Into the Black
Apologies to Mike, but I have shamelessly lifted these from his Fantasycraft Spelljammer conversion.
You can coax a damaged vehicle to continue beyond its logical limitations.
Benefit: Once per scene when a vehicle you’re operating suffers a critical hit, you may cause it to ignore the hit’s effects until the end of the current scene. Unless repaired, the vehicle suffers the critical hit result at the start of the following scene. This does not prevent the vehicle from suffering the same critical hit result a second time.
You spare yourself the worst of any crash.
Prerequisites: Acrobatics 6+ ranks.
Benefit: When you succeed with a Reflex save made to reduce damage from a crash, you suffer only 1 point of damage per die. Even if you fail, the damage decreases by 1 point per die (minimum 1 point per die). Further, when you’re being pursued, you may attempt the Long Gone strategy at any time, but automatically suffer a crash at the end of the current Conflict round.
You leave predictable pilots in the dust.
Prerequisites: At least 1 other Chase feat.
Benefit: During a chase, after Strategies are chosen but before they’re revealed, you may guess which Strategy your opponent chose. If you’re correct, your opponent suffers a penalty with his next Maneuver check equal to the number of Chase feats you possess.
You’re accustomed to working as part of a close-knit vehicle crew.
Prerequisites: Tactics 3+ ranks, Daredevil.
Benefit: Once per scene when you’re in a vehicle requiring a crew of 3 or more, you gain 1 additional d6 action die. You may only spend this die to increase a result directly related to the vehicle (e.g. a Mechanics/Repair check targeting the vehicle, or an attack check with one of the vehicle’s weapons). Alternately, you may give this die to another member of the vehicle’s crew with the same restrictions. This die is lost when you exit the vehicle or the scene ends, whichever comes first.
There’s no stopping you once you’re behind the wheel.
Prerequisites: Career level 9+, Con 15+, Demolition Derby.
Benefits: While operating a vehicle or riding a mount, you gain DR equal to the number of Chase feats you possess. Further, if your wound points decrease to 0 or below while you’re operating a vehicle or riding a mount, you remain alive and conscious until the vehicle or mount stops moving, until your wound points decrease to a negative total equal or higher than your Constitution score (at which point you are immediately killed), or until it’s destroyed or killed (at which point you suffer the standard consequences of your injuries).
You’re adept at losing pursuers.
Benefit: Each Maneuver check penalty you suffer due to a Prey chase Strategy decreases by 1/2 standard (rounded down). Further, once per chase, you may force 1 opponent to suffer the effects of a Crisis Advantage.
You always push your ride’s performance envelope.
Benefit: When you make a Maneuver check involving a stunt, your DC decreases by 5 and your error range decreases by 1. Further, when you make a Maneuver check to jump a vehicle, the vehicle’s jump distance increases by 50% (rounded up). Finally, your vehicle suffers only 1/2 falling damage (rounded down).
You can patch any vehicle back together… while it’s moving.
Prerequisites: Craft 3+ ranks.
Benefit: While you’re piloting or inside a vehicle, the vehicle gains a bonus with Damage saves equal to 1/2 your ranks in the Craft skill (rounded up). Each vehicle may only benefit from 1 Jury Rig feat ability at any time.
Need for Speed
You like going fast… really fast. As fast as possible, really.
Benefit: You suffer no penalty with Maneuver checks for traveling faster than 1/2 your vehicle or mount’s maximum MPH.
Very few opponents manage to escape you.
Benefit: Each Maneuver check penalty you suffer due to a Predator chase Strategy decreases to 1/2 standard (rounded down). Further, once per chase, you may ignore 1 Crisis without making a skill check or save.
Your vehicles routinely soak up damage without losing performance.
Prerequisites: Career level 3+, Baby It.
Benefit: When you’re operating a vehicle, it gains a +2 bonus with Damage saves. Further, each time a vehicle you’re operating suffers collision damage, the damage decreases by 1 point per die (minimum 1 point per die).
Once you’re on the trail, you never give up the hunt.
Prerequisites: Offensive Maneuvers.
Benefit: When you’re the Predator in a chase or manhunt, the starting Lead decreases by 2. Further, all Strategies offer you the Lead Advantage.