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Transcript of Fantasy in Car Wars
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Fantasy in Car Wars
by Christopher A. Goodwin
The material presented here is my original creation, intended for use with the Car Wars system
from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson
Games.
Car Wars is a trademark of Steve Jackson Games, and its rules and art are copyrighted by
Steve Jackson Games. All rights are reserved by Steve Jackson Games. This game aid is the
original creation of Christopher A. Goodwin and is released for free distribution, and not for
resale, under the permissions granted in the Steve Jackson Games Online Policy.
Some terms below are considered Product Identity; any original text by Christopher A. Goodwin
below is released as Open Content under the terms of the Open Game License. See the Legal
section for the text of the OGL as well as additional details.
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Purpose
What You’ll Need
Characters
New Skills
RacesMagic
Monsters
Other Stuff
Spells
SRD-Car Wars Size Conversion Table
Pedestrian Weapons
Fantasy Armor
Character Conversion
Legal
Product IdentityOpen Game License
PurposeThese rules are not here to give thoroughly designed and tested conversion notes from the OGL
Fantasy SRD to Car Wars rules; they’re here to give players a quick and dirty source for spells
and monsters. To that end, a referee is recommended when playing Car Wars Fantasy games;
if there is no referee, all players should be in agreement as to exact numbers in conversions.
What You’ll NeedThis document assumes you have access to the following items:
“Dodges and Dragons” by Charles A. Oines (Autoduel Quarterly 6/1)
“Magic In Car Wars” by Steve Jackson, et al (Autoduel Quarterly 6/2 or Space Gamer
51, 55, 60)
“Full Moon Over Midville” by David N. Searle (Autoduel Quarterly 7/4)
“Car-nasaurs” by Stephen Dedman (Pyramid #9; available from Steve Jackson Games’
web site here)
The OGL Fantasy SRD either online or through the 3.5 edition books (referred to
hereafter as “SRD”)
Characters
New Skills
These skills all cost 10 points per level up to +3, as per the standard rules.
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Archery: This skill grants the character the ability to use bows, including short and longbows,
in combat, but does not grant the character any ability to use crossbows; that is a separate skill.
Axe: This skill grants the character the ability to use axes (including battle axes, hand axes,
and other similar weapons) in combat.
Crossbow: This skill grants the character the ability to use crossbows, including light and
heavy crossbows, in combat, but does not grant the character any ability to use short or
longbows; that is a separate skill.
Mage: This skill grants the character the ability to cast spells. See “Magic In Car Wars” for
more details on how this works.
Perception: This skill improves a character’s ability to sense things in and out of combat. All
characters begin the game with Perception at base level for no cost.
Shield: This skill grants the character the ability to use shields, including bucklers, in combat
both offensively and defensively.
Staff: This skill grants the character the ability to use staves (including batons, clubs,
quarterstaves, and wizards’ staves) in combat.
Sword: This skill grants the character the ability to use swords (including scimitars, daggers,
knives, and other similar weapons) in combat.
Teamster: This skill grants the character the ability to drive an animal-drawn conveyance incombat; it otherwise functions exactly as the Driver skill from Car Wars.
Willpower: Any spells or psychic abilities that target the character take a -1 to hit per level of
Willpower. The character also gains +1 per level on all dice rolls to resist the Fast Talk skill or
any other mental compulsion, whether mundane or magical.
Races
Dwarf : Dwarves are smaller but denser than humans (an adult dwarf is approximately four feet
tall, weighs 200 pounds, and takes up .75 spaces as a passenger). Dwarves are stronger than
humans; they gain +1 DP, +2 GE (or +50 pounds) carrying capacity, and +2 to all melee and
hand-to-hand damage. Dwarves start with one level in Mechanic skill, and can always improve
their Mechanic skill by spending general skill points gained from experience. They are
extremely skilled at echolocation, which they would normally perform in caves by singing,
whistling, or tapping on a wall with a tool, but are not limited to this environment nor these
methods of making sound. It costs 50 points to play a dwarf.
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Elf : Elves are slender and about the same height as humans (5'6" tall, 150 pounds, 1 space as
a passenger). Elves start with three levels in Running, and one level in a ranged combat skill of
their choice (usually either Handgunner, Archery, or the Mage skill). Elves can see in the dark,
equivalent to light intensifier goggles (with no ill effects from bright light). It costs 50 points to
play an elf.
