World of Darkness Vehicles

Durability: Any time a vehicle is subjected to an attack, damage is reduced by the vehicle's durability before it's applied.

Size: The vehicle's Size (see World of Darkness p. 135). A vehicle's Structure is Durability + Size.

Acceleration: The maximum rate at which a vehicle can increase its speed, measured in yards per turn and miles per hour per turn. The yards per turn value is somewhat lower than it should be for dramatic purposes; for realistic values, double it.

Speed: A vehicle's safe speed and maximum speed. Every 30 yards/turn (20 mph) in a ground or water vehicle or every 150 yards/turn (100 mph) in an aircraft in excess of safe speed causes a cumulative -1 to skill tests. The maximum possible speed is listed after the safe speed.

Handling: A measure of the vehicle's maneuverability, applied as a bonus or penalty to Dexterity + Drive (or other applicable Attribute + Skill) rolls made to control it.

Occupants: The total number of adult humans (Size 5) for which the vehicle has seats.

Cost: The minimum dots in the Resources Merit required to purchase the vehicle. This value assumes a new model and a 5-year payment plan. Buying a used model (if available) reduces the Cost by 1, and buying the vehicle outright increases the cost by 2 to a maximum of •••••.


Unit Conversion: Conversion values for game measurements and real-world measurements are as follows:

1 mile per hour = 1.61 kilometers per hour.

1 kilometer per hour = 0.621 miles per hour.


1 foot per second = 1 yard per turn.


1 mile per hour = 1.47 yards per turn.

1 yard per turn = 0.682 miles per hour.


1 kilometer per hour = 0.621 yards per turn.

1 yard per turn = 1.10 kilometers per hour.


Ground Vehicles

Passenger Cars

Name Durability Size Acceleration Speed Max Handling Occupants Cost Notes Reference
Subcompact Car 2 8 13 (18 mph/turn) 95 (65 mph), max 147 (100 mph) 3 1+3 Armory 133-135
Compact Car 3 9 15 (20 mph/turn) 103 (70 mph), max 161 (110 mph) 3 1+3 Armory 133-135
Mid-Size Car 3 12 19 (26 mph/turn) 110 (75 mph), max 169 (115 mph) 2 1+3 •• Armory 133-135
Performance Mid-Size 3 12 28 (38 mph/turn) 117 (80 mph), max 227 (155 mph) 4 1+3 ••• Often come with luxurious interiors and are usually otherwise indistinguishable from standard models. Can sometimes see service in European nations as police pursuit cars. Armory 133-135
Full-Size Car 3 14 14 (19 mph/turn) 103 (70 mph), max 176 (120 mph) 2 1+4 ••• Armory 133-135
Limousine 3 19 10 (14 mph/turn) 81 (55 mph), max 147 (100 mph) 0 1+11 •••• Renting a limousine for a night costs • and comes with a professional driver (Driving 6 dice, Local Area Knowledge 5 dice). Armory 133-135
Police Car 3 14 15 (21 mph/turn) 110 (75 mph), max 213 (145 mph) 3 1+4 ••• See Armory 133-134 for information on standard features of police cars. Most manufacturers only sell police cars to police departments, and impersonating a police officer through the misuse of a marked vehicle is illegal. However, there is a strong market for used and de-badged police cars. Armory 133-135

Sports Cars

Name Durability Size Acceleration Speed Max Handling Occupants Cost Notes Reference
Sports Car 2 10 28 (38 mph/turn) 117 (80 mph), max 249 (170 mph) 4 1+1 •••• Armory 134-135
Muscle Car 3 12 26 (35 mph/turn) 110 (75 mph), max 220 (150 mph) 3 1+3 •• Armory 134-135
Sport Compact 3 9 27 (37 mph/turn) 117 (80 mph), max 213 (145 mph) 3 1+3 ••• Armory 134-135
Supercar 2 10 37 (50 mph/turn) 132 (90 mph), max 301 (205 mph) 4 1+3 ••• Off-road penalties worsened by -1. Armory 134-135

Light Trucks

Name Durability Size Acceleration Speed Max Handling Occupants Cost Notes Reference
Light Pickup 3 14 15 (20 mph/turn) 88 (60 mph), max 154 (105 mph) 1 1+2 •• One can typically haul 1,500 pounds of cargo or 8 passengers in the bed of such a truck. Armory 135-138
Heavy Pickup 3 15 12 (16 mph/turn) 81 (55 mph), max 132 (90 mph) 0 1+2 ••• One can haul 3,000 pounds of cargo or 16 passengers in the bed of a heavy pickup, while "king cab" models sacrifice 800 pounds of cargo/4 passengers for an extra 2-3 seats. Heavy pickups can also tow trailers with 5+ tons of cargo. Armory 135-138
Jeep 3 13 9 (12 mph/turn) 88 (60 mph), max 147 (100 mph) 1 1+3 •• Jeeps usually come with roll cages, winches, and mounting brackets for spare fuel cans. Open canvas tops typically provide no cover in firefights. Armory 135-138
Off-Road SUV 3 15 12 (17 mph/turn) 96 (65 mph), max 154 (105 mph) 0 1+4 ••• Armory 138-138
Military Tactical Truck 4 17 7 (10 mph/turn) 81 (55 mph), max 117 (80 mph) 0 1+3 Most feature medium-range radios, diesel engines, and can mount machine guns on the roof (though the gunner must receive only -2 concealment to fire). Not normally available for civilian purchase. Armory 135-138

