Piloting (Space)



Characteristic: Agility

p. 116


Whether an interstellar crew is attempting to avoid enemy fire or simply unwanted attention, their success or failure is most often dependent upon the person piloting the starship.

Routine actions — like taking off or landing without additional complications — do not require a Piloting (Space) check. When those actions are complicated by a blinding sandstorm, a failed motivator, or enemy fire, then skill checks come into play.

  • • Whenever two or more spaceships race, a competitive Piloting (Space) check determines the results.
  • • Chases, whether they are through asteroid belts, within a crowded battlefield, or skirting the edge of a gravimetric instability, are resolved with an opposed Piloting (Space) check.
  • • During a space conflict, pilots may often jockey for position to determine which shields face the enemy and which weapons may be brought to bear. When opponents attempt to negate these efforts, the winner is identified through an opposed Piloting (Space) check.

Piloting (Space) Difficulty

The difficulty of a Piloting (Space) check may be determined based upon the difficulty of any particular maneuver, any unusual navigational hazards, and any features or failures on the spacecraft involved.


Piloting (Space) Bonus Symbols

  • Success: Extra on a Piloting (Space) 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 (Space) 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: A on a Piloting (Space) 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 (Space) 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.