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I met a traveller from an antique land
Who said: Two vast axleless wheels of stone
Stand in the desert. Near them, on the sand,
Half sunk, a shattered windshield lies, whose frown,
And worn bumper, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The door that mocked them, an engine that fed:
And on the pedestal these words appear:
'My name is Ozyvandias, car of cars:
Look on my works, ye Mighty, and despair!'
Nothing beside remains. Round the decay
Of that colossal wreck, boundless and bare
The lone and level sands stretch far away.
-Porsche Shelley​
Car-acter creation, part I
Location
In The Shadowbear Slave Camp
I met a traveller from an antique land
Who said: Two vast axleless wheels of stone
Stand in the desert. Near them, on the sand,
Half sunk, a shattered windshield lies, whose frown,
And worn bumper, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The door that mocked them, an engine that fed:
And on the pedestal these words appear:
'My name is Ozyvandias, car of cars:
Look on my works, ye Mighty, and despair!'
Nothing beside remains. Round the decay
Of that colossal wreck, boundless and bare
The lone and level sands stretch far away.
-Porsche Shelley
Once upon a time, a vehicle was assembled.


[]Mighty and proud, the Tank promised glory in battle, when the time came to take the throne.
But Subtlety was not his strong spot, and Diplomacy eluded him; And even the Mightiest rulers cannot strike true at a foe that is more Agile than them.
(Extremely High Martial, moderate Piety, moderate-low Learning and Stewardship, low Intrigue/Diplomacy. Slow. High Personal Combat. Does not require Modification to be combat-viable.)
[]Humble, yet dignified. The Hearse spoke of a end soon to come, even if it was made by wheels that wished to deny it, and a solemn funeral.
He was no fighter, and could not balance books; Yet he could go unnoticed to all, for he was not the only Hearse, nor even a visibly distinct one.
(High Piety and Intrigue, moderate Learning and Diplomacy, low Martial and Stewardship. Moderate speed. Stealth-capable.)
[]Lavish and sleek, the Limo spoke of wealth and status. A delicate vehicle, for certain.
Neither pious nor valourous, but brings a certain touch of skill that may well see such unneeded...
(High Stewardship and Diplomacy, moderate Learning and Intrigue, low Martial and Piety. Fast speed, but clumsy maneuverability. Vulnerable in combat, even while Modified, owing to size.)
[]Snazzy and eccentric, the Concept spoke of reckless assembly or a insane combination of luck and skill. And yet...
How did he function? Who knows, but he's certainly a interesting model...
(Extremely high Learning, other stats determined based on a subvote in which the specific concept car is picked out.)



(Stats as follows:
Extremely high:25
High:20
Moderate:15
Moderate-low:10
Low:5
All numbers given will total to 85; stats can be adjusted up and down by up to 4 points in either direction each as long as that's the end total.)


A/N:Go ahead. Call me mad.
 
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Car-acter Creation, Part 2:The Tinker's Toll
[X]Snazzy and eccentric, the Concept spoke of reckless assembly or a insane combination of luck and skill. And yet...
...Somehow, he worked.


His chassis was...

[]A armored vehicle; a test for a potential military oriented heir.
(Skews towards Martial. Skews away from Diplomacy/Intrigue. Minor bonuses to personal combat and unmodded combat-readiness.)
[]Fancy, small, sleek. The chassis of a professional.
(Skews weakly towards Diplomacy/Stewardship. Minor bonuses to first impressions.)
[]A low-profile design. Meant to blend with the surroundings.
(Skews towards Intrigue. Bonus to passing unnoticed within crowds, minor bonus without crowds.)
[]Based upon a religious statue, and not expected to be actually viable.
(Skews towards Piety. Bonus to first impressions with same religion, minor bonus own religion group, malus other religion groups. Similar bonuses to stability and troop morale(depending on troop piety))

As for what he was meant to test...

(You get 20 Concept Points here. Exceeding this limit will have to be specifically voted for, and will have consequences to health and possibly stats.

Note that not all Concepts work.

