Tags
1960s. 1970s, 20th Century, Ghastly Affair, Gothic Gaming, Gothic Horror, GROOVY Ghastly Affair, Groovy Horror, Modern Horror, Road Trip, Seventies, Sixties
As with the play-test rules for modern firearms, these guidelines will probably be subject to some refinement and simplification before final publication in GROOVY Ghastly Affair. Try them out while driving on the Uncanny Highway.
When the Vehicle Rules Matter
Drivers are assumed to be able to operate their vehicles in most common situations without the need for any kind of dice roll. If a Player simply wants their character to drive to the corner store to grab some milk, the Presenter should simply state that they do so safely and without incident.
However, if the Player Characters will face Danger while operating their vehicles (such as a Fight, a Chase, an Escape, or any situation that could result in harm), then the Attributes of the vehicle(s) involved come into play. Drivers will have to make Dexterity Checks to complete any challenging maneuvers without losing control and Crashing.
The Attributes of Vehicles
Vehicles are defined by four Attributes: Vehicle Speed, Armor Class, Hit Points, and Handling Modifier.
Vehicle Speed is a factor chiefly during vehicle Chases, and is measured on a different scale from the Speed scores of people and animals.
- Each point of Vehicle Speed equals 10 miles (or approximately 16 kilometers) per hour rate of travel.
- A very healthy person (ordinary Speed 9) running as fast as they can attains Vehicle Speed 1.
- A car with Vehicle Speed of 10 can travel a maximum of 100 miles per hour, while one with Vehicle Speed 20 can attain 200 miles an hour.
- Obviously, a vehicle does not always travel at its maximum Speed, especially since most roads have a legal speed limit of some kind.
Armor Class is the Penalty to the Attack Check for anything trying to damage the vehicle, or its passengers. Thus, it functions just like Armor Class does for any character or creature.
Hit Points define how much damage the vehicle can sustain before it becomes non-functional.
- At 0 Hit Points, the vehicle is inoperable. A moving vehicle reduced to 0 Hit Points (or less) will Crash into a nearby object the next Round.
- At -10, Hit Points, a vehicle is so broken that it can no longer be repaired.
Handling Modifier is a Bonus or Penalty to the driver’s Dexterity Check when they attempt difficult or challenging maneuvers with their vehicle (besides speeding up, slowing down, coming to a gradual stop, making an expected turn at low speed, or parking). Situations where a Driver should make a Dexterity Check with the Handling Modifier include:
- Driving around an obstacle at high speed.
- Attempting to maintain a Chase while in traffic (Check each Round).
- Attempting to turn while maintaining full speed in a Chase.
- Stopping suddenly.
- Making a sudden or unexpected turn.
- Preventing or forcing the movement of another vehicle.
- Running another vehicle off the road (requires a Dexterity Contest).
- Maintaining control of a vehicle while firing a gun.
- Driving while intoxicated or distracted. (Check every third of a mile, or half a kilometer.)
- Any situation were failure could result in serious bodily injury.
Failing any of the above Checks results in a Crash (see below).
A typical 4-door Sedan has the following Attributes:
Vehicle Speed: 10
Armor Class: 2
Hit Points: 20
Handling Modifier: 0 (None)
Fights Involving Vehicles
Anyone directing an Attack towards a Vehicle and/or it passengers must make two Attack Checks.
The first Attack Check is against the vehicle’s Armor Class.
- Damage from this Attack is subtracted from the vehicle’s Hit Points.
The second Attack Check is against one of the passengers.
- If the attacker does not specify which passenger (or cannot see the passengers well enough to distinguish a desired target) the target is chosen at random.
- The vehicle’s Armor Class is added to the target’s own.
- If the driver is killed, the vehicle Crashes into a nearby object the next Round.
- Note that it possible to kill a passenger without doing any major damage to the vehicle itself – by putting a bullet through the door or window, for example.
