Running around on foot, Chase Conditions still apply.You still have to deal with ranges, terrains, surfaces andspeed categories. These rules don't really change, butthere are some special considerations when chaseparticipants are self-propelled.
Range applies penalties to character’s Spot checkswhen made against another character. Determine therange between the two characters and apply the followingmodiﬁers to the Spot check roll:
RangeSpot check penalty
Because folks on foot are apt to be a bit more nimblethan folks in Abrams M-1 tanks, hoofers get specialadvantages when they're footling about in tighterconditions. A couple of maneuvers features new modiﬁersbased on the current Terrain, as you’ll see in theManeuvers section. But otherwise, all other aspects of Terrain, such as maximum speed category and chance of obstacles, work just like in good old
For a couple of reasons, a character on foot suffersdifferent penalties on less-than-ideal surfaces than does acharacter in a vehicle or riding a mount. Surfaces otherthan Clear inﬂict a stability penalty on all skill checks thatinvolve a character's Dexterity. That includes Reﬂex savesand all Dex-based skills such as Balance, Hide andTumble. The stability penalties for Surfaces are listedbelow:
Unsteady-4Rough-8Swampy-12You need to be pretty nimble to be able to dancegracefully through a swamp, let's just leave it at that.
The Speed Categories in
work with footchases exactly as they do in vehicle chases. No alterationsare required.Then there's Tiring. And Tiring is a whole new chasecondition that we wanted to introduce for foot chases.Here it is.
Of course, as a chase proceeds, characters who areon foot are going to be subject to fatigue. It's tough work,running for your life. It can also be tough work keepingtrack of who's tired, so we've presented two methods of getting people tired; one detailed (and with potentiallymore drama), and one dead-simple. You decide whichone suits your gameplay.
The Detailed Way
A character can participate in a chase at their fullspeed for a number of rounds equal to half theirConstitution score. Every round thereafter, the charactermust make a Fortitude save at DC 11 + (number of roundssince the ﬁrst Fortitude save) in order to resist Tiring. Oncethe character fails one of these Fortitude Saves, theybecome fatigued (Str and Dex -2, can't run) and theirspeed drops by half. Any character can voluntarily reducetheir speed to half normal. Rounds spent at half speed donot require Fortitude saves to resist Tiring, and do notcount towards the number of rounds a character can runbefore needing to make Fortitude saves.Once a character spends 10 rounds consecutively athalf speed, they can again begin running at their normalspeed as though just beginning the chase. If they wish toreturn to full speed before then, they must make aFortitude save at a DC equal to their last successfulFortitude save plus one. Characters who voluntarilyreduced their speed before needing to make any Fortitudesaves can resume full speed at any time, continuing tocount rounds they can run at full speed from whereverthey left off.
The Simple Way
Characters can run at full speed for a number of rounds equal to 10 plus their Constitution modiﬁer. Afterthat their speed drops by half for 10 rounds, at whichpoint they return to full speed again.If you wish, you can use these rules with mounts aswell as runners. We wouldn’t, but you could. You couldallow a Ride check to replace the mount’s Fortitude save,too, if you wanted.