Followers

10 June, 2026

A song for the dead -- Incunabuli Casualties

        The sky breaks open and weeps
        For your amber hair
        Which lays in clotting mud
        A rose with a single thorn
        That survived the shears
        To be eaten by a worm
    
        A scuttling thing
        Man's eventual doom
        A plague
        It kissed you once before 
        And you were born 

        And the sky wept for you
        Suicidal muse
        Who fought and cheated and stole 
        Who left tears in her wake
        Who had no other name
    
        In the ground we found you
        In the ground we left you
        Covered in salt
        Under a stone house.
        Empty and cold. Alone.
        Sweet apple brandy on our lips

    In the early hours of the morning of Norsday, the second of September, Youree was eaten by a grue.
 

10 January, 2026

Traveller: Battlesuit Schmattle Suit

      A few weeks ago, my friends started dragging me into sessions of Species Unknown, an early access "friendslop" game with a delightful premise straight out of Mothership: You and 1-3 friends are contracted out to go to an abandoned space ship, the HSS Hawking, to retrieve data, destroy the ship or to kill/capture one of five (planned ten) science fiction monsters. As I sat cowering in the bunker out of fear of whatever horrible thing is out there eating my teammate's faces, I thought back to the short-lived Traveller campaign that I ran in mid 2024, which I killed after I made the mistake of trying to run a traditional dungeon crawl with it.  

     There were a few things wrong with it. I hacked up the setting, found myself repeatedly distracted by the vastness of space, tried to hack together a little stock market minigame that was too punishing for my players to engage with, but in the end, it proved to be a fun few sessions until I abruptly changed course and ran Incunabuli.

    But really, I kept running into issues with the rules. I ran Cepheus Engine, because 1) it's open-source and I'm a sucker for that, and 2) because I already owned a copy of the rules and I didn't want to buy anything else. The main issue (a perennial one) is that the layout fucking sucks. No offense intended, but it's terrible. It's hard to find whatever you're looking for as you flip through the book, and that meant that GM loading times would slow to a crawl. But that can be fixed, and the rest of my issues can be solved via houserules, such as:

Issue: Players can (and often do) start with incredibly high level combat gear

    Meet Jaxxxon "the Jaxxxer" Starshitter. Former corporate police officer, now freelancer, he made enough dough in chargen to purchase battle armor with reflec. I love the Jaxxxer and I love his player, but that meant that he could single-handedly slaughter entire crews of pirates and conquer several low TL worlds at the same time. 

    Jaxxxer made it difficult to plan ahead, since my players tended to use him as a battering ram to get out of difficult situations, eschewing diplomacy in lieu of sending out the Jaxxer to kill all who opposed them. I don't really have a problem with this as a solution, but it quickly got out of hand as it became the solution. So

Problem: Battle suits available at chargen negate early-game challenge.

Possible Solution: Add equipment degradation subsystem

    This is my solution for literally everything. Mouseritter's d6 wear roll after use is probably fine, but I love making things more complicated. Why not tie the roll into the core mechanic? 

"Players must make a Wear roll at 7+ whenever an item is used in a way that may cause wear or damage. Items of high or low quality may receive a DM as befitting their status. If the role is a failure, then the item has been damaged in some way, meaning that rolls using them are made with a cumulative DM-1.  Most items are destroyed at DM-3, and it costs 10% of the item's value to have it repaired by a specialist. Weapons and Armor are tested after the end of combat, with armor making the roll at DM-2 if the wearer has taken damage from an outside source while wearing it, and armor receiving a cumulative -1 penalty to DT and DR per point of Wear."   


    My thinking is this: I like that players can buy the good shit right out of character creation. That's good to me. This way, though, there comes a price from constantly getting into scrapes, which will hopefully encourage my players to try blasting their way through less often.

