Vehicle Creation
Rides are divided into two primary categories: Mounts and Vehicles. All mounts are animal companions that can piloted or used for combat. Vehicles are Rides that are made using technology. While mounts follow the normal creature creation rules and have normal statistics and Creature Ratings, vehicles have their own unique statistics and Ability Scores that are used to determine their Creature Ratings. Vehicles can battle against normal creatures and mounts but they are typically far more powerful than them and most standard weapons and attacks will do little against them.
Vehicles are further divided into three Vehicle Types. Land Vehicles are Rides that only move on solid ground or land such as cars. Aquatic Vehicles are Rides that only move in or on water such as boats and submarines. Aerial Vehicles are Rides that primarily move by flying and also includes space crafts and includes airplanes and spaceships. Hybrid Vehicles are capable of moving through more than one type of terrain such as land and water or space and land but these but are rare compared to more traditional Rides.
Ability Score Tier | Reference | Scores |
---|---|---|
Tier | Reference | Scores |
-5 | Minimum CR 1 | 10 |
-4 | CR >1 | 11-12 |
-3 | CR 5 | 13-14 |
-2 | CR >5 | 15-16 |
-1 | CR <10 | 17-19 |
0 | CR >10 | 20-25 |
1 | CR >15 | 26-31 |
2 | CR >20 | 32-36 |
3 | CR >30 | 37-42 |
4 | CR >35 | 43-48 |
5 | Maximum CR >40 | 49-54 |
Vehicle Ability Scores
All Vehicle Rides have their own unique Ability Scores that are used for their CR calculation and for their statistics. Vehicles do not have skills but instead do have special abilities, combat maneuvers, and actions that only they can perform. They also have Saves just like normal creatures which are used in unique ways. Just as creatures, the Ability Scores have a tier system from -5 to 5. However, the Ability Scores are higher by a base of 10 that the regular CR Ability Scores.
Power Score represents the source of energy and power output that a vehicle has and is meant to reflect their horsepower or overall energy level. Therefore, how powerful the vehicle’s attacks are is also affected but this score. The higher the score the more powerful their sources of energy, fuel, and propulsion is.
Mobility Score represents the vehicle’s agility and overall mobility through its environment which is based off of its mode of transportation, its aerodynamics, and its overall size and turn radius. This also represents how accurately the vehicle can fire its ranged weapons and dodge enemy attacks. The higher the score is the more agile and maneuverable the vehicle is. The vehicle’s Dexterity Save is based off of this score.
Hardiness Score represents how physically hefty, hard, and durable the vehicle is and therefore how well it can survive the environments and overall wear and tear over time. The higher the score is the longer lasting and more durable the vehicle is. The vehicle’s Constitution Save is based off of this score.
Complexity Score represents how complex the design, configuration, and technology used to create and assemble the vehicle is. Vehicles that are too complex may be outside of a character’s ability to Pilot. In order to determine if a character can pilot a ride or not, they must make an Intellect Check against the vehicle’s Complexity Score. If they pass, they are able to figure out how to Pilot the vehicle and may make a Pilot Check (see Accessibility Score). If they fail, it is too complex for them. Likewise, if a character wishes to reverse engineer a vehicle, they must make a Knowledge Engineer Check against the vehicle’s Complexity Score. If they pass, they can reverse engineer aspects of the vehicle. The higher the score is the more complex the vehicle is.
Programming Score represents how advanced the programming on the vehicle is and therefore how well protected it is from virtual and cyber attacks it is. Vehicles that do not have computers or any type of programming do not have a Programming Score and are immune from being hacked. A score of 0 means that the vehicle’s defenses are down or compromised and therefore automatically fail in protecting itself from being hacked. No score on the other hand makes the vehicle immune to hacking. The higher the score is the more advanced the vehicle’s programming is. The vehicle’s Sanity Save is based off of this score.
Accessibility Score represents how easy, intuitive, and accessible the vehicle’s controls are to use. The more complicated the vehicle’s controls or the more complicated the vehicle is in general as far as design, services, and features the higher the accessibility score becomes. Lower scores makes the vehicle more accessible to characters. Whenever a character attempts to pilot a vehicle they are able to, they must make a Pilot Check against the vehicle’s Accessibility Score. If they pass, they have no problems piloting and controlling the vehicle. If they fail, the vehicle is too hard either because it is too sensitive to what they are used to, too complicated in design, or too cumbersome for them.
