Pilot sea vehicle (Cyberpunk RED)
Definition
Pilot Sea Vehicle covers boats: harbor craft, powerboats, small commercial vessels, anything that moves on water. Night City sits on a coast with a working port, flooded districts, and a great deal of cargo that would rather not pass through a customs checkpoint. At the table this is a smuggling and access skill. Water is a route that has no traffic cameras, no roadblocks, and far fewer eyes than any street, which makes it the way crews move things and people that cannot go by road. It also opens the parts of the map most campaigns forget exist: offshore platforms, drowned neighborhoods, and the container terminals where a lot of interesting cargo sits waiting.
How it works
Tips
Frequently asked questions
Does this come up in a normal campaign?
Only if your GM uses the waterfront. In a purely inland game it stays unused, so check the campaign's geography before spending points on it.
Can I use Drive Land Vehicle on a boat?
No. They are separate skills in separate lanes, and a boat's handling has almost nothing in common with a car's. Expect to roll unskilled, which means stat alone against the DV.
Why would a crew use boats at all?
Because water avoids checkpoints, cameras, and traffic. Moving people or cargo out of the port district by sea is often the only route that does not pass a corporate scanner.