Driving Rules for Violence
(These rules assume a familiarity with Luke Gearing's Violence)
Best 2/3/4 out of 3/5/7 rolls wins - Short chases for the city, long ones for the highway
Roll Initiative. If someone isn't already in their car, take Disadvantage.
The winner optionally fires/deals damage and then makes their driving roll. Failure requires a Road Hazard roll.
The second car optionally fires/deals damage and then makes their driving roll. Failure requires a Road Hazard roll.
The highest driving roll wins the round, regardless of success or failure. As soon as either car wins two/three/four rounds, the chase is over, and the car achieves its objective – escaping or stopping.
Firing from the car during a chase causes a Disadvantage on the shooting roll.
Training, car quality, light traffic, siren blaring, all give Advantage on driving rolls.
Heavy traffic, undercover car, junk car, all give Disadvantage on driving rolls.
Cars take wounds when shot.
Different cars have different numbers of wounds, but each adds Disadvantage on further driving rolls. After the final wound, if wounded again, the car rolls to a stop and must roll a Car Failure roll.
City Road Hazards
Fruit Stand (No effect)
Food Cart (No effect)
Pothole (1 Disadvantage on driving next round to recover)
Pedestrian Stop (2 Disadvantages on driving next round to swerve)
Other Car (1 wound)
Truck (2 Wounds)
Highway Road Hazards
Swarm of cicadas(No effect)
Wet road (No effect)
Hit an abandoned tire (1 Disadvantage on driving next round to recover)
Deer (2 Disadvantages on driving next round to swerve)
Other Car (1 wound)
Truck (2 Wounds)
Car Failure
Car can be restarted quickly.
Car requires 1d6 hours to restart.
Car must be towed.
Car must be towed and requires 1d6 days to repair.
Car is on fire. It cannot be repaired.
Car is exploding. Roll over 10 to escape without injury.
Cars (Wounds/Driving bonus)
Truck (3/-)
Muscle Car (2/+1)
SUV (4/-1)
Sedan (2/-)
Sports Car (2/+2)
Super Car (2/+3)
Motorcycle (1/+2)
Van (4/-1)
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