Tuesday, 30 June 2015

My RQ Spell List (I'm Back!)

My net has bee down for six weeks and ive had arthritis and flu and work issues. Having met several former co workers in near homeless state with resultant mental health issues ive been working as much as my health permits. Current government cuts have made many worse off and homeless numbers seem about triple from the streets (shelter funding been axed for ppl and animals - more crying homeless women than I've ever seen). I guess they are doing their job and scaring everyone into knuckling down. So i have up to 3 jobs a day for my 8 hours with 4 hours of travel right now with poor security - I could be on less than 15 hours a week on a new roster at a moments notice.

This is one of several projects I worked on compiling new spirit spells and ones from old supplements for my RQ3 /BRP/Cthulhu mash up game. Im only running my vikings game at the moment. Rome will be next. Still waiting for my lulu petty gods (6 weeks) and a pile of minis. Have been collecting ww1 tanks and infantry.

Most temporal spells last 5 minutes or spell can be held up to 5 minutes to be released in that period.

Variable ranged temporal passive
apply to person, place, door or object, alerts you if under threat one day per mp point or till set off
Animal Speech
3pt touch temporal passive
can speak to all animals
Animate Dead
variable ranged temporal active
Animate a corpse as a slow shambling automaton, 1mp=3SIZ and 1INT
Armouring Enchantment
1pt (POW) touch permanant ritual
1d6 pts of armour to a location or hand held object or 1 all over
variable touch temporal passive
each MP allaws a extra dodge roll during the 5 minute duration
2pt ranged temporal passive
Subject tries to resist or cannot speak or comunicate verbally
Battle Sight
1pt touch temporal passive
all directions as if front facing, can see threats as if 360 degree vision, never blindsided
2pt ranged temporal passive
Must roll INTx5 each round to act as intends, ona fumble attacks friends, if fail stand stupidly
Binding enchantment
1pt (POW) touch permanant rutual
used to contain incomplete entities from other planes, 1pt per stat point entity has
variable touch temporal passive
+5% hit damage on any edged weapon per point
Bless (Metal)
1mp (POW) touch permanant ritual
enchants a SIZ point of magic metal which harms magic beings and other effects based on metal
Bless (Skill)
variable touch temporal passive
+10% per mp, one skill per spell
Blight (sense)
3pt ranged temporal passive
Subject resists or loses a sense depending on version of spell: sight, touch, taste, smell, hearing
variable touch temporal passive
+1AP and +5% to defend per mp
variable touch temporal passive
+5% hit damage on any blunt weapon per point
Bypass Alarm
Variable ranged temporal passive
will not set off a alarm spell of equal or lower mp for duration
1pt ranged instant

can count acuratly a horde, heard or goods such as grain, rock, crop, volume of fluid
Call Aid
variable touch duration passive
+10% per mp on next single skill use within the duration
Call Beast
2pt ranged temporal passive
Attracts a nearby animal to caster, can call one known or seen in area or a random beast
2pt touch instant

calms a distressed or panicked animal or person, may get a resistance roll if they dont like caster
Cast Out Dead
3pt ranged temporal passive
as demoralize on a undead being
1pt ranged temporal passive
can cool a hot pot or tool or meal, can inflict 1hp frost bite on a random body part
variable ranged instant

