Difference between revisions of "Chase"

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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.
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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.
  
==Chase Turn==
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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, 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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[[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 (usually your next red result).
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*You can [[screen]] (or pay for a screen), and you have defenses until you can choose an action again.
*You can cooperate with anyone who has the same or a lower total.
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*You can cooperate with or contest 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.
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*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.
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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.
  
 
==Chase Totals==
 
==Chase Totals==
If you are chasing without a vehicle you check against your [[flight]] score, and in a vehicle you check [[contraption]]. 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.
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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.  
  
 
==Stage Properties==
 
==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:
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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:
*'''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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*'''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''', you gain no speed. If already teetering you out of the chase and you suffer a 15dE fall.
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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.
*'''Dangerous:''' The consequence for failure margin becomes hits.
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*'''Dangerous:''' Failure margin also deals hits.
*'''Flaming:''' The consequence for failure margin is burn.
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*'''Difficult:''' There is an extra penalty on all checks.
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*'''Flaming:''' Failure margin also deals burn.
 
*'''Fluid:''' Use your swim speed. On a blue result you begin to [[drown]].
 
*'''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.
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*'''Obscured:''' You may check and dodge attacks using [[subterfuge]]. All attacks suffer an extra penalty.
*'''Occupied:''' A blue result adds another pursuer in the pole, and failure margin subtracts from the highest total among the fleeing characters.
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*'''Occupied:''' A blue result adds another pursuer tied with the highest margin.
*'''Steep:''' Use your climb speed, and it is automatically '''dangerous''' and '''treacherous'''.
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*'''Steep:''' Use your climb speed, and any failure margin subtracts from your total and deals that distance as a [[fall]].
*'''Treacherous:''' The consequence for failure margin subtracts from your total. A total less than 0 eliminates you from the chase.
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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 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.
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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 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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*'''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==
 
==See Also==
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*[[Battle]]
 
*[[Battle]]
 
*[[Dispute]]
 
*[[Dispute]]
*[[Infiltration]]
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*[[Raid]]
  
  
{{V251}}
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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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