← SHIFT  ·  PLAYBOOK 1 OF 2
The DRIVER
You and the machine understand each other. Most people drive a car. You have a conversation with it.
PERSONNEL FILE
STAT: SHIFT
PRIMARY: +2
ACCESS: OPEN
The Driver  ·  FILE SHIFT
The DRIVER
PRIMARY: SHIFT
HERO / ANTI-HERO / VILLAIN
You and the machine understand each other. Most people drive a car. You have a conversation with it.
FLOORED

When you push your vehicle past its rated limits to close distance or escape, roll +Shift.

  • 10+: You're there, or they're not. Clean, controlled, no complications.
  • 7–9: You get there but the GM picks a complication.
CONTROLLED DRIFT

When you use a slide, spin, or drift to reposition in a tight space or shed a pursuer, roll +Shift.

  • 10+: Perfect execution. New position, pursuer lost or blocked, vehicle unharmed.
  • 7–9: You pull it off but the GM picks a complication.
THREAD THE NEEDLE

When you drive through a space that your vehicle shouldn't fit, roll +Shift.

  • 10+: You're through clean. Whatever was behind you isn't.
  • 7–9: You make it but the GM picks a complication.
PICKUP

When you pull alongside someone at speed and extract them into the vehicle, roll +Shift.

  • 10+: They're in, door closed, accelerating before they've processed what happened.
  • 7–9: They're in but the GM picks a complication.
READ THE ROAD

When you assess a driving situation — traffic, pursuit, terrain, route options — roll +Intuition.

  • 10+: Ask the GM three: What's the fastest route? Where are they trying to push us? What are they going to do next? Is there an ambush ahead? What's the vehicle's weak point?
  • 7–9: Ask one.
RAMMING SPEED

When you use your vehicle as a weapon against another vehicle or large target, roll +Shift.

  • 10+: Deal 3 harm to the target. Your vehicle takes 1 harm.
  • 7–9: Deal 2 harm. Your vehicle takes 2 harm.
BOOTLEGGER

When you need to reverse direction instantly at speed, roll +Shift.

  • 10+: Clean reversal. Same speed, exact direction you want.
  • 7–9: Reversal complete but the GM picks a complication.
KNOW THE STREETS

You always know a route — escape, approach, intercept, patrol bypass. No roll for any city you've spent a week in. Unfamiliar city, roll +Smarts.

  • 10+: The perfect route, plus three ways it could go wrong.
  • 7–9: A good route. One complication you didn't anticipate.
PURSUIT

When you chase down a target vehicle, roll +Shift.

  • 10+: You have them. They cannot escape this scene without a consequence.
  • 7–9: You close the gap. They must make a hard choice or you'll have them.
EVASION

When you break a pursuit, roll +Shift.

  • 10+: Clean escape. They have no idea where you went.
  • 7–9: Out of immediate danger but the GM picks a complication.
STUNT DRIVER

When you perform a vehicular stunt that should be impossible — rooftop driving, jumping a gap, two wheels — roll +Shift.

  • 10+: Executed perfectly. Looks intentional.
  • 7–9: Executed. Does not look intentional.
CRASH LANDING

When your vehicle is disabled or destroyed, roll +Tough.

  • 10+: Everyone walks out. You chose every variable. Vehicle is totaled but nobody is hurt.
  • 7–9: Everyone survives. Each occupant takes 1 harm.
UNDER THE HOOD

When you have access to a vehicle and time to work on it, roll +Smarts.

  • 10+: Add one temporary modification from the modifications list for this mission.
  • 7–9: Add the modification but the GM picks a complication with the installation.
IMPROVISED WEAPON

When you use a tool, car part, or piece of machinery as a weapon in hand-to-hand, roll +Smarts.

  • 10+: Deal 2 harm and the improvised nature of it catches them off guard — they can't immediately counter.
  • 7–9: Deal 1 harm. The GM picks a complication.
ROLLING COVER

When you position your vehicle to shield teammates from incoming fire, roll +Tough.

  • 10+: Full cover for the scene. The vehicle absorbs all ranged harm directed at anyone inside or adjacent.
  • 7–9: Cover for this exchange. Vehicle takes 2 harm.
INTERCEPT

When you cut off a target vehicle or person on foot, roll +Shift.

  • 10+: They stop or crash. You control the position entirely.
  • 7–9: You block their path but the GM picks a complication.
DEAD RECKONING

When you drive blind — no GPS, no landmarks, hostile territory, zero visibility — roll +Intuition.

  • 10+: You know exactly where you are and where you're going.
  • 7–9: Roughly right. You arrive close but the GM picks a complication.
PATROL

Between scenes you've covered the area. Ask the GM two questions about the mission location — access points, vehicle staging, patrol routes, civilian traffic. They must answer honestly.

