What is Wheels On Fire?
Wheels On Fire is a role-playing game
of car combat based on d10 dice pools, counted successes, and opposed rolls.
The Wheels On Fire setting notes are
here. If you find this page interesting, be sure
to check out what we have for sale on RPGnow.com,
as well as the other items in the Half-bakery.
General Task Resolution
In Outlier each task requires an appropriate
Ability and Skill. Ability ratings describe your Driver's modus operandi.
Skill ratings are the brass tacks of her training and abilities. Add your Ability
and Skill ratings together and roll this many ten sided dice. Each die that
is greater than or equal to the Difficulty rating of the task is a success.
Usually a single success represents barely scraping by, while additional successes
improve the Outcome of the attempt.
A fumble occurs when you fail and roll
a one. If you fumble, you not only fail, but the situation actually deteriorates.
Use the Outcome table to estimate the severity of the failure.
|
On a difficulty of 6:
| This roll is a
fumble |
1
|
1
|
3
|
5
|
5
|
|
but
|
|
|
|
|
|
| This roll is not
a fumble |
1
|
1
|
3
|
4
|
7
|
|
Difficulty Ratings
Keep in mind that, descriptive adjectives aside,
that 95% of the tasks that 95% of people undertake are not even considered Routine.
Going to work, going to church, paying your taxes, and helping your landlady
carry out her garbage do not require rolls.
Target
Number
|
Description
|
|
4
|
Routine |
|
5
|
Requires
some thought |
|
6
|
Typical
(Default) |
|
7
|
Tough |
|
8
|
Challenging |
|
9
|
Damn
Hard |
|
10
|
Next
to impossible |
|
Contests
The majority of rolls will be opposed by the
rolls of another Driver, either the Driver of a fellow player, or a non-player
Driver controlled by the GM. In a contest each Driver will roll against
their individual Difficulty rating. The Driver with the most successes wins.
Subtracting the number of success of the loser from those of the winner yields
an Outcome. Successes beyond the first may be carried over to a subsequent related
attempt.
|
James's Driver
Delos 'the Undertaker' Armitage tries to sneak past a pair of guards
at the headquarters of the International Security Intelligence Service.
His Moves + Stealth is opposed by the lead guard's Brains + Alertness.
The Difficulty for both sides would be 6, but the GM rules that the presence
of the second guard reduces the difficulty of the observer's roll by 1:
| James
rolls |
4
|
6
|
6
|
8
|
10
|
|
and
|
|
|
|
|
|
Delos
achieves 4 successes while the guard gets only 2. James asks if he can
put the extra 2 successes toward an attempt to sabotage the control panel
at the guard station. If the GM agrees, James will roll and add 2 successes
to his outcome. If the GM refuses, James will probably just carry on with
his original plan.
|
Outcome
This chart is sort of like putting table salt
on your bacon, but here you go. Just in case you haven't played enough to know
how awesome it is to roll 5 successes on 7 dice...
Number
of Successes
|
Description
|
|
1
|
Mediocre |
|
2
|
Good |
|
3
|
Excellent |
|
4
|
Amazing |
|
5+
|
Unbelievable |
|
Abilities
The Ability names hopefully capture the flavour
of rough 'n' tumble autoduel jockeying. Don't fancy playing a game with an Ability
called Balls? Feel free to use one of the terms from the description column
instead. Chicken.
Name
|
Description
|
|
Brains
|
Smarts,
Wisdom, Intelligence, Education |
|
Balls
|
Spirit,
Courage, Chutzpah, Soul |
|
Muscle
|
Power,
Physical integrity |
|
Moves
|
Grace,
Balance, Rhythm, Coordination |
|
Personality
|
Charm,
Style |
|
Wheels On Fire Skills
Different genres may place a greater or lesser
emphasis on skills. Some may extract certain skills, such as attack and defense,
into Abilities. Wheels on Fire aims for speed and flexibility.
