GLoGtober 24: Necrolocomotion
GLoGtober '24 Challenge #6: Fantastic Transports.
First developed by the late Baron Heinrich von Furt (tragically crushed in the lab by his own creation), the necromobile combines the tenacity of the living dead with the speed and presence of a chariot. Bodies of monsters are stitched together and combined with wooden paneling and hollow steel rods (for weight reduction). Early models were clumsy affairs mounted on tens or sometimes hundreds of legs, but recent developments in applying animal musculature to the movement to simple machines like the wheel and axle or the pulley have revolutionized vehicle design.
Necromobiles are not yet in common circulation, requiring significant maintenance and electrical current, but a dedicated cohort of aristocrats and magi have taken to building and customizing them. This community host regular races - long distance affairs that are as much a test of the pilots' navigation and repair skills as their driving. These contests have been known to turn lethal as competing teams meet along the course.
Building a Necromobile
A new necromobile is a priceless artifact that will need to be pried from the claw-like fingers of its previous pilot, but once you have one most necromancers can substitute parts with a day's work.
Each necromobile has three Attribute Scores that start at 3:
- Bulk - physical mass and resilience
- Speed - top speed and acceleration
- Handling - maneuverability and sureness-of-foot
It also has motivator, a soul, and at least one module.
The motivator is the necromobile's means of locomotion. Common types include:
- Wheels - glorified wagon wheels on axles turned by a ligament loop. +1 Speed, -1 Bulk
- Feet - bipedal, quadrupedal, or occasionally more. Very unfashionable, but still dependable. +1 Handing, -1 Speed
- Tracks - feet, but encased in a chain-linked loop of boards +1 Bulk, -1 Handling
The soul is the animating spirit that is bound to the vehicle. Common types include:
- Minotaur - brash, tempestuous, eager to charge and crash. +2 Bulk, -2 Speed
- Wyvern - agile, alert, willing to turn on its rider at a moment's notice. +2 Speed, -1 Handling, -1 Bulk
- Unicorn - noble, stately, bound and suffering. +1 Handling, +1 Speed, -2 Bulk
Modules come in all shapes and sizes, borrowed from all manner of beasts. They provide utility, comfort, and style. Common ones include:
- Arms - usually from a giant. Useful for grappling other vehicles and doing literal handbrake turns.
- Wings - roc, dragon, or giant bat. Provides limited gliding ability (though some pioneers are experimenting with true, non-magical flight)
- Enclosed Compartment - critical for sheltering from the elements and arrows fired by your opponents.
- Radio - hort for Ruminations of Astral Deities Into Oration. Can be tuned with two cricket-like antennae to listen into the thoughts of nearby higher beings.
Driving
When the crew of a necromobile attempts a maneuver with an uncertain and interesting outcome, roll a d6. If the result is equal to or under the vehicle's most relevant Attribute Score, they've succeed. Otherwise, reduce that Score by 1 until they stop for repairs.
When the crew attempts repairs on a vehicle in a dangerous or time sensitive situation, roll a d6. If the result is over the Attribute to be repaired (or Bulk for a module), return that module to functionality or restore that Attribute by 1.
Otherwise, most repairs can be completed with four hours work as long as the appropriate materials (living or inert) are available.
Necromobiles have AC as plate. When you deal damage to one, reduce an Ability Score of the attacker's choice by 1. If an Attribute would drop to zero, the vehicle is wrecked and all hell breaks loose (literally, as the soul bursts free and seeks bloody vengeance upon the driver).