Setup

Chases operate like Social Challenges where participants attempt to reduce their quarry’s Distance to 0.

Distance: Equal to the quarry’s highest Physical Skill Modifier (Athletics, Agility, or Endurance).

(GM note: For especially difficult scenes, consider summing two or even all three of the modifiers!)

Round Layout

Player Skill Checks

Each round, players can describe 1 Skill they want to roll. They must describe a way they use this Skill that (a) makes sense within the scene, and (b) explains how the help the party close the distance.

Various skills can be used based on the scenario and player description - Athletics for raw speed, Perception for tracking, or Nature for finding shortcuts, etc. The GM has final say on whether a skill makes sense as described.

Enemy Skill Check

After the players have gone, the GM now makes a single check for the pursued party using a reasonable Skill and describing what they’re attempting. Use the same framework below to determine effect. Success on this roll for the pursued party will increase the Distance rather than decrease it.

Position/Effect Assessment

Before each skill roll, the GM will assess: Position (risk level):

  • Controlled: Safe terrain, clear path, no complications
  • Risky: Moderate obstacles, some danger of getting lost/injured
  • Desperate: Dangerous terrain, high chance of serious complications Effect (progress made):
  • Limited: 1 Distance reduction
  • Standard: 2 Distance reduction
  • Great: 3 Distance reduction

Consequences Based on Position + Roll Result

PositionSuccessFailure
ControlledAchieve effect, no complicationsNo progress, minor complications
RiskyAchieve effect, minor complicationNo progress, moderate complication
DesperateAchieve effect, moderate complicationNo progress, major complication

Resolution

When Distance reaches 0, the pursuers catch their quarry. If the chase extends beyond reasonable narrative time, the quarry may escape through other means.


The Tables Are Turned

In a more unlikely scenario, the players may be the ones being chased down. In this situation, make the following modifications to the rules above:

  1. Every player has their own Distance value, calculated as above; each individual can be “caught up to” independently.
  2. The players are now attempting to increase their own Distance values with actions, described as above.
  3. Enemy moves now are to reduced Distance; anything they do that reduces Distance reduces all players’ Distance values equally.

GM Note:

This system is a little bit unbalanced against players, so make sure to not go too hard on this, and adjust the enemies’ actions accordingly! That said, 1-2 players getting caught while the rest get away is some fantastic quest bait… we won’t judge you.


Example Chase Scenario

Setup

The party is pursuing a pickpocket through the crowded marketplace after he stole a valuable scroll. The thief has 65 Agility (+6 Agility Modifier), so his Distance starts at 6.

Action 1: Quick Sprint

Player: “I sprint through the crowd, shoving people aside to close the gap.”

  • GM Assessment:
    • Position: Risky (might knock over vendors, cause scene)
    • Effect: Standard (2 Distance reduction potential)
  • Athletics Roll: Success! Reduces Distance by 2, but gains complication “Angry Vendors” - marketplace security is now alerted.
  • Current State: 4/6 Distance remaining, complication “Angry Vendors”

Action 2: Rooftop Shortcut

Player: “I climb up the nearest building to get a better vantage and take a shortcut across the rooftops.”

  • GM Assessment:
    • Position: Desperate (dangerous climb, could fall, “Angry Vendors” makes this riskier)
    • Effect: Great (3 Distance reduction potential from shortcut)
  • Athletics Roll: Success! Reduces Distance by 3, but gains moderate complication: “Lost Sight” - the thief ducked into an alley while you were climbing.
  • Current State: 1/6 Distance remaining, complications “Angry Vendors” and “Lost Sight”

Action 3: Track the Target

Player: “I use my knowledge of the city layout to predict where he’d go to fence stolen goods.”

  • GM Assessment:
    • Position: Risky (“Lost Sight” makes this harder)
    • Effect: Standard (2 Distance reduction potential)
  • Survival Roll: Success! Reduces Distance by 2, bringing it to 0.

Resolution

The party successfully corners the pickpocket at a known fence’s shop, catching him just as he’s trying to sell the stolen scroll.