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[HoE] AB:Gearhead



Okay, I wrote up a Roadwarrior AB/Knack. I used Darrin
Bright's Knack stuff and Sean Michael Whipkey's
Drivin'/Belongin' stuff with slight modification, so
guys, I hope you like what I did with your ideas. If
we can come up with some more good power ideas the
requirements would have to be reworked, but since I've
only made four, I figure you get those automatically.

Gearheads are basically car nuts. Not just your
standard-run-o'-the-mill car junkie either, they'd
rather spend time with their ride than with a warm
body. They love their vehicles so much that they are
practically extensions of one another. It just so
happens this isn't far from the truth. As Junkers
know, the spirits of cars do better with a little TLC.
Well, these guys give so much that car spirits see
them as kindred spirits. Almost like a car in a
human's body if you will. Because of this bond the
Gearhead gets bonuses to his own driving rolls. For
the character the requirements are:
Arcane Background/Knack:Gearhead 3 points
Minimum of 2 points in Drivin'
(This makes it a 5 point knack, and it also counts as
an AB in HOE so it can't be taken with other ABs.)

What they get:
Edge: My Baby
(Gearheads only)
1 - a modified cycle or an old economy car
2 - a killer bike, a regular car, or a old, run-down
hoverbike.
3 - a hoverbike, a very good car or an old, run-down
rig or an ultralight
4 - a good rig, or a small helicopter/plane(two-man
jobber)
5 - a killer rig, a good sized helicopter/plane

Knack ability to use on vehicle bonded to:
White: When used on Drivin' rolls, add +4 to the roll.
Red: Automatically succeed at any vehicle-related
Repair or Scrounge
roll.
Blue: Roadwarrior may trade this chip in and use it
like a sleeve card
to make a Drivin'-related action at any time, or even
try to interrupt
someone else's action, even if he doesn't have a
sleeve card or any
other action cards.
Legend: Whenever a Roadwarrior's chosen vehicle is
going to crash or be
destroyed by damage, somehow it narrowly escapes or
survives intact.

Power(s):

Bond
Aptitude:Drivin'/Spirit
Time:1 action/special
TN:13
Duration:Permanent

This power is required of a gearhead to "get to know"
a vehicle. Without it he can't use his Gearhead Knack.
It is assumed the Gearhead is bonded with his starting
vehicle. To bond with vehicles beyond this original
one must make an Incredible(13) Drivin'/Spirit roll.
This can be done in one action. For every extra day
that is spent at least with the vehicle before the
bonding power is attempted the TN is lowered by 2, to
a minimum of 3. If the Gearhead goes bust on this roll
he can never bond to that car spirit and also suffers
-4 to all drivin' rolls with that vehicle.

Feel the Road
Aptitude: Drivin'
Time: 1 action
TN: 7
Duration: 1 round/success

"I know this road like the back of my hand."
This power allows the Gearhead to do other complicated
actions without suffering the penalty for doing things
such as shooting, throwing, or eating while driving.
For every raise the driver gets he can do those things
without having to concentrate on the road for another
round. If the Gearhead busts the Marshal gets to make
an immediate "Out of Control" roll.

Know the Road
Aptitude: Drivin'/Cognition
Time: special
TN: 9
Duration: special

"I don't have to stop for directions!"
When using this power the Gearhead just studies the
road ahead of him for a while. He gets in tune with it
and just "knows" where to go, and where not to go. For
every action spent studying before the roll the
Gearhead gets +2 to the roll, maximum is +10. For
every success and raise the Gearhead knows which ways
to go for an hour. This means he won't run into things
such as dead-ends, downed bridges, or roadblocks.
Extremely large abominations sitting in the road DO
count as roadblocks. On a bust the driver will lead
the vehicle astray through a "shortcut" where they
will possibly get lost, run into a dead-end, trouble,
or maybe even the Marshal's next adventure.

Be the Road
Aptitude: Drivin'
Time: 1 action
TN: 10
Duration: 1 round/success

With this power the driver essentially becomes a white
chip factory for the sole purpose of driving. Once
used every Drivin' roll made recieves a +4 bonus for
one round per success and raise. Yes, white chips can
be used on top of that too. If the Gearhead goes bust
though, the Marshal gets a free roll on the "Out of
Conrtol" table.

=====
Jim Burzelic
Visit Zombi Bobb's Netherworld CyberBeachHead
http://www.geocities.com/area51/dreamworld/4717
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