Vehicle Pursuit
Pursuing a fleeing vehicle is a test of both sharp reflexes and steel nerves as the escaping driver attempts to increase the distance between himself and his pursuer. Roll Dexterity + Drive + Handling for each driver. Each roll represents one turn's time. This is not quite the conventional extended and contested task, however. Rolls are made for each participant in each turn, but the quarry has a different goal than the pursuer. The number of successes that must be acquired for the quarry equals the pursuing vehicle's Acceleration (see "Sample Vehicles," p. 146, for more information). So, if the pursuer's vehicle has an Acceleration of 15, successes accumulated for the quarry must reach 15 for him to get away.
The pursuer, however, does not seek to get away. His goal is much more specific: to stop the quarry from escaping. The number of successes that the pursuer needs is therefore different. He seeks to tally a number that equals or exceeds the quarry's current total of successes at any point in the chase. If the pursuer gets that number, he catches up.
The relative speed of vehicles is also a factor in determining who is likely to get away or be caught. An 18-wheeler isn't likely to catch a sports car, for example, but a sports car could probably catch an 18-wheeler. For every three points of difference between competitors' Acceleration traits, the faster one gets a +1 bonus on pursuit rolls. Remainders are rounded down. So, if a pursuer has an Acceleration of 22 and a quarry has an Acceleration of 13, rolls made for the pursuer get a +3 bonus. If a pursuer has an Acceleration of 15 and a quarry has an Acceleration of 13, neither party gets a bonus (the difference between Acceleration traits is less than three and is rounded down).
Example: Serge seeks to elude mobsters who are out for his blood. He has 3 Dexterity and 2 Drive, and a compact car with a Handling of 3 and Acceleration of 15. The pursuing driver has 2 Dexterity and 4 Drive, and a sedan with a Handling of 2 and an Acceleration of 14. The difference between their Acceleration traits is not sufficient to give either a bonus (it's less than three, so is rounded down to zero). Eight dice are rolled for Serge (3+2+3), and a total of 14 successes must be accumulated for him to get away. Eight dice are also rolled for the pursuer (2+4+2), but he need only accumulate a number of successes that equals or exceeds what Serge has in any turn. Thus, if Serge gets three successes in the first turn and the mobsters get three or more, they catch him right away. If by the fifth turn Serge has eight successes and the mobsters have five, and the mobstersÕ total successes from turn to turn have never equaled or exceeded Serge's total, he has always maintained the lead. If by the ninth turn Serge has 14 successes and his pursuers have 10, Serge gets away. Maybe he turns a corner and the mobsters can't keep up, or Serge narrowly avoids a vehicle that blocks the pursuers completely.
If the quarry of a pursuit has a head start, he gets a number of automatic successes at the beginning of the chase. Any successes rolled for him throughout the extended and contested task are added to that number from turn to turn, giving the quarry an advantage throughout. As a rule of thumb, a full 20-yard head start is worth one automatic success. So, if Serge were 40 yards away from the mobsters when the pursuit broke out, he would have a foundation of two free successes on which to add his own throughout the chase. That bonus would make it all the harder for his pursuers to accumulate an equal or greater number than he has in any given turn.
Negative modifiers to rolls due to hazardous terrain or dangerous conditions apply equally to opposing participants. A desperate escapee can intentionally incur a negative modifier (driving into oncoming traffic, going over a median, navigating a trash-strewn alley) to force the pursuer to cope with the same conditions.
A driver's actions must be dedicated to conducting a pursuit. If a driver performs a different action in any turn, such as firing a gun, his Dexterity + Drive + Handling roll for that turn is forfeit. The pursuit still continues, but the character accumulates no successes. (The Storyteller also makes a chance roll on the driverÕs behalf to see if he retains control of the vehicle, as explained on p. 125.) Only a driver who possesses a supernatural power or the Stunt Driver Merit can maintain a pursuit and be able to perform a separate action in a turn.
Passengers in either vehicle can perform other actions, however. Most likely they shoot back and forth at each other. If combat between pursuing vehicles breaks out, roll Initiative for all combatants. Regardless of whether drivers contribute to the fight, their Dexterity + Drive + Handling rolls are made at the beginning of each turn. Actual combatants' places in the Initiative roster are then addressed in order until the next turn gets underway and new Dexterity + Drive + Handling rolls are made.
