Chase Scene

Pushing past a crowd, jumping over crates, players fight to escape or catch a target during a chase scene. When involved in a chase scene, the goal here is either to get away or to chase down and catch a particular target; a party's success depends on this.  

Chase Action Economy

With a Chase Scene, a PC has access to all of their actions, but the point of the scene is to use their movement to get away from a target or catch up to their target.  

Rounds and Turns

A chase scene has rounds like a Combat Scene—each round is 6 seconds and that all turns that happen in a round occur simultaneously. As well, each round has individual turns per player character or NPC involved.   Turns are dictated by the type of chase scene it is: in set-piece chase scene, the players act together on one turn and must cooperate and help one another in the chase scene; in a heart-attack chase scene, each individual has the opportunity to act.  

Chasing and Escaping

the basis for all chase scenes is the first group or individual to three successes wins their outcome for the scene.
  Whether a player character means to capture a target or to escape a target, this involves two main things:
  1. All groups or individuals in the chase scene must make skill check to move in a capture or escape. A success for a skill check here means gaining ground to capture or distance to escape. The first to three cumulative successes wins.
  2. All groups or individuals can use their complex action to create obstacles, but these same obstacles can be removed with a reaction. Obstacles in a chase scene give disadvantage to a skill check the next skill check made.
With these three main actions in mind, a GM may choose to employ either a set-piece chase section or a heart attack chase section:  
set-piece chase section
Set-piece chase sections ignores movement and instead uses the skill rolls to determine abstract movement. Set-piece chase sections also use groups instead of individual rolls, but everyone in said group contributes to their overall skill roll and collectively gets one complex action to create or remove obstacles. Each group’s roll’s success is determined and compared as in a contesting check  The group with the highest variable of success then wins, with ties not counting toward anyone. First group to three successes, wins.
heart-attack chase section
Heart-attack chase sections uses skill checks to determine individual movement. Each player has access to their actions, and are called both to move, make skill checks, and create and remove obstacles with their respective quick or complex actions. Here, a complex action can guarantee moving forward one zone, but a quick action to can move an additional zone.   Here the variable of success determines how many spaces they can move forward (or move back): on a crit pass, move two zones forward; on a pass, move one zone forward; on a half-pass, you stay where you are; on a fail, you move back one zone; and on a crit fail, you move back two zones.   In heart-attack chase sections, the quick action is needed to make a skill check to attempt to capture the escapee, however these skill check’s successes only count when the chaser is in the same zone as the escapee. An escapee’s skill schecks to escape also only count when the chaser is not in the same zone as them.  


Cover image: Art Chimera by Madeline M

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