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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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