Vehicle Saves
Vehicles have unique Saves that are used for different situations and unique scenarios and unlike creatures, not all Ability Scores have an associated Save with them.
Power Save is based off of the vehicle’s Power Score and represents how well the vehicle’s power sources can maintain power especially when being stressed or put under extreme conditions. If a Power Save is required then typically the power source is being pushed to their limits and failure may mean complete temporary failure to their Power.
Hardiness Save is based off the vehicle’s Hardiness Score and represents how well the vehicle is fortified in its vital sections. Whenever a vehicle is attacked in its vitals or if its propulsion systems are being attacked or if a Turret, Mounted Weapon, or Ion Canon is being targeted; the vehicle must make a Hardiness Save. If it passes, they take no damage. If they fail, they either take critical damage, have a Weapon destroyed, or take damage to their Mobility. See Vital Targeting for more information.
Mobility Save is based off of the vehicle’s Mobility Score and represents how well the vehicle can perform evasive maneuvers to dodge enemy attacks. Certain Ride Combat Maneuvers can be performed using the Mobility Save.
Programming Save is based off of the vehicle’s Programming Score and represents how well the vehicle can virtually protect itself from being hacked. If the vehicle doesn’t have a Programming Score then they also have no Programming Save. Whenever the vehicle is being hacked, it must make a Programming Save against the hack. If they pass, they are prevented from being hacked. If they fail, they become hacked and may have one of their systems shut down.
Vehicle Statistics
The statistics of a vehicle are based off of their Vehicle Ability Scores and vary. Vehicles also have their own unique Physical Traits, Defensive Traits, Offensive Traits, Systems, and Propulsion that may affect certain statistics. They also have Crews and a Ride Carrying Capacities which represents how many characters it takes to pilot the vehicle properly and how much cargo and passengers the vehicle can hold, respectively. The Ride Carrying Capacity is calculated by the Power Score times 100 or 1,000 in units of pounds or tons, whichever the Verse Master believes is most sensible for the Ride.
The Vehicle Physical Resistance is calculated as
Vehicle Physical Resistance = Defensive Traits + Bonuses
and the Vehicle Spell Resistance is calculated as
Vehicle Spell Resistance = Defensive Traits + Bonuses
while the Vehicle Physical Resistance is calculated as
Vehicle Physical Dodge = Mobility Score + Size Modifier + Bonuses
as well as the Vehicle Spell Dodge is calculated as
Vehicle Spell Dodge = Mobility Score + Size Modifier + Bonuses
The Vehicle Health Points (Vehicle HP) is calculated as
Vehicle HP =[(HD + Hardiness Score + Bonuses) x Size Adjuster] x CR
Whenever a vehicle makes an Attack it is calculated as
Vehicle Attack = 1d20 + Weapon Bonus + CR + CR Bonus + Bonuses
The Vehicle’s Melee Damage is calculated as
Vehicle Melee Damage = 1 Damage Die (DD) per CR Bonus + Power Score
While the Vehicle’s Range Damage is calculated as
Vehicle Range Damage = 1 Damage Die (DD) per CR Bonus + Mobility Score
And the Vehicle’s Natural Damage is calculated as
Vehicle Natural Damage = 1 Unarmed Die (UD) per CR Bonus + Power Score
The Vehicle Combat Maneuver Bonus (Vehicle CMB) is calculated as
Vehicle CMB = Power Score – Size Bonus + Bonuses
While the Vehicle Combat Maneuver Defense (Vehicle CMD) is calculated as
Vehicle CMD = Power Score + Mobility Score + Size Bonus + Bonuses
The Vehicle Initiative Score is calculated as
Vehicle Initiative Score = Mobility + Bonuses
Every Vehicle has a Vehicle Movement Speed which is also based off of their Ability Scores. Most vehicles only have one type of movement depending on whether they are Land, Aquatic, or Aerial vehicles. Land vehicles will primarily have a Run Speed, Aquatic will primarily have a Swim Speed, and Aerial will primarily have a Fly Speed. Some unique vehicles such as mechas may have more than one or other movements such as Burrow and Climb.
