobs, friends, connections, etc. An explanation of each benefit is given after
the table. All rolls are cumulative.
Procedure: One roll is allowed on this table at age 15
and then one more roll for every 2 full years above 15. If a character has a tech skill he adds +1
to rolls on this table. If a character
has a high tech skill he adds +2 to rolls on this table. If a character has more than one tech or high
tech skill only one of the highest modifiers apply. The level of the skill doesn’t matter for
this roll.
Scum
|
Poor
|
Middle Class
|
Upper Class
|
Elite
|
|
1
|
Luck
|
Luck
|
Weapon
$300
|
Weapon
$500
|
Good
Job
|
2
|
Survival
|
Survival
|
Gang
|
Job
|
Connection
|
3
|
Bodybuilding
|
Gang
|
Weapon
$500
|
Connection
|
1d2
loyal bodyguards
|
4
|
Gang
|
Bodybuilding
|
Connection
|
Loyal
Bodyguard
|
High
Connection
|
5
|
Connection
|
Connection
|
Vehicle
$5000
|
Comm.
Respect
|
Comm.
Respect
|
6
|
Weapon
$200
|
Vehicle
$2000
|
Job
|
Good
Job
|
Good
Job
|
7
|
Gang
|
Job
|
Job
|
Good
Job
|
Great
Job
|
8
|
Job
|
Job
|
Good
Job
|
Great
Job
|
Excellent
Job
|
Explanation of benefits roll results:
Luck- This result
imparts one level of luck on the character.
Weapon $XXX-
Roll 1d6: on a 1-4 receive the dollar
amount toward the purchase of a weapon.
On a 5-6 receive one skill level
in a weapon skill you already have, or if you have no weapon skill roll for one
on the weapon skill table.
Bodybuilding-
Receive one level of Bodybuilding
Gang- You are part of
a gang and can call on them to assist you on a 7 or better on 2d6. Roll 1d6 +1 to determine how many members are
in the gang. Each member has 20 points
to spend on skills and $1000 to spend on weapons and equipment.
Connection-
You know one person who has access to information or items that are difficult
to get. Examples would be: a drug dealer, a police informer, a fence for
stolen merchandise, a seller of high tech items, or a military arms dealer. They can acquire basic items or information
for your character on a 7 or higher on 2d6.
The game master must decide if your request is reasonable and may
penalize or disallow a roll for anything he deems to powerful or unacceptable.
Survival- Receive one level of survival skill in the
area of your choice.
Vehicle $XXXX- Roll 1d6: on a 1-4 receive the dollar amount
listed toward the purchase of a vehicle.
On a 5-6 receive a level increase in one piloting skill or if you have
no piloting skills receive one level in either motorcycle, car, boat, or
truck. Remember even if you have no
skill level you can still pilot these vehicles but at a penalty.
Loyal Bodyguard(s)-
This can represent anyone from a good friend or spouse to a paid protector. This person is totally loyal and his expenses
are considered included in your characters living expenses if you’re not using
the optional living expenses rules. The
bodyguard has 30 character points to spend on skills and $500 to spend on
weapons and equipment but can receive more money from you to purchase better
items.
Comm. Respect-
Community respect. You are considered an important person. On any social roll
you make in the area where you live you receive a +1. This includes requests for aid or information
as well as political favors. You are however subject to backlash if you abuse
this privilege, mistreat a dependent or perform some other nefarious deed.
High Connection- You know people at the top. This may include a mayor, police chief,
business leader, or other higher up. On
an 8 or higher they can provide you with information and special items or
treatment that other people can not get.
This benefit is more potent than a regular connection but is still
subject to any limitations your game master wishes to put on it.
Jobs: The first time
you roll this benefit you receive a job of that category type. Any further job rolls of the same type allow
you to increase one tech or high tech skill that you already have. If you roll a better job type later you must
take the better job but gain no skill increase for this roll. If you have no tech or high tech skills, or
have increased the mechanic skill to level 3 and have no other skill to put
points in, instead of increasing your skill you receive one weeks worth of pay
to add to your starting wealth. All jobs
pay a base weekly income which will be doubled for every 20 points you have in
tech or high tech skills. This income is
take home pay and all living expenses must be deducted from it, or you can just
assume to save 10%-30% every week (roll 1d3 X10 for percentage saved). You decide what you do for a living but the
game master has the final say.