Gnome: Gnomes are even smaller than their cousins, the dwarves (a gnome takes up .5
spaces as a passenger, is two feet tall and weighs only 50 pounds, or can be carried as 4 GE;
they themselves have 3 DP, a carrying capacity of 4 GE, and do -2 damage in all melee and
hand-to-hand combat). They start with one level in Mechanic (and can improve it as dwarves)
and have the same echolocation ability as dwarves. They can learn Driving skill normally, but
vehicles built for humans must be modified to be driven by a gnome ($500, no weight, no space
for permanent modification or $1000, 50 pounds, .5 spaces for one that can be stowed away
when not needed); a gnome can fit into a gunner position with a booster seat ($20, 10 pounds,
.5 spaces). They can use 1 GE weapons, or larger ones that have been specifically modified to
their hand size (doubling the cost). It costs 25 points to play a gnome.
Orc: Orcs are about the same size as humans, and have the stereotypical tusked face. They
start with one level each in Melee Weapons and Martial Arts, and gain +1 DP, +1 GE carrying
capacity, and +1 to all melee and hand-to-hand damage. While orcs have a bad reputation and
a vaguely unpleasant appearance, personality-wise they're regular people, the same as
everyone else. Orcs can see into the ultraviolet, equivalent to light intensifier goggles (but in
different frequencies than their cousins, the elves). It costs 40 points to play an orc.
Troll: Trolls are big. 7' or taller, 300 pounds, 2 spaces as a passenger or 3 as crew. They have
5 DP, the equivalent of 1 point of metal armor all around, 9 GE of carrying capacity, and do +3damage in melee and hand-to-hand combat; further, all melee weapons wielded by a troll do full
damage to vehicular armor. A single troll can lift 800 pounds or more on his own; three trolls
working together can lift a two ton car by themselves! A troll is considered wounded at between
1 and 4 DP, and is unconscious at 0; a troll can only be fully killed by fire or laser damage. Trolls
regenerate from damage other than fire or lasers, at the rate of 1 DP per hour; given the
appropriate support (nutrient solutions and the like) a small part of a troll will within a day
regenerate into the equivalent of a mindless clone of the original troll, and the troll's mind can be
uploaded as normal via Gold Cross. It costs 100 points to play a troll, if the referee allows them
at all.
MagicThe highest level of SRD spell a character can cast is equal to his Mage skill. Use the "Magic In
Car Wars" formula for how many spells you can learn: points in Mage / 3, or effectively 3 per
level (including +0). You can only learn spells you have access to, which means you have to
find someone who knows the new spell, or find it in a spellbook, scroll, library, ‘net site, etc. Or
research it yourself. (Treat your Mage skill as equivalent to Mechanic. It takes one week per
spell level, costs $500 per spell level, and to research a spell of the highest level you can cast is
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considered a Very Hard task; each level lower is one level easier. The referee will make the roll
in secret.)
The basic Mage skill is assumed to grant access to arcane (Sorcerer/Wizard) spells; with the
referee’s permission, a character could take Cleric or Druid skills (at 10 points each per level) to
grant access to those spell lists. A Cleric or Druid would have access to all of thelevel-appropriate spells on their respective spell lists; rules for casting them are otherwise
identical to the rules for Mages. (In some, particularly weird, campaigns, a single character
might have access to all of these spells by level; the Mage skill for that would cost 30 points per
level, and would otherwise function the same way.)
"Magic In Car Wars" spells convert to SRD levels, if needed, as follows: level = (SP cost + 1) / 2,
round up. These numbers can be tweaked by the referee.
Spells converted from SRD have a spell point cost as in “Magic In Car Wars”; the cost to cast a
spell is (the spell’s level * 2) + 1.
Damage: Maximum damage / 12 = Car Wars d6 of damage. A remainder of 1-3 is +0, 4-6 is
+1 (or 1d-2), 7-9 is +2 (or 1d-1), and 10+ rounds up to the next die. This does not apply to
melee or missile (hand) weapons; where available, use Car Wars native stats for those.
Otherwise, maximum weapon damage / 6 = Car Wars d6 of damage, halved vs. vehicular
armor and components other than tires.
In spells where the caster’s level is a variable, assume a Mage +0 is caster level 1, a mage +1
is caster level 3, and above that the caster level is twice the character’s Mage skill. (In
particular: the Fireball and Lightning Bolt spells do 1d+2 at Mage +3, 2d at Mage +4, and +1dper every +1 Mage level.)
