Cars
A working vehicle is a base that moves, which is why losing one feels personal. Borrow it like it is.
Condition On Dash puts the part conditions where you can see them while driving, instead of discovering a bald tire as a spin. Look at it before you leave the lot. A yellow engine and a full tank is still a walk home. Mechanics skill and a jack live at the base for a reason. Do not learn towing in the middle of a horde because the icon was small.
Keys
The base that maintains a car holds the keys. A spare can live on the board by the door, which is the system described in the van thread. Taking the spare because you are “just going to the warehouse” is fine if you write your name and you bring it back with the fuel you used. Taking it because your private outpost is more convenient is how the ambulance becomes a planter.
Finding a new car in the world makes you the maintainer until you donate it. Tell chat. A silent second van two blocks away will get hotwired by someone who thought it was abandoned, and then you will both be correct and angry.
How to drive here
- Headlights off near a base you want to keep quiet. On when you are already loud and need to see the wreck.
- Do not park across the safehouse door. The van is not a barricade. People need the threshold.
- Do not run zombies over against the wall of a claimed building. The corpses and the noise stay after your errand ends.
- Trunk loot follows loot rights. A base trunk is a crate with wheels. A highway trunk you just popped is a run.
- If you wreck it, say so, and stay with it if you can. A missing van and a quiet log-off is the worst version of this rule.
Fuel cans are part of the car’s kit. Bring back as much as you burned if the trip was personal. If the trip was for the kitchen or the armory, the base fuel is the right fuel, and you still top the can up before you hang the key.
Hotwiring a car you do not own, inside a claim, is theft even if the door was unlocked. Hotwiring a wreck on the highway is a skill check. Know which street you are on.