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Early Nomad Ideas

Nomad Random Vehicles Table

Nomad characters raised in a pack have a 75% chance of having a vehicle before they leave the pack to scout. Roll on the following tables to determine how cool they are.

Type
1 Truck
2 Car
3 Van
4 Motorcycle
5 Jeep
6 Player's Choice

Trucks Cars
Roll 1D6: 1-2=4x4, 3-6=2x4 Roll 1D6: 1-2=Electric, 3-6=CHOOH2
1 Mini 1 Compact
2 Mid Size 2 Mid Size Coupe
3 Full Size 3 4 Door Sedan
4 Dually 4 Station Wagon
5 Dually Crew Cab 5 Crowder
6 Player's Choice 6 Player's Choice

Me and the Beejmeister got together one night and got to thinking about a Nomad character he wanted to create. This was before I'd seen Home of the Brave, and we slapped together the following stuff:

Vans Jeeps / SUV's Motorcycles
Roll 1D6: 1-2=Electric, 3-6=CHOOH2
1 Minivan 1 Land Cruiser / Rover 1 Dual-sport
2 Standard 2 Willy's (Military Surplus) 2 Hog / Big-bore Cruiser
3 Transporter (Passenger) 3 Hummer 3 Standard
4 Transporter (Cargo) 4 Wrangler 4 Drag
5 Panel 5 Dune Buggy 5 Sport
6 Player's Choice 6 Player's Choice 6 Player's Choice

ALL NON-BIKES Roll 1d6: 1-2=4cyl., 3-4=6cyl., 5-6=V8 (Duallies are V8 only)
MOTORCYCLES 50% chance of being Electric vs. CHOOH2. (Excepting big-bore cruisers) For selections 1,3,5, Roll 1d6: 1-2=500cc or less, 3-4=500-750cc, 5=750- 1000cc, 6=1000cc or greater.
Now that you know what it is, what does it look like? Roll 4d10 for your ride's age. Color can be chosen at random, or assigned by the GM. Note that a good many Nomads tend to invest in Krylon Grey Primer, since their vehicles frequently need to be touched up due to random violence and road wear. Roll on the following tables to determine how beat up it is.
What Shape is it in?
1 Duct Tape ∓ Prayers
2 Duct Tape ∓ Prayers
3 Drivable, but dented ∓ torn
4 Straight Exterior, Interior needs work
5 Pretty good, but has some miles
6 MODIFIED
1 ∓ 2 - Duct Tape and Prayers - the vehicle is a rolling wrecking yard of thrown-together parts, which have an anoying habit of falling off. Make a Basic Tech vs 15 just to get it started, and it has a 25% chance of dying under stressful driving conditions such as combat, hard turns, or the freeway. If it dies, it has a 15% chance of actual part failure. The player should make an appropriate Driving Skill check at this time to see if they can keep it under control. If not, they still have to make their Basic Tech roll to restart, with modifiers for stressfull conditions.
3 - Drivable - The vehicle is in good running condition, but the exterior and interior have seen better days. Buy some blankets to drape over the seats and some Bondo for the body. (Don't forget the Krylon)
4 - Straight - The vehicle is in good running condition and the body is mostly dent free, but the interior is trashed. Buy some blankets and have the motor looked at by a good tech.
5 - Good - The vehicle is in roughly the shape you would expect for a car that age that has been taken care of, but it has a high number of miles behind it, and you're not sure how many left in front of it. It may be time to invest in some spare parts, just in case
6 - MODIFIED - One aspect of the vehicle has had something about it improved from the stock condition. (IE, the car is ugly as sin, but has a V8 from hell under the hood, etc) Roll on the following table:
MODIFIED
1 Increased Range - Fuel tanks have been enlarged to 125% or better, GM's call.
2 Improved Engine - Engine has had performance options added onto it. Add 25% to top speed and Acceleration, subtract 15% from range.
3 Improved Chasis - The suspension and frame have been modified for performance. Add 25% to Deceleration, add 10MPH to maneuver speed, and a handling modifier of +1.
4 Armor - SP 20 to any one location (engine compartment, cabin, cabin glass, etc) GM's choice.
5 Roll Cage - Add a roll cage and five-point safety harness-this acts as 50 SP for the passengers in the event of a crash. If a motorcycle, improve the engine instead.
6 Player's Choice