The Drive skill is all about operating vehicles and things that go fast.
Like Crafts, how the Drive skill appears in your games is going to depend a lot on how much action you intend to have inside of vehicles or other forms of transportation, and what kind of technology is available in your setting.
For example, a low-tech setting (like Hearts of Steel) might have Ride instead of Drive, because the main transportation is animal-based. A futuristic setting revolving around people in a space opera military might have Drive (for cars), Pilot (for starships), and Operate (for tanks or heavy military vehicles).
Different Vehicles, Different Skills
The advice is the same as for Crafts—don’t go nuts with reskinning this skill unless it makes a real, tangible difference in your game. Especially consider the option of having one skill that’s modified by stunts (see Building Stunts).
OOvercome: Drive is the equivalent of Athletics when you’re in a vehicle—you use it to successfully accomplish movement in the face of difficult circumstances, like rough terrain, small amounts of clearance, or stunt driving. Obviously, Drive is also ripe for contests, especially chases and races.
CCreate an Advantage: You can use Drive to determine the best way to get somewhere in a vehicle, and a good enough roll might allow you to learn features of the route that get expressed as aspects, or declare that you know a Convenient Shortcut or something similar.
You can also just read the Athletics description, and then make it about a vehicle. Advantages created using Drive often revolve around getting good positioning, doing a fancy maneuver (Did a Barrel Roll, anyone?), or putting your opponent in a bad spot.
AAttack: Drive isn’t usually used as an attack skill (though stunts can certainly alter this). If you want to ram a vehicle, you can attack with Drive, but you take the same shifts of harm you inflict.
DDefend: Avoiding damage to a vehicle in a physical conflict is one of the most common uses of Drive. You can also use it to defend against advantages being created against you or overcome actions of someone trying to move past you in a vehicle.
- Hard to Shake. +2 to Drive whenever you’re pursuing another vehicle in a chase scene.
- Pedal to the Metal. You can coax more speed out of your vehicle than seems possible. Whenever you’re engaged in any contest where speed is the primary factor (such as a chase or race of some kind) and you tie with your Drive roll, it’s considered a success.
- Ramming Speed! When ramming another vehicle, you ignore two shifts of damage. So if you ram and hit for four shifts, you only take two yourself.