From OakthorneWikiJump to navigationJump to search
By definition, all chases are extended tests.
- Determine number of successes to allow each party to either catch the quarry or evade capture entirely.
- Target Number: 5 + Chase Modifiers
- Who Has It?: One character has the Edge, generally allowing them to set the terms of the chase.
- At the beginning of the chase, make a Wits or Dexterity check, paired with a Skill appropriate to the environment.
- Whoever scores the most net successes has the Edge for a number of rounds equal to their net successes.
- At the end of that time, another roll to determine who has the Edge is made again.
- Having the Edge: At the beginning of every round, the character with the Edge gets to choose which Skill is used to make the Chase check for that round.
- Character may use other Skills instead, but they gain a -1 cumulative penalty to the roll, and lose the 10-agains quality on that check.
- The Storyteller may alter or veto the dice pool chosen by the Edge to keep it appropriate to the narrative at the time.
- The one with the Edge may also choose the penalties for failure for that turn; examples:
- Lose one accumulated success;
- Suffer a Tilt appropriate to situation;
- Suffer 2 bashing damage; or
- Suffer 1 lethal damage
- Seizing the Edge: Players that do not have the Edge may spend Willpower to reduce the remaining duration of the Edge as a reflexive action on their turn.
- If it is reduced to 0, Edge is re-determined on the next turn, and the player who spent the Willpower to reduce the duration to 0 gains 9-Agains on that roll.
Pursuit & Evasion Checks
- Intervals: Chase occurs in rounds with an interval of between thirty seconds and one minute.
- Dice Pool: Determined by Edge.
- Modifiers: Storyteller determines modifiers for environment, usually identical to that used for Chase Modifiers on Target Numbers.
- Action: Instant
- Check Order: Character with the Edge makes first check; then, each character in order of descending Speed makes their checks.
- Dramatic Failure: Suffer the terms of failure, as well as a Condition; or dropping out of chase entirely. (Gain a Beat.)
- Failure: Suffer terms of failure (set by Edge holder).
- Success: Successes are added to running total.
- Exceptional Success: Successes are added to running total. Additionally, you may choose one participant in the Chase to receive the effects of a failed roll, no matter their actual roll results for this turn.
- The first one to score their TN achieves their goal.
- If that goal is to evade chasers, they get away.
- If that goal is to catch up to someone, they close and may take an immediate instant action.