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d20 - Hot Pursuit - On Foot

d20 - Hot Pursuit - On Foot

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Published by Jace Machine
Companion rule set that adds the ability to run high octane and exciting FOOT CHASES in your d20 campaigns. It requires the use of Hot Pursuit.
Companion rule set that adds the ability to run high octane and exciting FOOT CHASES in your d20 campaigns. It requires the use of Hot Pursuit.

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Published by: Jace Machine on May 29, 2013
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10/05/2013

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Berandor and Dyal grin at each other, then turn to theDuke."Looks like you're in quite a tight spot, Your Grace.We've got the documents, we've got the orb itself, and your wife has agreed to share the whole story with the Justicars. Why don't you come with us?"The Duke takes another look at the two hard-faced adventurers, stares at the floor for a second, then bolts for the window and leaps out. Berandor and Dyal stare for asecond then groan in unison. Dyal scowls."He's not getting away. Not after all this."
In adventure stories there always seems to be themoment where either the bad guy confronts the good guy,or the good guy confronts the bad guy, or anywaysomebody gets confronted and they stand and fight to thelast breath.Or, more rationally, run away.The d20 system offers a great set of rules for what todo in the "stand and fight" scenario, but the whole "runaway" thing is a little overlooked. Which is a shame,because running away (or running after) produces somemighty memorable moments: Inigo Montoya chasingdown the six-fingered man in
The Princess Bride
, orMichelle Yeoh's desperate pursuit of Chaibat's escape vanat the end of 
Supercop
.
Hot Pursuit: The Definitive d20 Guide to Chases
 introduced a popular ruleset for handling those sorts of chases we thought were most common: where theparticipants have access to either mounts or vehicles intheir efforts to escape or capture. We tried to present assimple a set of rules as possible that would cover a widerange of possible scenarios. Of course, in doing so,certain scenarios didn't get quite as much detail as theymaybe deserved.For example, foot chases.This little booklet aims to fill that particular gap in theexisting rules -- to provide a set of guidelines, tricks andadmonishments to enable you to easily use the
Hot Pursuit 
rules with chases where one or both of theparticipants are on foot. There's some changes to the waythe basic
Hot Pursuit 
maneuvers work when participantsare running as opposed to riding or driving, there’s acouple of all-new maneuvers just for folks on foot, andObstacles work a little differently. We've also come upwith a whole new batch of example obstacles and locales.None of the changes invalidate anything in
Hot Pursuit 
, mind you. These rules fit perfectly into those, justexpanding them a little to cover breathless, pavement-pounding pursuits.You'll need the original
Hot Pursuit 
to use these rules,and your favorite d20 game. Have fun!
ON FOO 
HOT PURSUIT: 
by Corey Reid 
Published by: 
http://www.adamantentertainment.com 
 
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
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
Point-Blank0Short-2Medium-4Long-8Extreme-16
Terrain
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
Hot Pursuit 
.
Surface
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:
SurfaceStability penalty
Unsteady-4Rough-8Swampy-12You need to be pretty nimble to be able to dancegracefully through a swamp, let's just leave it at that.
Speed Categories
The Speed Categories in
Hot Pursuit 
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.
Tiring
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.
Chase Conditions 

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