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Drive (Vampire: The Masquerade 5th Edition)

Skills

Definition

Drive is not knowing how to operate a car, which any modern character can do without a roll. It is control when control is hard: a chase through wet streets, a handbrake turn in a garage, keeping a van upright while somebody in the back is on fire. The dice only come out when failure has a consequence. For Kindred, the vehicle is often the plan. It is how you cross a city fast enough to beat sunrise, how you move a body, and how you leave a domain where you are no longer welcome. Every coterie eventually discovers that a competent driver is more useful than another set of fangs, usually about ten minutes after something goes wrong.

How it works

**Common Rolls**: - Dexterity + Drive: High-speed maneuvers, chases - Wits + Drive: Reaction to sudden obstacles - Composure + Drive: Maintaining control under stress **Vehicle Types**: A specialty covers a class of vehicle, so a motorcycle courier does not automatically handle a box truck. Storytellers often apply a penalty for unfamiliar vehicles. **Specialties**: Motorcycles, Performance Cars, Heavy Vehicles, Pursuit, Evasion, Stunt Driving

Tips

**Character Concepts**: Getaway driver, courier, long-haul trucker, racer, chauffeur to an elder who never learned to drive. **Synergies**: Celerity sharpens reaction rolls, Wits carries most chase checks, and Streetwise tells you which alleys connect. Pair it with Larceny for a character who both steals and drives the car.

Frequently asked questions

Do I roll Drive just to get somewhere?

No. Ordinary driving needs no roll. Drive comes out for chases, evasion, bad conditions, and anything where a failure costs the scene something.

Does Drive cover boats and planes?

Boats generally yes, with a specialty. Aircraft are usually treated as a separate skill or a Storyteller-approved specialty, since the failure modes are entirely different.

Is Drive worth dots for a vampire?

In a city chronicle, yes. Sunrise is a hard deadline, and a coterie with no driver is a coterie that walks away from problems at walking speed.