Rules for Chase Scenes

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Chase scenes seem to occur with some frequency on the game, often when guards are chasing down pickpockets and other ne'er-do-wells. Players who can mutually agree to using these rules can handle their own chase scenes without needing to call a GM. A GM might use them, too, but might change bits and pieces of them to fit the situation better. The rules themselves are borrowed from the skill challenge rules in the Dungeons & Dragons 4th Edition game.

Contents

Escapers and Chasers

When a chase occurs, first of all determine who is escaping and who is chasing. These rules refer to the Escaper and the Chaser. The Escaper might be more than one person. If they're sticking together no matter what, consider them one Escaper (it's also harder to get away). If the Escapers split up, you need to treat each person separately (with their own Chasers). Multiple people can work together as the Chaser, and this makes it easier to catch the little troublemakers. These rules deal with one group of Escapers (sticking together), trying to get away from another group of Chasers (all working together, but maybe splitting up to cut them off, etc.).

Chase @Checks

The basic check everyone on both sides will use is Reflex + Escape at 6. The Chasers use Escape because they are trying to predict how the Escapers will move.

Each check is an opposed roll. The Chasers check and compare their best result to the worst result of the Escapers. Whoever gets the most successes earns one "victory." Ties don't earn anyone a victory.

Catching and Escaping

Each side keeps track of how many victories they got. Whoever gets 5 victories first wins the chase. That is, if the Chasers get 5 victories, they run down the Escapers. If the Escapers get 5 victories, they get away. It is impossible to tie at 5 victories each, so don't worry about that happening.

The margin of victories does not really matter except for color in the role-playing. If the Escapers win 5-4, it's a clear win: they get away and can't be found. If the Chasers win 5-4, it's a clear win: they catch them.

When the Escapers are caught, they are too tired to run anymore. The Escaper's options are: fight or surrender. If the Escapers choose to fight, they may not use the "flee" command (running is no longer an option). If they surrender, then they are at the whim of the Chasers, who are free to do anything to the Escapers short of killing them outright (call a GM if you want to do that, because we'll grant one additional escape attempt for them to flee for their lives). They can beat them within an inch of their lives, take their stuff, or drag them off to jail (or an abandoned house or something). An Escaper who is caught and surrenders is helpless.

Complications

Gates. The guards sometimes call for the gates to be closed. Getting through the gates before they close is impossible in most cases, unless you are in a room right next to them. If that is the case, check Reflex + Escape at 8 to slip through the gates. If the Escaper does get through the gates, the Chasers now also have to check to get through the gates, but the difficulty is 7 because the guards at the gate will probably figure out what is happening. If the Escaper gets through the gates and the Chasers do not, they get away, completely free.

Distractions. Sometimes Escapers do things to make it harder to chase them, like topple wagons or throw coins into the greedy crowds. Most of these things are considered par for the course and are already considered in the use of the Escape skill. Throwing coins, however, has an additional chance. By throwing 50000 stenis or more, the Escaper can reduce his escape roll difficulty from 6 to 5. It cannot be lowered further. This doesn't work at night (no crowds) or in areas not likely to be teeming with people (a park or out in the woods). Most city streets are packed during the day, though.

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