Autoduel QuarterlyVolume 3Issue 3

The Deathtoll Resolution: Gaming Notes

by John M. Ford
Well, if that little adventure doesn't send every red-blooded referee to the notebooks, afire with scenario ideas, well . ..oh, fooey, I've got to do this anyway.

Deathtoll, or any similar group of villains using magic tricks and stage business to fake superpowers, can be used in an Autoduel Champions game, or a Champions campaign with no autoduelling, or a Car Wars game with no real superpowers at all. (That about covers it.)

In fact, this is one of those situations you can have either way: if the players are expecting real mutants, spring the fakes on them. If they're looking for jet packs and flamethrower hoses, give them real mutants. (Despite the tendency of genetic mutations to get out of hand in Certain Game Systems, they are actually the easiest powers to control -- rare, erratic, and probably tied to some other mutation that will kill the subject early.)

Since, in game terms, trick powers and real powers behave just alike, it would be possible for the referee not to decide until the last moment just what was going on. However, it would be less than fair. Drop hints about what's really happening. If the players ignore reasonable clues ("Suncore makes a sloshing noise as he walks," "You can't hear any jet exhaust as Buffalo Brewster flies past you") you may blitz them with a clear conscience.

A team like Alkahest (the alchemist's word for the Universal Solvent, by the way) bridges the gap between the individual-media-star approach of Car Wars with the team style of most other RPGs. Alkahest's adventures tend to be set-pieces rather than chapters in a seamless story -- they answer a call, run down the villains, settle accounts, and drive on. They have to drive on, because if they settle down their mutant abilities will eventually be found out, and the fastest-gun-in-town Car Wars world is not going to be a friendly place for Different People.

There are continuing elements to the story, of course; the team's reputation will grow, and soon become a burden. Villains will escape, and sometimes look for revenge (Hunt the team, in Champions terms). Members will quit, or die, or very rarely a potential new member will appear. ("This isn't Professor Xavier's Boarding School," Sharpe would say. "They don't exactly show up on the doorstep.") If Alkahest becomes successful and famous enough, they might be asked to help with some really earthshaking problem -- but they know their limits, and if they tripped over an organization like VIPER, they would get out fast and call whatever passes for the FBI in 2035.

So: episodic adventures with continuing elements. And isn't that the way most of us, with jobs and non-gaming social lives and so forth, actually wind up playing?

The cash fund -- the team can buy most of the ordinary goodies they need, but must sell them back before moving on -- is one solution to the problem of accumulating hardware ("Hey, where we gonna park the Centipede mobile?") and provides a reason not to trash the stuff so freely. It also means that if the team stumbles into an adventure they were not hired to perform, they aren't automatically gunned gizzards. Certain things will have to be carried or done without -- adamantium steel sheet, optically flat sapphires, Ultimate Nullifiers -- but eventually the heroes will have to clean house. ("You're at a --4 to remember where you put the City of Kandor.")

Enough of this theoretical referee talk. Let's get to the stuff that goes fast and blows up.

Rocket Boosters

Solid-fuel rocket motors used for extra acceleration. A 10-lb. motor will accelerate 1,000 lb. of car (or fraction) 10 mph in a segment. This is applied when the car normally accelerates. and the car may combine normal acceleration and rocket boost. Triggering motors counts as a firing action.

Multiple motors may be used for greater acceleration, up to the structural limit of the chassis:

Chassis type
Light 1 tube 10 mph
Standard 2 tubes 20 mph
Heavy 3 tubes 30 mph
X-Heavy 4 tubes 40 mph

Light and Standard chassis may fire one tube over this limit, Heavy and X-Heavy two, with a 50% chance of bending the frame (which makes the car undrivable permanently). Note that a car may mount any number of rockets, within weight and space limitations; the restriction is on how many may be fired simultaneously .

Rockets may be purchased to burn for multiple segments; once triggered, the car accelerates every segment, like a weapon on automatic fire, until the motor bums out. It may not be shut off.

Firing rockets is a D1 hazard for each 10 mph of boost, and you had better believe it is cumulative with oil, gravel, water, etc.

It is also possible to front-mount braking rockets. These work exactly like boosters, but are also subject to the usual rules for Rapid Deceleration. While in theory a car could use rockets to slow down at more than 45 mph/ segment, in practice you'll probably roll and burn if you try it.

(This makes excellent real-world sense, by the way. 45/seg is slightly over 2 g deceleration. Over 2 gees, tires tend to kiss the road surface good-bye.)

Reloading rockets costs the same as buying them new; a car's rocket tubes may be only partially reloaded to save money, and spares carried, but the number of tubes is defined at building, just like a weapon.

Rocket boosters may be triggered even if the car's power plant is destroyed (which is usually a very good time to fire them). All tube triggers are on separate switches, but any number may be fired as a single firing action.

Rocket assist may be used to exceed a car's normal maximum speed. This does not damage the power plant as "speeding" normally does. The cumulative handling penalties for firing lots of rockets and triple-digit speeds are punishment enough.

It will probably occur to somebody to put rockets on a roof rack. This is physically possible but a really bad idea. For each 10 mph there are 2 chances in 6 (i.e., 1-2 for 10 mph, 1-4 for 20, automatic for 30 or more) that the boosters rip the roof off the car. This is a D5 hazard (you're certainly gonna duck as the C-posts whip by your head), the car loses all its top armor, and a debris counter (your roof and whatever else was up there) lands 1d6" in front of the vehicle.

You can't side-mount rockets, either; they are not precise enough to counter cornering forces. If you try it anyway, the car automatically rolls.

(This is an inefficient but spectacular way to booby-trap a car....)

Cost: $10 per 10 lb. of rockets. 1 space for each 100 lbs. or fraction.

Jato

If rear-end boosters aren't crazy enough for you. rockets may be mounted on the under-carriage. Firing jump jets is a modification to the regular jumping procedure (found in Autoduel Champs or The AADA Vehicle Guide), with the following effects: