Scooter

    2 wheeled vehicle propelled by magic-infused engine.

    Scooters are two-wheeled vehicles propelled by magic-infused engines.

    Actions

    • Ram: Give creatures disadvantage on their checks against collisions until the end of your turn. - Reduce your vehicle collision damage to half if you lose the contested check, and zero if you win the check.

    Bonus actions

    • Lock in: Gain advantage on checks to perform stunts or avoid obstacles.

    Gear Table

    Vehicles have a minimum and maximum speed depending on their gear.

    You must move at least your minimum speed by the end of your turn (based on the gear you end your turn in) unless you collide with an object or creature.

    Example:

    In first gear, you must move at least 60 feet12 tiles

    GearDistance
    Neutral0 feet0 tiles
    160 feet12 tiles - 120 feet24 tiles

    Collision Damage

    Your damage in a collision is based on the distance traveled that turn.

    • Collisions with vehicle: Contested Dexterity check - the winner takes half damage, the loser takes full damage.
    • Collisions with creature: creature makes an check. If they succeed, they take no damage. If they fail, they take full damage.
      • The creature is pushed back 5 feet1 tile regardless of the check.
    • Collision with static object: Dexterity check, on success take half damage.
    Example:
    • If you move 15 feet3 tiles and collide with a wall, you stop moving and take 1d4  damage 1-4
    • If you move 30 feet6 tiles and collide with a creature, you stop moving and inflict 1d6  damage 1-6 based on the creature’s Athletics roll.
    • If you move 60 feet12 tiles and collide with a vehicle, you stop moving, make a contested Dexterity check, and inflict up to 1d10  damage 1-10
    Distance TraveledCollision Damage
    0 feet0 tilesNone
    15 feet3 tiles1d41-4
    30 feet6 tiles1d61-6
    60 feet12 tiles1d101-10