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Chase Rules
Chase Rules
Start of a chase
In a chase, participants will move through a series of "Obstacle Cards"
Each of these is assumed to be 30ft in length and may require a skill check.
A chase follows a "Chase Track" with the following positions
Leading – Neck and neck with the leader. Pursuer is within melee range of the leader. Same "Obstacle Card" as the leader.
Point Blank – Right on their heels. Within 10 - 30ft. Same "Obstacle Card" as the leader.
Short - Within 30 - 60ft of the leader. 1 "Obstacle Card" behind the leader.
Medium – Well behind the leader. 2 or 3 "Obstacle Cards" behind the leader.
Long – Barely in sight. 4 or 5 "Obstacle Cards" behind the leader.
Lost - You have completely lost track of the leader. If you have allies still in the chase and you can still run and continue to
chase after your allies but can no longer see the leader. 6+ "Obstacle Cards" behind the leader.
Starting position on the Chase Track depends on circumstances of the chase initiation.
Sudden Start: In a chase that assumes that everyone begins at the same starting point, all participants start on the same card.
Head Start: If a participant has a head start on the other creatures involved in the chase, he begins ahead of the rest of the participants
by a number of "Obstacle Cards" determined by the DM
Long Shot: If one participant is so far ahead that he has practically already won the chase, he begins the chase 5 cards from away from
the rest of the chase’s participants.
Actions in a chase
Characters in a chase can make either
2 "Move Checks"
1 "Move Check" + 1 "Obstacle Skill check"
1 full round Action
1 "Move Check" or "Obstacle Skill check" + 1 attack action
Moving in a chase
Each participant rolls "Initiative" to determine the order they move at the start of the chase.
Each participant on their turn then rolls a "Move Check" with a bonus equal to twice their current Movement Speed divided by 5. For
most characters with a move speed of 30ft this gives a bonus of 12 to move checks.
"Move Check" = 2D20 + 2(movement speed / 5)
This determines how far in ft the character can move.
For example: A human with a speed of 30ft rolls 18 on their move check, this means they can move 30ft. or 1 "Obstacle Card"
A further 2 more failed Constitution checks after becoming "Fatigued" gives the character the "Exhausted" condition.
An "Exhausted" Character can only make 1 move check or skill check per turn.
Fast Characters
Characters able to move further than 30ft per round may do so but may only make 1 "Obstacle Skill check" per turn. If the "Obstacle
Card" the Character moves into, also contains an "Obstacle Skill check" the character must wait until their next turn before moving
further. Unless there is a way to overcome the Obstacle without performing a skill check
Chase Track
The "Chase Track" is laid out in a series of obstacle cards with multiple different paths.
Example Chase track:
High Wall
Clear Street
Clear Street Tight alley
short cut
Oil slick in
road
Locked Door
Broken
window Climb fire
escape
climb stairs
Locked Door
Roof gap
Roof gap
Clear street
Dead end