Job- You work at
least 40 hours a week and bring home $100 a week. Your job sucks but at least you have one.
Good job-
You work 40 hours a week and bring home $200 a week. You’re looking for something better but
realize you have it better than most folk.
Great job-
You work 20 to 30 hours a week and bring home $400 a week. Not many people have it this good and you
know it.
Excellent job-
You work 20 hours or less a week and bring home $800. This is the life!
CHARACTER EXAMPLES
Here are the steps to generate 3 player
characters. In the violent world of Car
Wars I recommend starting with 3 characters per player. One character should be the main focus and
the other 2 secondary. Consider all of
them to be good friends with each other but the game master shouldn’t allow
them to exchange wealth or use each others connections or other benefits. All characters are assumed to have a base
level of 0 in running, search, and area knowledge of their local area.
Character 1: First we consult Table 1 the social and
origins table. Rolling 1d6 and checking
the top line to determine origin. A 5 is rolled indicating this person is from
a city. Next rolling 2 d6 and consulting
the side column we get a 2. Cross
referencing this with the city column yields a result of Scum. Now we determine the age of the
character. One look at the mishap column
shows that Scum characters don’t survive well into old age needing a 5 or
better on 1 d6 for every year beyond 25 to avoid a mishap. We will make this
character 21 years of age to avoid a mishap.
(Yes, we could have made him 25 and received 2 more skill rolls but this
was a role-playing decision on my part to vary ages). Next is wealth. Scum characters don’t get much starting
wealth. We receive 1 roll at age 15 and
1 for every year beyond that for a total of 7 six sided dice. These seven rolls result in a combined total of
28 which we then multiply by the wealth amount of $1 for the grand amount of
$28. This can be used to purchase
equipment or saved as cash with this small amount it hardly matters. No mishap rolls are needed so we go right to
skill acquisition.
Dog Boy as I have decided to call this
character receives one skill roll attempt for age 15 and one for every 2 years
of age after that for a total of 4 attempts. Since he is scum he probably lives
in a bad area and thus would need to defend himself so the first skill we will
try for is a weapons skill. Consulting
Table 3 we find the weapons skill column.
Looking down the column we find that the entry number needed is (7+) so
a 7 or higher must be rolled on 2 d6 to get onto this table. Since Dog Boy is a scum which is abbreviated
as S we see that he gets a +1 to his entry roll, so he only needs to roll a 6
or better. The dice roll is 8 which
makes it even before the +1 is added to the roll. It is now time to see what kind of weapon
skill he gets. Rolling 2 d6 again to get
a 7 and cross referencing this with the weapons chart shows that he receives
the handgun skill at level 0.
Next Dog Boy wants some covert skills
to help him survive on the bad side of town.
Table 4 has the covert skill column which requires a 10 or better to get
on. Scum get a +3 to enter this table
and Dog Boy’s roll of 9 +3 for a 12 easily puts him over the necessary
number. Now we roll 2 d6 to find out
what skill he knows. Since he is from
the city he is at -1 to this roll (B -1).
He rolls an 8 which when we subtract 1 gives a result of stealth, so he
gains the stealth skill at level 0.
Next he goes for a piloting roll on Table 3 in hopes that he will get
the motorcycle skill. He rolls a 5
however which is less than the 7 or better that is required and thus loses that
chance to gain a skill. Dog Boy has 1
more skill roll left and decides to go for the piloting skill again. This time he makes it by rolling a 7. Now that he is on the pilot column he must
subtract 3 since he is scum (S -3). This
is O.K. with Dog Boy as that gets him closer to the motorcycle skill. A roll of 9 is made and even after
subtracting 3 gives him a 6 which is the car piloting skill at level 0.
Now to see what Dog Boy has acquired in
his short life time we go to the benefits table. He gets 1 roll age 15 and one for every 2
full years after for a total of 4.
Taking 1 six sided die he rolls a 1 and cross referencing that with the
scum column gives him Luck at level 0.
Next he rolls a 2 giving him survival (which we will chose as urban) at
level 0. Another 2 is then rolled which
ups his urban survival skill to level 1.
