Optional rules for Cohort Vehicles
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).
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.
