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
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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.
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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.
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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).
- If a ranged attack hits, the shooter can either:
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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.
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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!