The Drive skill is used to pilot any non-personal vehicle (see page 289) — basically, any conveyance with an interface rather than direct control through balance or animal empathy — in the air, on the ground, or through the water. This skill is common to racers, pilots, and sailors of all types, from reckless superspies to air force, armored, and naval personnel, and many others.
Focus Options: Personal Ground Vehicles, Standard Ground Vehicles, Heavy Ground Vehicles, Mounts and Animal-Drawn Vehicles, Personal Aircraft, Performance Aircraft, Service Aircraft, Rotary-Wing Aircraft, Personal Watercraft, Standard Watercraft, Ships, and Submarines.
When you use a vehicle for which you don’t possess the appropriate focus, you suffer an additional penalty as described in Chapter 4 (see page 289)
Combat Actions: None.
Dramatic Conflict: Chases.
Sample Knowledge: (Non-personal) vehicle specs, including the limits and tolerances of vehicles for which the character possesses the appropriate focus; travel routes such as highway systems, flight paths, and ship routes; information about large vehicle part manufacturers; identifying a common or obscure vehicle.
(Dex; Active; Gear Only (Vehicle), Hands-On, Vision)
1 Half Action (Take 10 with permission) • Base Error Range 1
This skill check is used to control any non-personal vehicle without the crew quality; personal vehicles are controlled with the Acrobatics skill, vehicles with the crew quality are controlled with the Tactics skill, animals are controlled with the Survival skill, and foot maneuvers are handled with the Athletics skill.
This skill check is also used to control any drone, using the appropriate vehicle focus (e.g. fixed-wing air vehicles for a drone plane, submarines for an underwater drone, etc.). When you make a Maneuver check with any drone, your result cap is reduced by 10 and your error range increases by 1.
No skill check is required to take a standard vehicle move, but a risky one — made during combat, or other threatening circumstances — requires a skill check.
The DC and error range of each Maneuver check are determined by the driving task you’re attempting to perform, as shown on Table: Maneuver Checks.
With success, you perform the desired maneuver without mishap; otherwise, you fail to perform the desired maneuver and your vehicle travels at its current Speed in a random direction determined by the Deviation Diagram (see page 346). If the result causes the vehicle to travel in any of the three directions opposite its original facing, it spins in place instead, coming to a stop at the end of the current round.
Synergy Skills: Intimidate, Notice, Sense Motive, Streetwise (in a city).
Retry: Yes, with GC permission (some maneuvers are impossible a second time). Also, the circumstances of a maneuver may change with each attempt (if the vehicle becomes broken after a maneuver, for instance, you won’t be able to use it again until it’s repaired).
Threat: Your error range with the next Maneuver check made in the same vehicle decreases by 1 (minimum 1). This effect is lost at the end of the current scene if unused.
Critical Success: Your error range with each Maneuver check made in the same vehicle decreases by 1 (minimum 1). This effect lasts until the end of the current scene or until you fail a Maneuver check in the same vehicle (whichever comes first).
Error: The vehicle collides with another object or is badly strained by the maneuver and must make a Damage save against damage equal to your Maneuver check DC minus 10.
Critical Failure: The vehicle collides with another object or suffers catastrophic strain from the maneuver and must make a Damage save against your Maneuver check DC + 5 per action die spent to activate the critical failure (maximum +20).
|Open (e.g. swerving around one vehicle in traffic, flying through a narrow canyon, etc.)||15||+0|
|Close (e.g. swerving around multiple vehicles in traffic, flying under a bridge, etc.)||20||+1|
|Crowded (e.g. moving down a crowded sidewalk, flying through a small dogfight, etc.)||30||+2|
|Tight (e.g. moving through a crowded shopping mall, flying through a major dogfight, etc.)||40||+3|
|Minor stunt (e.g. moving down a rocky creek or flight of stairs, riding a water vehicle over a sand bar, etc.)||+5||+0|
|Moderate stunt (e.g. performing a motorcycle wheelie, an aerial barrel roll, making a jump*, etc.)||+10||+1|
|Major stunt (e.g. balancing a ground vehicle on half its wheels, riding a water vehicle over a waterfall, etc.)||+15||+2|
|Death-defying stunt (e.g. riding an animal through fire, flying an aircraft sideways through a crevasse, etc.)||+20||+3|
|Vehicle is moving at up to 1/2 the vehicle’s top MPH (rounded down)||+0||+0|
|Vehicle is moving more than 1/2 the vehicle’s top MPH (rounded down)||+5||+0|
|Light load/no cargo||+0||+0|
|Medium load/up to 1/2 cargo volume full||+5||+0|
|Heavy load/more than 1/2 cargo volume full||+10||+1|
|Animal passing within 10 ft. of any open flame||+5||+0|
|Animal passing within 5 ft. of any open flame||+10||+1|
|Animal passing through any open flame||+20||+3|
|* The vehicle must travel at least 30 ft. in a straight line approaching something that can be used as a ramp before its driver may attempt a jump. With a successful check, the vehicle clears a distance based on the preparation before the jump. If the vehicle traveled in a straight line during the entire round before the jump, it clears a distance equal to 1/5 its current Speed (rounded up). For every 3 by which the character’s check result exceeds the DC, the vehicle travels an additional distance equal to 1/10 its current Speed (rounded up). If the vehicle didn’t travel in a straight line during the entire round before the jump, it clears a distance equal to 1/10 its current Speed (rounded up). For every 5 by which the character’s check result exceeds the DC, the vehicle travels an additional 1/10 its current Speed (rounded up).|
|** Vehicles possess a cargo volume (see page 224). Animals and people are subject to encumbrance (see page 217). If a vehicle’s cargo is higher than usual, or an animal or character’s encumbrance is higher than usual when a Maneuver check is made, use the increased numbers to the DCs and error range modifiers.|