The casting time for any converted SRD spell is 1 phase for any spell that takes an immediate
action in SRD, or a combat action for any spell that requires a standard action. Spells that take
longer to cast use their SRD casting time. Spell range and duration are as per SRD; round all
distances in SRD to the nearest multiple of 15 feet and convert to Car Wars inches. One round
in SRD is 10 turns in Car Wars. All spells with a 20 foot radius area affect a 3” x 3” area in Car
Wars.
Any weapon (pedestrian or vehicle) that is the recipient of the Magic Weapon (SRD) spell gains
a to-hit and damage bonus equal to the spell’s bonus, and does its full damage (including the
bonus) to vehicular armor and components as well as to monsters that require magic weapons
to hit or are otherwise immune to “normal” weapons (this includes vampires and lycanthropes
from “Full Moon Over Midville”).
For SRD spells or monsters with the “energy drain” effect, or which grant “negative levels” to a
character: each negative level reduces the character’s DP, and all of his skills (to a minimum of
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+0), by one full level! A character who loses a Bodybuilding skill level that grants one additional
DP loses that DP as well. Characters can regain these levels by whatever mechanisms exist in
the standard SRD rules for reversing energy drain, or the referee might permit the loss to be
reversed by some other means. If the character updates a clone or MMSD after the loss, the
lost skill points transfer as well, but the lost DP do not. And post-cloning and restoration, there
is no way to regain the lost skill points -- a character will have to regain those prior to updating, ifat all.
Where a number of Hit Dice worth of creatures are affected by a spell: 1 HD equates to a 3 DP
creature, +1 DP per +1 HD.
To hit rolls: Unless otherwise specified, a spell of the highest level a mage can cast has a
to-hit roll of 8+, and the mage gains +1 for each level lower. (Example: A Mage +3 would have
an 8+ to hit with any level 3 spell, 7+ with level 2, 6+ with level 1, and 5+ with level 0.)
Area of Effect spells: Treat area of effect spells as grenades for purposes of targeting andscatter.
Saving Throws: Where a spell permits an immediate saving throw to reduce or avoid its
effects, the caster receives a penalty to hit based on the target’s skills, equal to -1 if the target
has the skill at base and an additional -1 per level of the skill. For a Will save, the skill is
Willpower skill; for Fortitude, use Bodybuilding skill; for a Reflex save, use the character’s Luck,
with an additional -1 for a Reflex roll of 5 or -2 for a roll of 6. Some area spells, or spells with a
continuing duration (such as Web) allow the target to make a saving throw in a later turn to
break out of or avoid the spell’s effects. In these instances, there’s no immediate to-hit penalty;
the target instead avoids the effect by rolling 8+ on 2d, or 7+ if they have the appropriate skill atbase, and may add +1 per level of Willpower, Bodybuilding, or Luck and Reflex roll bonus, as
appropriate. (The Reflex roll bonus or penalty applies whether or not the target has the Luck
skill.)
MonstersBestiary shouldn’t be too hard to convert - use SRD stats, with HP and damage values
converted to Car Wars scale. Armor values will need to convert as well, somehow. Don’t yet
know how this will work.
To find a monster’sCar Wars
DP, divide its SRD Hit Points by 6.
Other Stuff$1 = 1 copper piece
$10 = 1 silver piece
$100 = 1 gold piece
$1000 = 1 platinum piece
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SpellsIf a spell is not mentioned here, then it needs no translation into Car Wars game mechanics.
Level 0:
Resistance: All attackers take -1 to hit the affected character, including with spells..
Acid Splash: Does 1 hit acid damage vs. all targets, including metal armor and targets
affected like metal armor
Daze: Affects creatures of 5 DP or less, and all humans and humanoid races.
Flare: Affects target as if they were blinded by a searchlight
Ray of Cold: Does 1 hit cold damage vs. all living targets
Disrupt Undead: Does 1d-2 damage vs. undead
Touch of Fatigue: For the duration of the spell, the target is treated as if they are
wounded.
Mending: Restores 1 DP to an object that has been damaged (but not destroyed).
Level 1: Protection From (x): All targets of type (x) take -2 to hit the protected character with all
attacks, including spells.
Shield: Provides a -3 penalty to attackers to hit the protected character.
Grease: Creates a ½” x 1” oil counter.