***

    When I started this post, I had a whole laundry list of grievances, but since I've recently acquired a PDF of Mongoose Traveller 2e, I see that some things are less terrible than I may have thought based on the last game I ran. The ship combat, for instance, not too bad. I don't know why I hated it so much when I ran it in Cepheus Engine. I should try it again sometime. I just ported my subsector from a (hard to get a hold of) CampaignWiki to a (compact and easy to look up) obsidian vault, so I may do so sometime in the future, but I should probably, at least finish my game of Incunabuli, first. And to do that I need to summarize something like half a dozen sessions here before I even think about doing that.

***

Note: It has come to my attention that the proper nomenclature is "Battle Dress."


 



10 November, 2025

Down the creek and through the cult: an Incunabuli Post-Session Report

Been a while since the last update. Life always gets busy towards the holidays, so here's the last three short sessions in quick succession. Close calls, intrigue and the undead, what more can you want?

The last report can be found here.

***

25 October, 2025

Betrayal in the Woods: an Incunabuli post-session report

It's been a long week. Coming up on midterms, so here's sessions 8 & 9 bundled together. After the crew failed a Navigation check last session, I put together a little hexflower map for the woods they've gotten lost in. It's a lot of fun to do that. I highly recommend putting together a little hexflower with 2-4 different terrains and like 2d3 fun little locations on it. That's what I did for prep and maybe the whole thing's a little low on treasure, but at the same time, I'm incredibly lenient when it comes to Scrounge rolls, so I like to think that it balances out.

If you want to read the last report, you can find it here

***  

14 October, 2025

Grave story

You feel, Child, the old woman told her, Voice hissing like the vents of the hot lake.
    Yes, Mother, I answered. My voice feels so small and quiet compared to hers.
Tell Me, Child. Tell Me what you feel. Her Voice hoarse, like wind through the plains.
    I, I hurt. A choke builds up, I cough.
Not Enough, Child. Tell Me how.
    There is... I choke, a pressure in my chest--
What sort of Pressure, where?
    Crushing, there is a vice, around my heart and lungs.
Good. Continue.
    I feel ill, sickness in my stomach.
Feel it, my child. Let the sensation overwhelm you.
    It already is! I don't want to feel it anymore!
My Child, came to me, you seek my Power. You must embrace your sensation.
    But--
No buts! She grabs my shoulders, and I collapse, pressure overwhelming, a spinning 
void of grey and mauve, crimson carmine.

    We are in a graveyard, and I am in a grave. Dawn's Gray dances in the sky, and
sigils dance in my eyes, odd curves and lines and dots, merging and melding with each
other as an orgy of visual noise. I am covered in the dead vermillion, but Mother 
promises that none will see. My eyes are open and my spell is wrought. I pull myself out
of the pit and see the gravedigger on his morning walk. We make eye contact but he looks 
straight though me. The disolving mist of morn tugs as me as I walk down the lane, past
farmhands and cattle, past cats that hiss and flee. The people here are gray and blind,
they do not see a thing. The cool mud turns into cold cobble, and I find myself at the
door. It opens and his heart is mine.

    But mine is empty.
    I do not feel a thing. 

10 October, 2025

Slipping, Falling and Fleeing: an Incunabuli Post-Session Report

 I've been throwing together more prep for the region, placing forests, railroad lines, building up random encounter tables. It's a far cry from the carefully plotted locations I've been previously building. Which is fine. it's good to keep growing, trying out new strategies, and it's a lot of fun!

In other news, the party continues their path of destruction. If you're interested in how they got to this point, check out the last report here. The next post in the series is here.

*** 

04 October, 2025

A Noble Profession: An Incunabuli Post-Sesson Report

 We had a good session this week. We spent a long time on the homestead, and so I'm glad to get the chance to exercise my improv skills as the cutters continue their journey north.

As always: a million thanks are to Benton, the author and creator of the Incunabuli setting and playtest. It's quickly becoming one of my favorite systems, and I really enjoy how everything fits together. Which is good. It's good to love the games you play.

