Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.1.6)

Vehicle

At the heart of most 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.

The group as a whole decides the beginning vehicle loadout, and whether the vehicle is powered by Ethertech or Solartech.

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 an asset for appropriate tests and challenges.

Choose one attribute at Rank 4, two at Rank 3, two at Rank 2, and one at Rank 1. Only Solartech vehicles can have SPEED or TURRET at Rank 4, mirroring the caps on Energy Generation for Ethertech. Note, however, that MOONSHARDS may be used to Power Up an Ethertech vehicle and temporarily exceed the usual cap.

Vehicle Attributes

Assign: Rank 4, Rank 3, Rank 3, Rank 2, Rank 2, 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 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 Resource dice to be moved to another single station. If there are no Supply Runners, Resources 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.

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 Stress is reached, rather than taking Agony, one vehicle attribute is disabled. That attribute loses all Modifiers and the ability to 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 a Common Stallion Test (single round) with a Threat equal to the current Stress. Each success removes one Stress. This may be attempted multiple times as long as STALLION SUPPLIES remain.

To repair a disabled attribute requires a Major Stallion 10 Challenge and STALLION SUPPLIES of at least Rank 2. 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, the attribute is not repaired. It may be attempted again with a different Leader and a new lot of STALLION SUPPLIES, or allow time to pass and attempt again later.

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 15 Attribute points. When adjusting the attributes, this total must be maintained. In addition, only two attributes are adjusted per test—one goes up, and the other goes down.

To adjust Mule attributes requires STALLION SUPPLIES and a Test based on the highest Rank attribute being adjusted. The supplies must be of equal or greater Rank than the highest desired attribute (no greater than Rank 5). The Stallion Test has Ranked Threat of the highest desired 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 step up their Rank 2 SPEED to Rank 3, the highest desired Rank is Rank 3. This will require Rank 3+ STALLION SUPPLIES and a Major Stallion 6 Test. Regardless of whether the test succeeds or fails, the supplies are lost.

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 five (5) Rank 4+ STALLION SUPPLIES and an Extreme Stallion 8 Test. If the Cohort is set on this as a Goal, securing the supplies necessary could be the motivation for a series of sessions.