Difference between revisions of "Chase"

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A chase involves the [[band]] fleeing from opponents, or trying to catch someone themselves. A chase may be an [[encounter]], in which case tiles and regular turns and movement are used. More commonly as a modified [[complication]] is used instead. As a complication a chase will usually be across one or more exchanges, and each exchange is called a stage. Rather than accumulating success margin towards a target, you are accumulating speed, and the highest total (called the pole) has advantages within the chase. After each exchange the totals are compared to see if the chase has been resolved.
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A chase is a high speed encounter. The usual objective is to escape from (or catch) your opponents. A chase is most commonly a [[complication]], but it can be played on a map as well. As a complication a chase will usually be across one or more exchanges, and each exchange is called a stage. Rather than accumulating success margin towards a target, you are accumulating distance in the chase, and the highest total, called the '''pole''', has special advantages. After each exchange the totals are compared to see if the chase has been resolved.
  
==Exchanges==
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==Chase Turn==
[[Reflex]] is dealt normally, and when you take your turn in a chase you roll a single effect die. If the result is green, you move and check normally. If the result is blue, your check suffers a penalty, or a specific effect of the stage is triggered. If the result is red you move and check normally, then you may attack an opponent, or help an ally, or gain an extra [[guard]]. If you help an ally you each roll an effect die on that person's turn, and the ally may choose which result to use. You may also cooperate with the ally's check. If you have momentum at the beginning of your turn the redouble applies to the effect die, allowing you to roll two and choose the result you prefer.
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[[Reflex]] is dealt normally, and when you take your turn in a chase you roll a single effect die, called your '''action die''', to determine the nature of your turn. If the result is green, you check and move your speed normally. If the result is blue, your check suffers a penalty (or an effect of the stage) and your speed is halved. If the result is red you check and move normally, plus you gain a regular action. You can give up your automatic movement (green or blue) to take an action, but you gain no speed at all and count as having a failure margin of 10 if you do so. Some important uses for an action in a chase:
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*You can screen (or pay for a screen), and you have defenses until you can choose an action again (usually your next red result).
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*You can cooperate with anyone who has the same or a lower total.
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*You can grant an extra action die to anyone. They roll both and choose which result counts.
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*You can attack an opponent who has the same or lower total, or a higher total with a range penalty.
  
==Checks and Totals==
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==Chase Totals==
If you are chasing without a vehicle you check against your [[move]] score, and in a vehicle you check [[operate]]. On a success you add your speed to your total, plus any success margin. On a failure you add only half your speed, and you suffer a consequence equal to your failure margin (see Stages below). Interference will trigger any stage effects just as a blue effect die would. On a green result you may give up your movement to make an attack instead, but note that failure consequences will apply to this attack. On a blue you must attempt to move and suffer any consequences. If you do not have a ranged attack you may only attack targets with totals equal or less than your own. Otherwise helping or attacking someone with a greater total suffers a penalty.
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If you are chasing without a vehicle you check against your [[move]] score, and in a vehicle you check [[operate]]. On a success you add your speed to your total, plus any success margin. On a failure you add only half your speed, and you suffer a consequence equal to your failure margin based on the stage properties. Interference counts as if you got a blue result on your action die. At the end of an exchange, compare the totals for everyone still in the chase. The person with the highest total (reflex breaks ties) is the pole. If there is a choice between which stage the chase proceeds to, the pole chooses. If stages are not defined, the pole chooses any two properties to add or remove for the next stage. Anyone with a total less than half the pole is dropped from the chase and left behind. Participants may also choose to drop out. If you are fleeing and get dropped, you are captured. The pole may voluntarily reduce the total until someone else becomes the pole.
  
==Stages==
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==Stage Properties==
Most chases will start with a simple stage, where failure consequences are grit and a blue result just confers a penalty on your check for the turn. However some chases may start in more dangerous circumstances, and as they continue they will certainly become deadlier. At the end of an exchange check totals. Anyone fleeing who has a total less than half of someone pursuing is caught and removed from the chase (along with one pursuer whose total is double or more). Anyone pursuing who has a total less than half of the slowest remaining pursued is likewise eliminated from the chase. The pole (character with the highest total) then selects the properties for the next stage, and everyone else has the choice to either continue or drop out. A pursuer who drops out is simply eliminated from the chase, a pursued who drops out is caught. Some example properties for stages include:
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Most chases will start with a simple stage, where failure consequences are grit and a blue result just confers a penalty on your check for the turn. However some chases may start in more dangerous circumstances, and as they continue they will certainly become deadlier or more complex. Some example properties for stages include:
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*'''Attacking:''' A blue result or interference hits you with an attack with that success margin and locks you. You need an action to escape. (Falling objects, a giant monster, artillery strikes, whatever.)
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*'''Chasm:''' A blue result or interference makes you '''teeter''', you gain no speed. If already teetering you out of the chase and you suffer a 15dE fall.
 
*'''Dangerous:''' The consequence for failure margin becomes hits.
 
*'''Dangerous:''' The consequence for failure margin becomes hits.
*'''Treacherous:''' The consequence for failure margin subtracts from your total. A total less than 0 eliminates you from the chase.
 
 
*'''Flaming:''' The consequence for failure margin is burn.
 
