Tags
1960s, 1970s, 20th Century, Americana Gothic, Circus Horror, Fairground Horror, Ghastly Affair, Gothic Gaming, Gothic Horror, Groovy Era, Groovy Seventies, Midwest Horror, Swinging Sixties, Weird Americana
The 1970s were the Golden Age of motorcycle and automotive stunts, when insane bike jumps would staged in sports arenas, and almost every exploitation movie that could afford it featured a car chase ending in an explosion. The Daredevil Class would be right at home along the Uncanny Highway, or as part of any action-centered GROOVY Ghastly Affair Saga. And a Daredevil is just the type to leap at the chance to sell their soul for fame and glory (while failing to read the fine print on the contract).
DAREDEVIL
Everyone says you have a death-wish. From an early age you climbed high fences, jumped from roofs, and literally played with fire. As you got older you learned to love the rumble of an engine at 100 miles an hour, and fell in love with the sight of explosions. It’s very likely that you won’t ever be old, but you don’t want to die asleep in a bed anyway. Your motto is: live fast, die young, and leave a once-beautiful corpse smeared across the highway! And if there’s an afterlife, you intend on busting out of Hell, and blazing down the road forever.
Maybe you’re a fairground performer who jumps motorcycles across shark-tanks, and rides the Wall of Death. Or perhaps you’re a movie stuntman– crashing cars, falling from cranes, and getting lit on fire. You might be a professional drag racer, demolition derby driver, or motocross champion. Or maybe you are just someone whose incredible luck is matched only by their need for thrills.
Use the Daredevil class to create characters inspired by such people as Evel Knievel, Bud Ekins. and William Carey Loftin; or by fictional characters such as Cameron (from “The Stunt Man”), Johnny Blaze (from the classic “Ghost Rider” comics), or Coy Buckman (from “Cannonball”).
DAREDEVIL SPECIAL ABILITIES
ABSORB IMPACT
If you are prepared, you can absorb the damage from punches, tumble away from falls, and brace yourself for crashes.
- Whenever you have Initiative in a Fight against an ordinary unarmed opponent, you take no damage at all from their punches or kicks that Round. Note that this Ability does not function against actual Kung Fu Fighters, trained Boxers, or anyone else who can do Lethal Damage with their fists and/or feet.
- If you see an adversary coming at you with a hard object such as a chair, you will take only 1 point of Lethal Damage (plus any Damage Bonus) from it the first Round, and only 1 point of damage (plus any Damage Bonus) on any Round when you have Initiative.
- If you know a heavy object will drop on you eventually, you take the lowest possible damage when it eventually does. For example, a 25 lb weight falling from 20 feet normally inflicts 10d6 points of Lethal Damage. If you see it, and know that it is going to fall eventually, you will suffer only 10 points of Lethal Damage from it – if you fail your Dexterity Save to dodge it altogether.
- If you know exactly where and when a fall will occur, you take the minimal amount of possible Lethal Damage from it. For example, if you deliberately jump from 30 feet without anything to break your fall, you take only 3 points of Lethal Damage. You must still Save to avoid the possible damage to your Dexterity and Speed, however.
- If you deliberately fall down stairs (perhaps on a movie set), you take only 1 point of Lethal Damage per 10 feet fallen.
- If you know that the vehicle you are in is going to crash, and you fail your Saving Throw, you still take only the minimal damage possible.
- You have no special ability to resist bullets and sharp objects.
DRIVING or PILOTING (+1)
Choose whether your Daredevil is a skilled driver, or a skilled pilot.
- According to your choice, you get a +1 Bonus on the Dexterity Check to control either motor vehicles or aircraft under challenging conditions, or to successfully pull off stunts (such as jumping across 12 parked cars, or doing a loop de loop).
- The Presenter may impose Penalties, however, for particularly difficult maneuvers and stunts. Additionally, the Presenter may rule some stunts to be simply impossible.
LUCKY (+1)
You get a +1 Bonus on all Saving Throws – even when you have deliberately put yourself in harm’s way.
REPAIR AND MODIFY MACHINES (+1)
You can make a Dexterity Check (with a +1 Bonus) to repair a mechanical machine (including a motor vehicle), modify one to work better, or sabotage it to perform worse.
- It is assumed you have access to proper tools and equipment.
- A car or motorcycle modified to work better grants its driver a +1 Bonus on Dexterity Check to make difficult maneuvers or accomplish stunts. However, if you attempt to improve a motor vehicle and fail the Ability Check, any future driver instead suffers a -1 Penalty on Ability Checks to control the vehicle under challenging conditions.
