You can use Drive to operate a general-purpose motor vehicle (car, truck, motorcycle, motor boat, or snowmobile, for example), avoiding hazards and executing maneuvers.
Vehicle combat rarely occurs on a perfectly flat, featureless plain. When a vehicle tries to move through an area occupied by a hazard (debris, spike strips, a sudden gap), spend 1 action to make a Drive check to avoid it. (Structures like buildings cannot be avoided; hitting them is an automatic collision.) The DC to avoid a hazard varies with the nature of the hazard.
Critical Success: You effortlessly avoid the hazard, and the action you spent is refunded as a Free Action.Success: You safely swerve to avoid the hazard.Failure: You hit the hazard, taking standard damage.Critical Failure: Your vehicle suffers a Heavy Collision.You radically change direction without turning in a loop, bringing the vehicle to a sudden stop. The vehicle must have moved in a straight line for at least 1 Action prior to this. Change the vehicle’s facing to the desired direction. The vehicle comes to a stop at that location. The DC for a bootleg turn depends on the change in facing.
When you Hard Brake, you can spend 1 action to make a Drive Check with a DC of 10 + your vehicle's current speed to forcefully decelerate by an additional 1 Speed this round. (This decrease is in addition to the regular decrease of 1 Speed you can choose to make once per round when you make the first Drive action that round.)
Critical Success: You decrease your vehicle's Speed by 2, or bring it to a full stop.Success: You decrease your vehicle's speed category by 1Failure: Your vehicle's Speed does not change.Critical Failure: Your vehicle Spins OutWhen you Hit the Gas, you can spend 1 action to make a Drive Check with a DC of 10 + your vehicle's maximum speed to increase your vehicle’s speed by an additional 1 Speed this round. (This increase is in addition to the regular increase of 1 Speed you can choose to make once per round when you make the first Drive action that round.) You cannot Hit the Gas in a vehicle with the Slow trait.
Critical Success: You can choose to increase your vehicle's Speed by 2.Success: You increase your vehicle's Speed by 1.Failure: Your vehicle's Speed does not change.Critical Failure Your vehicle Spins OutYou attempt to jump your vehicle across a gap. The vehicle must have moved in a straight line for at least 1 Action prior to jumping. The DC depends on the gap width and current speed.
Critical Success: You clear the gap flawlessly; the vehicle takes no damage.Success: You clear the gap, but the landing is rough. The vehicle takes damage equal to its Size + its current Speed.Failure: The vehicle fails to clear the gap and falls in, taking falling damageCritical Failure: The vehicle plummets and suffers a Heavy Collision upon impact.You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, it moves up to twice its Speed in a straight line at its current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger.
Make a Drive check against the Dodge Defense of the targets in your path.
If you beat their Dodge Defense, they take the vehicle's Collision Damage (its Size + its current Speed in d4s).
If the target is another vehicle, the opposing driver can substitute their Dodge Defense with a Drive check.
If you successfully ram a target, your vehicle also takes Collision Damage, and your movement immediately ends.
During a vehicle’s movement, you can attempt to sideswipe a vehicle or other target, either to deal damage without fully ramming it or to cause another driver to lose control of their vehicle.
Critical Success: The target takes Collision damage (equal to your vehicle's size + its current speed in d4s) and must make a Drive check to avoid spinning out. Your vehicle takes no damage.Success: The target takes Collision damage. Your vehicle takes damage equal to its current size + speed.Failure: Both vehicles take full Collision damage. The target must make a Drive check to avoid spinning out.Critical Failure: Both vehicles take Collision damage, and both pilots must make Drive checks to avoid Spinning Out.You grab the wheel to assume control of a vehicle. Attempt a Drive check equal to the Drive DC of a vehicle (DC 5 for most cars); on a success, you become the pilot (or regain control of an unconrolled vehicle).