Chase Rules

A chase is played as a series of opposed task checks.

The runners and the chasers each act as a group.

The first group to get 3 successes wins the chase, either catching the opponents or escaping.

In each round:

  • Skill check: One character in each group may make a skill check to do something specific that either helps their group or hinders the other group.
  • The result of this check applies a modifier to the progress check according to the Task Chain table.
  • Progress check: Opposed check by one character in each group to see who goes faster during this round.
  • The winner of this check counts one success.
  • Athletics (DEX), Drive, Flyer, or Pilot depending on the type of chase.
  • In a foot chase where the PCs run at different speeds, they all make progress checks and each one may escape, be caught, or catch an opponent separately. (For simplicity, the opponents will still usually roll as a group.)
  • Complications: Other skill checks may be needed to deal with obstacles and complications.