The Ace is an expert specialist with a few favored vehicles, mastering their use in ways no one else can achieve.
+3 or higher
Drive 6+ ranks
Favored Gear (any vehicle)
Vitality per Level
1d12 + Con modifier
Skill Pts per Level
4 + Int modifier
The Ace is a dominating force with a handful of vehicles to which he’s dedicated much of his career. In combat or in competition, on land, in the air, or across the sea, the Ace is his team’s best ticket into trouble — and back out of it.
Attributes: As a top vehicle specialist, the Ace favors Dexterity over all other attributes.
You have a superbly honed survival instinct. Each time you spend 1 action die to increase your Defense, you roll 2 dice to determine how long the bonus lasts.
|1||+1||+1||+2||+0||+0||+1||0||1V, 1G||Born to run, evasive action|
|2||+2||+2||+3||+0||+1||+1||0||2V, 1G||Signature vehicles|
|3||+3||+2||+3||+1||+1||+2||1||2V, 1G||Racing riot (1 feat)|
|4||+4||+2||+4||+1||+2||+2||1||2V, 1G, 1S||A good landing, ironsides I|
|5||+5||+3||+4||+1||+2||+3||1||2V, 2G, 1S||Slick moves 1/session|
|6||+6||+3||+5||+2||+2||+4||2||3V, 2G, 1S||Push the envelope|
|7||+7||+4||+5||+2||+3||+4||2||3V, 2G, 1S||Racing riot (2 feats), trademark vehicles|
|8||+8||+4||+6||+2||+3||+5||2||3V, 2G, 1S, 1W||Ironsides II, top gun|
|9||+9||+4||+6||+3||+4||+5||3||3V, 2G, 2S, 1W||Slick moves 2/session|
|10||+10||+5||+7||+3||+4||+6||3||3V, 3G, 2S, 1W||Ace of aces|
Born to Run
You can make a vehicle dance through incoming fire. At Level 1, when your vehicle’s Acceleration and/or Turning Ratings are higher than those of an attacker’s vehicle, you may increase your vehicle’s Defense by your full Power Rating, rather than the difference between your Power Rating and that of the attacker.
At Level 7, you may use this ability up to twice per mission.
A Good Landing
At Level 4, when a vehicle you’re driving crashes, the damage inflicted by the crash decreases by 2 points per die (minimum 1 point of damage per die).
At Level 4, the threat range of each attack targeting a vehicle you’re operating decreases by 1 (minimum 20). Further, the maximum number of dice that may be spent to activate a critical hit upon a vehicle you’re operating decreases to 3.
At Level 8, the threat range of each attack targeting a vehicle you’re operating decreases by an additional
1 (minimum 20). Further, the maximum number of dice that may be spent to activate a critical hit upon a vehicle you’re operating decreases to 2.
Your mastery of your favorite vehicles is unmatched. At Level 5, once per session, while operating a vehicle you possess through the Favored Gear feat, you may make a Maneuver check with a DC up to 50 without making a skill check. Alternately, while operating a vehicle you possess through the Favored Gear feat during a chase Conflict, you may choose the “That’s Impossible!” Strategy.
At Level 9, you may use this ability up to twice per session.
Push the Envelope
At Level 6, before Strategies are chosen during each Conflict round of a chase, you may force your opponent to choose a different Strategy than he chose during the last round. This ability may not be used if your opponent has no other option available to him. When you use this ability, you must also choose a different Strategy than you chose during the last round.
Ace of Aces
You have built a reputation for solid performance, never making a mistake when it counts. At Level 10, once per round, when making a Damage save for a vehicle you’re operating or an attack check with any vehicular weapon, you may roll twice, keeping the result you prefer.
|Characters - Skills - Feats - Gear - Combat - Dramatic Conflict|