Chase
Scenario
A Chase Scenario happens when the players need to pursue an escaping target, whether it’s a cryture fleeing into the woods, a hostage running from captivity, or a criminal on the run from justice.
Chase turns are in Tactical Time. To win the chase, a player must close the Distance between themselves and the target with their actions while the target tries to increase the Distance.
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Rules
Participants in the Chase begin by rolling Initiative to determine turn order. The target begins with a number of spaces of Distance equal to its Speed. Each player’s Distance is tracked separately, and each point of Distance is equivalent to 5 feet, or 1 space on a tactical map.
Once the target is within range, players may use the Tackle action to stop the target from fleeing. They may also use attacks to subdue the target.
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Common Actions
The following actions are specifically useful to this Scenario, and can be taken without any extra abilities or equipment.​
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Obstruct Path
You grab a large object and drop it on the path behind you.
Type: Diversion
Major Action
Roll: Fitness + Legerdemain vs Reactions
Success: You reduce the Speed of each pursuer by 1 per success.
Move
You run at a brisk jog.
Minor Action
Effect: You reduce your Distance or increase each pursuer’s Distance by your Speed.
Sprint
You charge ahead at full speed.
Cost: 1 Stamina
Type: Mobility
Major Action
Roll: Agility + Athletics vs Speed
Success: You reduce your Distance or increase each pursuer’s Distance by your Speed + 1 per success.
Tackle
You lunge for the escapee to stop their escape.
Major Action
Melee 1
Roll: Fitness + Melee vs Reactions
Complexity: Stamina
Success: The target is Incapacitated for as long as the attacker Concentrates.
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