Mage Armor: All characters take a -2 penalty to hit the protected character; that
character also gains 2 points of protection that acts like metal armor (but is not removed
by attacks at all), for the duration.
Mount: See this thread for stats for horses.
Obscuring Mist: Creates a 2” x 2” x 1” high cloud of smoke; this smoke stops infrared,
ultraviolet, and lasers. Unseen Servant: Has a maximum speed of 5 mph.
True Strike: Grants +12 (!) to hit
Hypnotism: Affects creatures with a total of up to 10 DP.
Sleep: Affects creatures with a total of up to 6 DP.
Burning Hands: Does 1 hit per level, 5 hits maximum, with fire modifier 3 and burn
duration 2.
Floating Disk: Can carry up to ½ space of liquid.
Magic Missile: Each missile does 1 hit damage. 1 missile at Mage +1, +1 missile per
+1 Mage level. No to-hit roll needed; personal armor does not protect, though being
inside a vehicle does. Shocking Grasp: 1d+2 damage at Mage +1, 2d at Mage +2, +1d per +1 level. Affects
power plants as an Anti-Power-Plant Rocket. Metal armor provides no protection! (This
does not mean “defenses that act like metal armor”...)
Color Spray: Affects a ½” x 1” area. Use Hit Dice formula above to determine who is
affected. Treat stunned targets as wounded, and blinded characters as if they were
blinded by a searchlight (nonmagical eye protection does not prevent this).
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Disguise Self: The character’s disguise is successful on a roll of 4+ on 2d. The referee
rolls this in secret!
Cause Fear: To-hit roll 5+. If the caster hits by less than or equal to the target’s
Willpower, the target is treated as wounded; otherwise, on a hit the target flees in fear.
Chill Touch: Each touch does 1d-3 hits to the target.
Ray of Enfeeblement: Basic attack does 1d-3 to the target, +1 hit per Mage levelabove Mage +1, to a max of 1d. This will not reduce a target below unconsciousness!
Enlarge Person: This spell doubles the target’s DP, multiplies their weight and carrying
capacity by 8, and reduces the penalty to hit them by 1. When the spell wears off, halve
the character’s DP loss due to wounds (round in the character’s favor); a character will
not be killed by DP loss taken when returning to normal size.
Expeditious Retreat: Increases the character’s running speed by 20 mph, or sprinting
speed by 25 mph. This is a magical increase, and adds on top of the character’s
Running skill.
Feather Fall: Reduces a character’s falling speed to 10 mph. This spell can be cast
even if the character has already performed a combat action during the turn! Jump: Grants +5 to jumping rolls at Mage +1, +10 at Mage +3, and +15 at Mage +5 or
more.
Magic Weapon: Grants the weapon +1 to hit and to its damage roll; also, all pedestrian
weapons do their full damage to all targets, including vehicular components and armor!
May be cast on vehicular weapons, in which case they do full damage (including the
bonus) to all targets (which would include monsters that otherwise only take damage
from limited forms of attack).
Reduce Person: This spell halves the target’s height, multiplies their weight and
carrying capacity by ⅛, halves their running speed, and increases penalties to hit them
by 1. If larger than human size, their DP is halved, to a minimum of 3; any woundsreceived are also halved. A character will not be killed by DP loss taken when shrinking.
Level 2:
Arcane Lock: Prevents a lock from being picked by use of any mundane skills.
Protection From Arrows: Acts as a barrier against all ranged attacks, which drops
when the spell expires or when all of its DP are lost. The barrier has 10 DP, +5 DP per
additional Mage level, to a maximum of 30 DP.
Resist Energy: Provides protection against the selected energy type equivalent to 6
points of metal armor. This protects fully against electrical attacks, if that is the chosen
energy type.
Acid Arrow: The acid does 2 hits in 10 turns; for every 2 levels above Mage +2, it lasts
an additional 10 turns, doing an additional 2 hits per 10 turns.
Fog Cloud: Creates a 3” x 3” x 1” high smoke cloud, which stops all nonmagical forms
of perception (including radar) as well as lasers.
Glitterdust: Blinds the target as a searchlight; eye protection does not protect against
this. Glitterdust is also treated as glow-in-the-dark paint, and further reduces the target’s
Stealth rolls, or any other rolls to avoid notice, with a -8 penalty!