Vans

Name Durability Size Acceleration Speed Max Handling Occupants Cost Notes Reference
Full-Size Van 3 16 8 (11 mph/turn) 81 (55 mph), max 132 (90 mph) -1 1+12 •• Can haul a ton of cargo or 12 passengers. Armory 136-138
Minivan 3 15 12 (16 mph/turn) 95 (65 mph), max 154 (105 mph) 0 1+7 •• Armory 136-138
Delivery Van 3 17 7 (9 mph/turn) 73 (50 mph), max 132 (90 mph) -1 1+1 ••• Can carry just under 4,000 pounds of cargo. Armory 136-138
Recreational Vehicle 3 18 9 (12 mph/turn) 81 (55 mph), max 117 (980 mph) -1 1+6 ••• Almost all designs have ports for electricity, water, and waste lines in addition to sleeping accommodations for 4-6 people. A character with Resources •••• may own an RV as his primary residence. Armory 136-138
Commuter SUV 3 15 15 (20 mph/turn) 95 (65 mph), max 147 (100 mph) 0 1+6 ••• Armory 136-138
Performance SUV 3 15 24 (33 mph/turn) 110 (75 mph), max 242 (165 mph) 3 1+4 ••••• Appear no different from normal commuter SUVs. Armory 136-138
SUV Limousine 3 20 10 (13 mph/turn) 81 (55 mph), max 132 (90 mph) -1 1+17 •••• Renting an SUV limo with a driver for a night costs ••. Armory 137-138

Motorcycles

A character without a Motorcycle Speciality in the Drive Skill suffers a -2 penalty on Dexterity + Drive checks made to control a motorcycle. Additionally, the rider(s) of a motorcycle do not receive cover from bullets or the like, and take equal damage whenever the motorcycle is involved in a collision or other wide-effect source.


Name Durability Size Acceleration Speed Max Handling Occupants Cost Notes Reference
Street Bike 2 7 20 (27 mph/turn) 88 (60 mph), max 183 (125 mph) 5 1+1 •• Armory 138
Dirt Bike 2 5 18 (25 mph/turn) 51 (35 mph), max 81 (55 mph) 4 1+1 Armory 138
Cruiser 2 7 22 (30 mph/turn) 103 (70 mph), max 176 (120 mph) 4 1+1 •• Some come equipped with helmet-mounted intercom systems and/or locking, hard-sided cargo containers that can each hold a cubic foot of material. "Choppers" favored by gangs and bike clubs fall under this category performance-wise. Armory 138
Sport Bike 1 6 44 (60 mph/turn) 117 (80 mph), max 279 (190 mph) 5 1+1 ••• Whenever a character uses a sport bike for more continuous hours than half her Stamina, she suffers -1 to all other physical actions until she spends at least 10 minutes stretching out. Armory 138-139
Sidecar 2 4 (1) A motorcycle with a sidecar has its Acceleration, Safe Speed, and Maximum Speed reduced by 1/4 and takes -2 to Handling, but the sidecar adds space for another passenger or equivalent cargo. Armory 139

Personal Vehicles

Since personal vehicles are controlled with muscle power, their Acceleration is equal to their rider's Strength. Safe and Maximum Speed are determined by adding the rider's Speed to the value given in the table.

Safe Speeds are only attainable for (Stamina + Resolve) hours, after which the rider must rest for half that time. A character can maintain speeds above Safe Speed for (twice Stamina + Resolve) minutes, at which point the character takes a point of Bashing damage each minute or fraction thereof.

All maneuvers with personal vehicles use Athletics rather than Drive.


Name Durability Size Acceleration Speed Max Handling Occupants Cost Notes Reference
Street Bike 2 3 Strength +5, max +15 3 1 Armory 138-139
Mountain Bike 3 3 Strength +4, max +12 2 1 Armory 138-139
Skateboard/Scooter 2 2 Strength +3, max +8 4 1 Armory 138-139

Commercial Vehicles

Driving a commercial vehicle without a Commercial Vehicle Speciality in Drive imposes a -2 penalty.