 If you're looking for the last report, you'll find it here. The next post in the series is here.

*** 

28 September, 2025

Pit of Carnage: an Incunabuli Post-Session Report

 After the disappointing length of last session, I scheduled a little bonus session for later in the week, and luckily, almost everyone (plus one, so we evened out to the same number) could make it. In addition, Benton was hard at work last week adding Mandrakes to the Incunabuli Managerie. It's some good stuff. They do less straight up damage than my interpretation, but they are no less punishing to fight, as you will see.

If you want to see the last Report, you'll find it right here. The next post in the series is here.

*** 


23 September, 2025

Looting the Homestead: An Incunabuli Post-Session Report

 It was a very short session this week. People were late, and I was onboarding a new player, so the entire session was like 40 minutes. That's fine, it was still fun and I was happy to at least have the opportunity to introduce the new characters.

Ah well, nonetheless. Here's the link to the last Post-Session Report. The next post in the series is here.

***

21 September, 2025

The Empty Homestead: an Incunabuli Post-Session Report

     Session 3 saw the first use of a creature I designed, and subsequently, the first PC death of the campaign. To be honest, I did not expect it to be so close, and we nearly had a TPK. As always, this session recap is set on Incunabuli's the Coast, and starts in the little hamlet of Bermish, around five days south of Boltthwaite Lake.

If you're looking for the last Post-Session post, you can find it here. The next post in the series is here.

 ***

09 September, 2025

People-Eaters in the Woods: an Incunabuli post-Session report

    After I wrote about my thoughts on Arden Vul, I put the fate of the campaign up to a vote: Continue in the doomed world we have created or set forth and venture on Incunabuli's The Coast. 

I suppose by the title you can tell how they voted.

   So for the past few weeks I've been hard at work writing up a campaign set around Lake Boltthwaite in Firlund. It's far to the north, and people are aware of the various bugaboos and the continuous onslaught of the Other.  I'm quite enjoying myself. It's nice to get a change of pace from my usual campaign. Normally, I throw together a hexcrawl and my players romp around until I'm bored, but with the Coast already very well-mapped, it's actually very easy to convert it into a pointcrawl, which is surprisingly something I've never tried before... Exciting!

    Anyways, I won't bore you with the details, least of all because I know that at least one of my players reads everything I write, and I don't want to spoil too much for her. So... without further ado:

(You can find the next post in this series here.) 

29 August, 2025

Short Update/Thoughts on Arden Vul

    I've been running a game of Arden Vul for a while now, since my last Incunabuli group fell apart, and now that we're nearly 20 sessions in, I thought I might dust off the old opinion-machine and write about my thoughts. 

24 November, 2024

Infernal Growth #2 Post-Session writeup

Second session follows immediately after the first. We were able to go a lot longer, this time, and really get to try out the combat system.against Deiter, who quite nearly killed a few of the Cutters.

As usual, spoilers ahead for the module Internal Growth. I'm running it in the system it was built for, Incunabuli.

21 November, 2024

Infernal Growth #1 Post-Session Writeup

Originally, I wrote this just for the Incunabuli subreddit, but giving half a thought, might as well put this on the blog, too. 

Incunabuli is a fantastic system. I love every bit of it, and Benton's writing is beautiful and haunting and atmospheric in a way that I wish I had the words to describe. 

Short review/play by play of my group's antics follows, spoilers for the Venture Infernal Growth ahead.

24 July, 2023

it's on the tip of my tongue

I've been in an AD&D play by post for a couple months now, and it's been a lot of fun.

But, personally, I'm a classless type of girl. I recently masticated WFR 4e, and I think it's really cool, close to the sort of game I like to play.

There was a cool character pack pdf that gave a lot of options to develop one's character. Age, children, zodiac sign, poor hygiene. Really fun stuff. I like that in games.