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Web: Creates a 3” x 3” spider web. Use chain counters to represent this, or create
some web counters. Characters in the area are trapped. Doing 3 DP to the web square
where the character is releases them; characters in a web area but not trapped can
move 1 square per turn, or 2 if they make a Reflex roll as noted above. Webs are highly
flammable; if set on fire, they do the same damage as flaming oil to characters inside the
web area, whether trapped or not. Webs add +2 to the fire modifier of any fire attack,and have their own burn duration of 2. The web is destroyed when the spell duration
ends or when it burns out.
Daze Monster: Affects any creature of up to 9 DP.
Touch of Idiocy: Applies a 1d-3 penalty to the character’s Perception, Willpower, and
social skill use (Animal Husbandry, Fast Talk, Journalism, Law, Leadership, Politics,
Streetwise).
Darkness: Affects a 3” x 3” area. Use smoke counters, or create a Darkness counter.
Flaming Sphere: Creates a ½” x ½” flaming sphere. Create a counter to represent this.
The caster can move it 2” in any direction using a combat action. It deals 1d flame
damage, with a fire modifier of 4 and burn duration of 2. It last 10 seconds per casterlevel.
Gust of Wind: Treat as a helicopter’s “dusting” ability; affects an area 1” wide by 4”
long, originating at the caster. Unprotected characters in the area take 1 hit per 10
seconds in the area; any goggles offer protection, as do gas masks, IBA, a cloth over the
face, etc.
Scorching Ray: Does 2d fire damage, with a fire modifier of 4 and burn duration of 1.
Fires one ray at Mage +2, with an additional ray for every +2 beyond that. As noted in
the spell description, the additional rays may be fired at the same or other targets; if fired
at other targets, treat them as a Car Wars area of effect weapon.
Shatter: Does 1d damage at Mage +2, +1d per +1 Mage level. Affects targets asmentioned in the spell description; does not affect vehicle armor.
Blur: Attackers take an additional -2 penalty to hit the blurred character.
Hypnotic Pattern: Roll 1d+1 and add your caster level (max of 11) to determine the HD
of creatures affected. Use the HD to DP conversion above.
Invisibility: An invisible character is invisible to ultraviolet, infrared, and radar, and is
unaffected by lasers!
Mirror Image: Roll 1d-1, plus one image per +2 to Mage skill.
False Life: Roll 1d for the amount of life, +1 per caster level (max of +6 DP). These go
away when the spell ends, but wounds taken to those bonus DP don’t transfer to the
character.
Spectral Hand: The hand has 1 DP, and the caster temporarily loses 1 DP while the
spell is in effect.
Bear’s Endurance: Target gains +3 levels in Bodybuilding (or Bodybuilding +2 if he
doesn’t have the skill at all).
Bull’s Strength: Same effect as Bear’s Endurance.
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Cat’s Grace: Target gains +2 to all vehicle handling skills and combat rolls (!); their
rolled Reflex roll increases by +2 as well (!!), and they gain an additional +2 on all Reflex
saves. Finally, the target is at an additional -2 to be hit in combat.
Darkvision: Acts as Light Intensifier Goggles (but provides no eye protection).
Eagle’s Splendor: Grants +2 to all social skill rolls.
Fox’s Cunning: Grants +2 to all Perception checks as well as to the use of allintellectual skills. Including the Mage skill…
Owl’s Wisdom: Grants an additional +2 levels worth of Willpower.
Pyrotechnics: The fireworks effect acts like a flash grenade. The smoke cloud creates
a 3” x 3” x 1” cloud that acts as tear gas. Extinguishes a fire, which can include a vehicle
fire!
Spider Climb: Allows climbing at 10 mph.
Level 3:
Explosive Runes: The character who triggers the rune takes 3d damage, as does the
object the rune was written on (this can include vehicle armor); all other characters within
½” of the rune take half that as burst effect damage. Magic Circle Against (x): Works in a circle bounded by a 1 ½” x 1 ½” square, centered
on the protected character or location.
Nondetection: Protects the target against detection by infrared, radar, and
light-intensifier goggles, as well as the mentioned spells and effects.
Protection from Energy: Has 6 DP plus 6 DP per caster level.
Stinking Cloud: Creates a 3” x 3” x 1” cloud that acts as tear gas.
Rage: Character gains effectively +2 Bodybuilding levels, +2 DP above that provided by
the Bodybuilding, and +1 to Willpower; other characters gain +2 to hit the character.
Gentle Repose: The preservation provided by this spell is suitable for the purposes of
Gold Cross. Repetition of this spell can preserve a corpse indefinitely! Ray of Exhaustion: Target is stunned, as per concussion grenades.
