Chase Rules: A chase is handled much like a standard combat, with initiative being rolled and everyone acting in their appropriate turns. And because it is a chase it is assumed that everyone is going as fast as they possibly can. Vehicle and creature speeds grant a speed bonus or a penalty depending on the creature and character speed. Modifications are made for different conditions and techniques as stated below.
Pursuit and Evasion bonuses are Initiative + any skill bonuses in each relevant skill. Each win in this roll counts as one success. pursuits can be easy or difficult and some may require many successes and others only one.
Assessing the Area: Upon announcing that a creature is considering evading they can ask for an assessment of the surrounding visible terrain as a free action. They may also announce to others in the party that they are evading through whatever type of communication they choose as a free action. If the enemy is aware that they are about to evade they lose their head start bonus if any. (See below) They may make a move action before they attempt to evade but any movement comes off of their movement score at a rate of -1 per 5 feet. They then act in the order of their initiative and roll a 20 sider. They add the head start bonus if available and any bonuses from evasion plus their bonuses from initiative minus any movement taken before the evasion takes place. This is their movement score. Multiplying this score by five tells you how many feet they moved in that round.
Failing an Evasion: A failure means that each enemy that successfully pursued you can take one attack action against you that round and it adds to your total. (se below)
Rolling a Critical Failure: A critical failure on an evasion or pursuit check means that the person falls down and as such they receive a +0 on their distance for that round. They must use their one action to stand. You receive -20 on your next check due to the loss of momentum.
Succeeding at Persuit: A success means that you can take one attack action against the enemy that round and it adds to their total. (se below)
Rolling a Perfect Score: A perfect score on an evasion or pursuit check means that the person is extremely quick and agile that round. Add +20 to teh next roll and allow double the attacks.
Escape: (2 successes in a row = lose sight bonus / 3 successes = escape) Note: Escapees can still be tracked.
Movement: At the beginning of an escape attempt you must pick a direction of travel. Each escape attempt requires one round of full movement in a constant direction. At each roll you can change course by 45 degrees in your forward direction max without penalty. To change directions in any way you choose you must double back. (see below)
T-25: Escape Lesser Enemy (-1 class or more Below)
T-50: Escape Equal Enemy (= PL)
T-75: Escape Greater Enemy (+1PL or more Above)
T-100: Double Back (Lose or gain +25 on the next escape attempt.
Modifiers: (Improve)
Out of Sight (-50): Your pursuer has lost sight of you. You look around for a way to lose them for good.
Outskilled (-25): You are one or more skill classes above your pursuers and their leader.
Full Run (-25): Takes one round Note: Unless Negated
Outnumbered (-10 per active pursuer) (Full Round: 0 movement / Concealment 100%)
Modifiers: (Reduce)
Leadership (+10): Leading a group.
Outskilled (+25): You are one or more skill classes below your pursuers and their leader.
Stealthing Stance (+30): Escape while stealthing through other unaware opponents.
Bearing Down Penalty (+50): Your opponent(s) are breathing down your neck. You must get away now or be captured. (Failed 2 in a row)
Negating Terrain: Negating Terrain gives or takes away bonuses appropriately for both pursuit and escape.
Pursuit I: (2 successes in a row = Bearing down bonus / 3 successes = capture) Note: Escapees can still be tracked.
Movement: At the beginning of an escape attempt you must pick a direction of travel. Each pursuit attempt requires one round of full movement towards the target. To guard against opponents who change directions and double back you can backtrack. (see below)
T-25: Capture Lesser Enemy (-1 class or more Below)
T-50: Capture Equal Enemy (= PL)
T-75: Capture Greater Enemy (+1PL or more Above)
T-100: Backtrack (Lose or gain +25 on the next pursuit attempt.
Modifiers: (Improve)
Bearing Down (-50): You are right behind your opponent and bearing down on them.
Outskilled (-25): You are one or more skill classes above your target.
Full Run (-25): Takes one round Note: Unless Negated
Modifiers: (Reduce)
Leadership (+10): Leading a group.
Outnumbered (+10 per active pursuer in your group)
Outskilled (+25): You are one or more skill classes below your pursuers and their leader.
Stealthing Stance (+30): Pursue while stealthing through other unaware opponents.
Out of Sight Penalty (+50): Your opponent(s) are out of sight. You must find them now or they will get away. (Failed 2 in a row) Note: Escaped enemies can be tracked with a bonus. (See tracking)
Head Start Bonus: You have a slight advantage when you prepare to run because you know what you have planned and the enemy does not. This is one of the few bonuses that the evader has and as such is should be maximized for the maximum effect. It only applies to the first round. It only applies if you are the first person to run or if the group all times their run to begin at the same time. The enemy gets an alertness check to avoid this bonus that is equal to your evasion bonuses +20. These bonuses don’t apply if you announce that you are planning to run away in an obvious way. Head start bonuses range from one to ten and are rolled on a ten sider. Each person rolls this dice individually.
Note: Many groups may have a code word that they use to announce to the group they plan to retreat without losing their head start bonus.
Momentum Penalty: Any time you start to evade from a full stop you receive a -5 penalty from the loss of momentum. This comes into play any time your speed is reduced to 0 for any reason.
Outpaced: When the closest pursuer is outpaced then the evader can attempt to hide as a standard maneuver. Then it becomes a search. They can also sprint and continue to try run instead of hiding and get +10 on their next roll. If they get a 500 foot lead then they have outpaced an enemy. This number is usually modified by terrain. (See below)
Outrun: Instead of outpacing and hiding you can also just attempt to outrun the enemy by getting a 500 foot lead (+100) and changing directions slightly while out of their eyesight to make a full escape. This number is also usually modified by terrain.
