STOLEN TRANSPORT
Rome Has Traffic. Traffic Has Opinions.
"He picked up the SecCorp transport — the whole transport, not the door, the whole vehicle — and used it to stop the next SecCorp transport. Traffic was affected for three hours."
Vehicles in Rome are transportation, weapons, cover, and status symbols simultaneously. They break down. They get stolen. They explode at inconvenient moments. They are the only thing faster than running and slower than a well-aimed throw.
Vehicle Stats
| Vehicle | HP | Armor | Speed | Cost |
|---|---|---|---|---|
| Scooter / moped | 8 | +0 | Fast | 300–600 lire |
| Motorcycle | 12 | +0 | Very fast | 800–1500 lire |
| Civilian car | 18 | +1 | Fast | 1000–2000 lire |
| Delivery van | 24 | +2 | Moderate | 1500–3000 lire |
| SecCorp patrol vehicle | 30 | +3 | Fast | Not for sale |
| SecCorp armored transport | 45 | +5 | Slow | Not for sale |
| Tram (city) | 60 | +4 | Fixed route | Stolen only |
| Mort carrying a vehicle | — | — | Walking | Impossible |
Driving Tests
Normal traffic: No roll needed. Rome is chaos but it is familiar chaos.
Pursuit or evasion: Opposed AGI tests. Winner gains or maintains distance. Three consecutive wins = escape or catch.
Stunt or obstacle: AGI DR 12–16 depending on severity. Fail: d6 damage to vehicle, d4 to occupants.
Combat from vehicle: PRE −2 to ranged attacks while moving. Driver makes AGI DR 10 each round combat occurs or loses control for one action.
Vehicle Damage
Vehicles take damage from weapons, collisions, and Mort. At 0 HP the vehicle stops functioning immediately — this is not gentle. Occupants make TOU DR 12 or take d6 damage from the sudden stop.
On fire: d4 damage per round to occupants until abandoned. Abandoning a moving vehicle: AGI DR 12 or take d6 fall damage.
Chase Rules
Chase Sequence
1. Establish gap: Start at Medium (3 zones: Close / Medium / Far / Gone).
2. Each round: Both sides roll AGI. Winner moves gap one zone in their favor.
3. At Close: Melee attacks possible. Boarding possible (AGI DR 14).
4. At Gone: Chase ends. The gone party chooses whether to be found later.
Complications: Roll d6 each chase round on a 1:
Complications
| d8 | Complications |
|---|---|
| 1 | Traffic jam. AGI DR 14 or lose a round completely. Everyone. |
| 2 | Pedestrians. AGI DR 12 or hit someone. D6 damage to vehicle. The someone files a report. |
| 3 | Road works. Gap closes by one regardless of roll results this round. |
| 4 | SecCorp checkpoint ahead. Both parties must deal with it or divert. The diversion takes two rounds. |
| 5 | Tram crossing. AGI DR 10 or collide. D8 damage. The tram is fine. |
| 6 | Vehicle malfunction. Roll for the pursuing vehicle: TOU DR 12 or lose one action to repair. |
| 7 | Something in the road. Large. Unclear what it was. AGI DR 14 or crash. D6 to everyone. |
| 8 | Mort. He is crossing the street. He is not moving for either of you. Immediate stop or take d12 damage and he is annoyed. |
Stealing a Vehicle
Unlocked civilian vehicle: AGI DR 8. Takes one round.
Locked civilian vehicle: AGI DR 12. Takes d4 rounds. Makes noise.
SecCorp vehicle: PRE DR 14 to access the system, then AGI DR 14 to bypass. Triggers a silent alarm automatically regardless of roll results.
Mort's preferred method: Pick it up. Walk away with it. No roll required. Requires STR +5.