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Chases2

Page history last edited by Ian 11 years ago

The Chase is basic and adrenaline fueled scene in RPGs. The following is a simplified rule set that hopefully allows a Narrator to run these scenes as they were meant to be run.

 


 

Chase Basics

- Speed and distance is relative. Sometimes you will want to track actual distances (like the height of a cliff), and sometimes it truly doesn't matter.

- Determine the length of the chase (Normal 10 rounds, Long 20).

- Determine obstacles that appear each round previously, or roll randomly. Do the same for type of terrain.

- Every chase has a leader. This position can change during the chase, but everybody else during each round is following the leader. The Leader checks against the obstacle that appears that round. Depending on distance from the obstacle, the chasers must also try to avoid the obstacle.

 

Chase Round

  • Roll Initiative as normal for all participants except the leader, who always acts at the beginning of the round.
  • Take Lead's action. If no obstacle is present, the Leader takes the extend action or Loose Them action against all other participants, setting the DC.
  • Next character in order of initiative takes action.

 

Speed Modifiers

Assuming that the speed category is high enough that one vehicle is faster than the other, comparing the speeds of the vehicles becomes very important. Take the speed of the slowest vehicle participating in the encounter. Compare the speeds of all other vehicles to this speed. The faster vehicles gain a Comparable Speed bonus to all attacks, defense and most Maneuver checks. See the Maneuvers for specific exceptions.

Speed Comparison Bonus
Equal +0
Faster, less than double +1
Double +2
Triple +3
Quadruple +4

For a speed difference greater than quadruple, set aside whichever vehicles are unimportant in the immediate encounter. For example, if the party is escaping in an animal drawn wagon along an open highway, and are being chased by riders on other animals as well as a pilot in a starfighter, then ignore the starfighter on the assumption that it is simply too fast to interfere with the party while they are dealing with the riders. After the riders have been defeated, the starfighter may be reintroduced if it is a fair encounter.

 

Range

Ranges are arbitrary in design because of the variability of chase scale. Two characters on foot may have a close range of 10 to 30 meters while two capital ships would have a close range of 10 to 30 kilometers; flexibility of scale is the primary reason for the abstractness of these ranges.

There are five basic ranges, as summarized in the table below.

Range Range penalty
Point Blank -0
Short -2
Medium -5
Long -10
Extreme -15

The closer one is to the target, the easier that target is to hit. Additionally, certain maneuvers are only available at certain ranges. The penalty applies to Ranged attacks and to Notice checks.

Point Blank: Practically touching the other creature, point blank range has the danger of accidental collisions. On the other hand, it is the perfect distance for ramming, leaping from one craft to another or attacking with a melee weapon at either the craft or any exposed crew members.

Short: Short range is the most common in chases, as it provides no chance of accidental collision and good firing position.

Medium: Medium range is tricky, as only good pilots can fire effectively from this range and the chances of losing the target are increased. On the other hand, return fire is much easier to avoid.

Long: Only the best pilots engage moving targets at long range, though it is popular for engaging stationary targets such as space stations and ground defenses. Being able to kill a target at ranges where it can not effectively respond is a useful advantage.

Extreme: At this distance, the other vehicles are barely perceptible, well outside any effective weapons fire. Ranged attacks at this distance are impossible and keeping the target in sight is difficult.

Any creature that falls back past extreme range falls out of the chase.

 

Control Skill

The control Skill for any given round of combat will depend on the situation and the actions taken by the character. For example, a chase through empty rooftops will have rounds in which the control skill is Acrobatics, due to the narrowness and uneven nature of the surface, but in other rounds the control skill will become Athletics, because the characters must jump from one roof to another, or climb up or down a roof.

On Foot: Athletics, Acrobatics

Vehicle: Pilot, Drive, Handle Animal

Special: Stealth, Notice, Intimidate, Diplomacy. Bluff (see maneuvers)

 

Terrain

Terrain refers to how confining the environment is. From asteroid fields, to the shattered hulks of dead fleets, to the frozen canyons of a glacier, to the traffic packed streets of Absalom, chases take place on a variety of restrictive and dangerous terrain.

There are three categories of terrain (Open, Close and Tight). The chance of encountering an obstacle, and the base maneuver DC, changes with the terrain and is shown below. Changing the terrain can be highly advantageous, since it can cause a pursuer to fall behind, remove a Comparable Speed bonus or increase the chance of a foe striking obstacles.

Terrain Obstacle Roll Base DC
Open 19+ 10
Close 15+ 15
Tight 12 + 20

Open: Open terrain is generally clear and unobstructed. Well maintained highways with little traffic, open space and flat plains are all examples of Open terrain.