I tried adapting it to a glog/into the odd-styled game, but something wasn't clicking. Ruleslite games are really fun, but sometimes I don't want simplicity. I like systems to really tie together, and it feels weird to generate pages of family and character bits when the actual game is about 2 pages long.

So what's wrong? What am I missing?
I started running Call of Cthulhu. It's honestly way better than I remembered it. One thing, I think, could really stand to be improved: I like how it really forces you to build up your Investigator, but I think that it's missing that Character Pack that WFR provides. Idk. Maybe I can adapt it.

11 February, 2023

LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER

I was in a car wreck today and the facts of my life flashed before my eyes. I don't want my memes and ideas to die with me so they must be spread. Here's a new idea, a new setting inspired by conversation on Phlox's discord months and months ago. I don't know if anyone did anything else with the ideas, I'll figure it out after I publish this piece of shit.

LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER LICHJAMMER

All mages are completely and totally madhouse crazy and are arguably not even human anymore. This is because magic mutates and irradiates the shit out of you. Wizard blood is called orchalicum. It's full of magical radiation and everyone wants it. You can bring shit to life by pumping orchalicum through it. This is how pretty much all Jammers are made. A -jammer suffix denotes some sort of vehicle that traverses through space. THAT'S RIGHT IT'S IN SPACE MOTHERFUCKERS SPACE SPACE SPACE SPACE!!!!! Bloodjammers are vampiric, psi-jammers vampiric but for mental powers, spelljammers use spell slots and lichjammers use souls.
 
Wizard skin is contains less magical radiation than orchalicum but is really good at holding magic in. If you want to make spellbooks and scrolls, you'd best get used to flaying your enemies; it's a fact of life.
Wizard brains hold all of the spells and arcane knowledge and memories of the pathetic worm you just defeated, so you better go ahead gobble that shit up if you want to keep ahead of the curve.
Wizard bones are used to make everything else.
All the parts of the wizard stilll contain a bit of will, which makes them slightly immune to other magic. All of the best liches wear the skin of their enemies and have fortified their dungeon-fortresses with the rest of their bodies. Cursed items, however, are bits with a little bit more will than normal, who resent being made into tools to just be wielded. They're also slightly better at repelling other magic.

"But why's it called LICHJAMMER?" I can already hear your pathetic mewling through the screen. It's because all Magic-Users either die of magic cancer when they reach level 9 or they become LICHES!!!! IT'S A CHOICE!!! It's totally up to you!!! EVERYONE PICKS LICH, THOUGH, because OF COURSE THEY DO!!!!!! WHY WOULD YOU CHOOSE TO DIE LIKE A BITCH WHEN YOU CAN RULE FOREVER IN THE HEAVENS!!!!!!!

LICHSPACE IS a crumbling hellsystem fought over by countless liches, worshipped as god-tyrants by however many human survivors they keep in whatever territory they control. MAGIC is more powerful in SPACE because there's no LIFE WASTING IT THERE!!!! Most terrestrial planets have been DESTROYED by EPIC LEVEL SPELLS SO THERE's really only ONE that can NOMINALLY SUPPORT LIFE without ARCANE INTERVENTION
However there's like, four-to-six GAS GIANTS ORBITING around THIS DIM, DUSTY WRECK OF A STAR SYSTEM AND BETWEEN THE LOT OF THEM? Like AT LEAST THREE DOZEN PARTIALLY HABITABLE MOONS WITH EASILY a dozen liches fighting over EACH OF THEM.

It's not ALL totally completely HORRIBLE, though... THERE's gotta be HUNDREDS of HEROIC PLayer-CHARACTER-types flying around the place, ready to turn into GOOD, BENEVOLENT LICHES AS SOON AS THEY HIT THAT MAGICAL LEVEL. I'm sure NOBODY has THOUGHT OF THAT BEFORE!!!!