Firing at or from Moving Vehicles
- Anyone attacking from a moving vehicle suffers a -2 Penalty on the Check.
- Attacks against a moving vehicle, and/or its passengers, incur a -2 Penalty.
- Attacks against a moving vehicle, from a moving vehicle, incur a total Penalty of -4.
Ramming With a Vehicle
Deliberately crashing into another vehicle to damage it (and its passengers) while minimizing harm to yourself and your vehicle requires making a Dexterity Check with the vehicle’s Handling Modifier.
- If the check succeeds, the ramming vehicle suffers 1d6 points of Damage, but its Driver and Passengers only suffer 1d6 points of Nonlethal Damage. The struck vehicle however, suffers Damage equal to the current Hit Points of the Ramming Vehicle, and every occupant (or rider) therein suffers 1d6 points of Lethal Damage and 1d6 Points of Nonlethal Damage.
- If the driver attempting to ram fails their Dexterity Check, everyone involved suffers 1d6 points of Lethal Damage and 1d6 points of Nonlethal Damage. Both vehicles also suffer Hit Point Damage equal to the current Hit Points of the vehicle whose driver attempted the ram. (The ramming vehicle is thus rendered inoperable.)
Deliberately Hitting Pedestrians
A driver deliberately trying to hit pedestrians must make a Dexterity Check with the Handling Modifier.
- If the Check succeeds, the driver strikes one pedestrian that for each point of their current Vehicle Speed. The Lethal Damage inflicted on each struck pedestrian is 1d6 + the driver’s Damage Bonus.
- If the Driver fails their Dexterity Check, they lose control and Crash the vehicle (see below).
Chases Involving Vehicles
Vehicle Chases on the open road are conducted much like any other Chase in Ghastly Affair.
- Determine the Lead (distance between quarry and pursuer).
- Each Round, the side with the lower Vehicle Speed score tries to roll under it on a d20. The Contest Penalty for the roll is equal to half the Vehicle Speed of the faster side.
- If the two sides have the same Vehicle Speed, flip a coin to determine who wins.
- If the pursuer wins, the Lead is reduced by feet equal to ten times their Vehicle Speed score.
- If the quarry wins, the Lead is increased by feet equal to ten times their Vehicle Speed score.
- Once the two vehicles are in contact, the driver(s) can attempt such things as running the other vehicle off the road (and causing a Crash), forcing the other vehicle to make a turn, or even ramming the other vehicle.
A driver who wishes to use an Incantation or Preternatural Power while engaged in a vehicle Chase must stop to do so. Passengers may do so freely, however.
Chases in Traffic
In addition to the above procedure, both pursuer and quarry must make a Dexterity check each Round (with their vehicle’s Handling Modifier) or Crash into a nearby car (see below).
Running Another Car Off the Road
If two cars close the lead to 0 and come into Contact during a Chase, one of the drivers can attempt to run the other off the road.
- The two Drivers engage in a Dexterity Contest.
- If the aggressor wins, the victim will be run off the road. The victim must then Save versus Dexterity, or lose control of their vehicle and Crash into a nearby obstacle the next Round.
- If the victim wins the Dexterity Contest, then the aggressor will lose control and Crash into a nearby obstacle the next Round.
Escapes Involving Vehicles
Throwing a Tail
Losing (or maintaining) a Tail when Vehicles are involved can be handled in a similar manner to when both tracker and target are on foot
- If the environment provides areas where the target can get lost (traffic, a busy city, etc.), then the target and follower must engage in an Intelligence Contest.
- If the target wins, the follower loses track of them.
- If the follower wins, then the target is usable to lose their follower.
Crashing Vehicles
Everyone on or within a vehicle involved in a Crash must Save versus Dexterity, or take both 1d6 points of Lethal Damage and 1d6 points of Nonlethal Damage. A Crashed Vehicle suffers damage equal to 1d6, multiplied by the Vehicle Speed at which it was traveling when the Crash occurred.