The Vehicle rules in Chapter 6 (p. 141) help you handle combat between cars. Important to that process is the range between quarry and pursuer at any point in the chase. That distance is based on the difference of total successes achieved thus far between vehicles. Each success is worth about 20 yards. So, if Serge has eight successes and the mobsters have four, Serge is 80 yards ahead. Of course, the Storyteller can set another standard for what that difference measures. If opponents race through rushhour traffic, each success between them could represent only 10 yards. Or, if the pursuit occurs across a prairie, each success between subjects could represent 30 yards. The distance between quarry and pursuer must be compared to the ranges of firearms used in a "shooting pursuit" (see "Ranged Weapons Chart," p. 169).
If a pursuerÕs total successes ever equal or exceed a quarryÕs in any given turn, the pursuer catches up. The race comes to an end. The pursuing driver (and only the driver) is allowed one free action against the quarry, such as ramming the other vehicle. The quarry is fully aware of the threat and is not surprised. Otherwise, if Initiative has not yet been rolled in the pursuit, it is now. If it has been rolled previously in the scene, rolls are now made for the vehicle drivers and they're added to the existing roster. On their actions in each turn, drivers can now try to ram each other or perform other maneuvers as outlined under "Vehicles," p. 141.
Note that a simple drag race in which opposing drivers seek to be the first to cross a finish line is handled like a conventional extended and contested task. Successes for each participant are accumulated and all seek the same total number. The first one to get that total is the winner.
Failure: The driver gains no ground in the pursuit.
Success: The driver gains some ground in the pursuit, whether fleeing or chasing.
Exceptional Success: The driver gains a great deal of ground through a mixture of luck and capability. Perhaps the driver downshifts and cuts between two vehicles at just the right moment, darting down the shoulder of the road and picking up precious yards.
Suggested Equipment: For a list of sample vehicles, see p. 146 (+1 for every three points difference between Acceleration traits)
Possible Penalties: Bad weather (-1 to -3), slippery conditions (-2), obstacles (-1 to -3), vehicle damage (see "Vehicles," p. 141)
The pursuer, however, does not seek to get away. His goal is much more specific: to stop the quarry from escaping. The number of successes that the pursuer needs is therefore different. He seeks to tally a number that equals or exceeds the quarry's current total of successes at any point in the chase. If the pursuer gets that number, he catches up.
The relative speed of vehicles is also a factor in determining who is likely to get away or be caught. An 18-wheeler isn't likely to catch a sports car, for example, but a sports car could probably catch an 18-wheeler. For every three points of difference between competitors' Acceleration traits, the faster one gets a +1 bonus on pursuit rolls. Remainders are rounded down. So, if a pursuer has an Acceleration of 22 and a quarry has an Acceleration of 13, rolls made for the pursuer get a +3 bonus. If a pursuer has an Acceleration of 15 and a quarry has an Acceleration of 13, neither party gets a bonus (the difference between Acceleration traits is less than three and is rounded down).
Example: Serge seeks to elude mobsters who are out for his blood. He has 3 Dexterity and 2 Drive, and a compact car with a Handling of 3 and Acceleration of 15. The pursuing driver has 2 Dexterity and 4 Drive, and a sedan with a Handling of 2 and an Acceleration of 14. The difference between their Acceleration traits is not sufficient to give either a bonus (it's less than three, so is rounded down to zero). Eight dice are rolled for Serge (3+2+3), and a total of 14 successes must be accumulated for him to get away. Eight dice are also rolled for the pursuer (2+4+2), but he need only accumulate a number of successes that equals or exceeds what Serge has in any turn. Thus, if Serge gets three successes in the first turn and the mobsters get three or more, they catch him right away. If by the fifth turn Serge has eight successes and the mobsters have five, and the mobstersÕ total successes from turn to turn have never equaled or exceeded Serge's total, he has always maintained the lead. If by the ninth turn Serge has 14 successes and his pursuers have 10, Serge gets away. Maybe he turns a corner and the mobsters can't keep up, or Serge narrowly avoids a vehicle that blocks the pursuers completely.
If the quarry of a pursuit has a head start, he gets a number of automatic successes at the beginning of the chase. Any successes rolled for him throughout the extended and contested task are added to that number from turn to turn, giving the quarry an advantage throughout. As a rule of thumb, a full 20-yard head start is worth one automatic success. So, if Serge were 40 yards away from the mobsters when the pursuit broke out, he would have a foundation of two free successes on which to add his own throughout the chase. That bonus would make it all the harder for his pursuers to accumulate an equal or greater number than he has in any given turn.
Negative modifiers to rolls due to hazardous terrain or dangerous conditions apply equally to opposing participants. A desperate escapee can intentionally incur a negative modifier (driving into oncoming traffic, going over a median, navigating a trash-strewn alley) to force the pursuer to cope with the same conditions.