cleans a person or a 3x3 area per mp
Clear Path
Variable touch temporal passive
makes path easier to travel at normal speed, ach point over 1st allows you to lead one extra being
Cloud Mind
2mp touch temporal passive
non resisting victim is stupefied, has dificulty remembering details, is easily duped or questioned
Control (Species)
1pt ranged temporal passive
Must reduce being to 0mp in spirit combat first, active while controling creature
variable touch temporal passive
+1 DEX per point
Counter Attack
2pt touch temporal passive
gain one extra melee attack if attacked during duration
Counter Defence
2pt touch temporal passive
gain one parry if attacked during duration
Counter Magic
variable touch temporal passive
foils incoming spell, if one point less remains up, if equal or over countermagic breaks
1pt (POW) ranged permanant ritual
cast a offensive spell with permanant duration or incurabe damage, curse ends if fetsh broken, POW=mp of spell
2pt ranged temporal passive
10cm thick 10m square moves one m/round but counts as active to do so
Deflect Arrow
1pt touch temporal passive
one point allows you to attempt to parry any one normal missile attack
2pt ranged temporal passive
surrender or retreat, halves attack skills
Detect (Magic)
1pt ranged temporal active
detects nearest sample of magic within range can penetrate 1m of rock
Detect (Species)
1pt ranged temporal active
detects nearest sample of species type within range can penetrate 1m of rock, hunters use
Detect (Substance)
1pt ranged temporal active
detects nearest sample of substance type within range can penetrate 1m of rock, water common
Detect Enemy
1pt ranged temporal active
detect closest person in 100m who means caster harm
3pt touch temporal passive
Spirit leaves body to spirit plane like a shaman for duration, very dangerous
Dispel Magic
variable ranged instant

1pt dispels 1 point of spirit magic or intensity, 2 points dispe one point of divie magic
1pt ranged instant

1d3 damage if overcomes target, ignores armour
variable ritual active

ask a question and get a 1 word answer per mp
variable ranged temporal passive
reduces damage by 1pt per magic point on foes weapon
Enchant Potion
Variable touch permanant ritual
Create a potion with a pre cast spirit magic spell using exotic ingredients and gold
variable touch instant

reduces fatigue by 1d10 per mp
variable ranged temporal passive
reduces victims CON by two per mp for duration if fail resistance
3mp ranged temporal passive
victims besotted and loves the caster for duration if fail resistance
Evil Eye
variable ranged temporal passive
makes victim vulnerable to magic, -1 POW or mp resistance rolls per mp for duration
variable ranged instant

1pt puts out torch, lantern or candle; 2pt puts out campfire, 3pts a bonfire
False Trail
2pt touch temporal passive
leaves footprints of another species or own backwards or that of anaother individual of own type
1pt ranged temporal passive
halves defencive skills increases attack skills by half again, makes highly agressive
Far Hear
1pt range temporal passive
+5% listen skill can hear a whisper in range and distant loud sounds like battle are easily heard
Far See
1pt touch temporal passive
can see objects 1km away as if up close
variable ranged temporal passive
-1d6% per mp requires a round to recover each % till normal or is penalty on every roll, may resist
2pt touch temporal passive
Binds a prisoners hands or feet with STR 20, requires a length of vine or cord or string or rope
Fire Arrow
2pt touch temporal passive
turns a normal missile into a flaming 3d6 weapon, in a special hit may ignite target if possible
Fire Blade
4pt touch temporal passive
turns melee weapon into a 3d6 flaming one, may ignite target on a special hit if possible
Fire Breath
2pt ranged temporal passive
cast and can spit 1d10 damage once in duration
Flesh Ward
variable touch temporal passive
1d3 extra hp which temporarily absorb incoming damage
1pt ranged temporal passive
10m diameter circle
Foul Vapours
2pt ranged temporal passive
10m diameter circle, CON resists caster MP or 1 damage per round, most beings try to flee
Free Fetter
2pt touch instant

unties ropes or opens a yoke or loostens a net or web binding a person
3pt ranged temporal passive
if fail resistance take 1hp per location ignoring armour
variable touch temporal passive
each mp adds 2 points of APP
variable ranged temporal passive
one target per mp if fail resist will glow, making easy targets
variable ranged temporal passive
glue non living things together 10cm square 10 STR per mp
Hand of Death
variable ranged instant passive
damage 1hp/mp on randon location, resist or take half damage, ignores armour
variable touch instant

heals 1hp per mp
1pt ranged temporal passive
can heat a pot or tool or meal, dry laundry, can inflict 1hp burn on a random body part
Hinder (Skill)
variable range temporal passive
-10% per mp on a specific skill, favoured skills include spot and listen
1pt ranged instant