*'''Flaming:''' The consequence for failure margin is burn.
*'''Obscured:''' You may dodge attacks using your Sneak score. You may drop out at the end of the exchange and are not caught if you win a contest between sneak and your pursuer's sense.
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*'''Fluid:''' Use your swim speed. On a blue result you begin to [[drown]].
*'''Occupied:''' A blue result or interference adds another pursuer.
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*'''Obscured:''' You may dodge attacks using your sneak score. You may drop out at the end of the exchange and are not caught if you win a contest between sneak and your pursuer's sense.
*'''Chasm:''' A blue result or interference makes you teeter, you gain no speed. If already teetering you out of the chase and you suffer a 15dE fall.
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*'''Occupied:''' A blue result adds another pursuer in the pole, and failure margin subtracts from the highest total among the fleeing characters.
*'''Attacking:''' A blue result or interference hits you with an attack with that success margin and locks you unless you successfully dodge with a guard. (Falling objects, a giant monster, artillery strikes, whatever.)
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*'''Steep:''' Use your climb speed, and it is automatically '''dangerous''' and '''treacherous'''.
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*'''Treacherous:''' The consequence for failure margin subtracts from your total. A total less than 0 eliminates you from the chase.
  
 
==Vehicles==
 
==Vehicles==
A vehicle with multiple crew chooses a single reflex card from the available ones, and then all crew members roll their effect dice and resolve in any order desired. Only the vehicle's helm uses an action to move, while other positions may use green results for their usual actions, and red results to cooperate normally. Any blue results prevent that crew from using an action, and the penalty goes to the helm's check.
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A vehicle with multiple crew chooses a single reflex card from the available ones, and then all crew members roll their action dice and resolve in any order desired. Only the vehicle's helm rolls for movement. Others may perform actions for their position on a green result. Red results grant an extra action as above. Any blue results penalize anyone on the vehicle making a check, but only affect speed if the helm has a blue result.
  
 
==Special Chases==
 
==Special Chases==
 
Some chases may have additional rules:
 
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 automatic horrible consequence. In an encounter this may also be represented by removing a line of tiles from the zone after each exchange.
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*'''Countdown.''' You aren't being chased by just individuals, but an inexorable disaster. There will be a stage or area that you must reach before a set number of exchanges or you suffer some automatic horrible consequence. In an encounter this may also be represented by removing a line of areas from the zone after each round.
  
 
{{V251}}
 
{{V251}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Revision as of 05:23, 18 July 2015

A chase is a high speed encounter. The usual objective is to escape from (or catch) your opponents. A chase is most commonly a complication, but it can be played on a map as well. As a complication a chase will usually be across one or more exchanges, and each exchange is called a stage. Rather than accumulating success margin towards a target, you are accumulating distance in the chase, and the highest total, called the pole, has special advantages. After each exchange the totals are compared to see if the chase has been resolved.

Chase Turn

Reflex is dealt normally, and when you take your turn in a chase you roll a single effect die, called your action die, to determine the nature of your turn. If the result is green, you check and move your speed normally. If the result is blue, your check suffers a penalty (or an effect of the stage) and your speed is halved. If the result is red you check and move normally, plus you gain a regular action. You can give up your automatic movement (green or blue) to take an action, but you gain no speed at all and count as having a failure margin of 10 if you do so. Some important uses for an action in a chase:

  • You can screen (or pay for a screen), and you have defenses until you can choose an action again (usually your next red result).
  • You can cooperate with anyone who has the same or a lower total.
  • You can grant an extra action die to anyone. They roll both and choose which result counts.
  • You can attack an opponent who has the same or lower total, or a higher total with a range penalty.

Chase Totals

If you are chasing without a vehicle you check against your move score, and in a vehicle you check operate. On a success you add your speed to your total, plus any success margin. On a failure you add only half your speed, and you suffer a consequence equal to your failure margin based on the stage properties. Interference counts as if you got a blue result on your action die. At the end of an exchange, compare the totals for everyone still in the chase. The person with the highest total (reflex breaks ties) is the pole. If there is a choice between which stage the chase proceeds to, the pole chooses. If stages are not defined, the pole chooses any two properties to add or remove for the next stage. Anyone with a total less than half the pole is dropped from the chase and left behind. Participants may also choose to drop out. If you are fleeing and get dropped, you are captured. The pole may voluntarily reduce the total until someone else becomes the pole.

Stage Properties

Most chases will start with a simple stage, where failure consequences are grit and a blue result just confers a penalty on your check for the turn. However some chases may start in more dangerous circumstances, and as they continue they will certainly become deadlier or more complex. Some example properties for stages include:

  • Attacking: A blue result or interference hits you with an attack with that success margin and locks you. You need an action to escape. (Falling objects, a giant monster, artillery strikes, whatever.)
  • Chasm: A blue result or interference makes you teeter, you gain no speed. If already teetering you out of the chase and you suffer a 15dE fall.
  • Dangerous: The consequence for failure margin becomes hits.
  • Flaming: The consequence for failure margin is burn.
  • Fluid: Use your swim speed. On a blue result you begin to drown.
  • Obscured: You may dodge attacks using your sneak score. You may drop out at the end of the exchange and are not caught if you win a contest between sneak and your pursuer's sense.
  • Occupied: A blue result adds another pursuer in the pole, and failure margin subtracts from the highest total among the fleeing characters.
  • Steep: Use your climb speed, and it is automatically dangerous and treacherous.
  • Treacherous: The consequence for failure margin subtracts from your total. A total less than 0 eliminates you from the chase.

Vehicles

A vehicle with multiple crew chooses a single reflex card from the available ones, and then all crew members roll their action dice and resolve in any order desired. Only the vehicle's helm rolls for movement. Others may perform actions for their position on a green result. Red results grant an extra action as above. Any blue results penalize anyone on the vehicle making a check, but only affect speed if the helm has a blue result.

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 area that you must reach before a set number of exchanges or you suffer some automatic horrible consequence. In an encounter this may also be represented by removing a line of areas from the zone after each round.


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