Attributes, Abilities & Specialties

DRIVE

Description: This Skill reflects the everyday complexities of automobile handling: the higher your rating, the better you are behind the wheel. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn’t prepare you for double-clutching a Maserati at 100 miles per hour.

Allowed Specialties: Evasive Driving, Pursuit, Off-Road, Motorcycles, Heavy Trucks (18-wheeler etc), Military Vehicles, Sedans (and other vehicle types, etc)

Rules: A single dot in this Skill represents basic operation of an automatic transmission car. Higher levels represent familiarity with a manual transmission, or something like a limousine or a racecar. The difficulty of a given Drive roll might increase or decrease depending on the terrain and the character’s familiarity with the vehicle.

Story Example #1: You try to pull alongside the fleeing Mercedes so your friends can leap aboard. Make an extended Dexterity + Drive roll, resisted by the Mercedes driver’s Wits + Drive. If you accumulate five total successes more than his total successes, you’re in position. If he accumulates a total of five more successes than you get, he escapes.

Story Example #2: Suddenly, a man pushes a crate out of the van you’ve been chasing — roll Wits + Drive (difficulty 6) to swerve out of the way in time.

  • Shadowing someone is easier on foot than it is in a car; even so, a skilled driver or navigator can shadow someone from behind the wheel, or next to it, as well. See the Stealth entry for more information.
  • The Motorcycles, Heavy Trucks and Military Vehicles specialties are required to operate any of these vehicle types without considerable penalties – if at all in the case of a big eighteen-wheeler or a tank.
  • Stunt Driving: When car chases, wild stunts, and hazardous conditions crop up, it’s time to roll that trait. Using either her Dexterity or his Wits (Storyteller’s choice) + Drive, the player tries to beat the odds and keep her vehicle under control. The Storyteller determines the difficulty, based on the nature of the maneuver and the circumstances (slick road, gunfight, car on fire, etc.) involved.
    • Certain vehicles are easier to control than others: The chart below features an array of vehicles, their approximate speeds, and the Maneuverability rating for each one. This rating limits the number of dice you can use in your Dexterity (or Wits) + Driving roll with that vehicle.
      • If Chaser, for instance, tries to jump his Harley over a police barricade, his player’s maximum dice pool would be 8; if he tries to do the same thing with a truck, his dice pool limit would be 3.
    • Speed kills: Each vehicle type has a maximum safe speed, and for every 10 mph over that limit the difficulty of the feat rises by one.
      • Chaser’s difficulty with the Harley, for example, would be two levels higher if he tries to make the jump at 110 mph. Even if he can make the jump successfully, however, momentum is momentum. A character who’s driving like Vin Diesel on crystal meth had better hope he’s still got enough room to stop.

  • Ramming and Collisions: In order to avoid absurdly complicated rules, assume that a vehicle ramming a character inflicts that vehicle’s Durability in bashing damage, plus one die for every 10 MPH (14” per turn) that the vehicle was traveling at the time. Thus, a crotch rocket motorcycle ramming someone at 50 MPH inflicts eight dice of bashing damage, but a limo going at that speed inflicts 10.
    • Certain vehicles inflict additional dice of damage simply because they’re bigger and harder than a character is: The extra impact-based damage is up to the Storyteller, though usually ranges for +1 for a mid-sized sedan to +3 for an armored limousine or a city bus, to +5 for an 18-wheeler or tank.
    • Passengers inside a colliding vehicle take the usual damage, minus that vehicle’s Durability rating; if they’re strapped in, halve the damage they would normally suffer. However, be warned that car crashes are chaotic events – the Storyteller has the final say on the end result.
  • Drive-By Shooting & Passenger Concealment: Characters firing from inside a moving vehicle suffer a penalty of between -1 (low speed) to -3 (high speed). This goes up, of course, if they’re moving through rough or obstructing terrain (rain, fog, ice, off-road, etc.).
    • Characters inside a vehicle are typically protected by that vehicle’s Durability. Unless the shooter rolls four successes or more to hit her target, assume that the vehicle protects the passengers. A targeted shot through the window normally adds +3 to the shooter’s difficulty, although smaller windows (say, like on an armored car) may add +5 or more.
    • Certain attacks, of course, can easily exceed that Durability rating; in that case, the passengers might take damage from the attack, minus the vehicle’s Durability rating. For typical firearms, just figure that the usual cinematic “car protects the passengers” rule applies; however, for heavy weapons – .50 caliber machine guns, rocket launchers, pulse cannons, etc. – all bets are off. Any vehicle that hasn’t been specifically armored to withstand such carnage is essentially a rolling death trap.
    • Shooting the Gas Tank: An attack on a vehicle’s gas tank demands at least three successes on the attack roll, and must inflict no fewer than six health levels’ worth of damage, before the fuel goes off. An exploding car detonates for roughly 12 dice of flaming aggravated damage. Larger vehicles (helicopters, boats, tanker trucks, etc.) can inflict far more.

