Class: Greasemonkey

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L O L, just kidding for nao.

Vehicles

This section will outline, in general terms, how vehicles work. Notable sections will be vehicle construction, vehicle classes, and rules specific to vehicles regarding their function.

Vehicle Overview

Vehicles function similarly to characters: they have hit points, an AC, ability scores, and so forth. However, vehicles are not creatures, but are objects, and so their interactions with other rules are a bit unusual.

All vehicles have a base AC of 5, rather than 10.

Ability Scores

Vehicles have Strength, Dexterity, Constitution, and Perception scores. In a vehicle's class, its Strength represents the raw force the vehicle can apply; its Dexterity represents its agility and maneuverability; its Constitution represents how well-constructed and sturdy it is; and its Perception represents the quality of its sensors and the ability of occupants to see outside the vehicle.

When created, the greasemonkey chooses what the vehicle's stats are, using the point buy system; the greasemonkey has 18 points to distribute to his vehicle's stats. Alternatively, the greasemonkey may opt to roll his vehicle's ability scores, in a manner similar to how a character is created.

A vehicle's ability scores are modified by its size.

Vehicle Configuration

Once a vehicle's ability scores are determined, the greasemonkey must now design the configuration of the vehicle. This will determine the vehicle's module slot layout and progression; its base speed, cargo, and power values; its initial configuration for turret, shield, and engine slots; the vehicle's power plant(s); and its default movement speed and type.