Racer Profession in On the Road Again | World Anvil

Racer

Some drive while reliant on others to fix and improve their vehicle. Some wait for drivers to come in for their mechanical skills. But some? Some take care of both sides on their own.

Career

Qualifications

Good: You are a role model, and use that position to help others.   Neutral: Gain money and fortune from your inventions and abilities.   Chaotic: Desire a life of adventure and discovery.

Career Progression

Starting Moves

  Over The Sands: You have the car you have built/modified yourself. The car has a control of +0, 3 stress points, and can seat three others (though maybe not always comfortably). When your car takes 10 or more damage in a single hit, it takes one stress. Anything less than that it ignores. When you mark the last point of Stress on the car it can no longer move. When you want to repair it, you need to spend some downtime and 50 coin on parts per Stress point you repair.   When you need to make a roll using the car, roll +Control in place of any other state you would normally use. When someone who can drive your car with a WIS of 16 or higher rolls +Control, they take +1.   Choose two of the following enhancements for your vehicle:
  • Agile: Increase Control by +1
  • Fast: Increase Control by +1
  • Luxurious: When your car is in sight of a CHA roll, +1
  • Sturdy: Car has 1 more Stress point
  • Tank: Car has 2 more stress points, but decrease your Control by -1
I Am The Map: When you plan a route, roll +WIS. On a 10+, hold 3 Map. On a 7-9, hold 2 Map. On a 6-, hold 1 Map, but when you spend it the GM will add a complication. When you make it through, lose all held Map. You can spend one Map at any time to choose one:
  • Reveal a shortcut or detour
  • Point out a safe spot, either to rest, hide in, or travel through
  • Spout Lore about an expected hazard as if you rolled a 10+
Let Me See That: When you take a few moments to handle or examine something interesting, ask the GM two of the following questions. The GM must answer truthfully.
  • What does this do?
  • Who made this?
  • What’s wrong with this, and how might I fix it?
  • What has been done most recently with this, or to this?

Advanced Moves

(2-10)   Discerning Dabbler: Gain one non-multiclass move from any class list. Choose the move as if you were one level lower than you are, unless that move rolls +WIS or improves your senses.   Life of the Party: When you Carouse, on a 12+ choose as many options as you like. People will talk about this party for years to come, and you've become a celebrity for more than your driving.   Renovations: Choose two more enhancements for your car.   Ride of the Valkyries: When you make a big show out of showing up at the last moment to save the day, you and everyone assisting you takes +1 forward.   I’m In Charge: When you improvise a daring plan as you go, roll +WIS. On a 10+, hold 3. On a 7-9, hold 2. On a 6-, hold 1, but the GM also holds 1 for an enemy to use. Spend 1-hold at any time to:
  • Leap around, over, or through an obstacle in your path
  • Create an obstacle or distraction an enemy has to deal with
  • Divert attention from yourself to an ally, or from an ally to yourself
The Road Less Traveled: When you make it through a difficult route, the route remembers you. When you make your return trip, natural hazards and threats will not bother you or those who travel with you.   Automaton: Your car has a simple AI of your own devising. It can operate without anyone inside of it in a limited capacity.   Backup Weapon: You've created a projectile weapon of your own design. It has the tags Near, Piercing, and 2-ammo. When you Make Camp, restock 2-ammo.   Don't Scratch the Paint: When you mark Stress on your car, take +1 forward against the cause of the damage.   Jury-Rig: When you quickly fix, repurpose, or fabricate a device on the spot, describe what you're doing with it and roll +INT. On a 10+, it'll hold together just as long as you need it to. On a 7-9, choose one:
  • It'll work, but not for long. You'll need to hurry to take advantage of it
  • It works, but there's a weird quirk or complication to it
Quick Repairs: When you spend about an hour patching up your or any vehicle, roll +INT. On a 10+, unmark 1 stress with the extra parts you have on you. On a 7-9, the repair is temporary, and you will need to mark that stress again later - the GM will tell you when, and you must take the time and money to properly fix it later.   What Makes You Tick: When you take apart an object using your toolkit, roll +INT. On a 10+, choose three. On a 7-9, choose two:
  • It doesn’t take a very long time
  • You don't attract attention
  • You can fix the thing again without a lot of effort
  • You salvage something of value
(2-10)   Discerning Initiate: Requires: Discerning Dabbler. Gain one non-multiclass move from any class list. Choose the move as if you were one level lower than you are, unless that move rolls +WIS or improves your senses.   The Master of The Road: When you are behind the wheel, your car has +1 Control and both you and your car take 2 less damage from all attacks. The Piercing and Ignores Armor tags do not get around this damage reduction.   Force of Will: When you scream out to the heavens and declare your victory over another, ignore all debilities and penalties to rolls against them until you defeat them or they defeat you. You can only use this move against a given target once.   Rescue Ranger: You have built a device into your car for catching and pulling things around, such as a tractor beam, grappling hook, or gravity manipulator device. When you use this device, a person or unattended object of your choice within Near range will come flying to your suit in an instant.   Transformer: When you spend some downtime in a workshop, you can replace any enhancement with another for free.   What Did I JUST Tell You: Replaces: Don't Scratch the Paint. When you mark stress on your car, take +1 ongoing against the cause of the damage until the damage is repaired.   Big Damn Hero: Requires: Automaton. When it is dramatically appropriate, your car shows up where you need it most - sometimes without your input.   Legendary Racer: Add the following enhancement options to your car, and immediately gain one of them:
  • 1
  • 2
  • 3

Perception

Purpose

Engineering And Mechanics: Your car can take a beating. Add this mark to the car’s Stress: Dinged - take no penalty for marking this.   Fame: You are known for your racing ability far and wide. When you Carouse, you can get +1 for every extra 50 coin spent, instead of 100.   Theory and Analysis: You are particularly curious and thorough about analyzing anything in front of you. When you use Let Me See That, ask 3 questions instead of 2.

Social Status

If drivers and mechanics are thought of highly, than racers are in a league of their own.

Operations

Tools

Starting Gear

Max Load (10+STR)   Rations (5 uses, 1 weight)   Repair Kit (6 uses, slow, 1 weight)   Wrench (hand, 1 weight)   Choose Two:
  • Protective clothing (1 armor, 1 weight)
  • Adventuring gear (5 uses, 1 weight)
  • Bag of books (5 uses, 2 weight)
  • Bandages (3 uses, slow, 0 weight)
  • 13 coin
HP Max
8+CON   Damage
d6   Max Load
109+STR

Type
Technology
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