|Heroic Action Role-Play|
Travel, Drive, Survival
You are a master of road and overland travel. You can ride or drive any vehicle or mount. You live on the road and relish the outdoors. Ride defaults to Reflexes and an outcome matching this attribute on a stunt directed against Ride will often result in a Setback.
Use in Action
You can drive vehicles and riding beasts like there's no tomorrow. Chase stunts are second nature to you. You may drive any vehicle once you figure its controls, but an unfamiliar ride can give you trouble on a Snakeyes roll. You can make basic repairs and care for any vehicle you are familiar with.
You are comfortable traveling and can set up a safe camp on the trail, trailblaze, and have general survival and maintainance skills.
You know intricate details about the history of the rides you are familiar with. You know the quirks of various specific models of your favored vehicle. You can quote statistics about their technical specifications to the dot. You are not quite as knowledgeable about vehicles you haven't used, but you have a good working knowledge of anything that moves. You know where to go to purchase vehicles, and how to negotiate good prices from sales staff. You are familiar with anecdotes about vehicles and famous drivers and pilots. You know every nook and cranny in your home region and have a general familiarity with geography and trails. You can read a map and find a trail by landmarks.
You know mechanics, other expert drivers and vehicle sales people. In the case of mounts, you know riders, livery stable employees, breeders and owners. You know people involved in racing. These might include fans, sports writers, touts, and groupies of either sex. You also know many odd passengers, from limo-driven CEOs and rock stars to poor bus-riding single mothers. If ride powers exist in your setting, you are familiar with the people who use and operate them. You know travelers and road people, from tourists to nomads to truck-stop owners to end-of-the-road survivalists.
List of specific stunts the skill can be used for, and rules for each using the standard power format.
You use this is combat to get a momentary advantage. It represents such maneuvers as outflanking, getting a positional advantage, and driving someone off the road.
It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might drop his weapon, fall over a cliff, temporarily show off his unarmored flank and so on.
You can find a safe hiding place and rest spot. A camp can be a campsite, cave, hidden cove, safehouse, untraceable flophouse, abandoned attic, sheltered mausoleum... Whatever suits the story. You must be out of direct harms way and a reasonable distance away from the base of your enemies. Make a Ride check against the Spot among the oppositions; on a success your camp is hidden well enough not to be found except with extensive searching (which allows the opposition a Spot check against your Ride skill.
You can cut travel time by taking creative shortcuts. In a land without obvious paths, you might have to use this stunt to even navigate across some wilderness. Make a stunt roll against a difficulty determined by the terrain, or against the Ride of another pathfinder if you are competing on finding an objective.
|Known area, good map, or good signs and markers.||3|
|Pathways exist but you do not know them, lack of roadsigns or a bad map.||6|
|Confusing pathways with no signs and no map.||9|
|No blazed paths, good terrain.||12|
|No blazed paths, broken terrain.||15|
|No blazed paths, dangerous terrain.||18|
On a success, you save some time, arriving early by about 5% per point of outcome (but in no less than half the usual time except in very unusual circumstances). On a failure, you lose time and take about 25% more time per point of negative outcome. Only bother to roll if the situation is opposed or if a meaningful challenge exists; driving along a known highway does not call for this stunt.
Sense of Location
You can sense when space and time is distorted, such as when you have been subjected to Teleport powers or when reality around you has been changed. This also allows you to sense the movement of a large vehicle you are riding, such as a ship or train. It can also penetrate trickery designed to make you think you've been moved when you actually have not. Make an opposed Ride check against whoever is causing the distortion - on a success you gain some idea of what really happened.
Note that even manipulations caused by skills other than Ride still require opposed Ride rolls: Ride is the skill needed to fool you and others skills used in for transport are crude by comparison.
You must consciously use this power, and do so soon after the event you are trying to detect; generally within the same scene.
You can ride over hindering terrain, leap over hazards and difficult ground that would normally slow or hinder others. This is similar to Free Running but generally more difficult. The difficulty depends on the situation.
|Off road but flat or within the expectations of an off-road vehicle.||6|
|Obstacle course, rubble or other slowing obstacle, heavy traffic, riding a car on two wheels.||9|
|Jumps up to 3m in height, tightrope, congested traffic.||12|
|Riding on walls.||15|
|Riding on ceilings (at speed).||18|
|Riding on flames, smoke, or the missiles of a ranged attack||21|
|You end your move still in the hazard (this requires you to maintain speed and continue the stunt on later actions).||+5|
Failure at stunt driving means you hesitate. You can up the ante and try anyway (as a Standard action), but if you fail this second attempt you suffer a Setback.
Boats have their own set of obstacles, that you can avoid using skill and luck.
In a similar way, you can move trough turbulence and other areal hazards.
In space, no-one can hear your brakes scream.
Submarines exist in their own highly dangerous environment. This schtick also applies to digging devices.
You can retrace the path of other creatures. If those creatures were aware they might be tracked and are trying to avoid it, this is a roll against their Ride, otherwise the difficulty is their Reflexes. The roll is heavily modified depending on the situation.
|Each creature being tracked||+1|
|Each hour since the tracks were made||-1|
|Traffic or interfering tracks||+5|
Tracking requires constant Basic Actions to stay on the trail, making tracking rather arduous and impossible to do when moving quickly. An actual roll is only needed every hour and at each obstacle, such as a stream, branch in the road, or other problem.
You can throw off pursuers by selecting a route they cannot easily follow. You need some terrain you can conceivably shake pursuit in. Make an opposed Ride roll against the Ride or Maneuver of the target. If several people are chasing you, you still have to concentrate on shaking one at a time or use the multi-target rules. If you succeed, the target loses three shots or must give up pursuit. A target reduced to zero shots shots way is evaded. It you score an Outcome matching the target's Reflexes, he loses shots equal to the Outcome and has to give up the chase or suffer a serious Setback such as a crash.
Schticks or powers can modify this stunt by +5 or even +10, as appropriate for the situation. For example, it is very hard for someone to catch up with you if you fly off and they can't, it will be easy for them to follow you unless you are also faster.
You can use this stunt to give your mount or vehicle a higher Move rating for one action. This is useful as a temporary speed boost and for keeping up with a chase in open terrain, there the Move of your vehicle would not enough to participate in a chase. If you fail any action to keep up with the case, you fall behind and cannot re-enter the chase unless special circumstances permit it.
Use this as a trigger action, triggered by whatever condition makes you need more speed. Make a Ride roll; for every 4 points you score on this roll, your effective Move is increased by one. A roll of 4 allows +1 Move, 8 allows +2 Move, 12 allows +3, 16 allows +4 and so on.