For now, I'll mostly take write-ins, then slap point values on them. Try to keep them within a steampunkish level as this is meant to be within a roughly medieval-ish timeframe despite the fact that cars are...mechanical, and assembling each other, and stuff. I'm settling on steampunk as a compromise between medieval and modern for car creation.

The more viable a Concept is, the less Points it will consume. The more powerful it is, or the more stress it would logically put upon the car, the more Points. Concepts may also be assigned innate drawbacks at my discretion

Example Concept:
Exhaust Rifle:A significant portion of the exhaust is rerouted into a pressurized tank. This tank is connected to a front-end pipe mounted underneath and between the eyes, and a small hopper feed drops small pellets into position, allowing for a holdout weapon. However, this tank can cause serious internal damage if somehow ruptured, and requires additional maintenance.(2 BP, Mechanic learning for optimal care +2, 5% chance that Dented status is upgraded to Ruptured. Auto-gassed pneumatic weapon, stores enough pressure for up to 20 shots, stores up to 500 pellets, restore 1 shot of pressure every combat turn, damage depends on current pressure and pressure expended.) )

[]Concept:Write in, for statting out.
 
Car-Acter Creation, Part 3:The Tinkering and the Troubles
[]Fancy, small, sleek. The chassis of a professional.

Current Base Stats:
Learning:25
Stewardship:10 or 15
Diplomacy:15 or 10
Martial:5
Piety:5
Intrigue:5
Base points:65, 10 more will be added to the base based on selected concepts.

Concepts(Use plan voting, please):

[]Use 20 BP of Concepts. Incur no penalties.
[]Use more than 20 BP. Incur +1 Maintenance for every 2 points above 20.
-[]Use more than 20 BP, incur 1 maintenance for every point above 20, but have the option to introduce proposed specific drawbacks that reduce the BP used.
[]Use more than 20 BP, roll 1d4-1 for every 2 points above 20. Subtract results from lifespan(Average Cars lifespan set to 70.) Max 30 BP.(min possible 40 year lifespan)

(Yes, I'm aware that some concepts reduce maintenance more than half their value. Take the freebies if you want.)

[]Stonewrought:Immune to all electrical effects, maintenance functions off the Mechanic's average of Piety and Learning and requires 2 more points, weight increase(reduces speed, especially in unfavorable terrain, but also increases impact force when ramming), vulnerability to bludgeoning and armor piercing force. Enhances the effects of and requires the Religious Statue chassis. 6 BP.

[]Stainless Silver Finish*: +1 to Diplomacy with the wealthy, -5 Intrigue when trying to pretend to be someone of lower station, perceived age reduced, may impact actual aging? 3 BP

[]Solar Empowered*:+2 to all stats for operations explicitly taking place during the day, -2 to all stats for operations explicitly taking place at night. 2 BP

[]Holy Marked*:+? health, +? health to advisors, +2 Piety. Mild bonus to impressions within own religious group, penalty to impressions outside own religious group. 2 BP

[]Solar Engine*:+2 Stewardship, -2 Maintenance(Reduced moving parts and no damage from fuel use), excluded from Fuel Upkeep. Limited function if sustained bad weather occurs. +3 stealth due to silent operation. Immune to tainted fuel. 6 BP.

[]Electric Engine*:+1 Stewardship, -1 Maintenance(See above, but more moving parts), Fuel Upkeep converted into Power Upkeep(note:electricity poorly understood, power storage unreliable, power currently limited to the most basic method:waiting for a lightning strike and hoping it hits a extended rod). Start with 1 Power Generation per turn, 0 storage across turns. +2 stealth due to quiet operation. Immune to tainted fuel. 3 BP.
[]-Solar Panels*:+1 Maintenance, -1 Power Upkeep. Can stack up to 2 times, allowing greater function with low infrastructure. 1 bp each, requires Electric Engine.
[]-Solar+Electric engine combine to allow for electrical backup on the Solar Engine

[]Transformer*:You can change your make and model to suit the situation. +20 personal Intrigue for purposes of disguise, +5 for stealth. 4 BP.
[]-Robot in Disguise*:How...why...somehow, you have a built in alternate form that is larger than your usual and very suitable for combat. And very power intensive to use. +5 Martial, bonus to personal combat and do not require modification to be combat effective, +100% upkeep(additive) for every day used. If Upkeep is 0, instead +1 Maintenance. Will draw varied reactions if made public. May have synergies with other Concepts. 10 BP, requires Transformer.