ignites a torch or campfire, can ignite air if overcomes target (usually does 1d3)
3pt touch instant ritual
gains a inspired lucid insight to solve a clue or a problemon with a INTx5 roll
variable touch temporal active
may fade self or thing into other world for a second per mp, could pass a wall or hide, some risk as entities in otherworld might notice and attack you with spirits, spells, bites or sanity
4pt touch temporal active
while caster concntrates target invisibe, cannot concentrate on and run, fight or cast spells
variable touch temporal passive
+5% hit and +1 damage per HP on bare hand or animal attacks
variable touch temporal passive
add 1m to jumps per point for duration or a single jump 3 m per point instantly
variable touch temporal passive
lift caster 1m above ground per mp and can move mp in meters per round
3pt ranged temporal passive
3d6 damage bolt must overcome resistance, may ignite location also
variable ranged temporal passive
10m radius per level
4pt touch temporal passive
10cm thick 10m square moves one m/round but counts as active to do so, can see thhrough one way, other side too blinding and sheds 10m of light
variable ranged temporal passive
-10% per mp on chace to break or pick lock, one day per mp
Magic Point Matrix Enchantment
1pt (POW) touch permanant ritual
Create a 1d6 point mp battery
variable ranged temporal passive
creates a two way person to person link per mp
variable ranged temporal passive
+1 M move per mp
variable touch temporal passive
creates a aditional normal missile per mp at point of firing, missiles must be cast in duration, larger than a javelin might require 2 points per missile
2pt touch temporal passive
Can see in the dark and some types of invisible beings vulnerable to sonar or thermal senses
1pt ranged temporal passive
make a person, room or meal smell fantastic
1pt ranged temporal passive
can animate smoke from a fire or fog from a spell and shape into menacing forms or letters
Pierce Armour
variable touch temporal passive
-1 AP per mp
variable touch temporal passive
+1AP per mp
variable ranged instant

Knock person back 1m/mp DEX x3 check or victim knocked prone (DEX x5 if quadraped or big)
variable touch instant

repairs 1d10 damage to damaged object, alway leaves one point of damage and a scar
variable ranged temporal passive
reduces victims APP by two per mp for duration if fail resistance
Resist (threat)
variable touch temporal passive
reduces damage or POT of threat type (heat, poison, cold, electricity, edged, blunt or poison)
variable touch instant

recover a d10 lost fatigue per mp
Second Sight
3pt ranged temporal passive
can see POW and MP in living things and spirit entities
variable ranged temporal passive
-5% to be hit per mp
2pt ranged temporal passive
stuns a random location for 1d3 rounds for duration if fail resistance
variable ranged temporal passive
+10% sneak skill, dulls sounds or armour, equiptment, touching ground, reduces echos
3pt ranged temporal passive
Subject tries to resist or falls over asleep, INTx3 will awaken if knocked, bumped or loud noise
variable ranged temporal passive
reduces victims DEX by two per mp for duration if fail resistance
variable ranged temporal passive
-1m move on a target if reaches zero cannot move
Speak (language)
2pt ranged temporal passive
can speak to a specific language or language of an animal species
Speak to (Beast)
1pt touch temporal passive
speak to a single species of animal specified by spell
Speak to (Beast)
1pt touch temporal passive
speak to a single species of animal specified by spell
1pt touch 10 seconds passive
+15% +3damage
Spell matrix enchantment
1pt (POW) touch permanant ritual
enchant a spell matrix costing 1POW per mp of spell
Spirit Bane
2pt range instant

initiate combat with a spirit you can see in range, may need second sight or discorporate
Spirit Screen
variable ranged temporal passive
+2 POW to resist spirits per MP
variable touch temporal passive
+3 STR per mp
Summon (species)
1pt within a magic circle ritual active
Summon a specific species of spirit or planar entity, each type has different circle
3pt ranged temporal passive
can speak to all sentient species that have a spoken language
2pt ranged temporal passive
Opens one ordinary lock
1pt ranged temporal passive
may make words seemingly come from object in range
variable touch temporal passive
+2 CON per mp
2pt ranged temporal passive
Make a spirit or invisible entity visible
1pt touch instant ritual
get a dreamlike vision which can be interpreted on INTx1% and used for aid or a warning
1pt ranged temporal passive
makes voice sound louder and more thundering, enhances performace and command range
Variable ranged temporal passive
vomit one round per mp, resist or take 1hp damage per round ignoring armour
variable ranged temporal passive
reduces victims STR by two per mp for duration if fail resistance

