Dead... and Back is a survival horror Role Playing Game. The Anarchy Zones is its official setting - aliens, reanimates, and the ruins of 2055 America.

Thursday, August 23, 2012

Soap Bubbles Vs Rocket Ships

The fins on 1950's cars were not there simply because the American consumer lost all sense of good taste. They were an attempt to emulate the in crowd - the "jet set". In that era, airliners were fairly small and powered by thirsty and expensive turbojets - meaning air travel was for the rich only (until the 70s brought more efficient turbofans and wide-bodied jumbo-jets). An even more exclusive club flew jet fighters or rode atop rockets. If a Chevrolet was all you could afford, well it might as well evoke the high life.

With air travel once again reverting to the realm of only the rich - airplane like cars returned. They also stand out as retro-chique and as far removed from the smooth lines of a district car. The later often called "bubbles on roller skates" or "eggs on a trolly" because they look very little like traditional vehicles. Most of the time these cars don't even have the traditional 2 door coup/four door sedan layout - either entire sides flip up to access the cabin area, or the front lifts for the driver and passenger, while the back folds out for cargo.

District cars are generally only for short range travel. While their systems are extremely efficient, this is more geared towards allowing a small battery to move the vehicle about 120 miles/200km rather than a large one to go several times that distance. They also preform poorly anywhere that isn't paved.

Touring Car Stats (Full)
  • SDI 2 (Not meant to stop bullets)
  • Animus Points: 16 (Divergent)
  • Abuse: 1d6 (Not off-road trucks)
  • Fuel: 1d8 (Less economy minded) (Usually about 300-400 miles 480-650 km)
  • Agility: +0 for most, but sports cars could be +1 or +2 d6)
  • Overdrive: 3 (Touring cars are meant to be consumer customized, some can have up to 5)
  • Capacity: 5 people/1000 lbs+ (Good on leg and head room, but not a truck)
  • Speed: Around 140kph
  • Sensors: Back up cameras, and low-light tv units to assist driving in bad conditions were pretty common option packages, some had full autonomous systems including short range radar for use in areas not under local transponder control.
  • 1d8 threshold at the end of a track  Nicely built and distributed systems
  • Power Plant: The large size allowed for lots of batteries in standard models. Sportier models would muse multi-fuels Since electrical systems can't match weight ratios or the pleasing sound.
Touring Car (Amended)
  • Abuse: 1d6
  • Fuel: 1d8
  • HP: 16
  • SDI: 2
  • Agility: As user's technique (its how you drive) possibly with a bonus of 1d6 or 2d6 for high end models.

District Car Stats (Full)
  • SDI 2 (Not meant to stop bullets)
  • Animus Points: 8 (divergent)
  • Abuse: 1d6 (fairly flimsy, but crash worthy)
  • Fuel: 1d6 (Quite short ranged, though with modifications could easily hit 1d12)
  • Agility: +1d6 on roads, -1d6 off (Responsive, but small wheelbase, and high center of gravity)
  • Overdrive: 1 (For an emergency and little else)
  • Capacity: Two, Four, and Six person vehicles are available, but cargo drops dramatically.
  • Speed: Around 55mph/90kph
  • Sensors: Generally configured for autodrive with manual only as backup, and thus lacking expensive systems.
  • Threshold of 1d8 - most systems are under the vehicle to leave the upper area and front open - making them fairly hard to hit.
  • Power Plant: Almost always electric.
District Car (Amended)
  • Abuse: 1d6
  • Fuel: 1d6
  • HP: 8 
  • SDI: 2
  • Agility: 1d6 on road, -1d6 off road

No comments:

Post a Comment