shadowcat1313 Posted November 12, 2010 Report Share Posted November 12, 2010 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 Quote Link to comment Share on other sites More sharing options...
tkdguy Posted November 12, 2010 Report Share Posted November 12, 2010 Re: Shadowcats Vehicular Insanity Shop[6E]: The General Lee[Car] Another great write-up! Quote Link to comment Share on other sites More sharing options...
Mystic Pilgrim Posted November 14, 2010 Report Share Posted November 14, 2010 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 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 14, 2010 Author Report Share Posted November 14, 2010 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 Quote Link to comment Share on other sites More sharing options...
Escafarc Posted November 14, 2010 Report Share Posted November 14, 2010 Re: Shadowcats Vehicular Insanity Shop[6E]: The General Lee[Car] So when will we get the Transformer version? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 14, 2010 Author Report Share Posted November 14, 2010 Re: Shadowcats Vehicular Insanity Shop[6E]: The General Lee[Car] shudders... never been enough of a transformers fan to even attempt it, if I want giant tin samurai, give me Battletech Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted November 15, 2010 Report Share Posted November 15, 2010 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. Quote Link to comment Share on other sites More sharing options...
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