Small Vehicle Spend
Small Vehicle Spends
|Maybe you'd always wanted that beer cart. Maybe you'd always wanted to open Sandy's Traveling Soup Kitchen for Orphans. Or, Sandy's Personal Leafboat. Regardless, you procure, build, or purchase one of the two:
Each boat or cart also begins play with a unique purpose. This purpose is optional. However, if you like, to represent your cart's mechanics and possible benefits you may pick a single room from Build a Public Space to designate as the purpose of your cart or vehicle. Your vehicle then gains these advantages.
Note: vehicles are objects you carry with you--they're carts, not buildings. You drop them wherever you wish and even "drive" them ongrid. They emit back and forth to the rooms they're placed in, just like real vehicles.
|10 RPP, Level 3+
|You've spent a bit of time and effort on improving your vehicle. Choose one of the two, below.
|You've spent a bit of time and effort on improving your vehicle. Choose one of the three, below.
|You've spent a bit of time and effort on improving your vehicle. Choose one of the three, below. You may always purchase the other for 10 RPP.
Purchase of a vehicle grants you an object you may carry with you and drop any reasonable place ongrid. Vehicles are enterable spaces. Poses are emitted to the 'outside' room. That is, boats tend to be open, and carts and traveling merchant-stalls are often constructed as to be able to address potential customers.
A vehicle may reasonably travel with you wherever you go (and it is able to go). Carts, as part of the environment, are naturally exposed to the same risks as everything else. That is, if yours is a merchant cart and the price of supplies goes up, this challenges you, too. If it goes on a DM'd scene, however, it's in danger just as you are, and so forth. That is, vehicles may be destroyed or damaged.
Each vehicle receives a starting movement of 20, which may be increased. Speed increases may apply to existing movement types or towards a new type. For example, at Tier Two, you could increase your boat's movement to 30, or give it a land speed of 10 (at this point, it becomes a boat-cart with a water speed of 20 and a land speed of 10). With further tiers, you could further increase these speeds.
Vehicles may currently be designed for traversing over either land or water.
Artifice "hovercraft" of vehicles exist, though they are not capable of gaining true flight until T3.
Vehicle carrying capacity is generally equivalent to a small cart or boat.
A vehicle is the type of spend that's expected to take a little time and roleplay. That is, it's not something that turns into a finished product overnight.
Vehicles in Tenebrae are capable of achieving flight, given enough investment and time. The cost is based on the size of the vehicle. A personal hovercraft would count as 5x5, for example.
Flying vehicles operate through spoken directions, though feel free to pose steering and so on, as fits. A flying vehicle can carry up to double its capacity, but doing so reduces its speed to 30 feet. A flying vehicle can hover without making a Fly skill check, though otherwise it grants a +5 bonus to other Fly checks.
The prices below are already discounted, similarly to other RPP spends. Once paid, the changes occur instantly.
|Flying Vehicle Costs
|5 ft. by 5 ft.
|5 ft. by 10 ft.
|10 ft. by 10 ft.
Guidelines and FAQ for Vehicles
Vehicles are subject to the same policy/usage restrictions as Open Spaces. That is, they're intended more as roleplay tools to enhance the value of play for everyone. Anyone may drop by to purchase beer from you, for example.
They're also not meant to replace mounts or class features in combat. Technomagic in Tenebrae isn't as refined in the personal transport, sense. That is, they may be slightly cumbersome on turns, etc. You cannot make a charge attack with vehicles.
Flying vehicles though, perform similarly to flying carpets.
Down the line, we may look at additional options to enhance their use.
Since Vehicles are a Limited RPP spend, each character may earn one vehicle.