Vehicle Construction Turn 2: That's Not Propulsion AT ALL!The first tank will use good old tank treads, just coated in large spikes, and spitting flames.
Because fire and spikes are fun.
The second tank is equipped with an arcane levitation system, using air magic to make it fly, and propel itself. Of course, with not being an air mage, repairing it may suck.
"Well, you're not going to be using both vehicles in the race..."That noted, you make an adjustment and let the dice fly.
(4) (1)
The treads the first roll creates aren't exactly perfect, but they'll work well enough. Mainly because they're missing the spikes. The flames are still there, though.
The second roll... good grief. Is this thing supposed to create a tornado around your vehicle and use that to move it?
... that's exactly what it's supposed to do.
Flaming Treads:
Slow(you move slower)
Less Maneuverable(part of the package deal of using a tank)
FLAMES(while driving, you can make a maneuverability roll as an attack roll to burn somebody's vehicle)
Tornado Propulsion:
Blurringly Fast(you move much faster)
Shooting at a Tornado(projectiles won't be happy about targeting you)
A Bloody Tornado(you're going to be causing damage to any vehicle and other thing near you by your sheer presence)
A BLOODY TORNADO(seriously, your vehicle is likely going to take damage every cycle you use this. Big damage.)
And seriously, a bloody tornado(good luck getting to where you want to go)
Aiming From A Tornado(accuracy rolls rather decreased)
Phase 2: The NCTUC shall get it's tank treds controlled by the cockpit. With small rocket boosters in the back
You bite ahold of the dice and let fly.
(3) (3)
Well, that was puny. Really.
The first roll resulted in a set of puny small tank treads. The second roll resulted in some tiny rocket boosters. Combined, they might be able to get up to a decent speed. Apart? Not so much.
Puny Tank Treads:
Puny(less hit points, damage resistance, will need help to be decent)
Puny Rocket Boosters:
Puny(less hit points, damage resistance, will need help to be decent)
((the rocket boosters aren't the kind you use for a short boost of speed. Those you can get using the Systems phase.))
All-terrain wheels? (the terrain was never specified for all I know it can snow or desert) and a steam powered motor with MAGIC STONES!!! providing infinite water and heat and capable of reaching high speeds so is both awesome and practical.
(1) (5)
Those are not all terrain wheels. Those aren't actually wheels at all. Those are rickety buzzsaws. Good grief.
The motor went fine, though. Perpetual energy using steam and magical stones that might be used for a spell in an emergency.
Buzzsaw "Wheels":
Flimsy(less hit points, damage resistance)
Not Wheels(if the ground isn't near flat, your maneuvering and progress will be extremely reduced)
Perpetual Motion Steam Motor:
Perpetual(no fuel of any kind needed)
Magic Stones(may be removed from engine and used to boost a spell's power in an emergency)
This is propulsion, right?
Let's make some Infinite Improbability Drives. (1 with each die?)
Heyyyy, can I use magic to fiddle with these rolls?
If so, try to buff myself to have better luck before starting with this phase. 'Better luck' is defined as 'more chance of 4, 5,and 6, and especially 5s out of those three'
The looks at you, then smiles. Horribly. The kind of smile that means "Go right ahead. If it doesn't end well, it REALLY won't end well."
Competency: (2+1=3)
Potency: (2)
You weave the forces of aether, focusing on improving your luck with the dice. Regardless of your skill, you fail to weave a spell powerful enough to effect the dice. Probably for the best, considering your paltry control.
Oh well. You roll the dice normally.
(1) (5)
You're not using the first drive. Honestly, it's not even a drive. More like a bomb.
The second drive looks a lot more viable, thankfully. I mean, it's not like dissolving you and your vehicle into a quantum state then collapsing you and your vehicle into the desired location is a bad idea, right?
Infinite Improbability Bomb:
No(no, no, and no. This isn't a drive. This is a bomb. The kind that could feasibly injure a lesser eldritch entity. Don't use it.)
Infinite Improbability Drive:
Quantum Collapse Warp(bypass terrain)
Quantum Variability(will likely not arrive exactly where you wish to, without the assistance of an eldritch entity at least)
Please Don't Mess With It(if damaged, will have very strange effects on you and your vehicle when used)
And The Same For Overuse(if you use it too many times in one turn... see the above. Do consider that's what you'll be using to dodge attacks, unless you have another plan)
Gloshi knows exactly what Gloshi wants, big mechanical spider legs, two sets, one with six legs for the front, the other with eight for the trailer, to be used for terrains that wheels can't navigate. Gloshi rolls his dice, hoping to gain both pairs on a single die.
(3) (3)
You glance over at the cat for a moment, confused by the sharing of your luck, but you eventually shake your head and look back at the results of your throws.
Two sets of four spider legs that are definitely not as big as you would like.
Puny Quad Spider Legs(x2):
Puny(less hit points and armor)
Climb(can bypass or make easier some terrain)
Slow(slower, less maneuverable)
Propulsion? The Tokamak sparks, the metronome rocks, the groupies headbang on the headbanging plates, the truck moves. Any questions?
You throw the dice, strum a tune on your electro-lute which somehow survived the trip...
(6) (1)
And throw probability out of whack.
The metronome draws strength from rhythm to propel your vehicle. It also induces rhythm on other beings that listen to it. You have to face the fact that you might not be able to stop.
The head banging plates... MUST RESIST THE... the burrito man tosses a giant burrito skin over the headbanging plates, breaking the compulsion on you. Well... then.
Perpetual Metronome of Propulsion:
Draws Strength From Rhythm(the more crew members and other beings contribute to the melody, and the more rhythmic it is, the faster and further you will go)
Follow the Rhythm(if supplied with rhythm, it will force others who hear the rhythm to follow it, increasing your speed. Nothing's telling it to stop at night, however. And no sleep means no sanity.)
Just A Metronome(rather easy to destroy, keep it safe)
Headbanging Plates:
MUST RESIST(induce a memetic effect on whoever sees them to make them bang their heads against them)
No Propulsion Whatsoever(not actually a propulsion method)
Stage 2: Propulsion: the dog running very fast because its a giant skeleton dog.
Necromantic infusion it is! Though you note that the corpses aren't skeletons at all... corpses come with flesh.
Agh, that smells.
(3) (6)
The first necromantic gem is barely powerful enough to get one of the corpses moving, and it needs time to recharge every three day-night cycles.
The second is far more powerful, and doesn't need recharging. The downside? It makes the corpse it's attached to a little... enthusiastic. Potentially dangerous to the rider.
Weak Necromantic Gem:
Weak(move slowly)
Low Power(must take a cycle to recharge for every 3 cycles)
Overcharged Necromantic Gem:
Overcharged(move quickly)
A Bit Too Much Power(chance to cause injury to caster with shock from fast movement)