THE MACHINE AND I

(1/session)

Declare that you and your vehicle are in sync. For one scene, all vehicle rolls automatically succeed on 7+ with no complications. On 6-, the vehicle takes harm instead of failing.

UPGRADE

(between missions)

When you have downtime and access to parts, add one permanent modification to your vehicle from the modifications list. No roll required, but it takes a full session of downtime.

PERSONAL ASSESSMENT
  • FaceAlert, scanning. Always knowing where the exits are.
  • BodyStill when still, decisive when moving. Economy of motion.
  • StylePractical. Nothing that catches on a gear shift or a door handle.
  • PresenceMakes passengers feel safe or terrified. Often both.
  • VehicleName and describe your primary vehicle: make, look, one modification that matters to you personally, and one thing it can do that it shouldn't be able to. ---
ORIGIN
  • You drove something out of somewhere it had no business coming out of. The people in that car owe you everything. Some of them know it.
  • Racing. Legal or otherwise. You stopped caring about the distinction somewhere around year three.
  • You were trained for this. By whom and toward what purpose is a longer story than you're telling right now.
  • You picked up a stranger once. The drive that followed changed everything. You've been moving since.
  • You've been running from something since you were old enough to reach the pedals. You got very good at it.
GEAR & EQUIPMENT

Your vehicle — describe it fully: base type, what it looks like, and choose three modifications from the list below:

Modifications:

  • Reinforced chassis (+1 armor to vehicle, takes 1 more hit before disabled)
  • Concealed weapons mount (front or rear, 2 harm, requires a roll to use in motion)
  • Smuggling compartment (undetectable without a full mechanical inspection)
  • Engine work (top speed significantly increased, +1 forward on pursuit/escape rolls)
  • Surveillance package (cameras, scanners, police band, live feed to a remote device)
  • EMP shielding (vehicle immune to electronic interference and disabling attacks)
  • Ejection or escape system (passengers can exit safely at speed)

THE CATCH — choose one:

  • Loud — it announces itself. No stealth approaches, no quiet extractions.
  • Conspicuous — it turns heads. You will be remembered and described.
  • Thirsty — burns fuel fast. Long hauls or high-speed chases burn through your reserves.
  • Temperamental — cold starts, hot weather, hard stops. Take -1 forward on the first roll of any mission until it warms up.
  • Old Plates — someone is looking for this vehicle. The GM may introduce that complication once per mission.
  • One of a Kind — no replacement parts. When the vehicle takes harm, repairs require time and a roll.
  • Big — crowds, alleys, parking structures are all problems. Anywhere a smaller vehicle could go, you cannot.
  • Hot — stolen, wanted, or associated with something. Law enforcement will act on sight.
  • Sentimental — you will not abandon it. Ever. The GM knows this.

Choose one personal item:

  • Police scanner (always know what's coming before it gets there)
  • Spike strip (deployable, blows tires on pursuing vehicles)
  • Toolkit (field repair without a Smarts roll for standard damage)
KNOWN ASSOCIATES / CONNECTIONS
They've been in the vehicle when things went wrong and you got them out. Ask them: do they trust your driving, or just you?
You drove something to them once that changed the entire situation. Ask them: do they know how close it was?
They've asked you where you learned to drive like this. Tell them what you said. Ask: did they believe it?
You've driven away from something together that neither of you have discussed since. Ask them: are you ready to talk about it?
They're the person you'd call if the vehicle was gone and you needed to disappear. Ask them: do they know that?
You've picked them up somewhere they had no business being at 3am. Ask them: did you ask questions?
They've ridden shotgun long enough to know when you're worried by how you drive. Ask them: what does that look like?
You've taken a hit to the vehicle to keep them safe inside it. Ask them: do they know what that cost the car?
They've been the one to find you when the vehicle finally gave out. Ask them: what state were you in?
You know a route that only makes sense if you're running from something specific. Ask them: have they ever asked you what?

YOUR STATS

Your primary stat is SHIFT: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Driver move
  • Take a move from another playbook
  • Add +1 to Shift (max +3)
  • Add +1 to Intuition (max +3)
  • Add +1 to Agility (max +3)
  • Add 1 to your harm track maximum
  • Add one permanent modification to your vehicle
  • Gain a second vehicle of a completely different type

Advanced Improvements (every 5 level-ups)

  • Ghost Protocol: Your vehicle cannot be tracked, surveilled, or identified by any electronic or conventional means. Permanent.
  • The Perfect Run: Once per campaign, declare a drive that cannot fail. Every roll succeeds. The GM may still make hard moves on the world around you, but you get where you're going.
  • Change playbook: You've grown into someone different.
  • Retire: You parked it for the last time. Tell the table where, and whether you left the keys in it.