Magic Skills

Understand the magical nature of matter and use it to create ransformations and to create potions and other magical processes such as creating life
Points of divine favour from a god which at 40% allows you to add your alliegience to a cult skill three times a game. Other cults offer more bebefits at certain scores but at 100 the god take you away forever
AstrologyKnow the constellations apropriate to gods and nations and mortals and can use to make certain predictions about behaviours and worldly phenomena
can add to other magic skills with a time consuming ritual or sacrifice to gods or lead a comunity in a ritual
Cthulhu Mythos
Your knowledge of forbidden elder gods and the witchcraft known by their cultists. This skill is learned from books and strange experiences and madness. It is more like a contagion. Your Mythos score -99 is your maximum SAN score
Ability to enter the dreamlands and interact with primal mythic beings or be attacked by nighmare beings. Can use skill to create effects in the dreamlands and POW points to create lasting ones
Can use the enchanting spells to create magic items. Also recognise general class of a standardly created object (a binding or enchanted metal or matrix etc). Allows you to sacrifice POW needed in creation of magic items. Often involves carving runes or magical symbols.
Can choose a form of divination to recieve information or warning about future sucess or failure or threats in a week or so, special for a day and critical for imediate threat or problem. Often in confusing and puzzling verse. Must ask a specific question. Vision and Divination spells work well with this. Could use to interperate someone elses divinations
Second Sight
Can try to see otherworld ans possibly see spirits or magic or sous of living things. Use 1mp each attempt, free on a special success
Shape Shift
One species usualy your totem or clan spirit, or could get infected by a werewolf or wendigo. 1mp per 4SIZ. Most use a fresh animal skin, hide or ointment made from body fat in proceedure
Skill used to draw signs and call other planar beings with various spells. A summoner might tell from remains of a summoning ritual what kind of entity was called

there are boxes and layout stuff not visible on my layout but if you print it or pdf it should look better or be more usable

Monday, 25 May 2015

Roadwar Vehicle Add Ons + My thoughts on Fury Road

I liked Fury Road film but it made me meloncholic. The action is great. The world mostly hellish. I wouldn't actually change anything. Probably see again and try not to blink and miss things.

Yes i liked it but would have been happy if max died - i find it depressing because max is miserable, suffers, has no autonomy, driven by mental illness, lives in a state of despair and cant share victory but slinks off to continue his wretched existence in a world that might as well all die - many fatalistic statements in film - if you feel righteous about not being one of "those men" but enjoyed the spectacle of violence and murder and suffering i think your missing point of film.

He is heroic to extent he suffers but he is a broken leaf in the wind - only his grief and flashbacks drive him to do any more than survive, ultimately he wont find relief.

I found max's sanity to be more fragile and damaged than what even modern revisionist westerns like unforgiving do. Max
 isn't really a hero in sense of most of the history of action films.
As for guys whinging about film too pro fem, yes the bad guys in the film are you. Monster misogynists who value women on their terms only and find women having freedom a threat.

I find claims film not about max or lacking in character development flawed. Actually the world is a psychological reflection of max's inner life - he is in hell - a burned out shell of a man and mostly a victim. The core of why I found it more sad than thrilling.

He still is closest thing to an Australian super hero. For the record it is one of best car chase action films ever. Lots of references to Australian film hidden away too. Its probably cleverer than most realize. A couple of seconds among most beutiful on screen moments ive seen. Mutants remind me of late medieval surrealism of bosh and brugel. The lil guy in wheelchair at base with beard is my old bro Quentin. After being a thorn in side of many Sth Australian film makers he will get to outboast all of them now.

My flatmate just made a film to piss on the mens righters response to this film - post apoc fem nazis harvest mens tears.