Close: Close terrain has some obstructions that make it unsafe to move at full speed. Moderate traffic on a highway, hilly terrain, light asteroid fields and the surface of an inactive capital ship are examples of Close terrain.

Tight:

Tight terrain in narrow, twisted or just so full of debris that only a great fool would travel it at speed. Narrow canyons, dense asteroid fields, the surface of an actively hostile capital ship or rush hour traffic would all be examples of Tight terrain.

 

Obstacles

During a chase, the leader must face sudden changes in condition, because he is trying to break away from those following him. Each round, there is a chance of an obstacle appearing (alternatively a Narrator can determine that one is coming up). Obstacles are described as minor, moderate or major:

 

Size DC Modifier Damage Modifier % Chance
Minor +0 +1d6 01-50%
Moderate +5 +2d6 51-75%
Major +10 +3d6 76-00%

The Base DC of an obstacle is modified by its size, giving the obstacle a final difficulty to overcome. Their are different kinds of Obstacles, some of which are listed here.

 

Barriers

Barriers are stationary obstacles that impede progress by presenting a more-or-less impassable blockage. “More-or-less” is the operative term here, as both fruit carts (the essential element of all chases, of course) and brick walls are considered Barriers. Unexpected turns on narrow streets, for example, are Barrier obstacles. Barriers can be destroyed through sheer damage or avoided through nerves and skill. Barriers can be leaped or climbed over (Athletics) or they can be avoided (Acrobatics), or barreled through (CMB).

 

Moats

Moats are obstacles that prevent travel by presenting a gap in the chase surface. Rivers, ditches, blown-out bridges and bomb craters can all be Moats. Moats can be jumped (Athletics, Drive, Ride) or Avoided (Acrobatics, Drive, Ride).

 

Traffic

Traffic objects are obstacles that are moving through the area of the chase. They differ from Barriers in that they can be encouraged to move aside, rather than either avoided or destroyed. They can be other vehicles, creatures, mobs or others. Traffic can be avoided (Acrobatics, Drive, Ride), scared away (Intimidate, Handle Animal), or barreled through (CMB).

 

Maneuvers

 

Maneuvers are the actions that can be taken during a chase by the leader.

 

  Check     PB/S L/M/E
Lead Maneuver Foot Mount/Vehicle DC Failure Succes Success 5+ Succes Success 5+
Attack Melee, Ranged Melee, Ranged Def+5 L1R CD CD/E1R CD CD/E1R
Avoid Obstacle Acro, Ath Ride/Drive/HA T+S L1R/TD AO AO/E1R - -
Barnstorm CMB CMB T+S-5 L1R/TD TD TD/E1R - -
Change Terrain Acro, Ath, Know Ride/Drive/HA set DC - E1R

E2R

- -
Extend Range Ath Ride/Drive/HA set DC L1R E1R E2R E1R E2R
Loose Them Stealth Stealth ND+10 L1R/TD E1R OUT E1R OUT
Ram - Ride/Drive/HA CMD+5 L1R CD CD/E1R - -
Scare Away Int/HA Int/Ha Will+5 L1R/TD AO AO/E1R - -
                 
  Check     PB/S L/M/E
Predator Maneuver Foot Mount/Vehicle DC Failure Succes Success 5+ Succes Success 5+
Avoid Obstacle Acro, Ath Ride/Drive/HA T+S E1R/TD AO AO/L1R - -
Find Shortcut Notice, Know Notice, Know T OUT OUT/+5 to Join OUT/+10 to Join OUT/+5 to Join OUT/+10 to Join
Join Chase Notice Notice T+Range END L1R L2R L1R L2R
Leap Aboard* Ath Ath T+5 L1R Hanging on Perfect Leap - -
Regain Control* - Ride/Drive/HA 20 L1R Control E1R -

-

 

 

*Only in PB range

L1R = Loose 1 range
E1R = Extend 1 R
CD = Cause Damage
TD = Take Damage
OUT = Out of chase, can try 1 join chase
AO = Avoid Obstacle
END = Cannot return to chase anymore

 

 

Leads have a series of maneuvers they can make, and their choices determine what choices are available to them and others.

 

Avoid Obstacle (Acrobatics/Athletics, Drive, Ride)

Perform a sudden deceleration or change of direction to avoid an obstacle.