|
|
Description
|
| Alertness |
Attention
to events going on around you. |
|
Arena/Track
Lore
|
Track
Lore for pre-Collapse Drivers, Arena Lore for post-Collapse Drivers.
|
| Brawling |
Hand
to hand combat, with or without weapons. |
| Dodge
& Escape |
Avoid
damage from collisions and ranged attacks. Also used to beat a hasty
retreat from dangerous situations, and evade pursuit. |
|
First
Aid
|
Healing
damage, disease, and shock. |
| Insight |
Learning
what others wish to keep hidden. Opposed by Subterfuge. |
|
Investigation
|
Searching
rooms, doing library research, and conducting interviews. |
|
Performance
|
Putting
on a show for a group. |
|
Persuasion
|
Convincing
someone to do what you want them to do. |
| Repair |
Mechanical,
electrical and technical First Aid. |
| Sabotage |
Render
a device non-functional immediately, on a time delay, or under specific
circumstances. This skill includes demolitions. |
| Seduction |
Persuasion
with sexual overtones or goals. |
| Shooting |
Any
ranged attack that doesn't involve your muscles. |
| Stealth |
Sneaking
around, or generally doing anything without being observed. Includes
sleight-of-hand tricks. |
| Streetwise |
Using
criminal contacts, styles, or attitudes to achieve your goal. |
| Style |
It's
not how you feel, it's how you look. Includes grooming, wardrobe,
and dance moves. |
| Subterfuge |
Using
deception, obstruction, and confusion to achieve your goals. Opposed
by Insight. |
| Throwing |
Any
ranged attack that relies on throwing something. |
|
Hey, there's no Driving skill!
That is correct. The game is Wheels on Fire.
Everyone is an expert at driving, riding a motorcycle, piloting a speedboat,
and flying a helicopter. As you will see later, vehicles have ratings that you
use as 'Skills' in combination with your Driver's Abilities. An important
part of Wheels on Fire is earning enough fame, fortune, and glory to
possess the best vehicle(s).
Sample Tasks
Task
|
Skill + Ability
|
| Just
give me five minutes alone with him... |
Muscle
+ Persuasion |
| Someone
has stolen the Flux Capacitor! Search the team's garage for clues. |
Brains
+ Investigation |
| Your
eyes meet across a crowded room. Maybe you can get her to come over
here. |
Personality
+ Style |
| That
man was hanging around the track just before the explosion. Follow
him without being noticed. |
Moves
+ Stealth |
| Get
the crowd cheering for you. |
Personality
+ Performance |
| Sabotage
an engine. |
Brains
+ Sabotage |
| Repair
a sabotaged engine. |
Brains
+ Repair |
| Determine
an opponent's weakness. |
Brains
+ Insight |
| Determine
a vehicle's weakness. |
Brains
+ Sabotage |
| Is
he telling the truth? |
Brains
+ Insight |
| Trick
him into revealing the truth. |
Personality
+ Insight |
| Smoke
is pouring from the shattered windshield, and flames lick at the doors.
Reach in and drag out your unconscious opponent. |
Balls
+ Dodge & Escape |
| Convince
the Arena manager to give you a bigger share of the gate. |
Personality
+ Persuasion |
|
Drivers
Drivers are created by following a few simple
steps.
Campaign
Discuss with the GM whether the game will take
place in pre-Collapse or post-Collapse
times. Keep this in mind when answering the following questions.
Questions
- Where were you born, and what was your family
like?
- What did you do before becoming an autoduel
jockey?
- How did you get involved in the world of
autodueling?
- What do you look like?
- What is your strangest feature, belief, or
experience?
Abilities
Assign 12 points to the 5 Abilities. No Ability
may exceed 5. No Ability may be less than 1. A rating of 2 is considered normal
for healthy adult humans.
Rank
|
Description
|
|
1
|
Below
average. |
|
2
|
Normal
adult. |
|
3
|
Good,
fit as a fiddle. |
|
4
|
Excellent. |
|
5
|
Olympic.