A driver's actions must be dedicated to conducting a pursuit. If a driver performs a different action in any turn, such as firing a gun, his Dexterity + Drive + Handling roll for that turn is forfeit. The pursuit still continues, but the character accumulates no successes. (The Storyteller also makes a chance roll on the driverÕs behalf to see if he retains control of the vehicle, as explained on p. 125.) Only a driver who possesses a supernatural power or the Stunt Driver Merit can maintain a pursuit and be able to perform a separate action in a turn.
Passengers in either vehicle can perform other actions, however. Most likely they shoot back and forth at each other. If combat between pursuing vehicles breaks out, roll Initiative for all combatants. Regardless of whether drivers contribute to the fight, their Dexterity + Drive + Handling rolls are made at the beginning of each turn. Actual combatants' places in the Initiative roster are then addressed in order until the next turn gets underway and new Dexterity + Drive + Handling rolls are made.
The Vehicle rules in Chapter 6 (p. 141) help you handle combat between cars. Important to that process is the range between quarry and pursuer at any point in the chase. That distance is based on the difference of total successes achieved thus far between vehicles. Each success is worth about 20 yards. So, if Serge has eight successes and the mobsters have four, Serge is 80 yards ahead. Of course, the Storyteller can set another standard for what that difference measures. If opponents race through rushhour traffic, each success between them could represent only 10 yards. Or, if the pursuit occurs across a prairie, each success between subjects could represent 30 yards. The distance between quarry and pursuer must be compared to the ranges of firearms used in a "shooting pursuit" (see "Ranged Weapons Chart," p. 169).
If a pursuerÕs total successes ever equal or exceed a quarryÕs in any given turn, the pursuer catches up. The race comes to an end. The pursuing driver (and only the driver) is allowed one free action against the quarry, such as ramming the other vehicle. The quarry is fully aware of the threat and is not surprised. Otherwise, if Initiative has not yet been rolled in the pursuit, it is now. If it has been rolled previously in the scene, rolls are now made for the vehicle drivers and they're added to the existing roster. On their actions in each turn, drivers can now try to ram each other or perform other maneuvers as outlined under "Vehicles," p. 141.
Note that a simple drag race in which opposing drivers seek to be the first to cross a finish line is handled like a conventional extended and contested task. Successes for each participant are accumulated and all seek the same total number. The first one to get that total is the winner.
Roll Results
Dramatic Failure: The driver loses control of his vehicle and crashes, wrecking the car and possibly injuring occupants, or he attempts a maneuver that immobilizes his vehicle (say, attempting to drive a short distance on a sidewalk and blowing out all four tires by running over an ornamental fence). The pursuit is over.Failure: The driver gains no ground in the pursuit.
Success: The driver gains some ground in the pursuit, whether fleeing or chasing.
Exceptional Success: The driver gains a great deal of ground through a mixture of luck and capability. Perhaps the driver downshifts and cuts between two vehicles at just the right moment, darting down the shoulder of the road and picking up precious yards.
Suggested Equipment: For a list of sample vehicles, see p. 146 (+1 for every three points difference between Acceleration traits)
Possible Penalties: Bad weather (-1 to -3), slippery conditions (-2), obstacles (-1 to -3), vehicle damage (see "Vehicles," p. 141)
Dice Pool: Dexterity + Drive + vehicle Handling versus Dexterity + Drive + vehicle Handling
Action: Extended and contested (each roll represents one turn of driving)
No matter how quickly a character can move, the number of chances he has of catching an accelerating and/or speeding vehicle are limited. Basically, he has only a few opportunities to grab hold before the vehicle is out of reach.
Your character runs as fast as he can to even approach or reach out to a moving vehicle. For each 10 full Speed that your character has, you can roll his Stamina + Athletics + Equipment to get within reach. Each roll requires one turn in which your character can do nothing but run. If the roll succeeds, he catches up to the vehicle and is allowed one free action outside the normal turn sequence (explained more fully below).
If your initial roll to catch up fails, your character may keep trying. Each extra effort requires a turn and is treated as a successive attempt (see p. 132). Thus, his second attempt incurs a -1 penalty on the Stamina + Athletics roll, his third attempts suffers a -2 penalty, and so on. Your character can make one attempt to catch up for each 10 full Speed that he has. Thus, a character with 10 Speed can make one attempt. A character with 12 Speed can also make only one attempt. A character with a Speed of 9 or less can make one attempt as well, but a chance roll is made instead of the usual Stamina + Athletics roll.