Whenever calculating a vehicle’s Movement Speed, it is almost always calculated the same. If the vehicle has only one Movement Speed then it is calculated by Power Score + Mobility Score + Hardiness Score rounded down to the nearest 5. If the Vehicle has a Climb Speed, it is calculated using only the Power Score to the nearest 5 unless otherwise stated. If they have a Burrow Speed, it is calculated using the Power Score divided in half to the nearest 5 unless otherwise stated. If the Vehicle has more than one Movement Speed, then one score may be calculated as normal and another using only Power and Mobility depending on the propulsion systems.
Hacking Vehicles
Characters can attempt to Hack into an applicable vehicle that has a Programming Score. This must be down by either gaining access to an onboard computer by infiltrating the vehicle, by docking a vehicle with another vehicle and manually jacking into the vehicle, or by wirelessly (either over the internet, Ethernet, or via magic) hacking into their systems from afar. This is then done by making a Knowledge Engineering check as a Swift Action against the vehicle in which the vehicle must then make a Sanity Save. If the vehicle succeeds, the hacking fails. If the vehicle fails it’s Sanity Save, then the character gains access to the vehicle’s systems and may shut down any of the System abilities and functions as a Standard Action however, they must attempt to hack the vehicle per system or ability they are shutting down.
Characters can also install any viruses they have into a vehicle that has been successfully hacked which takes a Full Round Action to perform. Once installed, the vehicle must make a Sanity Save against the Virus DC or otherwise be permanently infected. The Pilot must manually remove the virus but making an additional Knowledge Engineering Check against the Virus DC to uninstall it from their systems.
Vehicle Traits
Vehicle Physical Traits
The Buoyant traits grants the vehicle the ability to float on water and a Swim Movement Speed.
The Hover Mechanism provides the vehicle with Levitation, Limited Flight, and Glide.
The Humanoid trait gives the vehicle a humanoid shape granting them the Punch and Trample offensive traits as well as a Run, Burrow, and Climb Movement Speed.
The Quadruped trait gives the vehicle four legs to walk on granting them the Trample offensive trait and a Run movement speed
The Bipedal trait gives the vehicle two legs to walk on granting them the Kick offensive trait.
The Tires trait gives the vehicle wheels and a Run Movement Speed and the Ram offensive trait.
The Fatal Critical trait makes all attacks and weapons the vehicle has have the Fatal critical effect.
The Track Wheels trait gives the vehicles rolling tracks and a Run Movement Speed and the Trample offensive trait.
The Rotating Barrel trait gives the vehicle a Mounted Rocket Launcher offensive trait that has a180 degree rotation and Field of View.
The Propeller trait gives the vehicle rotating propellers that provide lift and grant a Fly Movement Speed.
The Balloon trait gives the vehicle a large balloon to life it into the air giving it Limited Flight.
The Landing Gear trait gives the vehicle legs, brackets, or pads that can be used to land on.
The Control Center provides the vehicle with an enclosed room that powers and controls the vehicle using advanced technology and a window to view out of. If it is Augmented, then the window provides a H.U.D. while being operated but must be at least Modernwork to do so. If it is Virtual, then the Control Center does not have a window and instead is controlled via Virtual Reality headset or a Virtual chamber that uses cameras but must be at least Modernwork to do so. These control centers can either be Clockwork, Steamwork, Modernwork, Cybernetic, Nanite, or Mana Tech. Control Centers provide only a forward facing Field of View that does not allow them to see below, behind, above, or to the sides of the vehicle.
The Gravity Manipulation trait provides the vehicle with True Flight giving them a Fly Speed and the ability to move in any 360 degree direction.
The Remote Control Center allows the vehicle to have no pilot in the vehicle and is instead piloted remotely via the internet or Ethernet.
The Rocket Mechanism trait provides the vehicle with a Fly Movement Speed.
The Mirrors trait provides the vehicle extends to vehicle’s Field of View to behind the Vehicle as well.
The Bridge trait provides the Vehicle an extending Field of View in front of and to the sides of the Vehicle but not below, above, or behind.
The Stealth Design trait makes the Vehicle immune to Radar Systems.
Vehicle Defensive Traits
The Wood trait grants the vehicle a +2 Resistance to Electricity but a -2 Vulnerability to Fire.
The Adamantite Plating trait grants the vehicle a +20 to their Physical Resistance.
