Reality Deviant’s Heroic Toolkits: Vehicles is a sourcebook for the True20 game system. It is currently available only as a PDF product and weighs in at 59 pages (not including the obligatory two pages for the Open Gaming License and citations). It is arranged with six chapters, three dealing with rules and guidelines for handling vehicles in the True20 game, and three providing a catalog of vehicles in various genres and eras.
It has a full color cover, showing a flying saucer, a modern tank, and a fantasy battle wagon. The interior is three color, with nice black and white illustrations. All of the art is by Jason Walton, giving a consistent feel to the book. Nothing especially stands out, but nothing makes me cringe either. It is all appropriate to the book, and in most cases, the section as well.
For those that do not know, True20 is a derivative of the d20 System, and shares many of the rules and traits of its parent game. True20 is largely seen as a rules lighter form of the game, and streamlines or eliminates crunchier elements (such as those dealing with miniature use, or point bookkeeping). There are many other detailed reviews of True20 itself, if the reader needs a refresher before diving into this review. It is of note that, unlike most third party True20 products, Vehicles is a generic product. It does not require or suggest a specific setting. As with the core True20 products, it may be used with nearly any setting.
The book opens with a short (two paragraph) introduction. Of particular note, it is mentioned that the statistics are based on current errata for the system. As this errata was largely integrated into the True 20 Adventure Roleplaying Revised Edition, the toolkit is forward compatible with the new version of the rulebook. This is most obvious in the formatting of the Strength statistic being expressed as a positive bonus.
Following the introduction, Chapter One details vehicle action resolution. The opening paragraph of the chapter notes that this section is compatible with the vehicle chase rules presented in Reality Deviant’s Technothrillers genre book. As I don’t own that product, I’m not sure how generic those rules are, but am somewhat surprised they are not duplicated in a Vehicle-themed toolkit. This is followed by the introduction of three new vehicle statistics: Speed Rating (which replaces the “real world” Speed statistic from the core True20 rules), Acceleration, and Stability. In addition to the three new statistics, the traditional vehicle ratings of Strength, Defense, Toughness, Size and Cost are used throughout the book just like in the True20 core.
Chapter one continues on by covering many different aspects of using vehicles in the game, and the results of interacting with them. In particular, vehicle damage is covered in detail, cribbing some information from the True20 Companion where necessary. There are some interesting notes about how to resolve situations (in a rather cinematic way) where characters use weapons which should be ineffectual against vehicles, which plugs a hole in the core rules.
Vehicle combat is explained in a manner that dovetails with the core system, with rules for firing vehicle weapons and special maneuvers included. Chases are also integrated into the combat rules, though again there is a plug for an expanded system from Technothrillers. A detailed example concerning jet fighter combat shows how it all works together. The first chapter closes out with guidelines for making use of ability scores, skills, conviction and reputation while operating a vehicle.
Chapter two is the smallest chapter in the book, at just one page in length. It covers seven new feats, as well as an optional revision of the Vehicular Combat feat from the core True20 book.
Chapter three details fantasy and low tech vehicles. It begins with a couple of optional rules covering sailing in inclement weather and using animal handling as a complementary skill to driving. Three large scale weapons useful on fantasy ships are covered as well: arbalests, catapults and ballistae. Thirty vehicles are covered, from the real canoes and longships, to the fantastic siege steamers, and chariots armored with dragon scale. A trio of adventure hooks is also included. A section on supernatural vehicles follows, detailing how some powers might be integrated with the vehicles presented. It is a little puzzling why the power Computer Link is addressed in this (fantasy) section, but it could still be of general utility in Urban/Contemporary Fantasy games.
At seventeen pages in length, chapter four—The Modern Era--forms the bulk of the book. It is internally split, though, between three sub-periods: the industrial revolution, pulp/World War II, and contemporary.
It is somewhat ironic that the chapter opens by defining modern-era vehicles as those that are powered by something other than wind or animal power alone. This definition is clearly ignored by the first entry, that of a Clydesdale-pulled beer wagon. Regardless of its location within the book, the paragraph detailing the beer wagon paints quite a picture, much like most of the individual entries. I find myself wanting to design a scenario around the robbery of such a wagon. In addition to the Beer Wagon, eighteen additional industrial era vehicles are described, many of which would be suitable for steampunk or Great War scenarios.
The next section describes forty eight vehicles from the so-called “Golden Era” (basically for pulp and Second World War campaigns). The nature of this era brings vehicles to the forefront on both land, sea and air, and fans of Indiana Jones or Pearl Harbor will equally find inspiration here.
The chapter closes with the “Modern Age”. Despite the redundant title, this section is the bulk of the chapter, covering sixty five contemporary vehicles. Some are specific examples of basic designs. A Motorcycle is covered in generic form, alongside the more specific Kawasaki Ninja, for example.
The science fiction chapter follows, and is a bit shorter than the modern section. It opens with a few paragraphs speculating on the economics and laws governing vehicles in the near future. This is followed by a few entries on types of futuristic engines and motivation systems. Vehicle weapons, as with prior chapters, are covered, and this time details of disruptor cannons, plasma guns, rail slug throwers, and (gasp!) FTL torpedoes are provided. Vehicles range from anti-gravity skateboards (in case you really want to play Back to the Future) to galactic battleships and the like. No Death Star-like station of note, though, I’m afraid.
The final chapter, Narrating Vehicle Action, is a short game master focused chapter. It begins by explaining any tweaks necessary for using the information in the toolkit when Ordinary and Minion NPCs are driving or piloting a vehicle. A set of quick rules for running dogfights is detailed next. This is followed by a small essay which gives suggestions on ways to get everyone involved during vehicle scenes. A brief section on masterwork vehicles gives way to the final section, a brief set of rules for customizing vehicles. While this is presented as “Designing vehicles quickly” it refers the reader back to the True20 Companion for actual design rules. It does give a detailed example (for a AMC Gremlin) of how to tweak a set of existing stats into a more specific vehicle.
The book finishes with an index! I cannot emphasize enough how much of a plus that is, even in a relatively short booklet. All too often PDF publishers (including some fairly “large” gaming companies) disregard the need for a proper index, so respect to Reality Deviants for its inclusion here.
Summary
I’m not a big fan of replacing core statistics in a game (as HT:V does with SR instead of the Speed statistic), because it can result in an open system having two different standards for the same kind of stat block. That said, the adjustment is relatively minor and does allow for a more dynamic experience when using vehicles in the game.
Some sections seem a little vague. For example, Acceleration (ACC) is, in theory, a measure of how fast a vehicle can change between speed rating classes. The description explains that positive ACC ratings allow the vehicle to change SR each round, zeroed ACC allows the change every other round, and negative SR allows for it to change every third round. The section even explains how braking and hard braking can affect this rating. I did not see what the difference was between different positive (or negative) values, however. How, for example, is ACC of +3 better than a +1? Maybe I missed the rules governing this, but if that is the case, it should have been presented in a more appropriate section or clearer manner.
My last concern is that there are a few references to the Technothrillers product. While it is understandable that you wish to sell your own product, the HT:V product might have been better served with a full page Technothrillers ad at the very end, which indicated that the two products were compatible with one another.
Despite these concerns, I believe HT:V is a very useful product for a True20 game. When you consider that the original section on vehicles in the True20 Adventure Roleplaying book is a little over two pages long, HT:V fills in quite a few of the gaps. I think it shines best as a vehicle catalogue for the system. Game application ideas are found throughout the book, so it is written with an eye toward the practical, like any other good gaming toolkit. If this is truly the beginning of a series of light GURPS-like toolkit books for True20, then there will be a wealth of generic material for Narrators in the future.
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