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Shadowcats Vehicular Insanity Shop[6E]: The General Lee[Car]


shadowcat1313

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and now I have the theme song from Dukes of Hazzard doing a line dance through my brain.

 

The General Lee

 

Player:

 

Val Char Cost

4 Size

30 STR 0

16 DEX 0

17 BODY 0

2 PD 0

2 ED 0

3 SPD -10

54m RUN 0

4m SWIM 0

4m LEAP 0

Characteristics Cost: 10

 

Cost Power

Construction

0 1) Steel Body: (Total: 0 Active Cost, 0 Real Cost)

10 2) Roll Cage: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (only to protect occupants from damage in collisions and rolls; -1) [Notes: Some show cars were just fitted with a roll bar instead of a full roll cage, varied by episode and season]

2 3) Grill Guard: Resistant Protection (3 PD/3 ED) (9 Active Points); OAF Bulky (-1 1/2), Custom Modifier (Protects Front Grill Only; -1), Ablative BODY Only (-1/2)

Powerplant

4 1) 383 CID V-8 Engine: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4), 4 Continuing Charges lasting 1 Hour each (-0); REC: (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4) [Notes: The engine used in the show car varied, 440 hemis were used for jump scenes etc, 318's for other scenes, the 383 was the most common]

Mobility

22 1) Fast Wheeled Movement: (Total: 74 Active Cost, 22 Real Cost) Ground Movement +42m (54m total) (42 Active Points); OAF Bulky (4 Tires; Requires Multiple Foci or functions at reduced effectiveness; -1 1/4), Fuel Dependent (-3/4), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 11) plus +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 7) plus +6 DEX (12 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4)

2 2) Racing Tires: (Total: 5 Active Cost, 2 Real Cost) +1 with Combat Driving (2 Active Points); OAF Bulky (-1 1/2), Custom Modifier (only on proper terrain; -1/2) (Real Cost: 1) plus +3 BODY (3 Active Points); Custom Modifier (Tires Only; -2) (Real Cost: 1)

-8 3) Ground Movement Only: Custom Power (-8 Active Points)

Electronics Systems

5 1) Musical Horn: Hearing Group Images, +/-2 to PER Rolls (11 Active Points); OIF Bulky Fragile (-1 1/4)

4 2) CB Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4), Incantations (Assumes Voice Activated; -1/4)

4 3) Basic Radio: Radio Perception (8 Active Points); OIF Bulky (-1)

Personnel Systems

9 1) Headlights: +5 PER with Sight Group (10 Active Points); OIF Bulky (-1), Custom Modifier (Only in Darkness; -1/2) [Notes: (x2 number of items)]

1 2) Seat Belts: Resistant Protection (4 PD) (6 Active Points); Custom Modifier (only to protect occupants from damage in collisions; -2), OIF Bulky Fragile (-1 1/4)

2 3) Heating And Airconditioning: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Bulky Fragile (-1 1/4)

Powers Cost: 57

 

 

Cost Skill

1 +1 with Mechanics (2 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4)

Skills Cost: 1

 

 

Cost Talent

2 Bump Of Direction (3 Active Points); OIF Fragile (-3/4)

2 Absolute Time Sense (3 Active Points); OIF Fragile (-3/4)

Talents Cost: 4

 

Total Character Cost: 72

 

Pts. Disadvantage

General Information

0 1) Weight in Tons

0 2) Top Speed

0 3) Range

0 4) Crew [Notes: Driver and Passenger]

0 5) Country of Origin [Notes: USA]

0 6) Date In Service [Notes: 1969]

0 7) Intended Usage

Actual Complications

15 1) Physical Limitation: Exposed suspension components result in it being easily damaged and harder to maintain (Infrequently; Greatly Impairing)

15 2) Physical Limitation: Gas Engine, vulnerable to fires if fuel system hit (Infrequently; Greatly Impairing)

10 3) Distinctive Features: Bright Orange Muscle Car with Confederate Flags (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 4) Physical Complication: Doors Welded Shut, Occupants must climb out through windows (Frequently; Slightly Impairing)

Disadvantage Points: 55

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Shadowcats Vehicular Insanity Shop[6E]: The General Lee[Car]

 

I can follow most of your logic, but there are still a couple of items that I'm confused on. Remember, I'm still learning:

 

Why would you model the engine as an Endurance reserve; and do the END and REC levels have any actual meaning or are they completely arbitrary? What about the 4, 1 hour charges... I kinda think I know where you are going with this; but what made you pick those numbers... When the charges expire, is it "out of gas"?

 

4 1) 383 CID V-8 Engine: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4), 4 Continuing Charges lasting 1 Hour each (-0); REC: (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4) [Notes: The engine used in the show car varied, 440 hemis were used for jump scenes etc, 318's for other scenes, the 383 was the most common]

Mobility

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Re: Shadowcats Vehicular Insanity Shop[6E]: The General Lee[Car]

 

yes... now that I think about it, for most civilian ground vehicles, theres probably no point in using an END reserve, unless your running a richter scale level sound system that goes to 11, probably assume running the battery down as a plot device instead

I dont know enough about auto electronics to know how much of a drain some accessories are on a battery

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Re: Shadowcats Vehicular Insanity Shop[6E]: The General Lee[Car]

 

A lot of times I model stuff as "0 END While Power Lasts" or "0 END While Connected To Power Supply". A custom +1/4 (determined by taking +1/2 0 END and applying a -1 to that, halving it). As long as there is gas, or stuff in the Mr. Fusion, or whatever, all the devices just run. Also lets you build a backup battery as an END Reserve.

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