Remarkable ability. |
|
Skills
Assign 25 points to the Skills of your choice.
No Skill may exceed 5. If you feel a particular Skill is missing, discuss creating
a new one with the GM.
Qualities
Do two of the following:
- Take a Quality as Minor. A Minor quality
reduces the Difficulty of any task to which it applies by 1. Standard tasks
covered would have a Difficulty of 5.
- Raise an Attribute from 5 to 6. This is Super
Human .
- Raise two Skills from 5 to 6. This is Grand
Mastery.
- Take a Psionic power.
With the GMs approval you may take option 1
twice, resulting in a Major Quality. A Major Quality grants a free
success on any task to which it applies. If you Fumble the roll you cannot
claim the free success. Only one Driver in each group may possess a particular
Quality as Major. In gritty games the Major rank should be prohibited.
|
|
Description
|
| Hunter's
Instinct |
You
are adept at tracking and chasing. |
|
Beautiful
|
You
are extraordinarily attractive. |
| Subtle |
You
are unusually quiet and stealthy. Your hands are quicker than any
eye. |
| Educated |
You
have wide ranging and profound knowledge on many academic topics. |
|
Resistant
|
You
are tougher than normal, and can shrug off damage that would incapacitate
a lesser being. You recover from damage, disease and shock quickly
and completely. |
| Gun
Bunny |
You
are adept at Shooting and Shooting stunts. |
|
Martial
Artist
|
Your
combat techniques transcend mere Brawling. |
|
One
With Nature
|
In
the wilderness you are unparalleled. |
|
Perceptive
|
Your
keen senses and trained powers of observation enable you to detect
ambushes, uncover secret chambers, notice hidden messages, and avoid
deadly traps. |
| Tinkerer |
You
are a master of modifying, repairing and destroying mechanical, electrical
and technical devices. |
| Cool |
You
have uncommon composure in stress situations, including intimidation,
interrogation, and gunfire. |
| Daredevil |
You
find physical stunts that could result in gruesome death to be child's
play. |
| Nobody |
You
are subtle, inobtrusive, and easily forgotten. You find it easy to
move and act in groups without being observed. |
| One
Man Army |
You
are at your best in contests when outnumbered. |
| Escape
Artist |
Ropes,
handcuffs, fallen stones, angry octopi, locked room riddles... nothing
can hold you. |
| Trickster |
You
are a veritable Mephistopheles. |
|
Glory
Glory
is a pool of dice that represents your Driver's fame, fortune, achievements,
good karma, connection with politicians, magazine cover exposure, or whatever.
You may add Glory dice to any task, contest, damage, or resistance roll. The
number of dice you may add to a roll is limited to doubling the number
of dice, or 5, whichever is greater.
There is no limit to the size of your Glory
pool.
Gaining Glory
- Every track and arena has a Glory rating.
If you win you gain this many Glory. If you place second you gain 1/4 of this
amount.
- Tracks and arenas have one or more stunts
attached to them. The first contestant to complete a specific stunt recieves
a Glory award specific to that stunt.
- If you cause a crash, you steal any Glory
points that your victim has acquired during the current race or duel.
- When you start each session your Glory pool
increases by 1.
You can also spend Glory to improve your Driver.
The following table gives some perks on which to spend Glory. Your GM may require
1 day of study/practice for each Glory Point spent.
Improvement
|
Glory cost
|
|
Improve
a skill by 1 die.
|
10 |
|
Improve
an Ability by 1 die
|
10
+ new score squared. |
|
Add
a Minor quality
|
50 |
|
Improve
a Minor quality to Major rank
|
100 |
|
Add
a psionic power
|
100 |
|
Signature Vehicle
Designing your vehicle in 5 easy steps. If your
game is pre-Collapse you won't be allowed to use any ranged weapons during a
race, so keep that in mind.
1. Concept
The hard part is coming up with a concept.
Luckily there are a number of excellent games (and some awful ones) that inspired
us. Check out Rogue Trip, Vigilante 8, and the Twisted Metal franchise for wacked
out Drivers and their cars.