Vampiric Touch: Damage is 1d, +1d per 2 levels of Mage skill, to a maximum of 5d.
Flame Arrow: Affects any form of projectile ammunition, including bullets, rockets,
grenades, oil/paint gun ammo, etc. but not lasers or dropped weapons. Any projectile
affected by this spell does an additional 2 hits of fire damage with a fire mod of 2 and
burn duration 1, in addition to its normal effects (or +1 and +1 if it’s already a flaming
projectile). Flaming oil gun ammo ignites immediately and does an additional 2 hits
damage, with +1 to its fire mod and +1 to its burn duration.
Fly: The target can fly as a helicopter at 30 mph and HC of 5, or 20 mph and HC of 3
with a load of 5 DE or more.
Haste: Grants +1 to hit, +1 to Reflex saves (and Car Wars Reflexes rolls), and -1 to be
hit. Also increases the character’s movement by 20 mph.
Keen Edge: Increases the damage of the weapon or projectiles it is cast on by +1 hit,
for the duration.
Magic Weapon, Greater: Grants +1 to hit and +1 to damage for every four (total) caster
levels, to a maximum of +5. Pedestrian weapons affected by this spell do their full
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damage to vehicular armor and components, and all weapons affected do their full
damage to monsters that are otherwise unaffected by certain attack types.
Slow: All penalties are -1 to the affected character, and others are +1 to hit him in
combat. His movement is halved.
Level 4:
Fire Trap: Does 1d-3 damage, +1 per two caster levels, to a maximum of 1d+2, in a ½”x ½” square. Fire mod 4, burn duration 2.
Stoneskin: The target gains +6 DP that acts as metal armor (but is not removed by any
attacks); this protection ends after it has stopped a total of 6 DP per caster level.
Minor Creation: Creates up to one space of material with up to 10 DP, for a total weight
of up to 40 pounds; this can be treated as component armor.
Solid Fog: Reduces movement to 1 square per turn. All hand-to-hand and melee
attacks take a -2 penalty to hit and damage.
Crushing Despair: All penalties are -2 in Car Wars.
Geas, Lesser: Affects 9 DP worth of creatures.
Fire Shield: Does 1d damage at Mage +4, with an additional 1 hit per +1 to Mage skill.Fire mod 4, burn duration 2.
Ice Storm: Does 2d+2 damage in a 3” x 3” area.
Shout: Deals 2d+2 damage in its cone.
Wall of Fire: Build the wall out of flaming oil counters, one ½” x 1” counter per caster
level. All creatures within ½” of the counter on the “hot” side of the wall take 1 hit fire
damage per turn.
Wall of Ice: Wall has 8 DP +1 DP per two caster levels. Build this with one ½” x 1” ice
counter per caster level. Alternately, instead of an upright wall it can be used to cover
the ground with ice; use two ½” x 1” counters per caster level.
Bestow Curse: Ignore the ability score loss version of this spell. The penalty version isworth -4 to all rolls in Car Wars. The spell otherwise functions as mentioned.
Enervation: The target gains 1d-3 negative levels (see above for how that works).
Level 5:
Cloudkill: Creates a 3” x 3” cloud. Each creature in the cloud takes 5 hits damage, +3
hits which may be prevented by a Fortitude save (8+ on 2d + Bodybuilding), +1 hit per
turn spent in the cloud. An NBC shielded vehicle is protected, as is any character
wearing IBA or an intact NBC suit, but a gas mask by itself is not enough.
Major Creation: As Minor Creation, except created objects can be of stone, crystal, or
metal. Can be used to create up to 2 points of metal component armor.
Wall of Stone: Creates one ½” x ½” section of stone wall per caster level. Treat as
reinforced concrete for DP values.
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SRD‐Car Wars Size Conversion Table
SRD Size Car Wars examples Car Wars
targeting penalty
Creature DP
Fine Tongue on attachedcar trailer
-7 or more Min. 1 DP
Diminutive Tractor’s 5th wheel,lamppost
-6 Min. 1 DP
Tiny Human in water withonly head showing;legs of semi-trailer
-5 1-2 DP
Small Swimming human -4 1-3 DP
Medium Human-size,motorcycle, tire
-3, -2 from side 2-6 DP
Large Subcompact,compact, turret
-2, -1 from side 4-12 DP
Huge Most cars -1, -0 from side 6-25 DP
Gargantuan Vans, pickups, 10wheelers
+0, +1 from side 8-50 DP
Colossal Anything bigger +1, +2 from side,
or more
10-100+ DP
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Pedestrian Weapons
Weapon DE* Damage To Hit Cost Notes
Dagger 1 1d/2 (1-3 hits) 6 $50
Short Sword 2 1d-2 7 $150
Long Sword 3 1d-1 7 $200
Hand Axe 2 1d-2 7
Battle Axe 3 1d+2 8 $150 Requires one full turn toready after each use. Fulldamage to vehicular targetsand tires.
