Driving

She was right, dead right, as she sped along
She is just as dead as if she’d been wrong.

— Edgar A. Guest (kinda)

Driving involves the manual control of any inatmo vehicle. An inatmo vehicle is any vehicle that is not a spacecraft. The central assumption is that a persona controls the vehicle as the vehicle’s driver. This section is not for autonomous vehicles or vehicles driven by transportation robots. This section is for the tactical driving of vehicles from Vehicles.

The basic assumption made about driving is that it is safe. This section applies to the aggressive and dangerous driving of cars, tractors, boats, planes or skateboards. Drivers that obey traffic regulations and employ reasonable amounts of common sense will be fine. The driving system only comes into play when personas speed, engage in combat or make reckless choices. Under normal circumstances, a vehicle allows an expedition to get from A to C to advance the story.

Observations on Speed
  • 1 h/u = 1 m/s

  • 1 h/u = 3.6 kmh

  • 1 h/u = 2.2 mph

  • 10 h/u = fastest mundane terran

  • 25 h/u = gale force winds

  • 28 h/u = 100 kmh or 60 mph

  • 31 h/u = mundane terran spotted cat

  • 45 h/u = 100 mph or 160 kmh

  • 80 h/u = speed of an arrow

  • 250 h/u = speed of pistol bullet

  • 342 h/u = speed of sound or Mach 1

Feline quadruped staring at box shaped hover car.

Cool cat. Cool car.

TLDR

Handling + Expertise * 2 + Level > Difficulty (maneuver + speed)= Success

3rd level nomad (DEX 10) with driving 3 is driving a handling class of 7 is driving straight at 100 kmh
1d100 plus 16 competency must beat 30 (maneuver 12 and speed 18) or lose control

When to Check?

Vehicular mishaps should be rare. The control check is the first step in losing control of a vehicle. Losing control can result in a collision that injures or kills passengers. Only under extreme circumstances will a control check be warranted. For the most part, the vehicle and driver will carry on without issue. When to make a control check is usually the referee’s decision.

Driving Check Required
  • injury to the driver

    • getting attacked by a weapon or hot beverage

  • sudden dangerous change in road conditions

    • oil slick, chicken swarm

  • driver is distracted

    • arguing, telling jokes, or juggling dice

  • wilfully attempting a hazardous maneuver

    • drifting, high-speed turn, barrel roll

How to Check

In short the player must roll higher than the difficulty on the 1d100 roll. If they fail the persona has lost control of the vehicle.

Difficulty

The difficulty of a driving task roll is determined by speed and nature of the maneuver. Driving straight ahead at normal speeds will be very low difficulty. Turning a sharp corner at high speeds will be very high difficulty.

Maneuver

The maneuver determines the level of the difficulty. Speed must always be taken into account, but the core difficulty is determined by the maneuver.

Driving Maneuvers Difficulty Table

Difficulty of typical driving maneuvers.

Don’t forget the speed adjustment (speed - DEX)!

MANEUVERS

Difficulty

Straight Ahead

12

Drifting

42

Turning, avoiding, swerving

Difficulty

1 facet point or 30o

12

1 facet or 60o

24

2 facet points or 90o

42

2 facets or 120o

84

3 facet points or 150o

126

3 facets or 180o

168

Parking

Difficulty

Drive in

12

Back in

18

Parallel

210

Drift in

84

Land in

126

Flying in

168

Jumping

Difficulty

Straight

32 per hex

Corkscrew

168

End over

210

Side walling

126

Dead Stop

24

PENALTIES

Adjustment

Speed

h/u - DEX - Handling

+1 per h/u

Fog, Smoke, Gas

Adjustment

Normal

+12

Dense

+24

Opaque

+42

Darkness

Adjustment

Moonlit

+12

Starlit

+24

Void

+42

Snow, sand storm

Adjustment

Normal

+12

Heavy

+24

Blizzard

+42

Rain, hail storm

Adjustment

Normal

+12

Heavy

+24

Monsoon

+42

Harsh Snark

+42

Speed

Speed effects are dependent on the persona’s Dexterity. High Dexterity reflects good eye-hand coordination, agility, and reaction time, all of which aids in avoiding accidents. The maximum speed that a persona can handle is one h/u per point of DEX. Even trying to drive straight can be dangerous at high speeds.