Finally he throws a 5 which gives him a connection. For this he decides that he has a girlfriend
who is in the local gang. Because of
this he can stay in the area without fear of them and can fence the cars he
steals to them. Now a brief history and
we’re done.
Dog Boy has grown up in the ruins next
to a large city. He has had to make ends
meet the hard way and makes a living stealing cars (thus his skills in stealth
and driving). He currently lives in an
abandon building with his girlfriend hoping for a change in his miserable
existence.
Character 2: The process for rolling these last 2
characters will be the same but I won’t go into as much detail. Origins roll is a 4 indicating a small
town. Status roll is a 7 which is middle
class. We’ll make this character a 25
year old female named Mary Kay. Mary’s
age means we roll 11 d6 for her starting
wealth which gives us a total of 26 points times $100 or $2600. 25 years is the cut off date so no mishaps
will need to be rolled for.
Mary will have 6 rolls to attempt to
get skills. First is weapons. Mary is middle class so gets a +1 to entry
and her roll of 7 plus one equals 8 and puts her on. Next she rolls a 7 and acquires the handgun
skill at level 0. Next roll is for
pilot. An 8 gets her on and then a 7 minus 1 for middle class gives her a 6 and
the car driving skill at level 0. Now
she wants a tech skill so she can make money.
An 8 is needed but middle class (M) gets a +2 bonus. A roll of 7 +2 = 9
and gets her on. Since she comes from a
town there is no modifier to this roll and a 7 gives her the mechanics skill at
level 0. She rolls for this column again
getting on with an 11+2=13 which rounds back to a 12. She then rolls for the type of skill and
rolls an 8 which is the mechanic skill again and raises this skill to level
1. After that she goes for a social
skill for which she needs an 8 or higher to get. A 12 puts her on this column without a
problem. The skill roll is a 5 which
gives her fast talk at level 0. Her last
roll she goes back to the tech column and gets a 9+2+11. Her roll for the skill is a 6 which is
mechanic again giving her a total skill level of 2. Mary now receives 6 rolls
for benefits, and because she has a tech skill all of these rolls will be made
at +1. First roll is 6 +1 which is
7. This is a job roll and since it is
her first she now has a job earning her $100 X 2 (for her mechanic skill level
of 2) every week. She probably works for someone as an auto mechanic. Second
roll 2+1=3 is a weapons roll. Rolling
1d6 we get a 2 which means she will have $500 over her starting wealth which
she must use to purchase a weapon. If
she had rolled a 5 or 6 she would have raised her handgun skill up by 1
level. Third roll: 5+1=6 Job. Since Mary already has a job at this level
she can raise on of her tech skills 1 level.
Mechanics is the only tech skill she has so it goes to level 3 (note
that since this now gives her 40 character points in her tech skill she will
now be earning $400 a week from her job). Fourth roll: 3+1=4. This is a connection which Mary will have be
the garage where she works. She can use
the tools for free and gets a 40% discount on all auto parts. Fifth roll: 2+1=3
weapon. Rolling 1d6 we get a 3 which
gives us another $500 to spend on a weapon.
The sixth and final roll is 4+1=5 vehicle. Now we roll 1d6 and get a 6 which means her
driving skill goes up by 1 to level 1.
Character history: Mary works for a small town garage. She is the best mechanic in town and because
of this the owner pays her well lets her use the shop for free and gets her a
good discount on auto parts. Mary
doesn’t own her own car yet and is always on the look out for a good deal. This is how she met Dog Boy as he tried to
fence a stolen car to her. Though she
didn’t approve of his thievery she liked him and has kept in touch with him, bringing
him food and clothing whenever she goes into the big city.
Character 3: Origin roll of 1 is country. Status roll of 9 is middle class. This character will be Fred Johnson. He will be 31 years old which will give him 9
chances for skills. This is also 6 years
over 25 so he will have to roll for a possible mishap 6 times. Starting wealth rolls, 17. Total 57X$100=
$5700 starting wealth. Rolling for
mishaps 6 times on 1d6 yields: 2, 5, 5, 4, 2, and 6. Both 2’s are below the 4 and up limit so Fred
has had 2 mishaps in his life. We now
consult Table 2 and roll 1d6. The first
roll is a 4 which is a loss of 1 skill roll so now our character only has 8
instead of 9 chances for a skill. The
next roll is a 3 which gives Fred a dependent.