Name Durability Size Acceleration Speed Max Handling Occupants Cost Notes Reference
Medium Truck 3 20 10 (13 mph/turn) 81 (55 mph), max 110 (75 mph) -1 1+2 ••• Armory 139-140
Armored Truck 7 17 13 (18 mph/turn) 88 (60 mph), max 125 (85 mph) -1 1+4 •••• These trucks are composed of heavy ballistic armor and can include run-flat tires, fire extinguishing systems, explosion-resistant fuel tanks, or radios for communication with police. Gun ports in the doors and sides of the cargo areas allow occupants to fire with a -2 penalty while fully concealed and covered. Most manufacturers only sell to established security firms. Armory 139-140
Semi Tractor 3 18 9 (12 mph/turn) 102 (70 mph), max 139 (95 mph) -1 1+2 •••• Come standard with two-way radios and/or GPS navigation systems. Tractors intended for highway use can include sleeper compartments, and semi tractors have ranges of at least 800 miles. Armory 140
Semitrailer 3 21 •• Many types of trailers can hold 7,000 gallons of liquid, 35 tons of cargo, refrigerated goods, etc. Armory 140-141
Tractor-Trailer Rig 25 6 (8 mph/turn) 102 (70 mph), max 132 (90 mph) -3 1+2 The combination of a semi tractor and a semitrailer. The tractor and trailer are targeted separately in combat and must be purchased separately, so their Size and Cost are not listed. Armory 140-141
Transit Bus 3 21 9 (12 mph/turn) 66 (45 mph), max 95 (65 mph) -2 1+45 ••• School buses have identical Traits. Armory 140-141
Tour Bus 3 24 7 (10 mph/turn) 95 (65 mph), max 125 (85 mph) -2 1+56 •••• Can sacrifice half their passenger capacity for 4-8 bunk beds and a kitchenette. A character with Resources ••••• may own such a bus as his primary residence. Armory 140-141

Vehicle Add-Ons

Modifying a vehicle requires and extended Intelligence + Crafts roll (2 hours per roll). The values for required successes in the table below is based on ground vehicles. For armored or water vehicles, double this number. For civilian aircraft and helicopters, multiply the number by 5. For military aircraft and helicopters, multiply it by 10.

A modification has a minimum Cost of • and a maximum Cost of •••••. A modification's Cost is increased by 1 for aircraft.


Name Description Successes Required Cost Reference
Acceleration Upgrade The vehicle's Acceleration increases by 10%. This can be applied up to 5 times. Equal to the vehicle's Size (first time); +5 for each successive upgrade. Vehicle's Cost -2 for the first 2 instances; vehicle's Cost -1 for successive instances. Armory 153
Ambulances Ambulances have Traits identical to a standard delivery van (or helicopter, in the case of an air ambulance), but the facilities provide a +3 to Medicine rolls. Base vehicle Cost +1 Armory 137
Handling Upgrade Handling increases by 1, up to a maximum of 6. This can be performed up to twice, but cannot be performed in a vehicle with a negative Handling. The second time it's performed, Safe Speed is increased by 10% as well. Twice the vehicle's Size for the first time; four times Size for the second. Cost -1 (first time); Cost +2 (second time). Armory 153
Luxury Vehicles Owning a luxury vehicle gives the driver or owner +1 to appropriate Presence and Manipulation rolls made near the vehicle.
Limousines, supercars, performance SUVs, and business jets automatically count as luxury vehicles. Mid- and full-size cars, sports cars, RVs, commuter SUVs, tour buses, houseboats, yachts, and racing yachts can be upgraded to luxury status (+• of Cost).
— or base vehicle Cost +1 Armory 134-135
Oversized Tires Vehicles larger than Size 17 automatically have oversized tires with Durability 2 and Size 3. Armory 140
Police Standard Equipment Police vehicles feature the following:
Identification: Marked police cars feature department logos and other graphics in reflective decals. Both marked and unmarked cars are outfitted with strobe lights and sirens, and they have high-intensity searchlights mounted near the driver's door.
Communications and Recording Gear: Police cars come standard with police-band radios. Some also have dashboard video cameras that automatically activate whenever the lights or sirens come on, storing their data on a digital or VHS recorder in the trunk. In-car laptop computers are common in police cars as well.
Prisoner Transport: Either a thick polycarbonate shield (Durability 3, Size 4) or a steel cage (Durability 4, Size 4) separates the front and back seats. The latter is more durable but still allows the passage of body fluids or blades.
Additional Equipment: The trunks of police cars contain fire extinguishers, first aid kits, road flares, several gallons of water, emergency blankets, crime scene tape, crowbars, lug wrenches, folding shovels, evidence collection/drug identification kits, rain gear, speed guns, and secondary weapons.
Armory 133-134
Police Package Handling is increased by 1 (to a maximum of 5), Acceleration and Safe Speed are increased by 10%, Max Speed is increased by 20%, and the vehicle gains all optional equipment described in the Police Standard Equipment listing. This upgrade can only be applied to passenger cars, sports cars (except supercars), light trucks, and vans. Three times Size. Vehicle's Cost +1, maximum Cost ••• Armory 153
Run-Flat Tires If a vehicle is refitted with run-flat tires, each blown tire only imposes a -1 penalty on Drive rolls and a 10% speed penalty. Run-flat tires are not available for motorcycles, sports cars, or vehicles larger than Size 17. ••• Armory 140
Speed Upgrade Maximum Speed is increased by 10%. This can be applied up to 3 times. Equal to the vehicle's Size (first time); +5 for each successive upgrade. Vehicle's Cost -2 for the first instance; vehicle's Cost -1 for the second; Vehicle's Cost for the third upgrade. Armory 153
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