The Reinforced Adamantite Plating trait grants the vehicle a +40 to their Physical Resistance but a -5 to Mobility.
The Meteoric Plating trait grants the vehicle a +20 to their Physical Resistance.
The Reinforced Meteoric Plating trait grants the vehicle a +40 to their Physical Resistance.
The Ivory Plating trait grants the vehicle a +2 bonus to their Physical Resistance.
The Coral Plating trait grants the vehicle a +2 bonus to their Physical Resistance.
The Stone Plating trait grants the vehicle a +5 bonus to their Physical Resistance but a -5 to their Mobility.
The Ebony Plating trait grants the vehicle a +2 bonus to their Physical Resistance.
The Obsidian Plating trait grants the vehicle a +15 bonus to their Physical Resistance.
The Reinforced Obsidian Plating trait grants the vehicle a +30 bonus to their Physical Resistance.
The Bronze Plating trait grants the vehicle a +5 bonus to their Physical Resistance.
The Reinforced Bronze Plating trait grants the vehicle a +10 bonus to their Physical Resistance.
The Iron Plating trait grants the vehicle a +5 bonus to their Physical Resistance.
The Reinforced Iron Plating trait grants the vehicle a +10 bonus to their Physical Resistance but a -2 to their Mobility.
The Mithral Plating trait grants the vehicle a +10 bonus to their Physical Resistance.
The Reinforced Mithral Plating trait grants the vehicle a +20 bonus to their Physical Resistance.
The Steel Plating trait grants the vehicle a +15 bonus to their Physical Resistance.
The Reinforced Steel Plating trait grants the vehicle a +30 bonus to their Physical Resistance but a -5 to Mobility.
The Titanium Plating trait grants the vehicle a +15 bonus to their Physical Resistance.
The Reinforced Titanium Plating trait grants the vehicle a +30 bonus to their Physical Resistance.
The Nitinol Plating trait grants the vehicle a +15 bonus to their Physical Resistance.
The Reinforced Nitinol Plating trait grants the vehicle a +30 bonus to their Physical Resistance but a -2 to Mobility.
The Pressurized Hull trait makes the Crew and passengers of the vehicle immune to Void and Water Pressure when in space or underwater.
The Nanite Plating trait grants the vehicle a +25 to their Physical Resistance.
The Reinforced Nanite Plating grants the vehicle a +50 to their Physical Resistance but a -5 to Mobility.
The Photonite Plating trait grants the vehicle a +25 to their Physical Resistance.
The Reinforced Photonite Plating trait grants the vehicle a +50 to their Physical Resistance.
Vehicle Offensive Traits
The Mounted Weapon trait provides the vehicle with ranged weapons mounted to the exterior of the vehicle. These are either controlled by the Pilot or an automated system.
The Ion Canon weapon trait provides a large canon that deals 10d12 light damage that can only be used as a Full Round Action. The Vehicle must have a Nuclear Fission Reactor or a Nuclear Fusion Reactor in order to convert the radioactive waste into energy.
The Turret weapon trait provides a ranged weapon that must be manually piloted by characters. If the turret is destroyed, any character piloting the weapon is instantly killed.
The Ram weapon trait grants the vehicle the ability ram into targets as per the Ram Offensive Trait.
Vehicle Propulsion
The Oars trait provides the vehicle with oars that must be manually rowed by characters in order to move.
The Sail trait provides the vehicle with sails that requires blowing wind to move.
The Fuel Engine trait provides the vehicle with a mechanical engine that requires fuel such as gasoline to move.
The Mana Batteries trait provides the vehicle with Mana batteries to power their Mana Tech vehicle.
The Nuclear Fission Reactor provides the vehicle with a chamber that powers the vehicle using nuclear fission energy and has radioactive waste. Manually destroying this reactor via infiltration automatically destroys the Vehicle and creates an explosion with a range equal to double its highest Movement Speed as per the Kamikaze rules.
The Nuclear Fusion Reactor provides the vehicle with a chamber that powers the vehicle using nuclear fusion energy with little radioactive waste. Manually destroying this reactor via infiltration automatically destroys the Vehicle.
The Steam Chamber trait provides the vehicle with a chamber that converts steam into energy either from Steamwork technology or fire.
The Gears trait provides the vehicle with multiple mechanical gears and pulleys that are used to operate the vehicle using Clockwork technology.
