Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.4.1)

Cohort Vehicle (Mule)

Assign: Three vehicle attributes at Rank 3, two attributes at Rank 2, and one attribute at Rank 1
Choose: Vehicle technology
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 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 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.

The group as a whole decides the beginning vehicle loadout, and whether the vehicle is powered by Ethertech or Solartech. Only Solartech vehicles can have permanent Speed or Turret at Rank 4+, mirroring the caps on Energy Generation Abilities. Note, however, that Moonshards may be used to Power Up an Ethertech vehicle attribute and temporarily exceed the usual cap.

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

Vehicle Stations

Pilot

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.

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.

Mulekick

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.

Supply Runner

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 moved to another single station. If there are no Supply Runners, Supplies are not available to any station while the vehicle is in operation.

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).

Vehicle Scale

The attributes for vehicles assume that the Cohort is facing the environment or another vehicle. If a vehicle targets something smaller (racing to catch up to a swift creature, firing at rival Cohort members approaching on foot, etc.), a Scale trait is created. What modifiers are associated will be determined by the GM based on the situation, but a rule-of-thumb is to treat the attribute as two Ranks higher (to a maximum of Rank 5).

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 Speed and/or Handling are disabled, the Mule cannot be driven. If Cargo Capacity is disabled, all carried supplies are destroyed.

If vehicle Stress from a single Challenge turn pushes Stress past ten, 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. Which attribute is disbled may be determined by the GM or the Cohort based on the situation.

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.

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.

Modifying a Mule

Many Cohorts tinker with their mobile base of operations to suit their situation. During extended downtime (determined by a discussion with the GM), a Cohort may adjust their Mule’s attributes.

Adjusting Attributes

Mules always maintain a total of 14 Attribute points. When adjusting the attributes, this total must be maintained. In addition, only two attributes are adjusted per test—one goes up by one Rank, and the other goes down by one Rank.

To adjust Mule attributes requires Stallion Supplies and a Test based on the highest Rank attribute being adjusted. The supplies must total equal or greater Rank than the Rank the desired attribute is moving up to (no greater than Rank 5). The Stallion Test has Ranked Threat of final Rank and a Rating of (2 x highest desired Rank).

For example, if a Cohort wants to step down their Rank 3 Turret to Rank 2, and rank up their Rank 2 Speed to Rank 3, the final Rank (of the attribute Ranking Up) is Rank 3. This will require a total of Rank 3+ Stallion Supplies and a Major Stallion 6 Test. Regardless of whether the test succeeds or fails, the supplies are used.

Ethertech and Solartech

Swapping out Ethertech for Solartech in a Mule is no simple thing. Doing so requires scrapping the current Mule for parts to build a new Mule using the other technology. With the GM’s permission, such a feat is possible, but requires three (3) Rank 4+ Stallion Supplies and an Extreme Stallion 10 Challenge. If the Cohort is set on this as a Goal, securing the supplies necessary could be the motivation for a scenario or series of sessions.

Vehicle Stunts

Vehicles may unlock Stunts similar to Ability stunts. These Stunts are specific (and often unique) to the Mule. A Vehicle Stunt must be connected to a Vehicle Attribute of Rank 3 or greater. It represents a function or capability of that attribute beyond its normal operation, so nothing quite as mundane as “Really Fast” or “Awesome Handling” will do. A Vehicle Stunt should be crafted with all players and the GM. Here are some examples:

  • Overdrive Boosters (Speed): Once per scenario, the Pilot may activate Overdrive Boosters to make Speed Rank 5 for a single Challenge. After this Challenge, the Speed attribute is disabled until repaired.
  • Hypersonic Shield (Armor): When the Mule takes Stress that would disable an attribute, the Hypersonic Shield may instead absorb all Stress and prevent the attribute from being disabled. This may be used once per scenario.
  • Motion Tracking System (Turret): The Mulekick treats the Turret attribute as one Rank higher when making attacks against a large target that is moving, but one Rank lower if the target is smaller or stationary.
  • Advanced Navigation Suite (Sensors): The Navigator spends one Destiny and may reroll a Sensor round once per scenario.
  • Make Some Space (Cargo Capacity): Once per scenario, the Cargo Capacity attribute may be increased by one Rank by lowering another attribute by one Rank. After the scene in which this is activated, the Cargo Capacity attribute returns to normal and any excess supplies are jettisoned.
  • Supernatural Steering (Handling): Once per scenario, the Cohort infuses the driving system with Ethertech, creating a self-driving effect. For the next Challenge, the there is a phantom Pilot that functions with Primary Stallion Expertise (+3d6). Activation requires destroying a Rank 2 Moonshard or higher.