***

Edit 2025-10-05: Dungeonfruit has written up a system that would work very well with LICHJAMMER, albeit with a few alterations, more than one copy of a spell, maybe. Find it here.

The Schoule Master, a GLOG class

Schoule is a bit like a combination of every sport or field game you can think of. Most versions include a point-scoring basket or post of some sort in a central part of each town, and one or more inflated pig’s bladders as balls. It is often played on Feast days or if the weather is fair during the fallow season.
The Schoule Master takes it way too seriously. You train all year for the chance to show the surrounding villages the true meaning of pain.

Backgrounds: Bully, Blacksmith, Distracted Scholar

Starting Equipment: Schouleball, a set of custom shoulder pads and helmet (as leather), and a long pole, staff, bat, racquet or glove.

A: Like A Greased Pig, Rally
B: Catfall
C: An Unstoppable Object
D: Tactics, Encourage


+1 to Movement and +1 to hit with Ranged attacks every template
A: Like a Greased Pig
You have Advantage to escape grapples from opponents. 
A: Rally

You can trigger an impromptu game of Schoule by throwing your ball in the air. Intelligent creatures must Save or join in. Especially sporty or competitive creatures automatically fail. 
B: Catfall
You treat falls as if they were 20’ shorter. If you are knocked prone, you can Save to immediately spring to your feet.
C: An Unstoppable Object
If you spend an entire turn moving, you can push through an enemy's space without triggering an attack of opportunity. Add +[level] to Hireling and Follower Morale Saves.
D: Tactics:
Yell some advice at an ally, who may make an additional attack. This uses your action. If your party is made up of multiple Schoule Players, you may use this feature to make your attacks at the same time, choosing who uses which roll.
D: Encourage
Once per day, yell especially effective encouragement, healing your allies for 1d4 HP.

 

 

 One of my players wanted to play a character "like Jordan Love." So here's a class to play the dungeon-crawling quarterback of your fancy. Heavily inspired by the Tactician from Goblin Guts.

28 December, 2022

magic the fool

Wizards are deluded -- this has been done before.
Wizards are master convincers.
Thousands of years of groundwork lain to allow spells to be cast easily enough with "magic words" and compenents.

Spells and schools as Points, centers of the universe.
A wizard convinces the entirety of everything that something impossible is actually the center of everything, and logic.
They give their case, showcasing sometimes an object, oftentimes gesture, almost always speak out a summary of their argument.
And everything believes them.
So it happens. A fireball explodes into existence, a girl's skin turns blue, someone disappears.

Magic
Once you Name something, it changes, and you have power over it. It becomes easier to understand in its whole. Simplified. Easy. Spells hate languages and contemplating minds on a visceral level. Those bastards would pull them through their aperture-senses, into their inland empires, mindscapes. Spells are cast as an escape, but a pale copy always remains; the mind is haunted by what was forgotten.

It is said by some, that the universe is folded in on itself, and we are merely its tiny sensory protrusions.
If that is so, then the spells are always free, and our delusions have spread to them. Do they return, or did they never leave?

19 November, 2022

GLOG Class: The Obsessive Mutantist

I'm currently running a megadungeon game, and I love mutations. They're just fun. So, after I built up a series of ruins filled with trolls and flail snails with a big, mutatory pond at the center, I decided to have an additional non-diagetic reward for the party that uses said pond.

Introducing the Mutantist, which is basically Skerples' biomancer with the wizard filed off. I don't like wizards. I mean, I love them. But they bug me.

I like to use the Metamorphica for mutations, it's just already got so many, why fix what isn't broke?

Obsessive Mutantist

Starting Gear: 2 black thumb rings, a spotty past, 3 benign tumors, 3 random potions of the same type, a dark cloak, a sharp knife and a book on biology
Starting Skills: Alchemy, Eid* Lore, Poetry

A: A New Taste, +1 Mutation Dice

B: Waste Not Want Not, +1 MD

C: Defense Mechanism, +1 MD

D: Panaceatic Flesh, +1 MD

Every time you take another template of Mutantist, gain 1d4 mutations.