2. Distribute Dice
You have 15 dice to distribute among the five
vehicle Abilities. As with a Driver, they must be within the 1 to 5 die range.
- Sensors are used for detecting other
Drivers and determining their status.
- Armor resists damage caused by weapons
and mishaps
- Special is the killing power of your
signature attack
- Speed is good for running away and
for catching runaways
- Handling is the vehicle's overall
maneouverablity
Fixed Features
All vehicles have gas tanks, spare tires,
windshield washer fluid, built in fire supressors, roll cages, and licorice
dispensers.
3. Select Weapons
Your weapon capacity is inversely proportional
to your Handling. Choose 8 - Handling weapons. If your Handling is 4 you can
mount 4 weapons. Normally you get 5 shots with each weapon before you run out
of ammo. If you wish you may take a weapon multiple times. If the weapon has
an Accuracy rating, add these dice to your attack roll.
- Basic Missile (Accuracy 2 Damage 5 Type:
Medium Ranged)
- Homing Missile (Accuracy 3 Damage 3 Type:
Long Ranged).
- Autocannon (Damage 7 Type: Medium Ranged).
- Machine gun (Accuracy 1 Damage 1 Type: Short
Ranged) unlimited ammo.
- Mine Dropper (Mines Damage 10 Type: Small
Trap).
- Caltrop Dispenser (Caltrop Damage 5 Type:
Medium Trap) damage resisted by Handling and applied evenly to Speed and Handling.
- Molotov Cocktails (Damage 2 Type: Short Ranged)
even if you resist the damage, you suffer temporary Sensor damage equal to
the damage roll as the smoke and flames blind you. The damage lasts for a
number of turns equal to the damage.
- Ramming Spar (Damage x2 Type: Fixed) damage
bonus to ramming attacks.
- Oil Slick (Type: Large Trap) forces those
who drive over it to make a Difficulty 7 Handling check or crash.
- Poison Gas (Type: Driver Attack) ignores
Vehicle Armor and attacks Driver with 10 dice of stun.
4. Select Bonus Feature
Drivers have Qualities - Vehicles have Bonus
Features. Choose one of the following:
- Next generation engineering - You may have
a Vehicle Attribute of 6. You still have to work with just 15 dice though.
As you enhance your vehicle you will need this Bonus Feature 5 times to cover
all 5 Abilities.
- Nanobots - Well, they are really about the
size of cockroaches, but they repair your vehicle. Choose a vehicle Ability
(so you might have Handling nanobots for example) that regenerates. The cost?
You sacrifice 1 shot of ammo for each point regenerated.
- KR Power Plant - Your vehicle taps into the
Astral to obtain fuel. You never run out of fuel. Otherwise your range is
Handling x 100km on the road, Handling x 5 turns of combat. Yes each turn
of combat costs you 100km of road travel and vice versa.
- Hovering - The vehicle is immune to oil slicks
and caltrops, and takes half-damage from falling.
- Life Support - Vehicle (or rather the Driver)
is immune to poison gas, suffocation, and drowning.
- ATV - Vehicle ignores the first point of
any terrain based penalty. For example, driving on ice usually causes a 2
point increase in the Difficulty of any Handling and Speed check. For you,
1 point. You can buy this as many times as you want.
OPTION - ATV may be set to be complete immunity
to penalties for any one terrain effect (sand, ice, water, steepness,
etc). I guess you could have parallel ATV on one vehicle and serial ATV
on another in the same campaign. The more options the merrier! Don't mix
them on the same vehicle though.
- Satellite Uplink - 5 dice bonus to any navigation
checks, plus a bonus of 50% on any Stunt Glory award due to exciting live
Driver-cam. Also earn 5 Glory if you crash.
- Ejection System - Your Driver is automatically
saved from Power Plant explosions, driving off a cliff, driving into lava,
driving into a car crushing compactor, etc.