This is fragments of stuff for my game. Feedback welcome as i know nothing about cars really. I have mysteriously been drawing them better than ever before with three shades of grey markers and a black fine point but it's not like I can draw what I imagine, I can just fake enough they accidentally look OK. Will do body mods for drivers too. Weapons separate too.

Ablative armour blocks damage once and is then AP destroyed
Composite loses 1AP ever time it is breached by bullet and resists lasers and fire fully without harm
Military armour retains it's integrity but is half vs lasers

Ablative bullet proof (vs bullets, ram, kinetic)
-light kit +6 AP -1% accell, decell, speed and range +5% Cost
-medium +12 AP -5% accell, decell, speed and range +10% Cost
-heavy kit +20 AP -10% accell, decell, speed and range +20% Cost

Ablative fire proof (vs fire)
-light kit +10 AP -1% accell, decell, speed and range +5% Cost
-medium +20 AP -5% accell, decell, speed and range +10% Cost
-heavy kit +30 AP -10% accell, decell, speed and range+20% Cost

Ablative laser proof (vs lasers)
-light kit +10 AP -1% accell, decell, speed and range +10% Cost
-medium +20 AP -5% accell, decell, speed and range +20% Cost
-heavy kit +30 AP -10% accell, decell, speed and range +40% Cost

Compasite Armour (vs all but loes AP when kinetic weapon breaches)

-light kit +4 AP -2% accell, decell, speed and range +20% Cost
-medium +8 AP -6% accell, decel, speed and range +40% Cost
-heavy kit +12 AP -12% accell, decell, speed and range +80% Cost
-reflec composite x5 cost and -5% accell, decel, speed and range causes blocked laser damage to reflect back on target, covered in mirrored tiles

Military Grade Plate Armour (vs bullets, ram, kinetic or 1/2 vs laser)
-light kit 6 AP -5% accell, decel, speed and range +10% Cost
-medeum kit 8 AP -10% accell, decell, speed and range +20% Cost
-heavy kit 12 AP -20% accell, decell, speed and range +40% Cost
-combat grade 18 AP -30% accell, decell, speed and range +100% Cost

Hardened Armour vs Armour Piercing

-reactive layer -5% accell, decell, speed and range, 
 first hit on any facing stops AP fully+10% Cost
-hardened armour -10% accell, decell, speed and range, stops AP fully+50% Cost

Ram Plate Armour
Ram armour is front only military armour plate and reinforcements that stops you taking damage when ramming front on
adds +1d6 damage, +2d6 if covered in spikes (+1% cost or 5% if pop up), can apply twice for front and rear ramming
Allows armour to stack to protect vehicle and passengers from impact

- Basic Ram Armour Plate -5% accell, decel, speed and range and acts as medium military grade armour +8AP from the front  +10% Cost
- Heavy Ram Armour Plate -10% accell, decell speed and range and acts as medeum heavy grade armour from the front  +20% Cost
-Detachable mount can drop the ram plate in a emergency and improve car efficiency +1% cost
- Grader plate -5% accell, decell, speed and range, can raise to cover windows or lower to graze road surface, used to clear mines, spray dirt or road surface everywhere, or even smooth surface for other vehicles and catch cows +10% cost

Location Armour
Available for gas tanks, engines, cabin only counts as two weight classes less for modifiers and cost
Front or rear armour two weight classes less, or one less if front and rear
(classes as follows in order -40 -30 -20 -10 -5 -3 -1)

standard - first hit cracks from 1 HP damage, second hit or 4HPs damage shatters +0 cost
Shatter Proof 1AP tends to crack, shatters into safe fragments if location destroyed and visibility poor but can be kicked out +1% cost
composite armoured glass 6 AP but loses AP every time pierced +10% cost
Hardened armoured glass 10 AP +20% cost
Steel armoured shutters 8 AP if open or 12 AP closed -10% drive and spot if closed without cameras +10% cost and -1% accell, decel, speed and range or +5% cost if welded on plate with slits as if in shut position
Cage windows stop unwanted entry even if windscreens gone +5% cost
Sealed Windows fully uses car body armour value all over +10% cost, -6% accell, decel, speed and range, blind without camera
Tinted +1% cost
Photosensitive +2% cost
Solar Collectors +5% cost can run most vehicle appliances but not lasers
LCD opaque at will +5% cost
LCD monitors make windows act as computer monitors +10% cost
Camera System +1% cost