The Batteries trait provides the vehicle with Modernwork electrical batteries that power the vehicle.
The Tesla Tower trait provides the vehicle with one or more electrical Tesla Towers that power the vehicle.
Vehicle Systems
The Temperature Regulator system provides +20 Resistance to Heat and Cold to all passengers and Crew in the Vehicle.
The Heat Shield system provides a +30 Resistance against fire damage dealt to the Vehicle.
The Plasma Shield system provides a +30 Resistance against light damage dealt to the Vehicle.
The Conductive Shield system provides a +30 Resistance against electricity damage dealt to the Vehicle.
The Wind Shield system provides a +30 Resistance against air damage dealt to the Vehicle.
The Water Shield system provides a +30 Resistance against water damage dealt to the Vehicle.
The Conductor Shield system provides a +30 Resistance against cold damage dealt to the Vehicle.
The Communication Comm system grants the Pilot and Crew the ability to communicate with other Communication Devices or Vehicles that have a Communication Comm over any distance.
The Navigation System grants the Vehicle a virtual map and guidance that prevents the vehicle from getting lost while traveling.
The Hyper Drive system allows the Vehicle to travel at faster than light speed by traveling through Hyper Space or the Ether. The Vehicle must have either a Nuclear Fusion Reactor, Nuclear Fission Reactor, or Mana Tech propulsion active. It takes a Full Round Action to activate and can be used to immediately leave combat without being pursued.
The Autopilot system allows the vehicle to remain on course without having to be actively piloted by the Crew or Pilot but requires a Navigation System.
The Intercom System allows the Crew or Pilot to relay messages across the entire Vehicle or to specific rooms.
The Alarm System allows the Crew or Pilot to alert all passengers of an emergency by sounding alarms throughout the Vehicle or in specific rooms by accessing Alarm Panels.
The Emergency Breach Defense system allows the Vehicle to automatically seal off rooms or windows that have been breached to the outside and takes 1 round to activate.
The Media Player system allows the Pilot or Crew to play various forms of media such as music or videos either through a radio, wireless connection, the Ethernet, discs, and more. If the Vehicle has an Intercom System, it can be played over this system as well.
The Security System allows the Pilot or Crew to have cameras throughout the vehicle to see any intruders in the vehicle or in specific rooms.
The Radar System allows the Pilot or Crew to gain a 360 degree Field of View to any target within the radar’s field which is equal to the highest Movement Speed of the Vehicle extending in all directions.
The Anti-Radar system allows the Vehicle to be undetectable by Radar Systems and is activated as a Standard Action.
The Cloaking system allows the Vehicle to turn invisible and is activated as a Full Round Action. Attacking enemy targets deactivates the Cloaking system.
The External Camera system extends the Vehicle’s Field of View to the camera’s location allowing the Pilot or Crew the ability to see in dead zones such as below, above, behind or to the sides of the Vehicle.
Vehicle CR Calculation
The CR of a Ride is also determined by finding the Ride Ability Score Average which is calculated as
Ride ASA = [Power + Mobility + Hardiness + Complexity + Programming + Accessibility] ÷ 6
and using the CR Chart to determine its actual Creature Rating. The Size Adjuster and Size Modifier is also shown on the Size Chart.
