Viewing Effect - Pilot
Drive, Fly, or Captain like a legend.

Create a Pilot Power


This power grants the player access to an array of powers relating to driving cars, piloting aircraft, and captaining vessels. It can also be used with the Unique Focus Drawback to acquire a specific vehicle. In that case, the base stats for that vehicle should be based off of an existing mundane vehicle at the top of its class, and it should not behave much differently.

This power is not obviously supernatural.


Passive, always in effect.


Crew of One (You alone may stand in for an entire crew if the vehicle would normally be piloted by more than one.)

Daredevil (Damage you take from vehicle collisions is halved (rounded up).)

Steady as She Goes (The motion of vehicles you are piloting never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.)

Afterburner (Any vehicle you pilot has a 50% top speed and can accelerate to its top speed in a single Round.)

Jump (If going off a ramp, your jumps bring you twice as far and twice as high. If not, you may Exert your Mind to jump a minimum of 5 feet vertical and 15 feet horizontal.)

Drive-By (You may make rolls to drive or pilot your vehicle as a Free Action.)
This means that, for example, you may fire a weapon while driving and still use your full dice pool for both actions.

Can you drive tentacle? (You may pilot alien vehicles. Any rolls are made at +1 Difficulty.)


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Example Powers