| DIFFICULTY MODIFIER LEVEL
CHART: (While you may
wish to spread this out a bit further, this is merely here to give you
a guide as to how best to implement the rules of whatever system you
need these rules for. As these rules are specifically written to
work with any system, translation should not be a problem if you are
already at least vaguely familiar with the vehicle rules of whatever
system you opt to use) Below are merely some examples of how this
works with some sample systems. |
| Difficulty
Modifier Level: |
Cyberpunk
2020/ FUZION |
Gurps |
D20 |
| Easy (roll is only required to insure a fumble does not occur) |
5-10 |
16 |
1-5 |
| Simple (piece of cake task, no real danger involved) |
11-15 |
14-15 |
6-10 |
| Average (anyone with basic knowledge can accomplish this without problem) |
16-20 |
11-13 |
11-15 |
| Difficult (slightly tricky, but not really dangerous or hard) |
21-25 |
8-10 |
16-20 |
| Very Difficult (Takes skill or luck to make it look easy, not for beginners) |
26-30 |
6-7 |
21-25 |
| Extremely Difficult (Pro level, don't try this one at home kids) |
31-35 |
4-5 |
26-30 |
| Near Impossible (Maxed
out skills, Maxed out stats, and a maxed out die rolls, even then you might wanna use some luck) |
36+ |
3- |
31+ |
| RANDOM
TRAFFIC GENERATOR Cars sharing the road in 10 round (30 second) increments: Roll 1d10 |
| 1 |
Road Clear |
| 2-6 |
1d6 Vehicles |
| 7-9 |
2d6 Vehicles |
| 10 |
3d6 Vehicles |
| Default is for Daytime, (normal hours 5-7AM, 9AM-3PM, and 6PM to 9PM) |
| Rush Hour (7AM-9AM and 4PM-6PM) doubles the number of vehicles rolled |
| Nighttime (9PM-12PM) 1/2 of the vehicles rolled (round down) |
| Late night/early morning (12pm-5am) 1/3 of vehicles rolled, (round down) |
| High population Area = x2 Vehicles rolled |
| Rural Area = 1/2 vehicles rolled (round down) |
| Desolate
area (interstates between cities, extreme back roads, etc...) = 1/4
vehicles rolled (round down) |
| Dirt
Roads raise difficulty modifier level by 1 |
| Road
in severe disrepair raise difficulty modifier level by 2 |
| Light
rain, snow, = -10% of vehicles
on road (round
down), treat speed limit as if -10mph posted,
increases difficulty modifier level by 1 |
| Heavy
Rain, Snow, Ice, fog, and Sandstorm = -50% of vehicles on road
(round
down), treat speed limit as if half posted, and Difficulty Modifier
level raises by 2 |
| For every 2
vehicles over 5 per lane in an increment, treat posted speed limit as
being 10% lower in that lane |
| Roll
on the table above once for traffic moving in your direction, and again
for the traffic in the oncoming lanes. |
| The
default is for a 4-lane road (2 lanes moving your direction, 2 lanes
oncoming). For every additional lane add 1d6 vehicles, |
| Traffic
Random Vehicle Generator: |
| 1D10 |
VEHICLE |
| 1-2 | Motorcycle |
| 2-3 | Compact
Car, Midsize, Car Sedan, |
| 6 | Luxury
Vehicle, Sportscar |
| 7-8 | SUV, Pickup Truck, or Minivan |
| 9 | Large SUV, Van, or Light Truck |
| 10 | Semi Truck or Large RV |
| MPH
over posted speed |
re-roll
times modified by speed |
MPH
over posted speed |
re-roll times modified by speed |
| Posted
speed |
10
rounds (30 seconds) |
+25
mph |
5
rounds (15 seconds) |
| +5 mph |
9
rounds (27 seconds) |
+30
mph |
4
rounds (12 seconds) |
| +10
mph |
8
rounds (24 seconds) |
+35
mph |
3
rounds (9 seconds) |
| +15
mph |
7
rounds (21 seconds) |
+40
mph |
2
rounds (6 seconds) |
| + 20
mph |
6
rounds (18 seconds) |
+50
mph |
1
rounds (3 seconds) |
| MPH to KPH Simple Conversion |
| 5 mph = ~10 km/h 10 mph = ~15 km/h 15 mph = ~25 km/h 20 mph = ~30 km/h 25 mph = ~40 km/h 30 mph = ~50 km/h 35 mph = ~55 km/h 40 mph = ~65 km/h 45 mph = ~70 km/h 50 mph = ~80 km/h 60 mph = ~100 km/h 70 mph = ~115 km/h 80 mph = ~130 km/h |
| Random side street availability,
for every traffic re-roll increment : (Roll for traffic at each street only if characters are turning or that street has right of way) |
| Roll
1d6 |
CITY |
URBAN
HIGHWAY |
RURAL
HIGHWAY |
RURAL
ROAD (50% CHANCE SIDE ROAD IS DIRT) |
| 1 |
NO |
NO |
NO |
NO |
| 2 |
1 |
NO |
NO |
NO |
| 3-4 |
2 |
1
EXIT RAMP |
NO |
1
ROAD |
| 5 |
3 |
1
EXIT RAMP |
NO |
2