Vehicle Traits

The following Traits define the essential systems for common vehicles:

  • Safe/ Max. Speed: Safe Speed reflects how fast a character can drive the vehicle in question without being penalized for high speed; Max. Speed is more or less where a baseline model realistically tops out without further modification.
  • Acceleration: Characters add +1 to the difficulty of their vehicle operation rolls for every 10 MPH over its Safe Speed. Acceleration modifies that number, (e.g., an Acceleration of 1.5 would add +1 difficulty for every 15 mph over a vehicle’s Safe Speed).
  • Maneuverability: Certain vehicles handle better than others. Maneuverability reflects the maximum dice pool a character can use when operating this vehicle. (This applies only to the dice pool used for driving, of course… although it’s also hard to seduce someone in the middle of a high-speed chase.)
  • Durability: The number of health levels it takes to penetrate the vehicle’s body; until that point, damage just bounces off the surface.
  • Structure: The amount of damage the vehicle can take before it’s too destroyed to function as more than a block of wreckage.
Wheeled Street Vehicles
VehicleSafe SpeedMax. SpeedAccelerationManeuverDurabilityStructure
Scooter (Vespa, etc)30600.5 (5 MPH)712
Dirt Bike*40801.0 (10 MPH)823
Standard Motorcycle1601201.5 (15 MPH)723
Cruiser2701101.0 (10 MPH)733
Touring Motorcycle 3801201.0 (10 MPH)644
Sports Bike4601602.0 (20 MPH)923
Superbike5601852.5 (25 MPH)1033
‘Badass Hypercycle’6902403.0 (30 MPH)1055
ATV*30600.5 (5 MPH)535
* Off-Road: Vehicles with ‘Off-Road’ capability suffer significantly less penalties in rough terrain.
1 Your basic ‘roadster’ or naked bike. Features: Upright posture, low cost, beginner street bike.
2 Also called a ‘chopper’ (e.g., Easy Rider). Features: Individualized, comfortable, prioritizes visual effect. Can be stripped down to decrease mass and increase performance (‘bobber’) or built for higher speeds (‘power cruiser’).
3 Your classic Harley-Davidson ‘bagger’ intended for long, cross-country rides (hence the saddlebags). When modified for greater speed and better performance, it becomes an ‘adventure tourer’. Perfect for smuggling drugs through the Inland Empire.
4 Street bikes (Ducati, Kawasaki, etc) where riders assume a forward leaning posture. Emphasizes top speed, acceleration, braking and handling, typically at the expense of comfort and fuel economy. Sometimes disparaged as ‘crotch rockets’.
5 High performance sports bikes (e.g., Yamaha, Suzuki Hayabusa, etc). Tricked out superbikes (windscreen removed, higher handlebars, increased torque and acceleration, etc) are called ‘muscle bikes’ or ‘streetfighters’.
6 A beyond cutting edge motorcycle. Features: A specially reinforced chassis (such as Primium or Adamantium). Potentially exotic power source, advanced features (wearable HUD, haptic interfaces, etc), and possibly even weaponized. Ridiculously expensive and custom operated by an Awakened speed freak or Technocratic agent.
Cars (WIP)
VehicleSafe SpeedMax. SpeedAccelerationManeuverDurabilityStructure
Jeep*6080645
Compact Car70130633
Midsize Sedan70120534
Luxury Sedan645
Hatchback44
Station Wagon80120435
Crossover (car-like SUV)
Sports Car130200934
Street Racer70240844
Patrol Car80200755
Police Interceptor100250855
‘Supercar’1002501065
NOTE: All cars inflict +1 die of collision damage.
* Off-Road: Vehicles with ‘Off-Road’ capability suffer significantly less penalties in rough terrain.
Trucks (WIP)
VehicleSafe SpeedMax. SpeedAccelerationManeuverDurabilityStructure
Limo70110446
Armored Limo70100486
Stretch Car80100335
Pickup Truck701105-736
SUV / Van60120647
Armored Supervan5010051010
Off-Road Truck6090547
Hummer80120558
Armored Car608041010
RV6080338
Bus60100348
Large Truck601104-546
Heavy Truck60100468
18-Wheeler70110458
NOTE: All trucks inflict +3 die of collision damage and provide +3 protection to passengers.
* Off-Road: Vehicles with ‘Off-Road’ capability suffer significantly less penalties in rough terrain.
Military Vehicles (WIP)
VehicleSafe SpeedMax. SpeedAccelerationManeuverDurabilityStructure
APC306041215
Riot Tank305031015
Light Tank2030218/1518
Heavy Tank3050222/2025
NOTE: All military vehicles require at least Drive 3 + a relevant Specialty to operate. They also inflict +5 die of collision damage and provide passengers with full protection from Durability.
* Off-Road: Vehicles with ‘Off-Road’ capability suffer significantly less penalties in rough terrain.