DC= Terrain DC+ Size DC

Result:If successful, the lead suddenly changes direction, climbs or leaps over the obstacle. If they fail the check, they take damage and everybody in the chase gains 1 range increment on the leader. If they succeeds, they avoid the obstacle. Those following at Point Blank and Short range also must avoid the obstacle, or take damage and loose 1 range increment as well (effectively maintaining the distance). Those at medium range must also make the DC, but the DC decreases by 5. Those in long and extended range don't have to check, since they can find an alternate route.

 

Barnstorm (CMB, Drive. Ride)

Plow into an obstacle in order to shake off pursuers. Choose this maneuver to deliberately plow into an obstacle in an attempt to force pursuers to either Crash or Fall back.

DC= Terrain DC+ Size DC

Result: Upon choosing this maneuver, the acting driver'sʼs vehicle takes automatic Damage as it strikes a Barrier or Traffic obstacle and must make a CMB against the obstacle DC. If he fails the check, he bounces off the object and falls down, and everybody in the chase gains 1 range increment on him.  Characters in Point Blank or Short Range must either avoid the obstacle, or barsntorm themselves. Addiitonally, they can automatically avoid the obstacle by falling back two range increments.

 

Extend Range (Athletics, Drive, Ride)

Choose this maneuver anytime you want to gain ground on your opponents.

Result: The Lead makes a check, setting the DC. All those following must beat the DC or fall back one range step. Failure by 5 or more means the pursuer falls two steps back. If the pursuers beat the set DC by 5 or more instead shorten the range by one.

 

Loose them (Stealth)

Shake your pursuers by hiding in traffic or crowded conditions. Choose this maneuver to lose your pursuers by ducking behind obstacles. The Narrator determines if this maneuver is possible (if their is cover or concealment enough).

Result: Make a Stealth Check with a -10 penalty, setting the DC. All those following must beat the DC or fall back one range step. If they fail the DC by 5 or more, that opponent falls out of the Chase. He can attempt to join in next round.

Special: If you have the Challenge (Fast Stealth), you gain +5 to this Stealth check.

 

Ram (Drive, Ride)

Deal damage to pursuer. Choose this maneuver to use your vehicle as a weapon and slam it into your opponent'sʼs vehicle, or to knock somebody over.

DC=CMD

Result: If successful, you deal damage to one target within Point Blank range. If you succeed by 5 or more, he also falls back one range. If you fail, everybody in the chase gains 1 range incerment on you

 

Scare Away (Intimidate, Handle Animal)

Choose this maneuver to try and convince Traffic or Creature obstacles to let you by.

DC=Will+5

If successful, no collision occurs. If you succeed by 5 or more, those at PB and Short range take damage as they collide into the obstacle you aimed against them.

 

Pursuer Maneuvers

Most Pursuers don't have too many actions to make, because they must react to what the lead is doing or fall behind. The following are actions that those on pusuit can make against the lead, or against others in the chase, whenever there is no obstacle to overcome.

Attack (Attack)

Deal damage to target. Choose this maneuver to use your weapon aagainst an opponent.

DC=Defense+5

Result: Attack and you deal damage to one target within range if succesful, but fall one range increment behind. If you succeed by 5 or more, you don't loose distance with the target. If you fail, you loose 1 range increment in the chase.

Special: If you have the Move-by-Action feat, you gain +5 to the attack (offestting the increase in DC).

 

Join Chase (Notice)

Choose this maneuver to join a chase already in progress, either because you werenʼt aware of it, because you were foiled.

DC=Terrain+Range

Result: If successful, the acting vehicle joins the chase. By default, new chase participants join a chase at long range. If they succeed by 5 or more, they join the chase at medium range.

Special: You have only one chance to rejoin a chase. If you fail, you are out of the chase permanently.

 

Leap Aboard (Athletics)

Try to jump aboard a moving vehicle.

DC=Terrain DC+5.

Result: If succesful, you cling on to the moving vehicle and can climb aboard the next round. If you succeed by 5 or more, you jumped so perfectly that you can act normally the next round.

 

Regain Control (Ride, Drive, Handle Animal)

Get control over an out-of-control vehicle.

DC=20

Result:  If successful, the vehicle is no longer out-of-control.

Special: Out of Control vehicles or mounts are handled by the Narrator. If you fail, the vehicle looses 1 range increment. If you succeed by 5 or more, you shorten the range by one increment.

 

Tackle Opponet (CMB)

You try to tackle a target that is within Point Blank range.

DC=CMD+5

Result: Attempt to grapple the target. If succesful, the chase ends and normal combat begins with the leader held by the chaser.

Special: If you have the Move-by-Action feat, you gain +5 to the attack (offestting the increase in DC).

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