✪ Custom Ride [Drive]
You’ve been gripped by the American fascination with the automobile early on, and have one car in particular that you take special care of. When driving that car, you receive a +1 bonus (it’s assumed to have the craftsmanship improvement – [[[linked-content-required | see page XX]]).
Additionally, you’ve added (or had added) a little something extra to the car, and you may, once per session, spend a fate point and declare that the car has some extra device (such as an oil slick, speed boost or the like) – for guidelines, see the Universal Gadget stunt. You can’t go too crazy with the improvements on this on-the-fly gadgetry – many forms of miniaturization and futurization, and several kinds of alternate usage and additional capability, are disallowed at this level of the stunt. To drive a truly unusual car, you must also take Prototype (below).
✪ Prototype Car [Drive]
Requires Custom Ride
You have a one-of-a-kind vehicle. For starters, your once-a-session gadget, as described above, can have any kind of improvement – the restrictions described in Custom Ride do not apply.
Secondly, your vehicle has three additional built-in improvements you may select. These improvements must be defined in advance of a session (only at the beginning or end), but you needn’t pick all of them at the time you take this stunt. Once they’re picked, they’re set, until an engineer can get a chance to work at changing them.
Your vehicle is instantly recognizable as something unusual, unless you spend one of your improvements on making sure that it looks just like any other vehicle of its base type. Regardless, once people learn of its nature, there’s almost certain to be attempts to steal it or otherwise learn its secrets. You’d be well advised to take an aspect tied to your vehicle, so you can get fate points when this happens!
✪ Car Mechanic [Drive]
Requires at least two other Drive stunts
Your character may not understand the broader aspects of engineering devices and such, but when it comes to cars, he knows them inside and out. Whenever working on a car, you may use your Drive skill instead of Engineering. Due to common principles, you may also use your Drive skill to work on other vehicles, at a -1.
✪ Defensive Driving [Drive]
You’re good at keeping your car in one piece. Whenever attempting a driving maneuver in a chase, you may treat the difficulty as if it were one lower. The difficulty of the maneuver itself is not affected, however, for any cars that might be chasing you.
✪ One Hand on the Wheel [Drive]
Driving while doing some other action normally results in a -1 penalty. With this stunt, you don’t suffer that penalty, regardless of whether you are rolling Drive (driving is your primary action, and the supplemental action is something minor), or rolling some other skill (you’re taking some other primary action, but keeping the vehicle on the road isn’t all that challenging, allowing driving to be the supplemental action). Furthermore, if Drive would be a secondary skill that restricts or modifies a primary skill, but your Drive skill is lower than the primary skill you’re using, your Drive skill has no negative effect.
✪ Turn on a Dime [Drive]
Requires Defensive Driving
Somehow, no matter how crazy you drive, you always seem to pull it off. You’re always able to make very tight turns and drive through very narrow spaces without suffering any sort of increased difficulty due to environment, unless it is in fact physically impossible for your vehicle to fit. In many ways this functions like the Defensive Driving stunt, but instead of lowering many difficulties by one, it potentially lowers these specific difficulties quite significantly.
✪ Unsafe at Any Speed [Drive]
Requires at least one other Drive stunt
The character is the bane of curbside markets and rickety struts holding up awnings. The value of any damage this character does to the environment (but not characters or their vehicles) when driving a vehicle is doubled. Any time an object is taken out by the damage, the result should be spectacular – an explosion or collapse. This is not guaranteed to always fall in the character’s favor (though it often can, and should)!