Extended Pursuit Rules
Pursuit
For “chases” that last longer than an hour, pursuit rules should be used. Pursuits and races are run in 1 hour phases. Each day of pursuit consists of 8, 1 hour phases. * First, determine the land speed of both the pursuers and the quarry. Rate = base movement divided by 10, rounded down (personal rate for each member). The group rate is determined by the lowest personal rate in the party. * Next, determine the type of starting terrain the PCs (and the NPCs), whether pursuers or quarry, occupy and will be traversing. Each segment of terrain is roughly 12 miles across. * At the start of each pursuit phase, pursuers make a Survival check to make progress. Base DC determined by type of ground (either 5, 10, 15, or 20. See below). DC increases by 1 for every day behind the quarry, but decreases by 1 for every 3 members in quarry group. * Pursuers have 1 main tracker, but others may assist for a bonus. Anyone attempting to track cuts their personal progress in half for that pursuit phase. * Failure = lost trail, requires full hour to attempt to find it. * Success = pursuers progress at their speed for that phase. Progress determined by slowest member of party. * Pursuit Ends when either the pursuers match or exceed the progress (on the same segment of terrain) as the quarry, or if the quarry is simply too far ahead (DM’s discretion). * Advantages. Either group may attempt to better their chances through skill checks that grant advantages if successful. Each type of terrain allows for a certain max number of applicable advantages. Each group member not assisting in tracking may attempt for an advantage (up to the max # allowed/terrain type — see below). * Successful Advantage = +1 to progress for each success (each member who passes check). * Fail Advantage = -1 to progress if failed by 5 or more.Advantages (all give personal progress a +1 if successful):
- Climbing Lead (Athletics, hill or mountain), Crowd Control (Intimidation), Evade Hazards (Survival or possible Dex check), Fancy Footwork (Acrobatics), Know the Area (History), Know the Terrain (Nature - Rangers automatically succeed if favored terrain), Notice Shortcut (Perception - Rangers have advantage if favored terrain), …or any other the PCs come up with.
Tactics: For groups and individuals. Each group decides which to use/segment, if any. *Individual Tactics:
- Fast Track (doesn’t reduce speed while tracking but takes -5 to Survival check), Obscure Trail (Cut progress in half to increase pursuers Survival DC by 5), Recovery (aid in healing, can’t track or attempt advantage), Special Movement (if PC has consistent Fly, Swim or other applicable talent/magic for full phase moves at increased rate - TBD).
- Forced March (Adds a 9th segment/day, along w/1 lvl of exhaustion), Gather Information (if witnesses around, spend 2 pursuit phases & pass DC15 Persuasion check to automatically succeed at next Survival check), Hustle (Double progress/phase. 1/day for free. Additional uses gain +1 lvl of exhaustion), Intentional Hardships (Quarry group. Take a treacherous path to shake pursuers. Decrease progress by 2. Pursuers also reduced by 2 when they enter segment), Set Trap (Quarry group. Sets an encounter to be overcome for the pursuers), Split Up (Allows additional Survival checks).
* Terrain Types:
- Cold (Progress: 12, DC10/5 - [soft/very soft], Advantages: 2), Desert (Progress: 16, DC 5/10/15- [very soft/soft/firm], Advantages: 3), Forest (Progress: 16, DC15, Advantages: 3), Hill (Progress: 16, DC15, Advantages: 3), Jungle (Progress: 32, DC 15, Advantages: 8), Mountain (Progress: 24, DC 15/20 [firm/ hard], Advantages: 6), Plain (Progress: 8, DC 15, Advantages: 0), Road (Progress: 8, DC15/20 [firm/hard], Advantages: 0), Swamp (Progress: 16, DC 5/10 [soft/very soft], Advantages: 3), Underground (Progress: 12, DC20, Advantages: 2), Underwater (varies), Urban (Progress: 16, DC 15/20 [form/hard], Advantages: 3), Water (Progress: 16, DC20, Advantages: 3).
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