Skills

Skills

Skills are purchased at the rate of 1 skill point per level.

  • All Drivers start with the KERS ability.
  • The first skill ability for each racer is randomly assigned (Roll 1d12) using the Starting Skill table below.
  • Each skill can be taken only once.
  • Skills marked A or B are mutually exclusive.
  • Skills can only be taken if its prerequisites have been met.

Starting Skills






Name Requires Description Cost in Skill Points
KERS All Drivers start with this ability Once per race you may add +2Mv for a move that ends in a straight. You must be in 4th gear or higher and may not use any Brake WP during this move. You reset this ability if you use a Brake WP for any reason during the race.
1. Hard to Pass All cars have -1Mv when passing you in an adjacent lane on a straight. Cars slipstreaming you have an additional -1Mv. 1
2. Slip Streamer A You may not have the Slip Stream B skill You may add +1Mv when slipstreaming other cars 1
3. Slip Streamer B You may not have the Slip Stream A skill You may slipstream from up to 2 spaces behind another car. 1
4. Skid Control I You may suffer 1 tire WP to have +1Mv or -1Mv on curves. You must finish your move in on a curve and take one additional tire WP when using Soft Tires. 1
5. Red Line I Once per lap you may suffer 1 Engine WP to add +1Mv to any move that started in a straight. 1
6. Starter I After rolling you may suffer 1 tire WP to have an Excellent Start on a starting result of 16+. 1
7. Safe Driver The first time you make a collision roll in each race you may ignore the result and take no Body WP damage. Other cars adjacent to you roll as normal. 1
8. Clutch Control I When taking 1 Brake WP you may suffer 1 Gearbox WP instead. 1
9. High Reflexes I You may roll first regardless of position, whenever you are adjacent to another car if both cars are in the same gear. 1
10. Quick Fix Once per race you may repair 1 Body WP during a pitstop. You may not use this during a quick pitstop. 1
11. Mechanics I Once per race you have +1 WP to repair your car WP’s during a pitstop. You may not use this during a quick pitstop. 1
12. Car Lover Before the start of a race you may add +1 to any car trait and take -1 from another car trait 1





Driver Development Skills
These can be taken after each race providing you have the Skill Points available to spend.






Name Requires Description Cost in Skill Points
Skid Control II Skid Control I You no longer suffer damage when using Skid Control I while in dry or changeable weather. 2
Steerer Skid Control I Once per lap you may choose to ignore the arrows on one curve space. 2
Red Line II Red Line I You no longer suffer damage when using Red Line I 2
Starter II Starter I You no longer suffer the damage from Starter I 2
Rapid Recovery Starter I After spinning out you may start in 2nd gear instead of 1st gear. 2
Clutch Control II Clutch Control I You do not suffer the Gearbox WP damage when using Clutch Control I 2
Down Gearing I Clutch Control I When skipping a gear you may suffer 1 Tire WP instead of 1 Gearbox WP. This only applies to the first gear skipped each move. 2
High Reflexes II High Reflexes I You may use High Reflexes regardless of what gear you are in. 2
Close Quarters I Safe Driver Once per collision when you suffer Body WP damage from a collision you may roll the black dice. On an 11+ you suffer no Damage. 2
Love Getting Wet High Reflexes I Once per lap while in Wet weather you may re-roll a damage result. You must accept the new result. 2
Best Pit in the Paddock Quick Fix You succeed in a quick pit stop on a roll of 1-14. 2
Mechanics II Mechanics I Once per race you gain +1 WP to repair your cars WP during a long pitstop. 2
WorkShop Car Lover During a long pitstop you may add +1 to any characteristic and take -1 from another 2
Hit the Kerb Skid Control II or Steerer A driver may to do one of the following once per lap:

A) When attempting to enter a corner, if you are exactly one space outside of the inside line, you may spend a suspension point (cutting across the kerb) to get into the corner.
B) If you are on the wide line inside a corner and about to overshoot said corner by one space, you may spend a suspension point (going wide onto the kerbs) to slow yourself by one space, keeping within the turn.
C) If you are ending your roll on the last space of a corner’s inner line, you may spend a suspension point (to cut across the kerb) to go one space out of the turn (still taking tire damage).
3
Down Gearing II Down Gearing I You no longer suffer Tire WP damage when using Down Gearing I 3
Close Quarters II Close Quarters I Once per collision when you suffer Body WP damage from a collision you may roll the black dice. On an 11+ you may transfer the damage to an adjacent car. 3
Mechanics III Mechanics II Once per race, during a long pitstop, race you gain +1 WP to repair any WP damage. 3
Perfect Telemetry WorkShop If a car is down to its last wear point for engine, or suspension, you may reduce the roll required to take damage by one (i.e. an engine roll is 1-3 instead of 1-4). 3

Skills

GG Formula D Championship questionable