Handling is the handling class of vehicle. Some vehicles are designed to make handling them safer.

Speed Penalty

Speed penalty (DD) = (speed h/u - Dexterity - Handling)

Note a negative speed penalty may act as a bonus. Driving at 25 h/u with a 10 DEX in car with handling 5 is a +10 DD penalty.

Competency

The driving skill score is a combination of the vehicle’s handling level and the persona’s driving skill. Every inatmo vehicle created has a handling level. If a persona has no driving skill, the skill score is entirely dependent on the vehicle’s handling level. A persona’s Dexterity has no role in driving skill score. The driver’s Dexterity comes into play if they need to regain control of their vehicle.

Calculating Competency

Competency = Knowledge * 2 + Aptitude + Handling

Handling level 5 and driving skill 2 gives a driving competency of 7.

Knowledge

If the persona has any expertise in driving they get to include this in competency. At the moment there is no interest that is applied to driving checks.

Aptitude

Aptitude determines how much of the persona’s experience level improves competency. The higher the persona’s level the more their competency improves. Driving aptitude is different from regular task roll aptitude in that it is a straight value. There is no increasing value of aptitude at higher levels. EXPS level 4 adds 4 to the competency and level 12 adds 12 to the competency when making a driving task roll.

Handling

The handling level of a vehicle is the combination of the elements of maneuverability, responsiveness and stability. Handling level includes steering sensitivity, brake response, traction, balance, and chassis design. The higher the handling level, the better the chance of success with driving maneuvers.

Bonuses

The player adds bonuses to her 1d100 roll. Bonuses often mean the difference between success and failure. Bonuses can come from every which way. Some TOYs give task roll bonuses. Some computers give task roll bonuses. Many referees will offer task roll bonuses for good role-playing descriptions.

Success

If the difficulty of the task is exceeded, or equalled, the persona reaps the reward of the successful task. In the case of a driving check the expedition continues on their reckless (literally) way.

Failure

If the player rolls less than the difficulty of the driving task she has lost control of the vehicle. Loss of control does not automatically result in collision or disaster for the expedition in the vehicle. The referee may make a qualitative decision that the failed driving task has a particular storyful result. However, the table may choose to let the dice decide.

Loss of Control

To arrive here, the player has lost both her driving roll and her rally roll. The loss of control could be just plain unlucky, but more often speed is to blame. Things are now getting dangerous. Loss of control of the vehicle allows it to travel in a somewhat random direction. The loss of control is temporary, and if there still is a chance that no collision will occur.

Elements of Loss of Control
  1. Duration

  2. Deceleration

  3. Direction

Duration

The loss of control of the vehicle will last for 0 to 3 units (1d4 - 1). The driver loses control of her vehicle for that duration of time. If the vehicle is traveling at 10 h/u and loses control for three units, the vehicle will travel 30 hexes out of control.

Deceleration and deviation simulate the vehicle careening out of control every unit. This period is when everyone in the vehicle is screaming in fear, especially the nothing personas.

Duration of Loss of Control

Duration = 1d4 - 1 units (0-3 units)

A result of 0 indicates this unit only.
A result of 3 indicates this unit and the next two.

Deceleration

This speed loss can be from sensible braking, mad deviations, or both. While the driver is trying to regain control of the vehicle, the most common reaction is to brake. Swerving around also wastes energy, and a vehicle out of control always slows down.

The vehicle will decrease its speed by 0%-50% (1d6 - 1) each unit of lost control. A 0% deceleration indicates no loss of vehicle speed. A 50% deceleration indicates that the vehicle will be traveling at half its original speed.

The deceleration can be quite hazardous to the passengers if they lack proper restraints (aka seat belts). The decelerated speed is the one that determines the damage if an accident should result.

Deceleration In Loss of Control

Deceleration = 1d6 - 1 times 10%

A 1d6 result of 1 = 0% deceleration.
A 1d6 result of 3 = 20% deceleration.