5. Design a decal
Kids across Newmerica will want your logo on
their lunchbox. Design as many of the following as you have the patience for:
- decal(s)
- paint scheme
- horn sound
- catch phrase(s)
The Long Haul - Enhancing Your Vehicle
You can spend Glory to improve your Vehicle.
The following table gives the Glory costs of various enhancements. 1000 dollars
per Glory Point spent are also required.
Enhancement
|
Glory cost
|
|
Enhance
weapon Accuracy or damage by 1, to a maximum of double or 2, whichever
is greater
|
10 |
|
Enhance
a Vehicle Ability by 1 die
|
10
+ new score squared. |
|
Add
an Accuracy point to your Special Weapon, to a maximum of 8 - Special
rating
|
50
x new score |
|
Add
a Bonus Feature
|
100 |
| Replace
a lost signature Vehicle |
100
or half of your total Glory, whichever is higher |
|
Races and Chases
Races
Each course is divided into several legs of
Handling difficulty X. The length of each leg of the course is given
as a number of successes required to complete it. You don't complete the leg
of the course until you accumulate the requisite number of successes.
- You may make a Speed(6) roll to reduce the
difficulty by reducing speed. This adds 1 to the number of Handling successes
required for each point of reduction.
- You may make a Speed(5) roll to speed up
and reduce the number of successes required by adding to the difficulty. You
must add 1 to the Handling difficulty for each success removed.
While multiple Drivers are on the same leg,
they may make Handling rolls
against each other. The loser drops a like number of successes from his leg
total. If a maneouver reduces your leg total below 0 you crash.
- If you get extra successes toward leg completion
they are lost.
- If you botch a Speed roll you crash.
- If you botch a Handling roll you crash.
- Yes, you can double crash if you fail a Handling
roll that results in your leg total dropping below zero. This is called a
wipe-out.
Sample course:
- Opening run 4[4]
- First zig-zag 6[2]
- Corkscrew 8[1]
- Hilly pass 5[2]
- Switchback 9[1]
- Home stretch 4[6]
For lap-based races divide the number of laps
by 20. This is the number of successes required to win. For purposes of Manouevres
Drivers are always considered to be in the same leg. The difficulty for the
track is fixed at 4, 5 or 6.
Chases
Chases are just the same, except the quarry
chooses the difficulty and number
of successes for each leg, adding legs as the chase goes on. For
example, James is being chased by Chantelle. James says "I swerve off the
road into a crowded shopping mall, weaving through customers, fountains, and
shop displays. The difficulty is 8 and 3 successes are required to navigate
the mall."
- If the quarry clears a leg while the pursuer
is more than a full leg behind, or the pursuer crashes, the quarry may make
a Dodge & Escape roll to end the chase.
- If the quarry crashes the pursuer may make
a Vehicle Attack to end the chase.
- If the quarry manages to get a 5 success
lead on his persuer, he escapes.
Damage
Threat
Any situation that might create injury is a
Threat. Here are a few Threats and their associated Damage dice.
Threat
|
Damage Dice
|
|
Punch/kick
|
Muscle
rank |
|
Blade
|
Muscle
+ 1 |
|
9mm
pistol
|
6 |
|
Rifle
|
8 |
|
Grenade
|
10/5/2 |
| Fall
from height |
1
per 2 metres. A controlled drop reduces the Outcome of the damage
by 2. |
| Struck
by vehicle |
1
per 10kph speed. |
|
Any roll that results in a physical threat to
a Driver or vehicle requires a Damage roll. Roll the dice specified for the
Threat involved versus a Difficulty of 6. The subject of the Threat makes a
Resistance roll. A Resistance roll is your Muscle rank plus any Armor that applies
to the Threat in question (a bulletproof vest applies to a 9mm pistol but not
a fall). This is a contest. The Threat adds any successes from the roll that
created it to the Outcome of the damage. For Vehicles the Armor stat is all
you get for Resistance.
Damage roll
- Resistance roll = Wound rank
Roll one die and consult the hit location table
to see which Ability takes the damage.