ROADS |
| 6 |
4 |
2
EXIT RAMPS |
1
EXIT RAMP |
3
ROADS |
| CHASE POSITION |
| For every 10mph over the speed of traffic an individual vehicle is traveling, it may pull ahead at 1 car length per round. For vehicles involved in a chase or race, this rule only counts towards vehicles moving at the posted (modified) speed limit. Involved vehicles move relative to traffic, their position relative to each other is determined by individual speed, acceleration, and other modifiers. |
| ROUND BY ROUND | |||
| Acceleration
- Roll a drive check, on a successful roll, every point over the target
difficulty allows you to accelerate 5mph. Failure of this roll
indicates a character has become nervous or unsure, and decelerates by
5mph instead. Alternatively, at any time a a character may opt to
decelerate safely at up to half his listed deceleration. Making a full deceleration (equating to slamming on the brakes) requires a roll 1 difficulty level higher than the standard for driving (with modifiers for speed, weather, road conditions and traffic included). Slamming on the brakes also forces any vehicles behind you and within your threat range, to make an immediate maneuver roll with additional modifiers due to distance included.
When a vehicle gets within 20 percent of its maximum speed, increase the difficulty modifier by 1 level. For every 20mph over 80, increase the difficulty modifier by one level. (add or reduce 10mph to the 80 for every bonus or minus to maneuverability a vehicle possesses. |
| TURNING (this is the speed your vehicle must reduce to in order to turn without penalty, for every point of maneuverability, you may increase this speed by 5 mph (for the purposes of this, count all 0's as being -10 consecutively). If top speed is zero, the vehicle effectively comes to a complete stop. |
||||||||||||||||||||||||||||
|
| For
every increment, there is a 10 percent chance of random police presence. |
| REACTIONS
OF NON INVOLVED DRIVERS TO VEHICLES INVOLVED IN CHASE |
|
| Roll
1d10 On the following chart whenever an involved vehicle makes any
maneuver that would cause a non-involved vehicle to react. |
| 1D10 |
REACTION
RESULT |
| 1 |
Driver
panics, loses control of vehicle (roll on vehicle fumble table) |
| 2 |
Driver
not paying attention, cannot react or evade |
| 3 |
Road
Rage, driver purposely does whatever he can to hinder involved vehicle,
20% chance he will join chase |
| 4 |
Driver
Speeds up |
| 5-6 |
Driver
slows down |
| 7 |
Driver
moves out of way violently, if driver is in outside lane he will move
onto shoulder or sidewalk, if he is in inside lane he will move into
oncoming traffic, if multiple lane, he will move into adjoining lane
regardless of traffic. |
| 8 |
Driver
slams on breaks |
| 9-10 |
Driver
moves out of way easily |
| At
every city or rural side street encountered roll 1D10 (If you are currently on a main thoroughfare, re-roll a 3-5 once and keep result.) |
| 1-2 | side streets have stop signs |
| 3 | you have stop sign |
| 4-5 |
4-way stop sign |
| 6-10 |
stop light |
| For a stop light roll 1d6 1-3 green, 4 yellow, 5-6 red (if yellow it will change to red in 1d6/3 rounds (3-6 seconds) |
| For every 15 seconds it takes you to reach the intersection, there is a 25% chance a light will change color. |
| RANDOM
ROAD OCCURRENCES (roll once every ten increments of random traffic, only during actual chases, or alternatively, a GM may simply use these instances as a guide for adding flavor a chase) |
| 1D100 |
RESULT |
| 1-3 |
Driver
ahead slams on brakes |
| 4-10 |
Opening
in traffic, Road clear ahead for 2 increments (comes in to play next
increment) |
| 11-20 |
Vehicles
ahead of you are side by side and blocking you from passing |
| 21-24 |
Opportunity
for cinematic maneuver (ramp allowing for jump, vehicle with loose
cargo, etc...) (comes into play next increment) |
| 25-29 |
As
you move to pass a vehicle it suddenly swerves into your lane (18
difficulty to avoid |
| 30-35 |
Traffic
closes behind you, hindering pursuit for 2 increments |
| 36-38 |
Animal,
person runs out into road ahead of you (18 difficulty to avoid) |
| 39-42 |
Vacant