Direction

The struggle to control the vehicle is real. Once control is lost, the vehicle careens in a random direction. The last one, deviation, is left to the discretion of the referee. The ref must decide whether the vehicle-deviates left, right, up or down.

Diagram of hexagon demonstrating turn radius and difficulty.

Faceting the music in loss of control.

Direction of Loss of Control Table
Where the vehicle goes once control is lost.

Die Roll (1d100)

Vehicle Deviation

Explanation

01-40

Straight Ahead

No Change

41-50

Drift

1-3 (1d3) hexes

51-60

One Facet Point

30 Degrees

61-70

One Facet

60 Degrees

71-80

Two Facet Points

90 Degrees

81-90

Two Facets

120 Degrees

91-95

Three Facet Points

150 Degrees

96-99

Threes Facets

180 Degrees

00

Ref’s Own Table

Die Roll

Vehicle Deviation

Explanation

Collision

Losing control of a vehicle may result in a collision. A collision can occur if the loss of control causes the vehicle to crash into an obstacle or careen off the road.

Collision Indicated
  • loss of control path crosses:

    • another vehicle’s path

    • an obstacle

    • goes off the road

  • change of grade by >1/2 a hex

  • confined space with no other option

  • parameters decided by the referee

Three futuristic hover vehicles in a tussle on a futuristic highway.

Cosmic Highway Patrol

Collision Damage

The deadliness of a crash depends on the speed of the vehicle. The higher the speed, the more dangerous the collision. The speed of the collision determines the energy of the collision. The energy of the collision determines the amount of damage delivered. The vehicle and passengers are damaged simultaneously.

Driving is safe. Crashing is dangerous.

Speed

The speed at which the vehicle collides determines the severity of the accident. The vehicle should use its decelerated speed as the collision speed. If there are multiple vehicles in the collision, the speeds of both vehicles come into play. The vehicle speeds are combined to inflict damage to both vehicles.

Relative Speeds
  1. Head-on collision (front three facets): add speeds together

  2. Rear-end collision (back three facets): subtract speeds

  3. T-bone collision (side facets): Use the higher speed

Vehicle Collision Damage Table
Speed and damage to vehicle and passengers.

Damage Speed

Damage

h/u

km/h

Vehicle

Passenger

01-05

0-18

Cosmetic

1d8

06-10

18-36

Obvious Damage

1d10

11-15

36-54

1

2d10

16-20

54-72

1

3d10

21-25

72-90

2

4d10

26-30

90-108

3

5d10

31-40

108-144

3

6d10

41-50

144-180

4

7d10

51-60

180-216

5

8d12

61-70

216-252

6

9d12

71-100

252-360

7

10d12

101-150

360-590

8

11d12

151-200

591-720

9

12d20

201-250

720-900

10

13d20

251-300

900-1080

11

14d20

301-355

1080-1280

12

15d20

355 plus

1280 plus

13

16d30

h/u

km/h

Table Rolls

HPS Damage

Damage Speed

Damage

Damage speed may not be vehicle speed.

Wate

Speed indicates the energy delivered by a collision, but that is not the whole picture. The relative wates involved in the collision also affect the damage delivered. If the referee ignores relative wates, the referee can expect strange results. For example, a moped could ram an 80-ton military tank at high speed and kill the tank crew. Or a jet plane could crash into a convertible, and the car driver could escape injury. There are some faux Newtonian solutions to these potential problems.

Collision Wate Multiplier

Damage Multiplier = Larger vehicle wate / Smaller vehicle wate

The multiplier cannot exceed four times or one-quarter.

If a 1200 kg vehicle collides with a 400 kg vehicle, the larger vehicle will take 1/3 damage. The smaller vehicle will take three times damage. The referee should round the damage multiplier to the nearest manageable number (1, 2, 3, 4) or (1, 1/2, 1/3. 1/4). The damage factor cannot be increased more than four times greater or be reduced by less than 1/4.

Passenger Damage

Collisions can deliver massive amounts of damage and easily kill personas. Collision damage works the same as any other damage inflicted on the persona. The referee generates the damage, and the player subtracts the value from her hit points. The referee can roll damage once for all the personas in the collision or individually for each persona.