If the driver of the vehicle is aware of your character's efforts to catch up, it becomes a contested action. Your character's Stamina + Athletics + Equipment is rolled against the driver's Dexterity + Drive + Handling. If your character gets the most successes, he catches up. If the driver gets an equal number or more, your character has to resort to successive attempts (which are also contested), or he's left behind.
If he does catch up, your character's free action could be to jump aboard, shoot at anyone in the vehicle at close range, swing a weapon at someone within reach, or (if your character has the power) attack the vehicle itself (see "Charging," p. 164).
If your character does not try to jump aboard, he can perform one action or attack before the vehicle is out of reach. Unless it is disabled as a result of his attack, the vehicle passes out of reach afterward. If your character does try to jump aboard, roll his Dexterity + Athletics. At least one success is required. A dramatic failure indicates that he wipes out and suffers a point of bashing damage. On a failure, he doesn't get aboard but remains on his feet. The vehicle drives out of his reach altogether. If your character does get aboard, roll Initiative if combat breaks out between him and any passengers.
If passengers are aware of your character throughout the chase, they might stage attacks at him while he pursues. In that case, roll Initiative for everyone involved. Your character's action each turn is dedicated to catching up, while his opponents' are dedicated to attacking (probably with Firearms). For range purposes, assume that your character is within a few yards of the vehicle throughout the period in which he tries to catch up. If he runs out of rolls, the vehicle pulls away.
Use Suggested Equipment and Possible Penalties from "Foot Chase," on p. 65.
Action: Extended and contested (each roll represents one turn of driving)
Catching Vehicles on Foot
It's inevitable in any action-filled game that a character on foot seeks to catch up with and attack or jump aboard a moving vehicle. For most ordinary people it's a desperate challenge. For inhuman beings capable of moving like a blur, more opportunities are available. It's assumed that the vehicle starts from a dead stop or travels at some speed and passes near your character.No matter how quickly a character can move, the number of chances he has of catching an accelerating and/or speeding vehicle are limited. Basically, he has only a few opportunities to grab hold before the vehicle is out of reach.
Your character runs as fast as he can to even approach or reach out to a moving vehicle. For each 10 full Speed that your character has, you can roll his Stamina + Athletics + Equipment to get within reach. Each roll requires one turn in which your character can do nothing but run. If the roll succeeds, he catches up to the vehicle and is allowed one free action outside the normal turn sequence (explained more fully below).
If your initial roll to catch up fails, your character may keep trying. Each extra effort requires a turn and is treated as a successive attempt (see p. 132). Thus, his second attempt incurs a -1 penalty on the Stamina + Athletics roll, his third attempts suffers a -2 penalty, and so on. Your character can make one attempt to catch up for each 10 full Speed that he has. Thus, a character with 10 Speed can make one attempt. A character with 12 Speed can also make only one attempt. A character with a Speed of 9 or less can make one attempt as well, but a chance roll is made instead of the usual Stamina + Athletics roll.
If the driver of the vehicle is aware of your character's efforts to catch up, it becomes a contested action. Your character's Stamina + Athletics + Equipment is rolled against the driver's Dexterity + Drive + Handling. If your character gets the most successes, he catches up. If the driver gets an equal number or more, your character has to resort to successive attempts (which are also contested), or he's left behind.
If he does catch up, your character's free action could be to jump aboard, shoot at anyone in the vehicle at close range, swing a weapon at someone within reach, or (if your character has the power) attack the vehicle itself (see "Charging," p. 164).
If your character does not try to jump aboard, he can perform one action or attack before the vehicle is out of reach. Unless it is disabled as a result of his attack, the vehicle passes out of reach afterward. If your character does try to jump aboard, roll his Dexterity + Athletics. At least one success is required. A dramatic failure indicates that he wipes out and suffers a point of bashing damage. On a failure, he doesn't get aboard but remains on his feet. The vehicle drives out of his reach altogether. If your character does get aboard, roll Initiative if combat breaks out between him and any passengers.
If passengers are aware of your character throughout the chase, they might stage attacks at him while he pursues. In that case, roll Initiative for everyone involved. Your character's action each turn is dedicated to catching up, while his opponents' are dedicated to attacking (probably with Firearms). For range purposes, assume that your character is within a few yards of the vehicle throughout the period in which he tries to catch up. If he runs out of rolls, the vehicle pulls away.
Use Suggested Equipment and Possible Penalties from "Foot Chase," on p. 65.