lot, open field on side of road |
| 43-45 |
Something
falls from a vehicle in front of you (20 difficulty to avoid) |
| 46-50 |
Emergency
vehicle, lights and siren on, pulls onto road ahead of you, moves
20mph faster than posted speed limit, stays on road for 2d10 rounds |
| 51-55 |
Collision
between one or more vehicles in front of you (23 to avoid) |
| 56-60 |
Road
ends in a T-Junction (if on rural road, road becomes dead end, if on
interstate, ignore and re-roll) |
| 61-65 |
Road
Damage (large potholes, etc..) |
| 65-72 |
Road
changes size (even larger, odd smaller), Roll 1D6/2 to determine
additional lane increase/decrease. Even numbers always result in
the lanes distributed equally to both
outbound and inbound lanes, if the roll is odd, the GM determines
placement of the lane (if the road gets smaller and decreases to 1
lane, the road becomes 1-way). |
| 73-78 |
Oil,
Ice (15 difficulty to keep control, or glass, nails, debris, etc.. (10%
chance of blowout) |
| 79-84 |
Sharp
Curve ahead, increases difficulty modifier by one level. |
| 85-87 |
Driver
from side street runs light or stop sign (24 difficulty to avoid) |
| 88-93 |
Traffic
Jam ahead, all traffic comes to a complete stop |
| 94-96 |
Oncoming
traffic suddenly swerves into your lane (difficulty 26 to avoid) |
| 97-100 |
Vehicle broken down in middle of the road |
| For
every increment of random traffic rolled, there is a 10 percent
chance of police presence |
| DRIVING OFF-ROAD |
| Fairly flat field = +1
difficulty modifier level |
| Partially wooded, rocky, and/or
hilly terrain = +2 difficulty modifier levels |
| Densely wooded, very rocky,
and/or steep hills = +3 difficulty modifier levels |
| Flat, hard packed desert = +0
difficulty modifier levels |
| Loose sand desert = +2 levels
difficulty modifier levels |
| High dunes, drifting sands
desert = +3 difficulty modifier levels |
| Off-road capable vehicles treat
off-road conditions as being 1 difficulty modifier level lower |
| Treaded
vehicles treat off-road conditions as being 2 difficulty levels lower |
| VEHICLE QUALITY
RATING |
| Breakdown chance is rolled once per day vehicle is used. There is ALWAYS at least a 1% chance of vehicle breakdown. |
| For every 20% of SDP damage taken a vehicle drops one category and must make an immediate breakdown chance roll. |
| Quality
Rating |
Chance
of breakdown per day |
| Last Legs |
20% |
| Used
and Abused |
15% |
| Normal |
10% |
| Maintained |
5% |
| Showroom
Quality |
1% |
| Other
quality rating modifiers |
| New
vehicle (1 year old or less) |
-
10% |
| Used
(2-10 years old) |
+5% |
| Well
Used (11-20 years old) |
+10% |
| Classic
(21-30 years old) |
+15% |
| Antique
(31+ years old) |
+20% |
| Standard
Maintenance |
0 |
| Well
Maintained |
-5% |
| Lovingly
Maintained
by Top Grade Professional mechanics |
-10% |
| No
Maintenance |
+10% |
| A BRIEF WORD ON AERODYNES |
| All
AV's are equipped with a GPS linked Collision Avoidance
(CAV) system. This system is one of the most advanced navigation
systems in the world and monitors the activities (altitude, speed, and
direction) of all aerodynes, helicopters, dirigibles, and other
aircraft within a 5 mile radius (the military version is good to ten
miles). Police Aerodynes and some ground vehicles can scan for
the
system, and every landing pad in the city is set up to detect the CAV
System as well. Driving an AV in an urban environment (defined by
law
as any population center with at least 5,000 citizens in a ten mile
radius) without the CAV system is a felony punishable by up to 20 years
in prison. Also, since all AV's are required to have the system
installed during manufacture, it requires an illegal modification (High
Difficulty) to remove it. Though scratch building an AV without
it
is
possible. Due to powerlines, bridges, overpasses, streetlights,
walkways, and the like, it is extremely inadvisable for any aircraft to
even attempt to operate lower than 50 feet from the ground in an urban
environment. Doing so immediately raises the Difficulty Modifier
level for the AV to Very Difficult, in addition to whatever modifiers
it may be facing. |