Every persona involved in the collision takes the HPS damage. If two vehicles collide, then all the personas in both vehicles take damage. In a collision at 35 h/u, every passenger in both vehicles takes 6d10 HPS in damage. Relative wate can increase the damage by up to 4 times or decrease it by 1/4.

Pedestrians hit by vehicles will take damage as if they were in an accident with the vehicle. A vehicle traveling 35 h/u would do 6d10 to a pedestrian.

Unrestrained Passengers

A deceleration of 50% will damage unrestrained passengers. Being savagely thrown about in a vehicle could happen without a collision. For instance, a vehicle that decelerates to 50 h/u from 100 h/u will throw unrestrained passengers around inside the vehicle. Personas can hit the interior bulkheads at 50 h/u. Bright explorers wear their seat belts!!

Vehicle Damage

Vehicles do not have hit points. Vehicles suffer damage in a fashion similar to other inorganic objects. Vehicle damage resembles robot, spacecraft, and artifact damage. The higher the speed of the vehicle has its collision at the more damage that it endures.

A vehicle in a collision at eight h/u will not sustain damage, but the passengers may. A vehicle in a collision at 28 h/u would sustain three vehicle damage table rolls. A vehicle that collides at 60 h/u (250 km/h) would take six damage table rolls.

Each vehicle damage roll indicates a location of damage and the extent of the damage. The location of the damage is entirely random. The extent of damage can be random or modified depending on the irritation level of the referee.

Location of Vehicle Damage

A roll on the Location of Vehicle Damage table must include an Extent of Damage roll. The location of damage determines which vehicle function is affected by the damage.

Vehicle Damage Location Table
What got done broke from smash.

Die Roll (1d100)

System Damage

Effect

01-12

Locomotion

Speed and handling level

13-24

Cargo/Crew

Space Reduced, cargo damage, target crew

25-36

Engine

Acceleration and speed

37-48

Fuel

Range

49-60

Speed System

Speed

61-72

Acceleration

Acceleration

73-84

Steering System

Handling level

85-99

Accessory

Random accessory.

00

Ref’s Own Table

Die Roll

System Damage

Effect

Extent of Vehicle Damage

The extent of the damage roll indicates the decrease in efficiency of the damaged part. Major damage would decrease the system to 60% of the previous function. Major damage to the speed system would reduce the vehicle’s speed to 60% of the previous function. The vehicle’s maximum speed of 30 h/u drops to 18 h/u. Vehicle system damage is cumulative.

Extent of Damage Table
How severe a blow did the system receive?

Die Roll (1d100)

Descriptor

Drop

Multiplier

01-10

Trivial

0%

1

11-60

Minor

10%

0.9

61-90

Major

40%

0.6

91-99

Critical

70%

0.3

00

Cataclysmic

99%

0.01

Die Roll

Descriptor

Drop

Multiplier

Force bonus rules make cataclysmic system damage rolls more common.

The Collision Wate Modifier should modify the extent of the damage. The referee may multiply the extent of damage roll by the multiplier. If the player rolls 50 on the Extent of Damage Table, this could be multiplied by as much as 4 or 1/4.

Complications

There are further complications that may interest the referee. Passenger entrapment equals 1% per HPS of damage inflicted on the passenger. Post-collision fire is dependent on fuel type and damage to the fuel system. A Sphincter Roll is required to determine if there is a fire complication. Whether the vehicle is drivable depends on the damage to systems during the collision. The final vehicle resting position is entirely up to the decision of the referee.

Hex Mat

Vehicles travel at tremendous speeds. Most vehicles will run out of tabletop combat mat in a unit or two. Vehicle racing, or chasing, is another reason to keep track of vehicle location. Car chases are fun. If there are no persona tokens on the mat, grab a smaller scale hex mat. The smaller scale mat allows for high-speed maneuvers and treacherous obstacles. Regardless of the scale of the hex mat, vehicles move like any other persona. They cover way more hexes every unit and can have lethal collisions.