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
         
The GM rolls
4
4
6
10

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.

Name
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

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:

  1. 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.
  2. Raise an Attribute from 5 to 6. This is Super Human .
  3. Raise two Skills from 5 to 6. This is Grand Mastery.
  4. 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.

Quality
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

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.

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.

  1. Basic Missile (Accuracy 2 Damage 5 Type: Medium Ranged)
  2. Homing Missile (Accuracy 3 Damage 3 Type: Long Ranged).
  3. Autocannon (Damage 7 Type: Medium Ranged).
  4. Machine gun (Accuracy 1 Damage 1 Type: Short Ranged) unlimited ammo.
  5. Mine Dropper (Mines Damage 10 Type: Small Trap).
  6. Caltrop Dispenser (Caltrop Damage 5 Type: Medium Trap) damage resisted by Handling and applied evenly to Speed and Handling.
  7. 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.
  8. Ramming Spar (Damage x2 Type: Fixed) damage bonus to ramming attacks.
  9. Oil Slick (Type: Large Trap) forces those who drive over it to make a Difficulty 7 Handling check or crash.
  10. 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:

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:

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.

  1. 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.
  2. 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.

  1. If you get extra successes toward leg completion they are lost.
  2. If you botch a Speed roll you crash.
  3. If you botch a Handling roll you crash.
  4. 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:

  1. Opening run 4[4]
  2. First zig-zag 6[2]
  3. Corkscrew 8[1]
  4. Hilly pass 5[2]
  5. Switchback 9[1]
  6. 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."

  1. 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.
  2. If the quarry crashes the pursuer may make a Vehicle Attack to end the chase.
  3. 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 *.

This Thousandpress page © Vincent Diakuw 2003, 2004, 2005.