Trailer Accessories
trailer mount 100 small (bike to van) 200 large (trucks) 800 (semi trailer or construction)
trailer explosive release x2 mount cost
trailer quick mount x5 mount cost

Hull Defences
Radar proof hull +10% cost half chance to detect or get missile lock via radar
Advanced radar proof hull +100% cost as car rebuilt with low signature parts, 1/5th to detect
IR proof hull 10% cost half chance to detect or get missile lock via thermal imaging
Advanced IR proof hull +100% cost as car rebuilt with low signature cooling -5% range, 1/5th to detect
Paint Resistant hull +10% cost paint clouds and fluids bead off and are repulsed
Fire Resistant hull 10 AP vs fire -10% accell, decel, speed and range +50% Cost
Fire Control System puts out internal fires +10% cost, ten uses (stops 1d6 burning per use)
Automek Damage Control System repair 1d6 damage once then need to replace parts +50%cost +2% recharge
Nanite self repairing hull re grows 1 HP or AP per hour up to 10 points worth before needs recharge +1000% cost +5% recharge
Sealed System +10% cost for life support and 1 hour air tank
Atomic Biological Chemical proof +10% cost needs sealed system, includes air filtration
EMP shielding +20% cost
Roll cage - protects occupants from crush and crash acts as 10pt armour vs crash, protects from being crushed -5% accell, decell, speed and range +30% Cost
Solar collector hull +10% cost charge batteries and appliances

Hull Decor
Off the shelf Decals $80 per facing for car $200 for vans and small trucks $1000 for semi
Custom Decals $200 per facing for car $500 for vans and small trucks $25000 for semi
Custom colour scheme +5% cost basic colour +10% cost fancy art +100% pro custom
Chamo paint scheme +10% cost harder to spot in native terrain
Night paint scheme +10% cost harder to spot by night
light show kit makes you look like a sci fi space ship by night +5% cost
LCD variable hull can change colour and act as a monitor displaying graphics +30% cost
Chameleon hull as LCD hull but used to become near invisible +100% cost

Hull Anti Personnel Devices
Anti personnel flechette pack one per facing per use or multiple, 3d6 damage 3m radius, can harm self, $100
Plastic Anti personnel flechette pack 2d6 damage won’t harm armoured vehicles but harm flesh, $200
Electrified hull with a tazer touch +10% cost
Flame Jet Defence, 2d6 dam jets of flame around sides of car, one meter 10 uses, +10% cost
Spikes and blades +1% Cost and +1d6 damage to ram per facing
Pop up spikes and blades +5% Cost and +1d6 damage to ram per facing
Buzzsaw blades +10% Cost and +2d6 damage to ram per facing
Pop up buzz saw blade +20% Cost and +2d6 damage to ram per facing

Hull Services
Car Wash $5
Carwash and polish $10
Sexy carwash and polish $50

Hull Mods
Spoiler +5kph +5% cost
Air Dam +10 Handling when over 60kph +5% cost
Aerodynamic styling -1 space, look like a sports car +10 Handling +10kph +10% cost
Carbon Frame reduces weight +10 Handling +10kph +50% cost
Sealed System +10% cost for life support and 1 hour air tank
Atomic Biological Chemical proof +10% cost needs sealed system, includes air filtration
Amphibious, -1 space, x1/4 speed in water, +100% cost turns into a boat
Amphibious Submarine hull, -2 spaces, x1/4 speed underwater, +200% cost 1 hour air
Ultralight kit, folding wings only suited to subcompact or bike, -1 space, +50%
Gyrocopter kit, folding rotary wing only suited to sedan or smaller, -2 space, +200%
GEV kit, skirt and jet motor, -2 on compact or less -4sedan to van -8 van to APC +50% speed -50% range +500% cost
Vector Thrust Kit -3 on compact or less -6 sedan to van -12 van to APC +100% speed -75% range +1000% cost
Jet kit -3 on compact or less -6 sedan to van -12 van to APC +500% speed -90% range +5000% cost

