Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.4.5)

Cohort Vehicle (Mule)

Choose: Vehicle technology
Assign:
  • Three vehicle attributes at Rank 3
  • Two attributes at Rank 2
  • One attribute at Rank 1
Create: A vehicle name and appearance

At the heart of all Cohorts is a vehicle that serves as transportation, storage, shelter, and firepower central to their line of work. Colloquially known as “Mules”, these vehicles are very personal affairs and reflect the ideals and attitudes of their Cohorts in their design and decoration. Each is a unique, hand-crafted creation that represent some of the most advanced tech currently available in Anasta.

Vehicle Technology

Mules can be powered by Ethertech or Solartech. For basic play, only difference is that Ethertech vehicles may use Moonshards to Power Up some vehicle systems. If using optional vehicle modification rules, technology caps come into play.

Vehicle Attributes

Each vehicle attribute represents one “station” in the vehicle able to be occupied by a single PC. While at a station, a character may use the connected vehicle attribute as a Ranked modifier for appropriate Challenges. Narratively, higher ranked attributes have greater capabilites.

Assign: Three attributes at Rank 3, two attributes at Rank 2, and one attribute at Rank 1.
AttributeStation
SpeedPilot
HandlingPilot
Sensors and CommsNavigator
TurretMulekick
Armor
Cargo Capacity (Resource slots)Supply Runner (multiple)

Speed and Handling

The Pilot gets the Mule to where it needs to go. They are responsible for the Speed and Handling of the Mule. In general, this is where Stallion Expertise is helpful.

Sensors and Comms

The Navigator keeps a broad view of the environment using the Mule’s Sensors and assists the Pilot in choosing the most optimal path through a landscape. This is also a specialty of Stallion Expertise. The Navigator is also in position to access the central communications control.

Communication Devices

All Cohorts are assumed to have communication devices so that members can easily communicate with each other at a distance. Comms are very simple and dependent on the vehicle comms system. While all PCs are assumed to have comminucation devices, these must be routed throught the vehicle itself. That is, comms are not peer-to-peer and are dependent on the main vehicle comms system. The individual communication devices become useless after a certain distance away from the vehicle, dependent on the Rank of the comms system. If the Sensors and Comms attribute becomes disabled, individual comms will not work.

Turret

Every Cohort expects trouble at some point. The Mulekick controls the Turret and the Mule’s primary weapon. Venger Expertise goes a long way here.

Armor

Armor gives a Ranked Hindering(-) Simple Modifier to Challenges aimed at damaging a Mule.

Cargo Capacity

Cohorts need space to collect and deliver Supplies as well as to store their own. Each Rank of Cargo Capacity gives two (2) Resource slots. Each slot holds a single type of Resource of any Rank. One or more Resource slots may also be required to transport special cargo (a quest item, VIP, or found item with an Ability, for example).

Anyone that is is not in the Pilot, Navigator, or Mulekick seat can act as a Supply Runner. A Supply Runner allows for Supplies to be used while the Vehicle is in use. If there are no Supply Runners, Resources are not available to any station while the vehicle is in operation.

Vehicle Name and Appearance

Mules come in all shapes and sizes—from rugged, six-wheeled rovers to sleek hovercraft, from multi-legged walkers to heavy-duty dune buggies with tank tracks. The exact appearance of a Cohort’s Mule is up to the players to decide. Mechanically, vehicle attributes work out the same whatever their appearance. This is an opportunity for players to go a bit wild and design a vehicle that fits their Cohort’s theme and style.

Vehicle Stress

Mules provide an additional layer of protection from the Stress of Challenges. Each Vehicle has a Stress track of ten (10) just like a PC. However, when that maximum Stress is reached, rather than taking Agony, one vehicle attribute is disabled. That attribute loses all modifiers and the station cannot be used until it is repaired.

If vehicle Stress from a single Challenge turn pushes Stress past ten (10), the excess is rolled over to a new Stress track of ten. Each time Stress exceeds ten (or a cumulative multiple of ten), one attribute is disabled. For example, a Mule with a Stress of 8 takes 5 more Stress (for a total of 13). One attribute is disabled, and a new Stress track of 10 starts with 3 Stress filled.

Which attribute is disbled may be determined by the GM or the Cohort based on the situation. If Speed or Handling are disabled, the Mule cannot be driven. If Sensors and Comms are disabled, those systems cannot be used. If Cargo Capacity is disabled, all carried supplies must be abandoned (or possibly destroyed).

Vehicle Repair

Unlike PC Stress, Vehicle Stress does not reset during downtime. It requires Stallion Supplies and repair.

To remove current Stress requires using Stallion Supplies (of any rank) and a Stallion Test with a Rating (number of dice) equal to the current Stress. Each success removes one Stress. Not resolving all dice from the Test only means that some vehicle Stress remains; simple repairs like this do not cause Stress to the Cohort (though Disaster may still create complications). This Test for repairs may be attempted multiple times as long as Stallion Supplies remain. Stallion Supplies used in this way provide the usual Add Dice modifier for using Supplies (e.g., using Rank 3 Stallion Supplies gives +3d6).

To repair a disabled attribute requires a Major Stallion 10 Challenge and a total Rank of Stallion Supplies equal to or greater than the disabled attribute’s Rank. If this repair happens during downtime, Stress from the Challenge is applied after the PCs recover Stress. If the Leader becomes Stressed Out before resolving the Challenge, a new leader may be chosen to continue, or allow time to pass and attempt again later (as with any Challenge).

For example, a Mule has a disabled Rank 3 Turret. To repair it requires any combination of Stallion Supplies equaling Rank 3 (a Rank 2 + a Rank 1, three Rank 1, etc.) and a Major Stallion 10 Challenge. If the Challenge is resolved, the Turret is repaired and may be used again.