Vehicles (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Wagon.png
See also: Vehicles, Variant (PSR Supplement)

Vehicles are objects that carry and move creatures and items.

During encounters, vehicles work best with Group Turns. Outside of group turns, if a vehicle is to be assigned a turn, it delays to the turn of its pilot—or its hauler if the vehicle lacks any pilot or crew. The pilot or hauler decides how the vehicle moves, but the vehicle cannot take actions or reactions.

Each vehicle is defined by several statistics as detailed below.

Speed. The vehicle's move speed moving over the surface of land, over the surface of water, or through the air as a fly speed. The presented speed is in feet for each turn in an encounter, or in miles for each day of travel. Like a creature, a vehicle might have several speeds, though most don't.

  • Haul. A vehicle with a speed listed as "haul" can only move when hauled by appropriate creatures, and moves at the speed of those creatures as detailed in Hauling Objects. Typically a vehicle with any other speed can still be hauled by appropriate creatures.
  • Water. A vehicle with a water speed can move over the surface lakes, rivers, and small stretches of saltwater but cannot handle open sea. Unlike a true swim speed, a "water" speed can only traverse over the surface of water.
  • Sail. When moving by sail, a vehicle under favorable winds is Fast, under unfavorable winds is Slowed, under neutral winds moves normally, and in dead wind has its speed reduced to 5 feet. Unlike a true swim speed, a "sail" speed can only traverse over the surface of water.
  • Huge Speed. Vehicles of Huge size cannot be maneuvered easily. Within the span of a single turn a Huge vehicle can move in a straight line and take no more than one 90-degree turn.
  • Gargantuan Speed. Vehicles of Gargantuan size or greater have so much momentum that they lack the maneuverability to be controlled during an encounter. The speed and direction a Gargantuan vehicle has at the start of the encounter will be maintained throughout the entire encounter, unless it crashes into something.
  • Dashing. Vehicles take no actions and thus a vehicle itself nor its pilot cannot take the Dash action. However, hauling creatures can Dash to increase the vehicle's speed.

Capacity. Capacity is the number of Medium creatures or objects can be carried by the vehicle. Two Small creatures occupy the load of one Medium creature, and four Tiny creatures occupy the load of one Medium creature. A Large creature occupies the load of two Medium creatures, and a Huge creature occupies the load of four Medium creatures. A vehicle cannot carry a creature larger than Huge, nor any creature of a size beyond that of the vehicle itself. Each unused point of capacity can be used to store up to 25 items.

Crew. Crew is the number of working folks needed for the vehicle to move under normal conditions, excluding any creatures used to haul the vehicle. If there is insufficient crew, the vehicle's speed is reduced to 5 feet. Working as crew takes no particular skill, but if you're proficient in the vehicle you count as 2 crewmembers.

Size, AC, HP. Like most objects, vehicles have a size, AC, and hit points. Vehicles are always immune to poison and psychic damage, and have resistance to cold damage. Any vehicle reduced to 0 hit points is destroyed, and if in water it will sink 5 feet at the end of each of its turns.

Saves. The vehicle is unaffected by effects requiring a save using Constitution, Intelligence, Wisdom, or Charisma. If the vehicle is forced to make a Strength or Dexterity save, the pilot or the most representative member of the crew makes a Strength or Dexterity check and uses that total for the save. If the pilot is proficient with the vehicle, their PB is added to the check result.

Prone Vehicle

Though it is a difficult feat given the size of most vehicles, any vehicle can be knocked prone. When a vehicle is knocked Prone all creatures inside must succeed on a DC 20 Dexterity save or also fall Prone. Upon failing this save by 10 or more a creature is also Shoved 5 feet out of the vehicle in an appropriate direction.

A Prone land or water vehicle has its speed reduced to 0, and while Prone its speed can't change. Any creature or team of creatures capable of hauling the vehicle can upright it with a Use action, ending this Prone condition on the vehicle.

A vehicle that starts its turn Prone while in water takes bash damage equal to its size die.

Crashing

If a vehicle moves into the space of a creature or object of a size greater than or equal to the vehicle's, the vehicle crashes. This also applies if a water vehicle moves at a high speed into land.

A crashed vehicle takes its size die in bash damage, and one member of its crew must attempt a DC 15 Dexterity check, adding its PB if proficient with the vehicle. On a failure, the vehicle falls Prone. The crashed-into creature must succeed on a DC 15 Dexterity save or take the vehicle's size die in bash damage, twice over.

Vehicles (Example)

Your narrator's world may have more, fewer, or different vehicles. This list is just an example. This list sticks to vehicles that could be manned by a typical party and could be attained with a comprehensible amount of gold. Note that these costs don't include the cost of hauling creatures, which must be acquired separately.

Due to the size of these vehicles, they cannot be bought during downtime trading, but can be bought otherwise.

Vehicle Speed Size Capacity Crew AC HP Cost
Cart land haul Medium 1 0 12 AC 4 (1d8) 15 gold
Sled land haul Large 2 0 15 AC 21 (4d10) 20 gold
Wagon land haul Large 2 1 13 AC 25 (5d10) 100 gold
Chariot land haul Medium 1 1 20 AC 22 (5d8) 250 gold
Carriage land haul Huge 4 1 15 AC 26 (4d12) 500 gold
Raft water 10 Large 2 1 8 AC 5 (1d10) 10 gold
Canoe water 20 Medium 1 1 12 AC 9 (2d8) 50 gold
Rowboat water 30 Large 2 2 15 AC 18 (4d8) 100 gold
Riverboat water 20 Huge 4 1 17 AC 39 (6d12) 3000 gold
Dinghy sail 30 Large 2 1 13 AC 27 (5d10) 5000 gold
Sloop sail 50 Huge 4 2 15 AC 39 (6d12) 10000 gold

Canoe and Rowboat. The pilot must take a Use action to move the vehicle using oars supplied with the vehicle, and can do so no more than once per round.

Chariot. While a chariot's speed is above 0, the pilot has three-quarters cover against all attacks.

Raft. The raft can only move by the pilot Using a 20-foot pole (supplied with vehicle) in water no deeper than the pole is long. Otherwise the raft moves only with the water's drift.

Sled. On snow or slippery terrain the sled is Fast and automatically succeeds on saves made for slippery terrain. On a slippery slope the sled can move 60 feet directly downhill under its own power. The sled is Slowed on all other terrain.

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