* DE = Dagger Equivalent. 1 DE = 1 grenade equivalent.
Fantasy ArmorLeather armor protects with its full DP against low tech weapons (blades, arrows, axes), burst
effects, and any spells that are stopped by armor, half DP against all other attacks. Metal armorprotects with its full DP against low tech weapons (including axes), all small arms (pistols,
shotguns, non-AV rifles, SMGs), burst effects, spells stopped by armor, and any high tech
weapons that do half damage to vehicular armor and components; half DP against all other
attacks.
Metal armor has encumbrance in DE equal to its DP value; the encumbrance of leather is equal
to half its DP. Both types’ DP persist after being hit (like metal vehicular armor); leather loses 1
DP on a die roll of 4-6, or 1 DP from any attack against which it has half DP, while metal loses 1
DP on a die roll of 5-6, or on a 4-6 from any attack against which it has half DP.
Character ConversionGenerally, a level 1 character will have +0 in some primary skill relating to their class, and will
have +1 in this skill for every 2 character levels above that. Fighters will most likely have Martial
Arts to start with. Mage is a separate case as discussed above, but works similarly enough for
our purposes. Clerics will have a Cleric skill, which works much the same as Mage, including
level conversion; clerical spells may be converted using the arcane spells as guidelines. For
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rogues, the primary skill will be Theft, though the character won’t be able to use any modern
equipment with the skill until they have received exposure and/or training in it (this also goes for
all classes and other skills such as Gunner, Handgunner, Mechanic, Paramedic, Security, and
so on).
Even first level SRD characters will likely be more rounded skill-wise than the average beginningCar Wars character.
A character with total net Strength and Constitution bonuses of +1 or better will have
Bodybuilding +0, and +1 to this skill for every total +2 worth above that. For every +1 worth of
Strength bonus the character has, take one additional level in a melee combat skill.
For every +1 worth of Dexterity bonus the character has, take one additional level in a ranged
combat skill (which can include Gunner or Handgunner, if the character has those skills).
A character with an Intelligence bonus of +2 gains +1 to Perception, and an additional +1 forevery +2 bonus.
A character with a Wisdom bonus of +1 gains Willpower +0, and +1 to Willpower for every +2
above that.
For every +1 worth of Charisma bonus the character has, take one additional level in a social
skill.
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Legal
Product Identity
Car Wars is a trademark of Steve Jackson Games.
The following terms and names are considered Product Identity under terms of the Open Game
License: Steve Jackson Games, Autoduel Quarterly, Midville, MMSD, grenade equivalent,
“Dodges and Dragons”, “Magic In Car Wars”, “Full Moon Over Midville”, “Car-nasaurs”.
All other text above is Copyright © 2015 by Christopher A. Goodwin and is released under the
terms of the Open Game License.
Open Game LicenseTHIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS
LICENSE IS MADE BY WIZARDS OF THE COAST!
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
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procedures, processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including
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(e) "Product Identity" means product and product line names, logos and identifying marks
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of the Product Identity, and which specifically excludes the Open Game Content; (f)
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to identify itself or its products or the associated products contributed to the Open Game
License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)
"You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added
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3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
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5.Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content Youare copying, modifying or distributing, and You must add the title, the copyright date, and the
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work
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Agreement with the owner of such Trademark or Registered Trademark. The use of any Product
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
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10 Copy of this License: You MUST include a copy of this License with every copy of the Open
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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. Allsublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, RichRedman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.
Creature Collection Volume 1 Copyright 2000, Clark Peterson.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker
Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
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Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker,
David Noonan, Rich Redman.
The Hypertext d20 SRD Copyright 2004, Jans W Carton.
Micro Wars Copyright © 2014, Christopher A. Goodwin
Fantasy In Car Wars Copyright © 2015, Christopher A. Goodwin
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