We’ll have this be his son that he cares for all alone now that his wife
has died.
Fred has 8 chances for skills. First roll-weapons. 10+1=11 gets him on and a roll of 8 gives him
handgun 0. Second roll-pilot. 7 gets him
on. 4-1=3 gives him the cycle skill.
Third roll: tech. 6+2=8 so he’s
on and a roll of 6 -1 for country origin gives him survival which he’ll take as
desert. Fourth roll: covert. 12 gets him
on and a 9+1 for C gives him a 10 which is explosives 0. Fifth roll: tech. 10+2=12 puts him on and 9-1+8 for a mechanics
0 skill. Rolls six and seven are on the
high tech column but Fred rolls an 7 and 6 so he fails both those chances. The eighth and final roll will be on the
military column, but a roll of 4 fails to get us on.
Benefit rolls. All benefit rolls get a +1 because Fred has
tech skills and these are automatically included in the numbers shown
below. First roll: 7. Job: earning $100
a week, but he has 10 character points in mechanic and 10 in survival which
equals 20 and that is enough to double his base salary to $200 a week. Second roll: 4. Connection: For high-explosives.
Third roll: 5. Vehicle: a roll of 2 gives him $5000 to spend on a vehicle. Fourth roll: 6. Job: this second job roll he
uses to raise his mechanics skill to level 1 (he could have chosen instead to raise his other tech skill,
survival by 1, but hopes mechanic will be more useful). Fifth roll: 2. Gang: though at his age they don’t call it
that. There are 2 other people in this
“gang” each with 20 skill points an $1000 in gear but Fred will figure them out
later. Sixth roll:4. Connection:
Military hardware. Seventh
roll:4. Connection: Vehicles at 25% off regular price. Eighth roll:4. Connection:
Fred and the GM have agreed to let him save this one to set up at a
later date when he meets someone interesting to do business with. Ninth and final roll:5. Vehicle: a roll of 3 gives another $5000 to
spend on a vehicle.
Character history: Fred lived on a farm most of his life until
bandits attacked his place and killed his wife.
He then moved to the city and has been doing odd jobs to keep him and
his son Bobby fed. Fred is a likable guy
and has connections in many places. He
and Mary know each other from way back and he often stops in to visit her when
he makes deliveries to her town. Fred’s
not too fussy on where he gets his stuff and has dealt with Dog Boy on a number
of occasions. With at least $10,000
spend on a vehicle (probably a cycle since he has the skill) Fred will probably be doing a lot of courier
jobs that keep him close to home where he can watch his kid.
Campaigns
It will now be up to the player and
game master to tie all of these characters into a main plot. It is best to have the story center around
just one of the characters with the others as second interests. Hopefully this will provide for a wider
variety of characters than your typical Handgun: 0, Driver: 0, Gunner: 0 that you often get with
the normal way of creating characters.
OPTIONAL RULES
Living Expenses
I recommend using the simple method
listed in the job descriptions, of saving 10 - 30% of your weekly salary and
ignore the details. Characters without
jobs are still considered to make ends meet out of the money they earn
adventuring. If the character has no job
and no adventures then they will be on
the street starving and need to sell $50 a week in equipment just to
survive. For those who want more
detail, the following rules should help.
Living expenses include the
following: Shelter, food, clothing,
minor entertainment (movies, a little partying, etc. . .). It does not include: vehicle maintenance of
any sort, major social functions, special equipment for adventuring, weapons,
or hired individuals including any “bodyguards” from the advantage above.
Living Expenses By Class
Scum: In the chaotic world that the scum character
lives in it is impossible for him to know what his costs will be. Will he have to bribe someone to stay
alive? Pay more for untainted food? Lay down some cash for 1 decent nights
sleep? To represent this unknown simply
roll 1 d6 + 3 x 10%. This will yield the
percentage of income (from 40 to 90%) the character must spend just to stay
alive. Of course 40 to 90% of nothing is
still nothing. Dependents at this level
cost no extra money.
