Vehicle Overview
Some games make interactions with vehicles abstract
enough that you don’t need special rules to govern
them. However, other games prominently feature
mechanized walkers, gadget-filled sports cars, and
interplanetary starships. This section provides vehicle
rules that integrate directly with Genesys, opening up
these options to imaginative GMs and players.
Vehicle Characteristics
All vehicles are defined through a number of characteristics. These characteristics delineate such attributes as the strength of a starship’s shields or how quickly a race car accelerates off the line. The characteristics described here cover the bulk of important mechanical information about vehicles.
• Handling: The measure of a vehicle’s agility and how well it responds to its pilot.
• Maximum Speed: A vehicle’s top speed.
• Silhouette: An abstract of the vehicle’s size.
• Defense: A vehicle’s first line of defense against attack and accident. Typically representative of a starship’s ray shields and particle shields, defense also represents any factors, technological or otherwise, that prevent damage from reaching a vehicle’s armor.
• Armor: The measure of a vehicle’s armor, similar to soak on the personal scale.
• Hull Trauma Threshold: A reflection of the sturdiness of a vehicle’s construction and its ability to sustain damage and keep operating.
• System Strain Threshold: The limit to which a vehicle can be pushed or knocked about before important systems overload or shut down.
Vehicle Characteristics
All vehicles are defined through a number of characteristics. These characteristics delineate such attributes as the strength of a starship’s shields or how quickly a race car accelerates off the line. The characteristics described here cover the bulk of important mechanical information about vehicles.
• Handling: The measure of a vehicle’s agility and how well it responds to its pilot.
• Maximum Speed: A vehicle’s top speed.
• Silhouette: An abstract of the vehicle’s size.
• Defense: A vehicle’s first line of defense against attack and accident. Typically representative of a starship’s ray shields and particle shields, defense also represents any factors, technological or otherwise, that prevent damage from reaching a vehicle’s armor.
• Armor: The measure of a vehicle’s armor, similar to soak on the personal scale.
• Hull Trauma Threshold: A reflection of the sturdiness of a vehicle’s construction and its ability to sustain damage and keep operating.
• System Strain Threshold: The limit to which a vehicle can be pushed or knocked about before important systems overload or shut down.
Remove these ads. Join the Worldbuilders Guild
Comments