- A car or motorcycle modified to be safer grants its occupants a +1 Bonus on Saving Throws to avoid collision damage. However, if you attempt to make the vehicle safer and fail the check, occupants will instead suffers a -1 Penalty on their Saving Throws if the vehicle crashes.
- If you deliberately sabotage a machine, you can choose to make it completely non-functional, slightly damaged (so drivers suffer a -1 Penalty on Ability Checks to control it), or fix it in such a way that it will suddenly break down after 1 Turn (10 minutes) of use.
- You have no special ability to repair or modify electronic devices.
SEXY SCARS
Any time you might potentially suffer Charisma Damage from a Hazard (such as from a fire), you instead get Sexy Scars that add to your Charisma, point for point! Also, any other Ability Damage you take from a Hazard is always temporary, and heals at the normal rate.
- For example, if you are stuck inside a burning car for one Round and fail the Saving Throw, instead of losing 1 point of Charisma, you actually gain 1 point! Also, the Dexterity and Constitution damage that would be permanent for other characters are for you only temporary.
- You cannot deliberately fail the Saving Throw to intentionally get Sexy Scars.
DAREDEVIL WEAKNESSES
DEATH-WISH
You are in love with danger. Whenever you are faced with a situation that could be resolved easily without rolling dice, you must choose the potentially more dangerous way that will require an Ability Check or Contest. For example:
- If your girlfriend is insulted by some guy in a bar, you must try to intimidate or punch him – rather than just walk away.
- If you need to get inside a barn that could simply be opened, but you are behind the wheel of a pickup truck, you must drive right through the doors instead.
- If you need to shut off a security camera and have a gun, you must try to shoot out the lens – rather than just walk over to the camera and cover it with a bandanna.
- Every time you take the safe way out of a situation that you could potentially resolve in a more thrilling and dangerous manner, you suffer 1 point of temporary Charisma Damage.
HIGHWAY TO HELL
Whenever you suffer an increase in Perversity, the amount is double what it would be for another character.
- For example, you and your fellow Player Characters break into a roadside bar and steal from the till. At the end of the Affair the Presenter rules that you must all make Charisma Checks to avoid Perversity increases. If your friends fail their Checks, their Perversity scores will only go up by 1 point each. However, if you fail the Check, your Perversity will increase by 2 points instead.
INITIAL ABILITY ADJUSTMENT FOR DAREDEVILS
- +1 Dexterity, +1 Constitution
DAREDEVIL HIT POINTS PER LEVEL
- d12 Hit Points at 1st Level.
- You gain an additional d12 Hit Points per Level.
DAREDEVIL DAMAGE BONUS BY CHARACTER LEVEL
- 1st Level: None
- 2nd Level: +1
- 3rd Level: +1
- 4th Level: +2
- 5th Level: +2
- 6th Level: +3
- 7th Level: +3
- 8th Level: +4
- 9th Level: +4
- 10th Level: +5
TYPICAL STARTING EQUIPMENT FOR DAREDEVILS
- racing jumpsuit (in your national colors).
- racing helmet.
- cowboy hat.
- cowboy boots.
- all-denim outfit.
- broken wristwatch that you keep as a good-luck charm.
- chain necklace with a cross, or religious medal.
- pack of cigarettes.
- flip-top metal cigarette lighter.
- bottle of whiskey, scotch, vodka, or brandy.
- six pack of beer.
- caffeine pills.
- photograph of your spouse or lover, folded up in your wallet.
- .357 Magnum pistol (loaded) or big knife.
- stick of dynamite.
- racing motorcycle or muscle car (with nitrous oxide injection system).
- set of mechanic’s tools.
- radar detector.
- trailer home.
ADVANCING IN LEVELS AS A DAREDEVIL
- 8 Experience Points to attain 2nd Level.
- 4 additional Experience Points are needed to attain each Level after 2nd.
(The Advancement rate for the Daredevil Class may seems somewhat speedy for the high power of its Special Abilities. But, remember that your Death-Wish means you are almost certainly going to either get yourself killed, or else lose your mind, before the end of any Saga!)
DAREDEVILS IN OTHER TIMES
The Daredevil Class also works for games set amid the Monster Truck Rallies of the Awful Eighties. Then, the Daredevil might be facing off against big machines driven by actual Monsters!
