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Chases


Chases represent high-stakes pursuits, whether by foot, vehicle, or other means. This abstract system ensures that chases remain fast-paced while allowing for meaningful player choices.

How the Chase Works

  1. Set the Chase Distance

    • Start with a d6 set to 2 to track the gap between chasers and escapees.
    • If the die reaches 7, the escapees successfully get away.
    • If the die reaches 0, the escapees are caught.
  2. Rolling Skills to Influence the Chase
    Each team rolls skills to aid in their escape or pursuit:

    • Drive / Athletics – Represents movement speed and control.
    • Navigation – Helps find optimal routes or shortcuts.
    • Fire Weapons (special rule, see below)

    Skill Check Outcomes:

    • Success: +1 to the team’s roll.
    • Critical Success: +2 to the team’s roll.
    • Critical Failure: -1 to the team’s roll.
  3. Using Weapons in the Chase

    • If a ranged attack hits, the shooter can either:
      • Apply the hit’s bonus to their own roll.
      • Force the opponent to downgrade their die (d12 → d10).
    • A weapon hit can only apply once per round (no stacking penalties).
  4. Rolling for Chase Resolution

    • Each side rolls d12 + modifiers (or d10 if shot at).
    • The higher total wins the round, adjusting the tracking die:
      • If the escapees win, increase the die by +1.
      • If the chasers win, decrease the die by -1.
  5. Splitting Up

    • If the escapees split up, the chasers must decide whether to pursue separately or stay together.
    • For each split group, pull out another d6 to track the separate chase.
    • Resolve each chase independently using the same system.

Ending the Chase

  • The chase ends when the tracking die reaches 0 (capture) or 7 (escape).
  • The outcome determines whether the chase leads into combat, negotiations, or another event.

This streamlined approach abstracts movement while still making each round feel dynamic and impactful!