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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"

Obstacle Skill Checks


Certain "Obstacle cards" require a skill check in order to pass through.
"Obstacle cards" can often be overcome with multiple different "Obstacle Skill checks"
If the Character fails the "Obstacle Skill check" the DM can determine whether they lose their next 2 actions or are completely unable
to pass through the "Obstacle Card" and must take a different route on the "Chase Track"
Example obstacles:
Obstacle Type Overcome With… Obstacle DC Obstacle Type If Character fails...
Low Barrier Climb, Acrobatics/Jump 12 Fallen tree, large rocks, Loses next 2 actions,
ruins, small hill falls Prone.
High Barrier Climb, Acrobatics/Jump 15 or 20 Cliff, fallen rocks, ruins Cannot proceed, try
again
Gap Acrobatics/Jump 10+1d10 Crevice, chasm, creek, Falls, take fall damage
sudden drop
Steep Incline/Decline Acrobatics 15 Steep hill Falls
Tight Fit Escape Artist 20 Fallen rocks, narrow Cannot proceed, try
chasm again
Narrow Ledge Acrobatics, Reflex 10 Natural bridge, rope Falls, take fall damage
bridge, tree bridge
Water Swim, Acrobatics/Jump 10 River, lake
Predator Perception, Knowledge 12 Carnivorous animal or Take Damage
(nature), Survival plant
Barrier Swim, Climb/move over 15 Crashed boat, Dam,
Debris, Hanging tree
No Obstacle N/A N/A Stretch of road, clear N/A
trail through woods.
Fatigue
A character can participate in a chase for a number of turns equal to Twice their constitution score.
After this they must make constitution checks DC: 10+ (cumulative +1 per round)
A failed check gives the character the "Fatigued" condition
Whilst "Fatigued" a characters move check bonus is halved.
For example: A move speed of 30ft gives a bonus of 12 to move checks. Whilst "Fatigued" A move speed of 30ft gives a bonus of 6 to
move checks

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

Run Around Low Wall

Clear Street
Clear Street Tight alley
short cut

Oil slick in
road
Locked Door

Broken
window Climb fire
escape

climb stairs
Locked Door

Clear street Roof gap

Roof gap

Roof gap

Clear street

Dead end

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