CWIN Vol. 4, No. 11
The Daemon Mechanic
Advanced Character System Part 2

Written by Andy M. Evans
aevans5@csc.com

Web Posted November 14, 2002
Updated April 01, 2002


Subject: GURPS-Type Mechanic Skill
Date: Tue, 25 Sep 2001 13:54:43 +0100
From: Andy M. Evans <aevans5@csc.com>
To: Michael P. Owen <owenmp@serv.net>

Dear Michael,

I mainly play Car Wars using GURPS-type skills. This is very easily converted using base skill (i.e. Driver) as 10 on 3d6, +1 as 11, etc. There has been a document describing this extant for several years, and I'm sure you've seen it. However, I have never seen a conversion of the Mechanic skill to use GURPS-type (i.e. 3d6) rolls, so I made one up.

From the Car Wars rulebook, this is the Mechanic table, with approximate percentage chances in parentheses.
 
Skill Trivial Easy Medium Hard Very Hard
none 2 (100) 11 (17) X X X
Mech 1 (100) 9 (28) 11 (8) 12 (3) X
Mech +1 1 (100) 7 (58) 9 (28) 11 (8) 12 (3)
Mech +2 1 (100) 5 (83) 7 (58) 9 (28) 11 (8)
Mech +3 1 (100) 3 (97) 5 (83) 7 (58) 9 (28)

I have worked through the chances of success for different difficulties and skills, and found the following to be a good fit:

Take the skill as above; i.e. Mech = 10, Mech +1 = 11, etc. and add the following modifiers to the skill before rolling for success:

Easy: no modifier
Medium: -2
Hard: -4
Very Hard: -6

Trivial tasks only fail on an automatic GURPS failure. All tasks succeed on an automatic GURPS success.

I have play-tested these rules, and they seem to stand up OK.

Regards,

Andy
 
 

Subject: Movement, Encumbrance and DP
Date: Thu, 27 Sep 2001 08:18:21 +0100
From: Andy M. Evans <aevans5@csc.com>
To: Michael P. Owen <owenmp@serv.net>

Dear Michael,

Following the Mechanic bit I sent you earlier, I have also been working on movement rate and DP for characters to try and base the values on
GURPS-type attributes.
 

Movement Explanation

GURPS Speed is assigned as (DX + HT) / 4. This works out at a base value of 5 in yards per second. Car Wars base speed for pedestrians is 12.5 mph, which works out at 1.25" per turn,  or 5 quarter inch squares per second. This is very handy, as we can use the GURPS calculation for Speed unchanged, and take the value as meaning "quarter inches per turn."

The only tweak I have to make to these rules is for sprinting, where GURPS rules say you get a +1 to speed when sprinting, I usually allow a +2 to bring it more in line with the Car Wars sprint allowance of 5 mph, or half an inch per turn.

To find out in which phase a character moves, use the same method as in Car Wars rules, and multiply the Speed rating by 10 instead of 4, and move one quarter inch on those phases where the movement chart says move a full inch. I will probably make up a pedestrian movement chart in due course.
 

Movement Rules

Calculate the character's Speed using the following formula: (DX + HT) / 4. This is the number of quarter inch squares the character can move in one turn. He can always elect to move fewer, but he may not normally move more. To find out in which phases the character may move, multiply the Speed rating by 10, and consult the Movement Chart for the next higher speed bracket, moving the character one quarter inch on those phases where a full inch of movement is indicated.

A character may sprint for up to two seconds at a time, followed by two seconds normal movement, with a +2 modifier to their Speed rating while sprinting.

A moving character may stop at any time without the need for deceleration, and may restart movement at any time without the need for acceleration.
 

Movement Chart

I have also devised a pedestrian Movement chart using the GURPS-type Speed rating as a key. To use it, you take the current Speed, round it down to an integer, and reference the chart below. The distances given for each phase are in inches.
 
Speed Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
1 (2.5 mph) 1/4 -- -- -- --
2 (5 mph) 1/4 -- 1/4 -- --
3 (7.5 mph) 1/4 -- 1/4 -- 1/4
4 (10 mph) 1/4 1/4 1/4 -- 1/4
5 (12.5 mph) 1/4 1/4 1/4 1/4 1/4
6 (15 mph) 1/2 1/4 1/4 1/4 1/4
7 (17.5 mph) 1/2 1/4 1/2 1/4 1/4
8 (20 mph) 1/2 1/4 1/2 1/4 1/2
9 (22.5 mph) 1/2 1/2 1/2 1/4 1/2
10 (25 mph) 1/2 1/2 1/2 1/2 1/2

As in Car Wars standard rules, I limit the maximum speed of a pedestrian after all modifiers to 25 mph (or a Speed rating of 10).
 

Encumbrance

A pedestrian can carry up to 20 x ST in pounds. He may never carry more than that amount, though several characters can cooperate to carry heavier objects.  The amount of wieght carried affects Speed as the following table shows:
 
Weight Carried Running Speed Penalty
up to 2 x ST none
2 x ST to 4 x ST Speed -1
4 x ST to 6 x ST Speed -2
6 x ST to 12 x ST Speed -3, no sprinting allowed
12 x ST to 20 x ST Speed -4, no sprinting allowed. Anyone carryting this amount must stop and rest for one turn for every other turn.

Running Skill: Hard, Physical

This skill is based HT, and has no default. If you have not selected Running as a skill, you may not attempt to use it. Instead, you should
elect to Sprint to gain extra Movement,  If this skill has been studied, divide it by 8, and add the result to the character's Speed rating.  Thus,
a character with Running 12 would add 1.5 to his Speed rating, bringing it up to 6.5, or just over 16 mph for normal movement, or 21 mph when
sprinting. If the same character was humping over 4 x ST weight of equipment at the time, his Speed would be reduced to 4.5, or 11.25 mph, or 16.25 mph for sprinting.  If he was carrying over 6 x ST in weight, his Speed would become 3.5, or 8.75 mph, and he would be unable to increase this by sprinting.
 

Character DP

Quite simply, I use HT/3 rounded down. This gives a starting DP of 3 (for a default HT of 10), and goes to DP of 4 for HT of 12-14, etc. I have found that this works nicely in games, and allows me to use standard Car Wars weapons and damage rules.
 

I hope this is of interest.

Regards,

Andy