Driving
She was right, dead right, as she sped along
She is just as dead as if she’d been wrong.
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.
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1 h/u = 1 m/s
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1 h/u = 3.6 kmh
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1 h/u = 2.2 mph
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10 h/u = fastest mundane terran
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25 h/u = gale force winds
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28 h/u = 100 kmh or 60 mph
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31 h/u = mundane terran spotted cat
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45 h/u = 100 mph or 160 kmh
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80 h/u = speed of an arrow
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250 h/u = speed of pistol bullet
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342 h/u = speed of sound or Mach 1

Cool cat. Cool car.
TLDR
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.
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injury to the driver
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getting attacked by a weapon or hot beverage
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sudden dangerous change in road conditions
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oil slick, chicken swarm
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driver is distracted
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arguing, telling jokes, or juggling dice
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wilfully attempting a hazardous maneuver
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drifting, high-speed turn, barrel roll
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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.
Difficulty of typical driving maneuvers. |
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Don’t forget the speed adjustment (speed - DEX)! |
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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.
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
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.
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Duration
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Deceleration
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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.
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.
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.

Faceting the music in loss of control.
| 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.
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loss of control path crosses:
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another vehicle’s path
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an obstacle
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goes off the road
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change of grade by >1/2 a hex
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confined space with no other option
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parameters decided by the referee

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.
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Head-on collision (front three facets): add speeds together
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Rear-end collision (back three facets): subtract speeds
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T-bone collision (side facets): Use the higher speed
| 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 |
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Damage speed may not be vehicle speed. |
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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
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.
| 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.
| 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. |
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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.