Athletics - Run
Running normally does not require a check. Everyone,
unless they have some kind of health issue, is capable of
running. A check is useful when time is of the essence.
The character might have a limited time to reach a certain
location or escape the building before the bombs
goes off. Another situation that might require a roll is
when a character competing with other people. This
could be a race for sport, or a situation in which several
different characters are trying to reach a door or
weapon. A check will determine who makes it first.
Running does not typically vary in difficulty. Sure, there might
be obstacles in the way, in the end it is no more difficult
to run a race than it is to run away from an explosion.
Therefore, the suggested difficulty for every running
check is Average (dd). When time is limited, the GM
should increase the difficulty to represent how well a
character has to perform to reach their objective in
time. Finally, competitive checks (see page 26 of the
Genesys Core Rulebook) are perfect when multiple
people are competing against each other.
When a character is pursuing another, they are considered
to be in a chase. Resolving chases makes use
of the Athletics skill, specifically the Run subskill.
During a chase scene, each character involved in
the chase has to make a competitive Average (dd)
Athletics check. After the roll, compare total successes.
If the pursuer wins, they may close the distance
between them and their prey by one range
band. If the pursued wins, they can increase that
distance by one range band.
The GM decides when a chase begins or ends but
generally, it ends when the distance between parties
is Engaged, which would mean that the pursuer has
caught up with the pursued. Should the distance
between them extend past extreme range, the pursued
has successfully outrun their pursuer.
Over the course of a chase, it is possible to encounters
obstacles that would require another skill to
overcome, such as a wall to climb or a river to cross.
In this case, you should use that other skill for that
specific chase round.
EXAMPLE OF A RUNNING CHECK
Declan has infiltrated a manor to steal a object. As he picks it up, a defensive enchantment triggers, activating the lights in the manor and a heavy metal gate begins to lower itself over the room's exit.
The GM calls for a Hard (ddd) Athletics check since time is limited. His vision is impared due the sudden glare from the torches and Declan was not ready to run out of the room so the GM adds a b to the pool. The GM spends a story point to upgrade the difficulty. The roll generates sshhhd. Declan dashes for the door and goes through just before it closes. The GM spends the hhh
to have Declan trip as the door almost closes on him. He then spends the d to have guards show up. Now Declan stands up and must either run away or fight.
EXAMPLE OF A CHASE
Vargan The Forester has just escaped the garrison's dungeon. After knocking out the guard, he finds herself in the corridor outside the dungeon. He must escape the fort without getting caught. He tried to sneak out, but the guards saw him and now two of them are in pursuit. The GM declares that a chase will take place and put the guards at Medium range from Vargan.
Vargan adds a b to his Athletics checks because he does not know the layout of the building and must stop to analyze his options at each crossing. Now both parties will add b to their checks as the corridors feature many obstacles like chairs, barrels, crates, weapon racks, etc.
On the first competitive check, Vargan wins while generating sssa. Vargan's player spends the a to find a route that is a long straight corridor, removing the b from further checks for having to stop at each crossings. Since he won the check, he increases the distance to Long Range. On the second check, he loses to the guards but still generates aaa. These are spent to have Vargan throw a weapon rack on the ground as he runs by. The GM decides that the weapons lying on the ground are enough of an obstacle to upgrade the difficulty of the guards’ next check. Still, the guards are back at Medium Range due to winning the competitive Athletics check.
The third checks generates sshht for Vargan, wining the competitive check. The GM spends the h to make Vargan suffer strain. Vargan's player spends the t to have her be able to close a door and lock it from her side. Even though the guards are not beyond Extreme range, the GM calls the end of the chase since he has all the time he needs to get away while the guards find another way around the obstacle.
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