[]Steam Power*:A simpler engine, masterfully executed, but not without drawbacks. -2 Maintenance(Less moving parts), Fuel Upkeep converts to Heat Upkeep(can use any heat source that is not intense enough to cause damage and that lingers. Cleaner heat sources will further reduce Maintenance; especially dirty ones will increase it.), max speed cut by 1 increment. 2 BP.
[]-Oversteam*:Such a simple engine can take a great deal more stressed if it's built to. In exchange for engine strain, can Oversteam, increasing max speed and acceleration by 2 increments and reducing handling by 2.

[]Scented Exhaust*:Look, cars have exhaust. Everyone knows it, even if they try to pretend the nobility's exhaust smells like roses and flowers... but yours actually *does*. +1 Diplomacy, additional +3 when dealing with cars that regularly use a separate fuel supply(as they get used to how the exhaust from certain fuels smells, which usually makes foreigners a little extra offensive. You, on the other hand, are reasonably pleasant.) 2 BP.

[]Internal Storage(Concealed+)*:Conceal medium or smaller sized packages at +15 intrigue. Note that this includes one wheeled weapons, collapsible or otherwise compact two wheeled weapons or light integrated but uninstalled weapons. 2 BP.

[]Hybrid*:+1 Stewardship. Upkeep can be paid up to 30% in Energy rather than Fuel. 3 BP

[]Throttled Engine*:-2 Upkeep when not taking a Direct Action, or a Personal Action that requires movement. Garrisoned soldiers with this trait: -50% Upkeep. Patrolling/Slow Convoy soldiers -25% upkeep. 3 BP

[]Regenerative Braking*:+3 Personal Power reserve for non-electric cars, Power Reserve +1 when shifting down by 2 steps. Power Reserve may be used to power any electrical integrated or attached components, but not wholly external ones with no connection. 2 BP

[]Multi-Hued Paintjob:+2 Intrigue. Allows a quick swap of paint, good for camouflage or, without a unique chassis, disguise. Bonuses vary by chassis. 3 BP

[]Four Wheel Drive*:+1 Martial, +3 Handling, +1 Upkeep, +1 Maintenance. 2 BP

[]Tracked*:-1 Max Speed, negates offroad penalties, 50% chance to ignore wheel damage from light weaponry, light weaponry has to inflict damage 2 times in order to cause speed or handling to suffer. 4 BP for nonmilitary chassis, 1 for military chassis.


[]Fragile As Spun Glass:+5 Learning, +5 Diplomacy, -50 Personal Combat. +8 Maintenance owing to the difficulty of repairing damage to glass. Cannot be safely modified for combat. 10 BP.

[]Cast in Steel*:+5 Martial, +10 Personal Combat, -1 Learning(because you're dense, get it? ;) ). +2 Maintenance owing to the difficulty of getting to your fiddly bitz. 5 BP

[]Solid Tires*:Tires ignore damage from most environmental factors, and shrug off most light weaponry. -1 Maintenance(no need to fill tires). 2 BP

[]Pneumatic Build:+5 Learning, +5 Stewardship, -1 Diplomacy, -2 Piety, +5 Maintenance. 7 BP

[]Car-Zeppelin*:You're basically a car-shaped zeppelin. Just...don't get hit. +3 Learning thanks to the ability to observe things, +3 Martial owing to a greater understanding of terrain from your vantage point. -20 Personal Combat because of your massive fragility, +2 Maintenance. 5 BP.
 
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Car-Acter Creation part 3.5
[X] Plan: The Cars
[X]Use more than 20 BP. Incur +1 Maintenance for every 2 points above 20.

