Cogent 0.7/Piloting

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**Piloting** is a **Reflex** skill. It governs how good your character is at learning how to drive vehicles such as starships, cars, tanks, and shuttles. Every time your character enters a new vehicle, they will need to try and familiarize themselves with that vehicle, its handling, and characteristics. Knowledge gained from piloting other vehicles will help them, though every vehicle is different in its handling, control scheme, and quirks.

Investing points into piloting at character creation allows for the character to be fully proficient in piloting craft from their backstory. By default, they may know how to pilot 1 type of personal vehicle such as a car. With 3 pips in piloting, they may start knowing how to pilot a second type of vehicle. With piloting 5, they may start knowing how to pilot a third.

## Vehicle classificiation

Vehicles are split up into types, subtypes, and models. Type refers to a vehicle's broad category, such as a starship, tank, helicopter, or car. These vehicles will tend to have vastly different mechanics from each other.

Subtypes refers to differences within a type which cause vehicles to behave differently. Different subtypes of cars, as an example, would be sedans, compacts, SUV's, or vans. These vehicles will tend to have minor mechanical differences from each other.

Models refer to the individual cars made by specific manufacturers.

## Vehicle proficiencies

Characters have proficiencies in how to pilot specific models. Please refer to the vehicle type page for that specific vehicle to learn about its mechanics and bonus dice.

### Learning new proficiencies

When a character enters the pilot's chair of a different model of vehicle, a new proficiency is created. How good they are at piloting this new vehicle is informed by what they've piloted before. If they have mastered (have 5/5) a vehicle of the same type, they begin with 3/5 proficiency in that new model. If they have mastered a vehicle of the same subtype, they may begin with 4/5 in that new model. If this is a vehicle of a completely different type than they are used to (say this is a racecar pilot hopping into a jet fighter), they begin with 0/5 and must scramble to learn in a few minutes what most pilots take months to learn.

In order to learn, the character must roll **Piloting** against their current proficiency level. To gain a pip in the proficiency, their piloting roll must exceed their current skill level. So if my character has 0 pips in piloting, he needs to make a piloting roll of 1 or higher to gain a pip. If my character has 3 pips in piloting, he needs to make a piloting roll of 4.

When a character first enters the cockpit of a new vehicle and has at least a minute to get their bearings, they may roll their piloting once. Afterwards, every time they attempt a maneuver in an active rp scene, they may roll piloting to see if they get more of a grasp of the mechanics, up to 4 times a day.

Outside of active rp scenes, characters may roll 4 times a month to practice their skill with a vehicle proficiency, provided that they have access to a working vehicle and a location to practice in. If the character has access to a mentor who has mastered the model which they are trying to learn, the apprentice pilot may reroll one of their failed piloting rolls.