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 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.
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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 out on a map as well. Rather than accumulating success margin towards a target, you are accumulating distance in the chase. After an exchange compare the totals to see who has been caught and who has escaped.
  
==Stages==
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==Pursuit Die==
{{Main|Complications}}
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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 '''pursuit die''', to determine the nature of your turn. If the result is green you suffer a penalty, your speed is halved, and any failure margin is also subtracted from your speed. If the result is blue you check and move your speed normally. If the result is red get no speed but you gain a special action. As usual, roll an additional die for the red and get the benefits of the next die you roll as well. Some important uses for a special action in a chase:
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.
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*You can [[screen]] (or pay for a screen), and you have defenses until you can choose an action again.
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*You can cooperate with or contest anyone who has the same or a lower total.
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*You can grant an extra pursuit die roll 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.
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*You can become [[hidden]], gaining two decoys that must be captured or eliminated before you can be attacked or caught.
  
==Caught==
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==Chase Totals==
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 [[lock]]ed by an attack you must screen and escape before you may use any checks to make progress in the contest.
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On your own you check [[agility]], riding you check [[wilderness]], and in a vehicle you check [[machinery]]. 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 lose grit equal to your failure margin. Interference gives you a blue result on your next pursuit die. Each round the person with the highest total that round (speed plus margin, reflex breaks ties) is called the '''pole''' gets to choose stage properties for the next round. Some chases offer a series of specific stages, but if none are offered the pole selects properties equal to their margin that make sense. Any participant with a speed of 0 or less for the round is knocked out of the chase. At the end of the exchange compare the totals. Starting at the highest total (reflex breaks ties) each may choose to either escape, or capture any one participant with a lower total.  
  
==Speed==
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==Stage Properties==
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.
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Most chases will start with a simple stage, where failure consequences are grit for failure, plus the standard effects of a blue pursuit die if you roll one (penalty, half speed, failure margin subtracts from speed). However some chases may start in more perilous 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 from a hazard. (Falling objects, a giant monster, artillery strikes, whatever.)
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*'''Chasm:''' A blue result or interference makes you '''teeter''' in addition to the normal effects. A second teeter means you [[fall]] areas equal to your current total.
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*'''Dangerous:''' Failure margin also deals hits.
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*'''Difficult:''' There is an extra penalty on all checks.
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*'''Flaming:''' Failure margin also deals burn.
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*'''Fluid:''' Use your swim speed. On a blue result you begin to [[drown]].
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*'''Obscured:''' You may check and dodge attacks using [[subterfuge]]. All attacks suffer an extra penalty.
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*'''Occupied:''' A blue result adds another pursuer tied with the highest margin.
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*'''Steep:''' Use your climb speed, and any failure margin subtracts from your total and deals that distance as a [[fall]].
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*'''Treacherous:''' Any failure margin subtracts from your total.
  
==Example Outdoor Chase==
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==Vehicles==
*''Stage 1'': '''Open ground.''' Target 12, uses [[move]] and run speed, failure margin also deals agony from getting tired. Exits to either '''Up into the rocks''' or '''Into the trees'''.
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Only a vehicle's commander draws reflex cards. Crew members roll their pursuit dice and resolve their actions in any order desired on the vehicle's reflex. The helm position's pursuit die counts for movement, but all participating crew must check and may suffer consequences if they fail.
*''Stage 2'': '''Up into the rocks.''' Target 12, uses [[move]] 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'''.
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*''Stage 3'': '''Into the trees.''' Target 12, uses [[move]] or [[sneak]] and run speed, bonus (+2) if you have the [[Hide]] ability. Exits to either '''Open ground''' or '''River crossing'''.
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*''Stage 4'': '''Over the waterfall.''' Target 12, uses [[move]] 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'''.
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*''Stage 5'': '''River crossing.''' Target 12, uses [[move]] 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'''.
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*''Stage 6'': '''Far shore.''' Target 12, uses [[move]] or [[sneak]] and run speed, bonus (+2) if you have the [[Hide]] ability. Exits to either River crossing or automatic escape from the chase.
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==Chase Tactics==
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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.
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==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 automatica 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 row of areas on a green result or two rows on a blue result each round, based on a pursuit die roll.
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==See Also==
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*[[Encounter]]
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*[[Battle]]
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*[[Dispute]]
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*[[Raid]]
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{{V250}}
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{{V252}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Latest revision as of 04:51, 1 March 2016

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 out on a map as well. Rather than accumulating success margin towards a target, you are accumulating distance in the chase. After an exchange compare the totals to see who has been caught and who has escaped.

Pursuit Die

Reflex is dealt normally, and when you take your turn in a chase you roll a single effect die, called your pursuit die, to determine the nature of your turn. If the result is green you suffer a penalty, your speed is halved, and any failure margin is also subtracted from your speed. If the result is blue you check and move your speed normally. If the result is red get no speed but you gain a special action. As usual, roll an additional die for the red and get the benefits of the next die you roll as well. Some important uses for a special action in a chase:

  • You can screen (or pay for a screen), and you have defenses until you can choose an action again.
  • You can cooperate with or contest anyone who has the same or a lower total.
  • You can grant an extra pursuit die roll 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.
  • You can become hidden, gaining two decoys that must be captured or eliminated before you can be attacked or caught.

Chase Totals

On your own you check agility, riding you check wilderness, and in a vehicle you check machinery. 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 lose grit equal to your failure margin. Interference gives you a blue result on your next pursuit die. Each round the person with the highest total that round (speed plus margin, reflex breaks ties) is called the pole gets to choose stage properties for the next round. Some chases offer a series of specific stages, but if none are offered the pole selects properties equal to their margin that make sense. Any participant with a speed of 0 or less for the round is knocked out of the chase. At the end of the exchange compare the totals. Starting at the highest total (reflex breaks ties) each may choose to either escape, or capture any one participant with a lower total.

Stage Properties

Most chases will start with a simple stage, where failure consequences are grit for failure, plus the standard effects of a blue pursuit die if you roll one (penalty, half speed, failure margin subtracts from speed). However some chases may start in more perilous 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 from a hazard. (Falling objects, a giant monster, artillery strikes, whatever.)
  • Chasm: A blue result or interference makes you teeter in addition to the normal effects. A second teeter means you fall areas equal to your current total.
  • Dangerous: Failure margin also deals hits.
  • Difficult: There is an extra penalty on all checks.
  • Flaming: Failure margin also deals burn.
  • Fluid: Use your swim speed. On a blue result you begin to drown.
  • Obscured: You may check and dodge attacks using subterfuge. All attacks suffer an extra penalty.
  • Occupied: A blue result adds another pursuer tied with the highest margin.
  • Steep: Use your climb speed, and any failure margin subtracts from your total and deals that distance as a fall.
  • Treacherous: Any failure margin subtracts from your total.

Vehicles

Only a vehicle's commander draws reflex cards. Crew members roll their pursuit dice and resolve their actions in any order desired on the vehicle's reflex. The helm position's pursuit die counts for movement, but all participating crew must check and may suffer consequences if they fail.

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 row of areas on a green result or two rows on a blue result each round, based on a pursuit die roll.

See Also



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