[x]Transformer*:You can change your make and model to suit the situation. +20 personal Intrigue for purposes of disguise, +5 for stealth. 4 BP.
-[x]-Robot in Disguise*:How...why...somehow, you have a built in alternate form that is larger than your usual and very suitable for combat. And very power intensive to use. +5 Martial, bonus to personal combat and do not require modification to be combat effective, +100% upkeep(additive) for every day used. If Upkeep is 0, instead +1 Will draw varied reactions if made public. May have synergies with other Concepts. 10 BP, requires Transformer.

[x]Solid Tires*:Tires ignore damage from most environmental factors, and shrug off most light weaponry. -1 Maintenance(no need to fill tires). 2 BP

[x]Scented Exhaust*:Look, cars have exhaust. Everyone knows it, even if they try to pretend the nobility's exhaust smells like roses and flowers... but yours actually *does*. +1 Diplomacy, additional +3 when dealing with cars that regularly use a separate fuel supply(as they get used to how the exhaust from certain fuels smells, which usually makes foreigners a little extra offensive. You, on the other hand, are reasonably pleasant.) 2 BP.

[x]Pneumatic Build:+5 Learning, +5 Stewardship, -1 Diplomacy, -2 Piety, +5 Maintenance. 7 BP

[x]Solar Engine*:+2 Stewardship, -2 Maintenance(Reduced moving parts and no damage from fuel use), excluded from Fuel Upkeep. Limited function if sustained bad weather occurs. +3 stealth due to silent operation. Immune to tainted fuel. 6 BP.

[x]Internal Storage(Concealed+)*:Conceal medium or smaller sized packages at +15 intrigue. Note that this includes one wheeled weapons, collapsible or otherwise compact two wheeled weapons or light integrated but uninstalled weapons. 2 BP.

[x]Hybrid*:+1 Stewardship. Upkeep can be paid up to 30% in Energy rather than Fuel. 3 BP
Pros:Giant Fucking Robot, High Learning, Good Stewardship and Martial(especially transformed). Potential for more Giant Fucking Robots. Good disguise potential.
Cons:High maintenance. You will be lucky to fall apart slowly.
Maintenance:10+5(Concept)+8(BP)+5-2-1=25
Upkeep:0, +1 Energy per day that Robot in Disguise is in use thanks to Hybrid. Nonpayment will result in straining the Solar Engine and suffering a +1 to Upkeep.



[X] In business
[X]Use 20 BP of Concepts. Incur no penalties.
[X]Solar Engine*:+2 Stewardship, -2 Maintenance(Reduced moving parts and no damage from fuel use), excluded from Fuel Upkeep. Limited function if sustained bad weather occurs. +3 stealth due to silent operation. Immune to tainted fuel. 6 BP.
[X]Transformer*:You can change your make and model to suit the situation. +20 personal Intrigue for purposes of disguise, +5 for stealth. 4 BP.
[X]Steam Power*:A simpler engine, masterfully executed, but not without drawbacks. -2 Maintenance(Less moving parts), Fuel Upkeep converts to Heat Upkeep(can use any heat source that is not intense enough to cause damage and that lingers. Cleaner heat sources will further reduce Maintenance; especially dirty ones will increase it.), max speed cut by 1 increment. 2 BP.
[X]-Oversteam*:Such a simple engine can take a great deal more stressed if it's built to. In exchange for engine strain, can Oversteam, increasing max speed and acceleration by 2 increments and reducing handling by 2.
[X]Scented Exhaust*:Look, cars have exhaust. Everyone knows it, even if they try to pretend the nobility's exhaust smells like roses and flowers... but yours actually *does*. +1 Diplomacy, additional +3 when dealing with cars that regularly use a separate fuel supply(as they get used to how the exhaust from certain fuels smells, which usually makes foreigners a little extra offensive. You, on the other hand, are reasonably pleasant.) 2 BP.
[X]Internal Storage(Concealed+)*:Conceal medium or smaller sized packages at +15 intrigue. Note that this includes one wheeled weapons, collapsible or otherwise compact two wheeled weapons or light integrated but uninstalled weapons. 2 BP.
[X]Solid Tires*:Tires ignore damage from most environmental factors, and shrug off most light weaponry. -1 Maintenance(no need to fill tires). 2 BP
Pros: Disguise, dual-engine build negates the speed penalty for Steam Power if fueled except in non-sunny conditions, where no other penalties occur. 0 upkeep unless steam power is tapped. Decent stewardship, low maintenance.
Cons:Not a whole lot, honestly.
Maintenance:10+5-2-2-1=10. May increase when Oversteam is used.

