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.

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

  1. 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
  2. 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
  3. Make the Lead Check
    • Have the Lead make their check based on the Approach (see below)
  4. 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:
  • 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
  • Complications

    RollComplicationExplanation
    1SeparatedOne player must take a different route
    2Crowd PanicDisadvantage next round
    3InjuryRandom PC takes 1d8 points of bludgeoning damage
    4CorneredPath forward blocked, -1 momentum
    5MarkedA pursuer locks onto a random PC
    6ClumsyPC drops something random, -1 momentum

    Chase, Resolution

    Party Victory (+3 Momentum)

    Party chooses:

  • Where the chase ends
  • Who sees them escape
  • What story spreads

  • Pursuer Victory (-3 Momentum)

    Party Chooses:

  • Confrontation or capture
  • Who takes cargo
  • Whether or not negotiations are offered

  • Mixed Ending (±3 Momentum)

    End in Chaos:

  • A public square, collapsing pier, or a burning market
  • Truth becomes rumor, not fact
  • Lies are told and accepted as truth

  • Scaling the Encounter

    Low Level (Level 1-4)

  • Fewer pursuers
  • Lower DCs
  • Complications deal social damage
  • Mid Level (5-10)

  • Imperial mages, Guild duelists
  • Spells interrupt movement
  • High Level (11+)

  • Flying pursuit
  • Divination interference
  • City-wide consequences within hours

  • Comments

    Please Login in order to comment!