Breaks, Suspension

x2 cost for trucks and larger
Anti Lock Brakes +5% cost
Independent motorised Wheels +10% Handling +10 Break +20% cost
-improved +5% handling and +5kph breaks +10% cost
-heavy+10% handling and +10kph breaks +30% cost
-off road +10% off road otherwise -10 on road +10% cost +10%
Balanced +5% handling +1d6kph break lasts for 1d6 months till service
Improved handling kit +5% handling +5% cost
4x4 huge wheels as heavy+offroad use larger tyres and _20% cost
Extra Wheels any two wheels can be doubled , more durable +5kph break and handling +5%cost and extra tyres per set
Advanced breaks +10 break +20% cost
Parachute +20kph break +5% cost, one space
Jump Jacks assist in jumping without a ramp for minimal jump range, +5% cost
Gyro Stabilizer +10% handling +20% cost

Wheels and Tires

Tires for trucks are double with +50% HP can mod cars to uselike on a 4x4
Standard tires 6hp $50
Slicks +10% Handling on dry pavement -10 wet 8hp $200
Racing slicks -10% handling first minute then no mod next minute then +10% rest of race $400
Steel Radials 2AP 10hp +5% drive on road % $200
Heavy duty solids 1AP12hp $100
Variable tyres 1AP 12hp pop out off road spikes for ice or rough conditions +10% all times +10kph brake $1000
Morphic Tyres 10hp multiform memory plastic tyres +5% handling all conditions +5kph brake $600
Off road tires 1AP 12hp +10% off road $400
Puncture proof +2hp +$100
Solids tires +4hp +$200
Armoured solids +4AP +6hp +$400
Fireproof x2
Snow Chains $50 per wheelWheel Guards extend body armour over tires -2% accell, decell, speed and range +5% cost
Chrome hubs $400 or $1200 for extra fancy
Armoured Hubs -2% accell, decell, speed and range +5% cost +4AP on tyres

Scythe Hubs +1% cost 10hp can cut near pedestrians or tyres +1d6 as ram but sythe takes damage over car
Pop out Scythe Hubs +5% cost

Interior and safety features

passengers usually 1/2 space
operator with control system 1 space
Cheap passenger seat $50
Comfy seat $100 with cup holder
Crash Seats $250
Cheap dashboard $100 often used for gunner or radio/sensor ops post
Fancy dashboard $1000
Ejector seat with parachute $10000 (without parachute only $500)
Basic all weather heating/cooling +%5
Deluxe all weather
 heating/cooling +%10
Sealed System +10% cost for life support and 1 hour air tank
Atomic Biological Chemical proof +10% cost needs sealed system, includes air filtration
Fire extinguisher $50
Fire extinguisher system +%5 cost
armored bathtub cockpit extra 10 AP abdomen down $10 0000
sealed pod all over armour for driver 16AP $30 000
Winch +5%