Location
Roll
|
Driver
Ability Affected
|
Vehicle
Ability Affected
|
|
1
- 2
|
Brains
|
Sensors |
|
3
- 4
|
Balls
|
Armor |
|
5
- 6
|
Muscle
|
Special |
|
7
- 8
|
Moves
|
Speed |
|
9
- 10
|
Personality
|
Handling |
|
How severe is the Wound? The target of the Threat
loses one or more dice with a total rank value greater than or equal
to the Damage Outcome. If a hit is delivered on an Ability that is disabled,
move down the list (and back to the top if necessary) to the first Ability that
is not disabled and apply the damage there. If you are completely disabled and
are wounded again, it's all over.
|
Rachelle's
Driver Puella Crapula has escaped her burning Big Rig but is run down
by Chantelle's Driver Devastation in her Saleen Mustang (with custom
snow plow bumper):
| Chantelle
rolls Threat |
1
|
2
|
4
|
6
|
7
|
10
|
|
and
|
|
|
|
|
|
|
|
Rachelle rolls Resistance |
1
|
1
|
4
|
7
|
9
|
|
Chantelle
achieves 3 success, and adds 2 successes from the ramming roll for a total
of 5. Rachelle rolls Muscle + Armor and gets 2 successes. Rachelle suffers
a Wound of 3. Chantelle rolls 6 for location, so Rachelle applies the
Wound to Puella's Muscle, reducing it to 2. Note that permitting Armor
to protect you from a collision is at the GM's discretion.
In the following
table, Puella's new Ability score is given by cross referencing her current
score with Wound ratings of 1 to 10.
|
Wound
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
| Puella's
Abililities |
|
|
|
|
|
|
|
|
|
|
|
|
Brains
|
2 |
1
|
1
|
D
|
D
|
D
|
D
|
D
|
D
|
D
|
D
|
|
Balls
|
2 |
1
|
1
|
D
|
D
|
D
|
D
|
D
|
D
|
D
|
D
|
|
Muscle
|
3 |
2
|
2
|
2
|
1
|
1
|
D
|
D
|
D
|
D
|
D
|
|
Moves
|
4 |
3
|
3
|
3
|
3
|
2
|
2
|
2
|
1
|
1
|
D
|
|
Personality
|
5 |
4
|
4
|
4
|
4
|
4
|
3
|
3
|
3
|
3
|
2
|
A 'D' indicates
that the Ability is Disabled. Disabled for Drivers means:
Ability
|
Disabled means...
|
|
Brains
|
Unconscious |
|
Balls
|
Paralyzed
with fear |
|
Muscle
|
Laid
out helpless and bleeding |
|
Moves
|
Helpless
and motionless |
|
Personality
|
Paralyzed
by depression and indecision |
Disabled
for Vehicles means:
Ability
|
Disabled means...
|
|
Sensors
|
No
remote information, no accuracy bonus with ranged weapons |
|
Armor
|
Any
damage is applied to the Driver |
|
Special
|
No
special attacks |
|
Speed
|
Vehicle
explodes, all occupants take 10 dice of damage |
|
Handling
|
Vehicle
crashes, helpless and motionless |
|
NOTE - The absolute most times you can be damaged
in an Ability without
becoming disabled is Rank-1. So, with extremely lucky rolls, a Driver with
14 Ability dice could sustain 8 minimal Wounds without becoming disabled (not
likely).
Glory points can be used to force a hit location
reroll.
Psionic Powers
Psionic powers grant you special abilities due
to the phenomenal (or freakish) powers of your mind. Most powers are available
only in post-Collapse games. Powers available in pre-Collapse games are marked
with an asterisk *.
- Aura Sight
- Danger Sense*
- Empathy*
- Healing
- Precognition
- Pyrokinesis
- Remote Viewing (Clairvoyance)
- Telekinesis
- Telepathy
- Teleportation
This Thousandpress
page © Vincent Diakuw 2003, 2004, 2005.