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 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.
  
==Exchanges==
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==Pursuit Die==
[[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 '''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:
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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.
  
==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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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.  
  
==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 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:
*'''Dangerous:''' The consequence for failure margin becomes hits.
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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.)
*'''Treacherous:''' The consequence for failure margin subtracts from your total. A total less than 0 eliminates you from the chase.
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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.
*'''Flaming:''' The consequence for failure margin is burn.
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*'''Dangerous:''' Failure margin also deals hits.
*'''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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*'''Difficult:''' There is an extra penalty on all checks.
*'''Occupied:''' A blue result or interference adds another pursuer.
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*'''Flaming:''' Failure margin also deals burn.
*'''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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*'''Fluid:''' Use your swim speed. On a blue result you begin to [[drown]].
*'''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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*'''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.
  
 
==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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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==
 
==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 row of areas on a green result or two rows on a blue result each round, based on a pursuit die roll.
  
{{V251}}
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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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{{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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