Diagnostic computer+10 repair skill $10 000 
Breaking Computer +10kph
 $10 000 
Engine efficiency computer +10kph $10 000 
Mileage computer +10 range $10 000 
Steering computer +10% handle $10 000 
Autodrive computer  $10 000 
GPS  $500
Autonav  computer 
 $10 000 
Threat ID system 
 $30 000 assesses threats 
AI $1000 000
Combat computer  $10 000 can use multi weapon systems same time for a operator
Satellite uplink $4000
Basic radio/cb $100
Advanced radio $1000 +10 coms skill
Radar detector $200
Basic Radar $1000
Advanced radar suite $10 000 +10 sensors skill
Searchlight one space can have swivel, external or turret mount $1000 can dazzle drivers
Spotlights +5% can dazzle drivers fixed forwards
IR light and goggles +10% lights invisible to non goggle viewers
IR searchlight one space can have swivel, external or turret mount $10 000 
Lowlight optics $10 000 or can get set of goggles
Cheap sound system $100
Loud sound system $1000 also can use as a public address system
HUD targeting +10%  $10 000  
Advanced scope +10% on a single weapon  $10 000 
Targeting computer +10% hit  $10 000 
Auto gunner computer
-40% skill basic  $10 000 
-60% advance  $100 000 
-90% ultra 
 $300 000 
Camera system  $10 000 all over, needed for windowless hulls
Weapon link weapons fire/aim together $1000 per link
Smart link controlled by implanted data jack $10 000 can remove normal controls
Stuttershot - wont harm friendly painted targets like allies with burst fire misses  $10 000 
Remote control car with remote  $10 000 (can get cheaper hand sets or control by computer)
Bumper triggers $200 fire a system if impact

Light -20% load -10% handling -25% cost
Medium - standard
Heavy +20% load +10% handling +25% cost
Offroad four wheel drive -75% off road speed and -20 on road +20 off road +30%

4x4 allows use of truck tires - could include other alt systems like 6 wheeled cars or wheels in pairs +75% cost

Electric Power Plant
electric models are quiet and have low signatures half chance to detect by sound or heatmost require recharge takes 1 hour
Lasers draw power from batteries light 1% medium 2% heavy 5%
Lasers require extra ammo purchase on fuel models for 10 shots but some electric cars get laser ammo anyway
Electric Plant Batteries
-Basic Battery -25% Speed, accell, cost

-Standard Battery is normal performance
-High Performance battery +10% accell (slightly more explosive) +50% cost
Solar hull recharges 1d10% of battery per day depending on weather +10% cost
Solar windows add +2% to daily recharge +5% cost
Improved Solar hull recharges 3d10% of battery per day depending on weather +50% cost
Fast charge battery +10% cost takes 10 minutes 

Fuel Engines
Light -10% accell and speed -25% cost
Medeum - standard
Heavy V8 +5% accell and speed -10% range +20% cost
Super heavy v12 +10% accell and speed  -20% range +50% cost
Fuel Injector +10kph -5% range +5% cost
Improved timing service +1d6kph lasts 1d6 months before next service +1% cost or DIY with a advanced workshop
Improved Air intakes +5kph  +5% cost
Turbocharger +5kph speed and accell  -10% range +10% cost
Supercharger +10kph speed and accell  -20% range only on heavy or better engine, requires high octane fuel +20% cost
Performance Kit +10kph speed +5kph accel cylinder heads and camshaft and ignition +30% cost
Improved Exhaust Headers +5kph speed +5% cost
Jet, rocket and atomic engines are custom only mostly for salt flat racers, should be expensive

Nitris booster 6seconds +50% accell +20 max speed -10 handling, luck roll each second overtime or blow engine +5% cost
Inbuilt single rocket booster  6seconds +100% accell +30 max speed -20 handling,+20% cost (+5% refuel)
Inbuilt double rocket booster  10seconds +100% accell +40 max speed -10 handling,+50% cost (+10% refuel)
Strap on disposable single booster 6seconds 50% accell +30 max speed -40 handling +5%
Strap on disposable pair of boosters 10seconds 50% accell +30 max speed -20 handling, +10%

-high octane needed for supercharged improved engines on other engines adds +2kph speed and +1 accell, x2 cost
-discount biofuel - stinky x1/2 price
-standard biofuel - normal price
-low signature - low chem, smoke and heat trail - x2 cost
-safe non explosive fuel x2 cost helps high octane fuel explode less often
Extra fuel tanks (can switch between) +10% cost, doubles range
Biofuel plant turns organics (roadkill, people to low grade bio fuel in 48hours, requires culture) +10% cost
Grinder turns organic scraps into form ready for fuel plant 1 space $1000

Biological components have appeared on market including air filters
Necrobion virus has effected some of these making them zombie parts
Weapons next time

I may tweak his in future