"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

VehicleHPArmorSpeedCost
Scooter / moped8+0Fast300–600 lire
Motorcycle12+0Very fast800–1500 lire
Civilian car18+1Fast1000–2000 lire
Delivery van24+2Moderate1500–3000 lire
SecCorp patrol vehicle30+3FastNot for sale
SecCorp armored transport45+5SlowNot for sale
Tram (city)60+4Fixed routeStolen only
Mort carrying a vehicleWalkingImpossible

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

Hit Roll to see a result
d8Complications
1Traffic jam. AGI DR 14 or lose a round completely. Everyone.
2Pedestrians. AGI DR 12 or hit someone. D6 damage to vehicle. The someone files a report.
3Road works. Gap closes by one regardless of roll results this round.
4SecCorp checkpoint ahead. Both parties must deal with it or divert. The diversion takes two rounds.
5Tram crossing. AGI DR 10 or collide. D8 damage. The tram is fine.
6Vehicle malfunction. Roll for the pursuing vehicle: TOU DR 12 or lose one action to repair.
7Something in the road. Large. Unclear what it was. AGI DR 14 or crash. D6 to everyone.
8Mort. 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.