Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Here's the first cut of an ES for Piloting. Feedback welcome!
1) INTO THE BLACK
The Pilot has mastered multi-tasking their shipboard equipment. This
discipline allows simple shipboard tasks to be completed in half the
normal time.
Example: Sasha
the Charioteer wants to ready her ship for take off as quickly as
possible to avoid the arrival of the Inquisition. Such preparations
normally taken ten minutes, but she is able to complete them in five.
2) CROSSING THE DESERT
The pilot is skilled at making the most efficient use of fuel, positive
effects of gravity wells and the like. A pilot skilled in this
discipline can make their ship travel twice as far as normal without
refuelling.
3) LEAF ON THE WIND 'Any landing you can walk away from is a good landing' – ancient Charioteer aphorismThis
discipline permits the pilot to bring their ship in to land more
efficiently, allowing them to exchange a normal skill die for a mastery
die, for the purposes of landing only.
4) THREADING THE NEEDLE
The charioteer is skilled in piloting their craft through very tight
spaces and at cornering at speeds that would surely bring others
undone. This discipline allows the pilot to add two dice to skill
checks, or negate two dice in penalties or penalise attackers in these
circumstances. Example: Sasha the Charioteer is fleeing in her ship from three
Vuldrok marauders, which are faster and better armed than her small
ship. She turns her ship towards them, attempting to slip between them
and force them to spend time coming about while she escapes. This
allows her to negate two dice of incoming fire from the nearest
marauder.
5) CAN'T TAKE THE SKY FROM ME
A pilot's training at this level is transcendent, permitting them to
get their ship to perform near-impossible tasks, contravene design
limitations and operate under circumstances where a normal vessel would
suffer catastrophic systems failure. A charioteer of this skill can add
two dice to their skill ignoring the 10d cap, and force their ship to
exceed normal limitations.
Example: Sasha is still being pursued by the marauders. One of her
engines is dead, and she fears for the worst. She takes her ship into
the upper atmosphere of a nearby gas giant, gambling that she can bring
her ship through where her less skilled pursuers will fail. While this
would normally be a death sentence, her mastery of this discipline
gives her a chance of survival.