Haunted Car 5 (15)

It's Only Magic

Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will, the ability to drive themselves, and a love for the smell of blood on asphalt.

A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the driver to turn them away or hunting them down on its own.

A haunted car has an empathic connection with its chosen driver, conveying simple emotions and desires when within short range. It otherwise is limited to whatever it can play on its radio, using snippets of songs (typically from the era it was made) as threats or taunts toward its next victims.

A haunted car lets itself be driven by its chosen driver, but it is capable of driving itself with great skill and can operate any moveable part of itself (doors, locks, trunk, and so on).

Chosen driver: level 2, social interaction as level 1, driving and repairs as level 3
A chosen driver trained or indoctrinated by a haunted car might develop abilities similar to the Drives Like a Maniac focus or, if they can use magic, the Is A Car Wizard focus.

Like people, many haunted cars have a gender; people might call one “him,” “her,” or “they.” Some are simply “it.”

Motive: Violence and vengeance

Environment: Anywhere cars can go

Health: 20

Damage Inflicted: Moderate wound (6 points)

Armor: 2 or 3

Movement: Long (or faster outside of combat)

Modifications: Speed defense as level 4 due to size; stealth as level 3 due to size and engine noise

Combat: A haunted car attacks by colliding with or running over a foe, inflicting a moderate wound (6 points). If the car does nothing but move at least a short distance on its turn, its attack in the next round is eased and inflicts an additional moderate wound (5 points). If a foe is within it, the car moves its interior parts (seats, seat belts, and so on) to crush and choke them, tries to force them out with an open door and a hard turn, or (if all else fails) crashes in an attempt to eject the passenger through the windshield.

A haunted car can drive itself a long distance each round and still take another action (such as attacking). Most can reach an overland speed of up to 100 miles per hour (160 kph).

A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate by actively repairing the car.

Interaction: A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio to intimidate and threaten anyone it wants to kill.

Use: Haunted cars go looking for trouble or to hurt those who harmed them or their driver.

Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles…

GM Intrusion:: The haunted car automatically hits the character for a moderate wound (6 points) and, on a failed Might or Speed defense roll, knocks or drags the character up to a short distance away, inflicting 6 points of ambient damage when they hit a sturdy surface. GM Intrusion: The haunted car performs a difficult maneuver (such as pursuing a foe through a doorway or jumping over an obstacle); the targeted character must succeed at an Intellect defense roll or flee in terror for several rounds and have their actions against the car hindered for the rest of the combat.