Drive (Vampire: The Masquerade 5th Edition)
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
Tips
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.