- For example, a Coupe (with 20 Hit Points) crashes on the highway while traveling at Vehicle Speed 6 (60 mph). The Presenter rolls a 4 on a d6, indicating that the driver suffers 4 points of Damage. The driver (who had 3 Hit Points) is now at -1 Hit Points – unconscious, and likely to die in 9 Rounds (90 seconds) unless they get immediate medical attention. In the passenger seat is the driver’s friend. The Presenter rolls a 2, and a 4, on a d6, indicating that the passenger (who had 4 Hit Points) suffers 2 points of Lethal Damage and 4 points of Nonlethal Damage. Since Nonlethal Damage is restored at the rate of 1 point per Turn (10 minutes), the passenger will be knocked out for 20 minutes after the Crash. The Presenter then rolls a d6 for the car’s damage, with the result of a 2. This is multiplied by 6, since the car was traveling at Speed 6. The car suffers 12 points of damage – it is significantly damaged, but is still operable.
Vehicles as Hazards
Burning Cars
- Contacting a Burning Car inflicts 1d6 points of Lethal Damage, and ignites an inflammable materials worn or carried.
- Being trapped inside a Burning Car inflicts 1d6 points of Lethal Damage, plus 1d6 points of Nonlethal Damage, per Round. Additionally, the victim must Save versus Constitution each Round, of suffer 1 point each of permanent Charisma, Dexterity, and Constitution damage.
Car Explosions
An exploding car inflicts 5d6 points of Lethal Damage to everyone in the Nearby Area, and ignites all inflammable materials therein. Victims not actually in the car can make a Dexterity Save for half damage.
Land Vehicles of the Swinging Sixties and Groovy Seventies
|
Vehicle Type |
Occupancy (With Driver) |
Vehicle Speed |
AC |
Hit Points |
Handling Modifier |
Special Characteristics |
|
Ambulance |
4 (+2 beds) |
8 |
2 |
40 |
-2 |
|
|
Bicycle |
1 |
2 |
0 |
10 |
+2 |
|
|
Bulldozer |
1 |
3 |
4 |
100 |
-2 |
Front Shovel can be used as an attack for 1d6 + Damage Bonus. A Bulldozer can freely Ram without it (or its driver) incurring any damage) |
|
Bus |
41 – 61 |
8 |
2 |
50 |
-2 |
A typical yellow school bus or city bus. |
|
Convertible or Roadster (Ford Thunderbird, Oldsmobile 98, MGB, etc.) |
2 or 4 |
11 |
1 |
18 |
None |
Dead body can fit in trunk. |
|
Coupe (2-door) |
4 |
10 |
2 |
20 |
None |
Dead body can fit in trunk. |
|
Coupe Utility (El Camino, Ranchero, etc.) |
2 (4 can ride in cargo bed) |
10 |
2 |
25 |
0 |
Two dead bodies can be placed in one layer on cargo bed. |
|
Dune Buggy |
2 |
8 |
1 |
15 |
+2 |
|
|
Economy Car (Renault 4, Volkswagen Beetle, Mini, etc.) |
2 (+2 small or slender people) |
7 |
1 |
15 |
0 |
Generally more popular in Europe than the United States before 1973 – except for the Beetle, which is ubiquitous. Dead body can fit in trunk, if disarticulated. |
|
Fire Engine |
6 |
8 |
3 |
100 |
-2 |
|
|
Half-Track |
13 |
5 |
9 |
100 |
-2 |
Usually mounted with a heavy Machine Gun. |
|
Jeep, Military |
2 or 4 |
6 |
2 |
50 |
None |
May be mounted with heavy Machine Gun when on the battlefield. |
|
Limousine, or Luxury Car (Rolls-Royce Silver Shadow, Cadillac Eldorado, Lincoln Continental, Bentley T-Series, etc.) |