CR Chart
CR | Ability Score Average | CR Bonus | Health Die | Mana Die | Unarmed Die |
---|---|---|---|---|---|
1/8 | 1 | – | 1d4 | 1d4 | 1d4 |
1/6 | 2-3 | – | 1d4 | 1d4 | 1d4 |
1/4 | 4-5 | – | 1d4 | 1d4 | 1d4 |
1/3 | 6-7 | – | 1d4 | 1d4 | 1d4 |
1/2 | 8-9 | – | 1d4 | 1d4 | 1d4 |
1 | 10 | +/x1 | 1d6 | 1d6 | 1d6 |
2 | 11 | +/x1 | 1d6 | 1d6 | 1d6 |
3 | 12 | +/x1 | 1d6 | 1d6 | 1d6 |
4 | 13 | +/x1 | 1d6 | 1d6 | 1d6 |
5 | 14 | +/x1 | 1d6 | 1d6 | 1d6 |
6 | 15 | +/x2 | 1d8 | 1d8 | 1d8 |
7 | 16 | +/x2 | 1d8 | 1d8 | 1d8 |
8 | 17 | +/x2 | 1d8 | 1d8 | 1d8 |
9 | 18 | +/x2 | 1d8 | 1d8 | 1d8 |
10 | 19 | +/x2 | 1d8 | 1d8 | 1d8 |
11 | 20 | +/x3 | 1d10 | 1d10 | 1d10 |
12 | 21 | +/x3 | 1d10 | 1d10 | 1d10 |
13 | 22 | +/x3 | 1d10 | 1d10 | 1d10 |
14 | 23 | +/x3 | 1d10 | 1d10 | 1d10 |
15 | 24 | +/x3 | 1d10 | 1d10 | 1d10 |
16 | 25 | +/x4 | 1d12 | 1d12 | 1d12 |
17 | 26 | +/x4 | 1d12 | 1d12 | 1d12 |
18 | 27 | +/x4 | 1d12 | 1d12 | 1d12 |
19 | 28 | +/x4 | 1d12 | 1d12 | 1d12 |
20 | 29 | +/x4 | 1d12 | 1d12 | 1d12 |
21 | 30 | +/x5 | 2d8 | 2d8 | 2d8 |
22 | 31 | +/x5 | 2d8 | 2d8 | 2d8 |
23 | 32 | +/x5 | 2d8 | 2d8 | 2d8 |
24 | 33 | +/x5 | 2d8 | 2d8 | 2d8 |
25 | 34 | +/x5 | 2d8 | 2d8 | 2d8 |
26 | 35 | +/x6 | 2d10 | 2d10 | 2d10 |
27 | 36 | +/x6 | 2d10 | 2d10 | 2d10 |
28 | 37 | +/x6 | 2d10 | 2d10 | 2d10 |
29 | 38 | +/x6 | 2d10 | 2d10 | 2d10 |
30 | 39 | +/x6 | 2d10 | 2d10 | 2d10 |
31 | 40 | +/x7 | 2d12 | 2d12 | 2d12 |
32 | 41 | +/x7 | 2d12 | 2d12 | 2d12 |
33 | 42 | +/x7 | 2d12 | 2d12 | 2d12 |
34 | 43 | +/x7 | 2d12 | 2d12 | 2d12 |
35 | 44 | +/x7 | 2d12 | 2d12 | 2d12 |
Size Bonus & Adjuster Chart
Size Category | Size Range | Size bonus | Size Adjuster |
---|---|---|---|
Fine | <6” | -4 | +/x1/5 |
Diminutive | 6” up to 1’ | -3 | +/x1/4 |
Tiny | 1’ up to 2’ | -2 | +/x1/3 |
Small | 2’ up to 4’ | -1 | +/x1/2 |
Medium | 4’ up to 8’ | 0 | +/x1 |
Large | 8’ up to16’ | 1 | +/x2 |
Huge | 17’ up to 32’ | 2 | +/x3 |
Gargantuan | 32’ up to 64’ | 3 | +/x4 |
Colossal | 64’ up to 128’ | 4 | +/x5 |
Giant | 128’ up to 512’ | 5 | +/x6 |
Kaiju | 512’ up to 1,024’ | 6 | +/x7 |
Mountainous | 1,024’ up to 4,096’ | 7 | +/x8 |
Colonial | 4,096’ up to 16,384’ | 8 | +/x9 |
Harbinger | >16,384’ | 9 | +/x10 |
The Ride Vehicle Profile is very similar to the Creature Profile except that it has different Ability Scores as well as new categories listed under the Traits section.
Ride Vehicle Profile
NAME
CR / ASA
Size Mass Type
Age # Weight # Hardness Category
Description
STATISTICS
Pwr #, Mob #, Hrd #, Cmp #, Prg #, Acc #
Pwr Save #, Mob Save #, Hrd Save #, Prg Save #
HP # (d + )
Physical Dodge # (+ bonuses)
Spell Dodge # (+ bonuses)
Physical Resistance # (+ bonuses)
Spell Resistance # (+ bonuses)
CMB +#; CMD #
Init +#
Run ft
Swim ft
Fly ft
Burrow ft
Climb ft
TRAITS
Physical Traits
Defensive Traits
Offensive Traits
Crew #
Carrying Capacity # lbs/tons
Propulsion
Systems
Field of View