Difference between revisions of "Chase"

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==Stages==
 
==Stages==
{{Main|Complications}}
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{{Main|Complication}}
 
Most chases will be split into a track of multiple complication stages, each with a target of 12. Each stage has one or more exits to other stages. It is recommended that you use encounter tiles to represent stages, and place yourself at the center when you enter one. With each 5 success total towards an exit move yourself 1 area towards that exit, just as a way of representing your progress. You may build success towards different exits, but any success you gain towards one exit subtracts from all other success totals. You may exit back to a previous stage.
 
Most chases will be split into a track of multiple complication stages, each with a target of 12. Each stage has one or more exits to other stages. It is recommended that you use encounter tiles to represent stages, and place yourself at the center when you enter one. With each 5 success total towards an exit move yourself 1 area towards that exit, just as a way of representing your progress. You may build success towards different exits, but any success you gain towards one exit subtracts from all other success totals. You may exit back to a previous stage.
  

Revision as of 20:59, 14 September 2014

Example Outdoor Chase
The stages below are an example of a possible chase track through a wilderness location. There are two main routes. Over the rocky cliff and the waterfall can be very dangerous both to pursuers and the pursued. The route through the woods is safer and allows sneaking to come into play.

  • Stage 1: Open ground. Target 12, uses agility and run speed, failure margin also deals agony from getting tired. Exits to either Up into the rocks or Into the trees.
  • Stage 2: Up into the rocks. Target 12, uses agility and climb speed, bonus (+2) if you have the Climb ability, failure margin also deals agony and trauma from falls. Interference eliminates all success total and moves you to Open ground. Exits to either Open ground or Over the waterfall.
  • Stage 3: Into the trees. Target 12, uses agility or subterfuge and run speed, bonus (+2) if you have the Hide ability. Exits to either Open ground or River crossing.
  • Stage 4: Over the waterfall. Target 12, uses agility and swim speed, bonus (+2) if you have the Swim ability, failure margin deals agony and trauma from falls. Interference eliminates all success total and moves you to Far shore. Exits to either Far shore or Up into the rocks.
  • Stage 5: River crossing. Target 12, uses agility and either run or swim speed, bonus if you have the Swim ability, failure margin also deals agony from getting tired or drowning. Exits to either Far shore or Into the trees.
  • Stage 6: Far shore. Target 12, uses agility or subterfuge and run speed, bonus (+2) if you have the Hide ability. Exits to either River crossing or automatic escape from the chase.

A chase involves the band fleeing from opponents, or trying to catch someone themselves. A chase may be an encounter, in which case tiles are used, or more commonly as a complication. As a complication a chase will usually be across several stages. If you are fleeing, once you succeed at a stage your future rounds may be used to cross the next stage, or cooperate with others in the same stage without suffering a penalty. If you are pursuing, once you succeed at a stage your future rounds may be used to pursue targets in the next stage or to attack or contest targets still in the stage you have completed. The default failure consequence in a chase is either a reduction in your own success total or an addition to your opponent's total, and your opponents choose.

Stages

Main article: Complication

Most chases will be split into a track of multiple complication stages, each with a target of 12. Each stage has one or more exits to other stages. It is recommended that you use encounter tiles to represent stages, and place yourself at the center when you enter one. With each 5 success total towards an exit move yourself 1 area towards that exit, just as a way of representing your progress. You may build success towards different exits, but any success you gain towards one exit subtracts from all other success totals. You may exit back to a previous stage.

Caught

If you spend an entire exchange inside the same stage you will drop out of the chase. If you drop out as a pursued individual and there are no pursuers in the stage with you, then you escape. If there are pursuers, you are caught and at least one pursuer must also drop out of the chase to catch you. If no pursuers choose to drop out then you escape just as though there were no pursuers with you. You also drop out of the chase at the end of any exchange if there are no opponents in the stage with you. If you have completed the stage and choose to stay and attack or 'cooperate' with an opponent at no penalty to reduce their success total. If you attack you roll like normal and deal your effects if you succeed. If you are attacked you may screen to contest them, at the cost of your next check. If you are locked by an attack you must screen and escape before you may use any checks to make progress in the contest. Chases may also have a defined exit that if you reach, you will automatically escape.

Speed

The referee can set an average speed range for the chase, based on the participants. Any participant slower than that range will suffer penalty (-2) on checks to exit a stage, and any participant faster will gain a bonus. For a regular foot chase the speed range is usually 2-3, so any participant with a speed of 0 or 1 would suffer a penalty, and anyone moving 4 or faster would gain a bonus.

Chase Tactics

If the track allows it, split up to force pursuers to spread out into different stages. They will be more likely to have to drop out. If a stage is advantageous to you then you can cross it multiple times. If you are pursuing don't exit a stage before your targets do, you might not have enough time to get back if they choose to change direction. After passing the stage use that extra time to 'cooperate' and reduce their success total, or attack and lock them. Anything to keep them from being able to exit at the end of the exchange will force them to drop out and be caught.

Special Chases

Some chases may have additional rules:

  • Countdown. You aren't being chased by just individuals, but an inexorable disaster. There will be a stage or tile that you must reach before a set number of exchanges or you suffer some automatica horrible consequence. In an encounter this may also be represented by removing a line of tiles from the zone after each exchange.


Version 2.5.0
©2014 Frameworks Games

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