A: A New Taste

Taste Blood to tell what sort of creature it came from. [Template]-in-6 to know additional details about the creature, such as its current health/disposition, what diseases it is currently carrying, or its rough current position, relative to you.

A: Mutation Dice

Mutation dice are d4s, and allow you to do any of 4 effects when spent:
  • Infantilize
    • Affects a creature of [dice] x 4 HD or less, for [sum] minutes.
    • Target Saves or becomes an adorable, if slightly eerie, child version of itself. Creatures lose 1 HD (-6 max HP, -1 to hit, -1 to Save). The target's Strength is halved. The target is now so adorable that all who see it must Save the first time they try to harm it or hesitate. If they fail this Save, they can act normally the next round.
  • Monsterize
    • Affects any 0 HD creature, for [sum] minutes. Target vermin (rat, scorpion, termite, etc) becomes huge and aggressive.
      • HD: [dice]x2
      • Attack: [dice]+d10
      • Defense: 12 (as leather)
    • Monstrified vermin attack the nearest foe, and casters usually throw the vermin as they cast this spell. Works on goblins and other low HD monsters. If you invest 4 [dice], the creature also mutates.
  • Make Delicious
    • Affects a creature of [dice] x 4 HD, for [sum] amount of time (varies depending on the amount of MD spent on effect:. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] weeks).
    • Target creature smells and tastes delicious for the spell's duration. The smell radiates 20' in calm air, but can spread via wind or leave a trail. Sentient creatures can usually resist the urge to eat the target without a Save, but animals and other ravenous creatures must Save or select the effect’s target as their primary attack target. Insects will be attracted to the target for the effect's duration. The target may Save at the end of each duration interval to negate the effects This effect can also affect dead creatures
  • Mutate
    • Affects a single target for [sum] amount of time (varies depending on the amount of MD spent on effect:. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: days, 4 [dice] weeks).
    • Target gains [dice] random mutations. Save negates, Save once per mutation. If the creature chooses to fail its Save, roll double the number of mutations, and the caster chooses which half are gained. At the end of the duration, the target must Save for every mutation they have. If they fail, the Mutation continues past the usual duration, and may be permanent.
There is a 1-in-10 chance that any of these effects will be permanent

Mutation Dice are “spent” on a roll of 3-4, and return to your dice pool on a roll of 1 or 2. If two dice show the same result, you gain a Mishap as shown by the following table:

Mishaps (Doubles):

  1. Lose 1d4 hp as a series of ticks, flinches and twitches are set off.
  2. Random Mutation for 1d4 rounds. Save or it becomes permanent.
  3. Agony for 1d4 minutes as your organs churn and twist.
  4. Ravenous Hunger. You cannot act normally until you consume ¼ your body weight in edible material.
If you roll 3 or more MD with the same number, your “Doom” track advances, according to this order.

Dooms (Triples or quadruples):

  1. Your Appearance and Mutations painfully randomize over the course of 24 hours.
  2. Each Day, as you awake, Save or gain a new Mutation. As you lay down to rest, Save again or the Mutation becomes permanent.
  3. Over the course of a week you develop into a ravenous protoplasmic blob.

B: Waste Not Want Not

Whenever you drink a potion (or any other substance not consumed for homeostasis, really), you have a 50% chance to recycle the substance. It must be disgorged from the orifice of your choice within 10 minutes.

C: Defense Mechanism

When an attack hits, you can choose to make it miss by sloughing off your skin, which regrows over the course of a month.

D: Panaceatic Flesh

Your Hit Points return at a rate of 1 per 10 minutes. As long as you consume double rations, your lingering injuries heal at double the usual rate, and your limbs can be regrown at the rate of one per Season.

