The Movement Check
A character’s Move check is +2 per point of
base speed. For an unencumbered human that moves at speed 6, that’s
+12. In a self-powered race like a footrace, you can add your STR bonus
to this in a given round but then have to make a DC 15 Fort save to not become
fatigued from the exertion. Use this same formula for other
movement types (riding, swimming) because it takes differing speeds into
account well.
The Chase Track
Rather than keeping up with specific
distances, a chase has distance represented by an arbitrary condition
track. It’s defined relative to whoever’s in the lead, and has six levels
-
1.
Close Contact
– within melee range of leader. Subject to all obstacles the leader has
to deal with.
2.
Point Blank –
close range can make any ranged attack without penalty. Take leader’s
obstacles or take an alternate path at DC 20.
3.
Short – Take
leader’s obstacles or an alternate path at DC 15. -2 on ranged attacks.
4.
Medium – From
this far back, it’s usually easy to avoid obstacles. -4 on ranged
attacks. Can’t use ranged 5.
6.
Lost – you
done lost ‘em. If you have allies still in the chase and you can
still run (not fatigued or just giving up) you can run after them sufficiently
to at least arrive on the scene once it’s all over, but you can’t get back into
the actual chase.
Chase participants start at a chase level that makes sense – if they are right there with the leader and take off after them when they take off, they can start at point blank. If they’re a round of movement away, or pause to shoot or take another action before they get going, start them at medium range.
Obstacles
In a chase, there’s a bunch of different
kinds of obstacles and complications that can come up. Here’s a sample
but not comprehensive list. In general the checks to pass these obstacles
are DC 15. If you fail the check, you drop back one level on the chase
track; if you miss by 5 you take 1d6 nonlethal damage from a collision or
similar mishap. This is an urban specific list. In a crowded urban
environment, each round has a 1 in 3 chance of bringing a mandatory obstacle,
or the leader can deliberately head towards obstacles as desired. Roll
1d8 for what type, or choose one:
1.
Simple
(Acrobatics/Melee) – barrels, gate, street vendor’s blanket, etc.
2.
Barrier
(Acrobatics) – fruit cart, unexpected turn
3.
Wall/Gap
(Athletics) – “end of alley” wall, fence, ditch, open manhole, pit
4.
Evasion
(Perception) – spot where he's gone
5.
Traffic
(Endurance/Dex) – pedestrians, mule team, orc pirates
6.
Squeeze
(Str/Dex) – crawlspace, hole in wall
7.
Noxious
(Endurance) – tannery, factory, sewage
8.
Terrain
(Dex/Acrobatics) – gravel, mud bank, slick cobblestones
Actions
Anyone in close contact with the leader can
conduct melee attacks on them. Whoever wins initiative gets to determine
if attacks or Movement checks happen first.A character can take a ranged attack but automatically drops back one level on the chase track when they do.
If the chase goes a number of rounds equal to anyone’s CON score they have to make DC 20 Fort saves each round or become fatigued, and effectively drop out.
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