Piloting (Planetary)



Characteristic: Agility

p. 115


No matter how a vehicle moves — rolling, gliding, walking, flying, or floating — the skill that governs its use is Piloting (Planetary).

Under normal traffic and environmental conditions, a character should never need to actually check the Piloting (Planetary) skill. Its use is reserved for the most extreme of conditions. This might include a high-speed pursuit, travel in treacherous weather conditions, the use of a failing vehicle, or any combination of these complications.

  • • If a character is confronted by a completely foreign type of atmospheric craft, they must make a Piloting (Planetary) check to decipher its basic controls.
  • • Any time two characters are involved in a race upon a world's surface, the results are determined by an opposed check using Piloting (Planetary).
  • • If a character is either chasing another or being chased, losing the follower or maintaining the tail is done through an opposed Piloting (Planetary) check.

Piloting (Planetary) Difficulty

The difficulty of a Piloting (Planetary) check may be determined based upon the difficulty of any particular maneuver, the prevailing weather conditions, and any features or failures on the vehicle involved.


Piloting (Planetary) Bonus Symbols

  • Success: Extra on a Piloting (Planetary) check allow the acting character to gain insights into the situation. Alternatively, they might deduce a way that their vehicle could be modified so that it could be more effective in the future.
  • Advantage: generated during a Piloting (Planetary) check may be spent to reveal a vulnerability in an opponent's piloting style or vehicle, giving the character a benefit in later rounds of combat.
  • Triumph: on a Piloting (Planetary) check may be used to upgrade the next combat check, or gain a significant edge in a chase.
  • Threat: A GM may spend during a Piloting (Planetary) check to give opponents on checks against the character and their vehicle to represent a momentary malfunction in one of the vehicle's systems.
  • Despair: may be spent to deal actual damage to the vehicle, as the character strains systems throughout the vehicle during their check.