26 July, 2022

vehicle (basically just cars) rules and destruction/malfunction table

 Now, believe it or not, but I don't normally care about cars. However, I was able to talk some people into a road-trip style campaign a la Velvet Inks and Crystal Fire's Midnight in the Dark campaign pitch.

Only one (1) problem. That campaign is very car focused. It's a road trip. And I don't really have a ruleset on hand that I really super like, so I made my own. It's definitely a little rough, but it's probably good enough .

All cars (I guess, expanding this, all vehicles) have a Size stat, ranging from 1 (like a motorcycle, I'd say) to 9 (like an RV). Size determines most important things about a vehicle, it's HD and HP, the armor it provides to its occupants and how much damage it needs to take before it rolls on the Misfunction & Destruction table.

A Vehicle at 0 HP is scrap. It cannot be repaired, though it could possibly be scavenged for parts. A vehicle's HP is determined by [Size]d10 (I made vehicle HD d10s because I wanted them to be tougher than the average meat-thing). Every Size x 1d10 Damage a vehicle takes, it must roll once on the Misfunction & Destruction table.

Vehicles also provide Armor. By this, I mean that each vehicle provides Damage Reduction equal to its size to all characters inside of it, though all damage reduced in this way is taken out of its HP. 

Vehicles' movement is measured with a score I call Speed Threshold. I'm pretty sure that it means nothing, and does not describe what it names, but it was a placeholder I had that sounded cool and I haven't the heart to replace it unless I hear something that sounds better.

Speed Threshold goes from 1 (barely moving) to 6 (80+ mph). Not all Vehicles can make it up to 6, lot of them are stuck going slower. "Why only 6?" You may be asking, "Why no more?" Because my car has 5 gears, not counting reverse, but I've heard people say that normally there are 6, and I think it would be fun for the Speed Threshold to roughly equal what gear you'd be in at those speeds.

Drivers of vehicles can do one of a few separate actions on their turn while driving a vehicle, Slam, Evade, Step on it or Break:

  • Slam is an attack with the vehicle, dealing [Size + Speed Threshold] d4 to the target and half that again spread throughout the vehicle and its occupants.
  • Evade is used to give disadvantage to Slam attacks targeting the vehicle
  • Step on It allows the driver to test to increase the vehicle's Speed Threshold by 1
  • Break reduces the vehicle's Speed Threshold by 1d4.

Vehicle Destruction & Malfunction Table

Roll Severity: d10+ Damage over the Toughness Score ([Size*d10], rolled when vehicle is first generated)

d10 location

Severity ≥1

Severity ≥12

Severity ≥18

Engine (1-2)

Engine Damage – reduce max possible ST by 1

Engine Severely damaged and needs repair – Starts making a horrible sound and car lurches to a stop in 1d6 rounds

Engine Explodes – 2d6 damage to everyone inside and the car crashes.

Body/structure (3-4)

Glass shatters and sprays interior – everyone inside takes 1d4 damage

Body compromised – -1d6 DR for everyone inside

Axle breaks – car crashes

Tires/Steering (5-6)

Tire explodes. Driver Tests to keep control

Wheel system catches fire – Vehicle takes 1d6 damage per turn til everything locks up in 1d4 turns

Wheels seriously damaged – driver loses control and the car crashes

Trunk/storage (7-8)

Random item in trunk destroyed

1d6 random items in trunk are destroyed

Trunk flies open – everything kept inside flies out

Electrics (9-10)

Lights, radio blink out

Electrical fire – Deals 1d4 damage to everyone in the front seats until it burns itself out in 1d6 turns

Electrical fire – completely engulfs the car in 1d6 rounds.


For my personal game, I'm using the SEACAT inventory system, and am differentiating car types by the number of Sacks they can carry, the number of Seats, the size of their gas tank and their MPG. I toyed around with tying milage to ST, but that turned out to be a little bit too complex to be comfortable.

I'll probably update this later, once we've played a few games and I'll iron out what worked/didn't work