Chase Scenes in Stilton Head
How to Catch a Thief...
A chase is tracked in Momentum, as opposed to Distance. These rules replace normal initiative, rewarding momentum, choices, and bad luck.
Each non lead player may choose one of the following per turn:
Assist: Give advantage to the lead
Risk: Make a check. On a success, gain +1. On a failure, suffer a complication
Protect: Protect cargo from being damaged or stolen this round
Where the chase ends
Who sees them escape
What story spreads
Confrontation or capture
Who takes cargo
Whether or not negotiations are offered
A public square, collapsing pier, or a burning market
Truth becomes rumor, not fact
Lies are told and accepted as truth
Fewer pursuers
Lower DCs
Complications deal social damage
Imperial mages, Guild duelists
Spells interrupt movement
Flying pursuit
Divination interference
City-wide consequences within hours
Chase, Overview
- The chase runs in five segments, indicating five distinct neighborhoods
- No maps, or use only a "landing page" type of map for reference. Keep it agile and theater of the mind.
- Distance is abstracted into Momentum, not feet.
- Failure does not stop the chase it adds a complication.
Chase, Tracking Momentum
- The Party begins at Momentum 0
- Track Momentum openly; the players should feel the tension
- When they get to +3 Momentum, The Party escapes on their own terms
- If they get to -3 Momentum, the pursuers force a confrontation
- If the 5 rounds passes without ±3, the chase ends in absolute chaos, such as a burning market or collapsing pier.
Chase, Round Structure
- Choose a lead each round
- Have the players roll for Initiative each round. Whoever gets the highest roll is the lead for that turn.
- Other players either assist the lead or take risks
- Declare an Approach
- The Lead chooses one of four approaches:
- Sprint: using raw speed to gain momentum
- Shove: using strength and intimidation to get through crowds and obstacles
- Slip Away: using street smarts and stealth to misdirect and enscape
- Trick the Pursuers: using spells, tools, or other clever bullshit
- Make the Lead Check
- Have the Lead make their check based on the Approach (see below)
- Apply the Outcome
- On a success, gain momentum
- On a failure, lose momentum
Chase, Approaches
Sprint
Check: Athletics or Acrobatics
DC: 13 (wet ground)
DC: 15 (rooftops)
DC: 17 (crowds)
Momentum
Success: +1
Failure: -1
Great Success: +2
Shove
Check: Athletics or Intimidation
DC: 15-17
Momentum
Success: +1, delayed pursuer
Failure: -1, delayed party
Slip Away
Check: Stealth or Deception
DC: 15-17
Momentum
Success: +1, Advantage next round
Failure: -1, Advantage for pursuers
Trick Pursuers
Check: Players choice; must justify
DC: 15-18 for mundane tricks, or Spell Save DC
Momentum
Success: +1, negate a complication
Failure: -1, attempt draws attention
Assist and Risk Actions
Each non lead player may choose one of the following per turn:
Complications
| Roll | Complication | Explanation |
|---|---|---|
| 1 | Separated | One player must take a different route |
| 2 | Crowd Panic | Disadvantage next round |
| 3 | Injury | Random PC takes 1d8 points of bludgeoning damage |
| 4 | Cornered | Path forward blocked, -1 momentum |
| 5 | Marked | A pursuer locks onto a random PC |
| 6 | Clumsy | PC drops something random, -1 momentum |
Chase, Resolution
Party Victory (+3 Momentum)
Party chooses:
Pursuer Victory (-3 Momentum)
Party Chooses:
Mixed Ending (±3 Momentum)
End in Chaos:
Scaling the Encounter
Low Level (Level 1-4)
Mid Level (5-10)
High Level (11+)
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