[X] Plan: Praise the Sun
-[X]Use more than 20 BP. Incur +1 Maintenance for every 2 points above 20.
-[X]Solar Engine*:+2 Stewardship, -2 Maintenance(Reduced moving parts and no damage from fuel use), excluded from Fuel Upkeep. Limited function if sustained bad weather occurs. +3 stealth due to silent operation. Immune to tainted fuel. 6 BP.
-[X]Electric Engine*:+1 Stewardship, -1 Maintenance(See above, but more moving parts), Fuel Upkeep converted into Power Upkeep(note:electricity poorly understood, power storage unreliable, power currently limited to the most basic method:waiting for a lightning strike and hoping it hits a extended rod). Start with 1 Power Generation per turn, 0 storage across turns. +2 stealth due to quiet operation. Immune to tainted fuel. 3 BP.
--[X]-Solar Panels*:+1 Maintenance, -1 Power Upkeep. Can stack up to 2 times, allowing greater function with low infrastructure. 1 bp each, requires Electric Engine.
--[X]-Solar Panels*:+1 Maintenance, -1 Power Upkeep. Can stack up to 2 times, allowing greater function with low infrastructure. 1 bp each, requires Electric Engine.
--[X]-Solar+Electric engine combine to allow for electrical backup on the Solar Engine
-[X]Stainless Silver Finish*: +1 to Diplomacy with the wealthy, -5 Intrigue when trying to pretend to be someone of lower station, perceived age reduced, may impact actual aging? 3 BP
-[X]Solar Empowered*:+2 to all stats for operations explicitly taking place during the day, -2 to all stats for operations explicitly taking place at night.
-[X]Holy Marked*:+? health, +? health to advisors, +2 Piety. Mild bonus to impressions within own religious group, penalty to impressions outside own religious group. 2 BP
-[X]Scented Exhaust*:Look, cars have exhaust. Everyone knows it, even if they try to pretend the nobility's exhaust smells like roses and flowers... but yours actually *does*. +1 Diplomacy, additional +3 when dealing with cars that regularly use a separate fuel supply(as they get used to how the exhaust from certain fuels smells, which usually makes foreigners a little extra offensive. You, on the other hand, are reasonably pleasant.) 2 BP.
-[X]Internal Storage(Concealed+)*:Conceal medium or smaller sized packages at +15 intrigue. Note that this includes one wheeled weapons, collapsible or otherwise compact two wheeled weapons or light integrated but uninstalled weapons. 2 BP.
-[X]Transformer*:You can change your make and model to suit the situation. +20 personal Intrigue for purposes of disguise, +5 for stealth. 4 BP
Pros: Potential health benefits, decent Stewardship, functionally independent of any sort of logistics unless extended bad weather occurs. Also...disguises.
Cons:May offend other religious groups
Maintenance:17
Upkeep:-2 or 3 power, depending on if Solar Engine active.



[X] Plan Holy Light
-[X]Use 20 BP of Concepts. Incur no penalties.
-[X]Holy Marked*
-[X]Stainless Silver Finish*
-[X]Solar Empowered*
-[X]Internal Storage(Concealed+)*
-[X]Cast in Steel*
-[X]Four Wheel Drive*
Pros:Hard to damage, maneuverable, decent Martial, possibly health benefits.
Cons:There's simply not a lot here that couldn't be done later.
Maintenance:10+5+2+1=18
Upkeep:5








[]The Cars
[]In Business
[]Praise the Sun
[]Holy Light
 
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