4 |
10 |
2 |
40 |
0 |
Two dead bodies can fit in trunk. |
|
Limousine, Stretch |
8 |
8 |
2 |
60 |
-2 |
Two dead bodies can fit in trunk. |
|
Limousine, Armored |
4 |
8 |
6 |
80 |
0 |
Two dead bodies can fit in trunk. |
|
Locomotive Engine (Diesel) |
2 |
10 |
6 |
100 |
-2 * |
Can only follow its track. |
|
Moped |
1 |
3 |
0 |
10 |
+2 |
|
|
Motorcycle |
2 |
11 |
None |
15 |
+2 |
|
|
Motorcycle, Chopper (“Digger” style) |
2 |
11 |
None |
15 |
-2 |
May grant the Asset “Cool Bike” when dealing with Bikers. |
|
Motorcycle, with Sidecar |
3 |
9 |
1 |
20 |
0 |
Dead body can be transported in sidecar. |
|
Motorhome (Winnebago, etc.) |
6 |
8 |
3 |
40 |
-2 |
Can store sufficient food and water for a week before resupply. |
|
Muscle Car (Plymouth “Hemi ‘Cuda”, AMC Rebel, Pontiac GTO, etc.) |
4 |
15 |
2 |
30 |
None |
Mainly American-made. Dead body can fit in trunk. |
|
Pickup Truck |
2 (6 can ride in cargo bed) |
10 |
2 |
30 |
None |
Six dead bodies can be placed in one layer on cargo bed. |
|
Police Patrol Car |
2 (plus 2 prisoners in back) |
10 |
2 |
30 |
+2 |
Generally based on a modified 4-door sedan. Partition prevents prisoners in back seat from attacking front seats. |
|
Racecar, Formula |
1 |
20 |
1 |
15 |
+2 |
Cannot go off-road. |
|
Scooter (Vespa, Lambretta) |
2 |
3 |
None |
15 |
None |
Common in Europe, unpopular the the United States. |
|
Sedan (4-door) |
5 |
10 |
2 |
20 |
None |
The basic American car. Dead body can fit in trunk. |
|
Sportscar (Jaguar E-Type, Porche 911, Alfa Romeo Spider, Corvette Sing Ray, etc.) |
2 or 4 |
13 |
2 |
20 |
+2 |
European-made are generally considered superior. May grant the Asset “Sexy Car” to Driver. |
|
Station Wagon |
6 |
10 |
2 |
25 |
-2 |
Dead body can fit in trunk when back seats are folded down. |
|
Tank (M48, M60, T55, etc.) |
4 |
3 |
10* |
100 |
-2 |
*Invulnerable to anything less than a Rocket-Propelled Grenade or Heavy Artillery Gun. The Tank’s own Heavy Artillery Gun inflicts 10d6 + gunner’s Damage Bonus. |
|
Tractor, Farming |
1 |
2 |
1 |
30 |
-2 |
|
|
Truck, Delivery |
2 |
8 |
2 |
40 |
-2 |
Eight dead bodies will fit in one layer in back. |
|
Truck, Semi Tractor (without Trailer) |
2 (4 with sleeping compartment) |
10 |
4 |
60 |
-2 |
Four dead bodies will fit in sleeping compartment. |
|
Truck, 18-Wheeler (Tractor & Trailer) |
2 (4 with sleeping compartment) |
10 |
4 |
100 |
-4 |
Modern standardized shipping containers are are becoming common during the Groovy Age, but are not yet universal. |
|
Van (and Camper Van) |
2 – 6 |
10 |
4 |
30 |
-2 |
Often fancily decorated and/or outfitted with chairs, tables, and beds inside. Eight dead bodies will fit inside. |
|
Van, Police (Paddy Wagon) |
2, + 6 in back. |
10 |
4 |
30 |
-2 |
Partition prevents prisoners in back from attacking front seats. Might also be used to transport members of the new SWAT units that are being created during the Groovy Age. Eight dead bodies will fit in one layer in back. |
Vehicle Speed x 10 = Miles per hour
Vehicle Speed x 16 = approximate Kilometers per Hour