Poor: Poor folk are required to spend a minimum
of $30 a week plus 1 d6 x $10 more. If this results in more expenses then the
character has money then that character is out on the street and starving.
Dependents at this level cost 1 d6 x $5 each.
Middle Class: At this level $50 plus 1 d6 x $10 must be
spent. If this amount is missed for one
week the character can make it up the next.
If however the amount from two weeks has piled up without being paid the
character is out on the street. If three
or more weeks are behind the character is starving and needs to sell some equipment
to survive. Dependents at this level
cost 1 d6 x $10 each.
Upper Class: Here’s where things really start to get
costly. Better homes, better home
security, finer foods, nicer clothing, you’ve got to have it to stay on top. Expense start at $50 plus 1 d6 x $20. Dependents at this level cost 1 d6 x
$20. Loyal body guards cost $100 per
week. If a character misses one week of
living expenses it can be made up the next.
If two weeks are missed social status drops, this gives a -1 on all
request rolls. If three weeks are missed
the character is out on the street with a -2 to all request rolls. Four or more
weeks means the character has lost all respect in the community. Request rolls are at -4 and the chance of
losing employment becomes a possibility.
Job loss is equal to 1 on 1 d6 roll this every month until job is lost
or expenses are recovered. Once upper
class status is lost it is very hard to regain.
How this can be accomplished will be left up to the GM. Loyal body guards will stay on with the
character but may simply starve to death if their costs are not met.
Elite: Money flows away
like rain at this level. Expenses are 2
d6 x $50 each week. Dependents cost 1 d6
x $30. Loyal body guards cost the same
as above. Failure to pay expenses has
the same repercussions as for upper class people.
Note: In all instances dependents must
be paid for before anything else.
Failure to do so will have negative consequences that the GM will
decide. These consequences should be sever.
Near Death Experiences
When a character reaches 0 hit points
that person is normally dead. This rule
seems too brutal for role playing so I have adjusted it. Any character at 0 hit points has 1 hour in
which to receive paramedic attention. At
the end of that hour roll 2 d6. If an 8
or better is rolled that character lives for another hour at which time another
roll is necessary. Continue this until a
paramedic arrives or the character rolls a 7 or less and dies. Characters below 0 hit points also roll like
this but subtract 1 from the roll for every point below 0 they are at and must
make their first attempt within 10 minutes rather than an hour.
Paramedic skill works the same as
described in Car Wars with the following exceptions: Every paramedic working on the victim makes a
roll. As long as at least one makes it
the victim is saved, provided no natural 2’s were rolled, in which case nothing
can save the victim, who dies immediately.
Paramedics working on a person below 0 hit points must subtract 1 from their
roll for every point below 0 to a maximum of -5. No victim can survive below -5 hit points.
Wound Recovery
Injured characters recover wounds at
the following rates: (1) In a tech.
level 8 hospital under doctors care; 1
point every 2 weeks. (2) Receive doctor
care at but not in hospital; 1 point every 3 weeks. (3) Receive no doctor care;
1 point every 4 weeks. Each tech level
below 8 increases the recovery period by ½ a week, while each TL above 8
decreases it by ½ a week.
Permanent Damage
When a character goes to 0 or less hit
points there is a chance they may never fully recover. A 6 or better must be rolled on 2 d6 -1 for
every point below 0 to avoid this. The following modifiers for treatment
apply: Received treatment as (1)
above; Add doctors skill plus 2. As (2) above add doctors skill. As (3) above subtract 2.
If the roll was not successful roll on
the following table.
INJURY
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1
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Lose 1 HP
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2
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Lose use of 1 arm
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3
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Leg hurt
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4
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Lost an eye
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5
|
Lose 1 HP
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6
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Hideous scar
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Explanation of results
Lose 1 HP: Permanently lose 1 hit point. If this happens twice to a character the
second time they receive this they die.
Lose use of arm: No 2 handed weapons or other devices may be
used. All piloting and other skills that
may require 2 hands are at -1. Skills
like acrobatics and climbing are at -3.
Leg hurt: Half all movement. -2 to climbing acrobatics and other skills that may require
2 good legs.
Lost an eye: All weapon, piloting, and other skills that
require depth perception are at -1.
Hideous scar: Any social request rolls that rely on looks
are at -1.
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