Pursuit: Only available while the pursuer can see the evader and is within range. Conduct normally, but if the distance becomes 0 then the pursuer or pursuers in that range can attempt a capture. (See below)
Capture: If the distance between an evader and at least one pursuer becomes 0 then the pursuer or pursuers in that range can initiate a capture during that round. They get an attack of opportunity in which they can attack the pursuer or use a normal maneuver or any attack at their disposal including ones to capture the pursuer. Then initiative is rolled between all people in the immediate area (0 feet) and the pursuer gets plus 1-10 on Initiative for that round. If they win they can again attempt to capture the pursuer or begin attacking normally. If the evader wins initiative then they can again choose to attack normally or attempt to evade again performing their one maneuver. If they do attempt a second evasion they are not eligible for a head start bonus.
Terrain Modifiers – The ability to escape or capture is highly dependent on the terrain in the area of escape. In general it is a little easier to catch someone than it is to get away. It is even easier to catch someone if they are in a highly obstructed area requiring a lot of decisions to escape or if they are cornered. In a wide open area visibility is much greater
Hide / Outpaced / Outrun: These apply to the runner only. The hide bonuses are to the hide check once the proper distance has been achieved. The outrun modifier is added or subtracted from the distance needed to outpace or outrun the enemy.
Shadowing: These modifiers apply to the pursuer only and are added to the main roll with one exception. If the evader knows the area well and the pursuer doesn’t then they get the shadowing bonus. Once a pursuer is outpaced then these bonuses no longer apply. If the pursuer knows the area well and the evader doesn’t then they get double the shadowing bonus.
Movement: This modifier applies to both pursuer and evader. Note: If you move from one area of terrain to the other in a single round then you use then you should combine the two bonuses and divide by two. Example if you move from an open area (+4) to a congested area (-2) then the bonus for that round is +1.
Open Movement +8 / Hide -10 / Outpaced +100 / Outrun +200 / Shadowing +1
A wide open area with no restrictions
Uncluttered Movement +6 / Hide -5 / Outpaced +75 / Outrun +150 / Shadowing +2
A large area with some restrictive objects, small room with no objects, or etc / Examples: Sparse Forest, Rocky hilltop,
Cluttered Movement +4 / Hide +0 / Outpaced +50 / Outrun +100 / Shadowing +3
A large room with many restrictive objects, a small room with some restrictive objects, a large strait hallway
Congested Movement +2 / Hide +5 / Outpaced +40 / Outrun +80 / Shadowing +4
A small room with many restrictive objects, a close or winding hallway or strait stairs
Obstructed Movement +0 / Hide +10 / Outpaced +30 / Outrun +60 / Shadowing +5
A hallway with many restrictive objects, a room full of debris, an obstructed close or winding hallway
Special Terrain:
Cornered (-20 for evader)
A dead end passage or room with no other escape route
Multiple Paths (-5 per path for pursuer)
If the enemy loses sight of you because you have outpaced them and there are multiple paths that the enemy could have taken then you receive -5 per path on each roll.
Visibility Modifiers: Poor visibility or other concealment bonuses may increase the chance to hide. They also add to the pursuers shadowing bonus however as it becomes harder to find your way to escape. Like all shadowing bonuses they do not apply if the area is well known.
Shadowing: These modifiers apply to the pursuer only. The shadowing bonus is due to the pursuer’s ability to track your movements by taking the shortest path to your position. This is easier in wide open terrain. A small part of it also reflects the pursuer’s ability to trace your movements without hesitation because they don’t have to figure out a path. Once a pursuer is outpaced then these bonuses no longer apply. Note: These modifiers apply to the pursuer only and are added to the main roll with one exception. If the evader knows the area well and the pursuer doesn’t then they get the shadowing bonus. If the pursuer knows the area well and the evader doesn’t then they get double the shadowing bonus.
Normal Maneuvers: Only one maneuver may be performed every round. Each participant chooses a maneuver, and rolls the appropriate check, with the modifiers that are called for by speed and terrain, as well as the opponent’s rolls as noted below. Normal maneuvers don’t require a special proficiency although they can sometimes be enhanced by other skills or by special practice in a maneuver. In such cases this is noted by the skill.
Hiding: When an evader or evaders have outpaced the closest pursuer they can attempt to hide as their maneuver for the round. When doing this they can choose to attempt to hide in any area within the range of their movement for that round. They then roll a stealth check and add their normal bonuses. This is modified by the surrounding terrain and any concealment bonuses. When the pursuers arrive they have only a general idea of the area where the evaders are hiding. They choose an area to search and roll their perception against the stealth roll of the evader when and if they arrive and search that area. If several characters are hiding in the exact same area then only the lowest roll is considered. If one person is found then all are found. Of course the area must be large enough to accommodate the person or people to be a valid hiding place. A person may reroll a stealth check once per round as a standard maneuver but each time all pursuers in earshot get a free perception check to detect this change. If the area is searched or passed up by all enemies and the person is not found then they are passed over (see below).
Passed Over: When you are hiding and all enemies fail to find you or pass up the area where you are hiding then you are considered as being passed over. When you are passed over you may emerge from hiding and attempt sneak away. (See below)
Sneak Away: When you sneak away you reverse directions and attempt to escape the enemy and end the pursuit at least until when and if you are rediscovered of course. To do this once the enemies have left the immediate area where you are hiding each evader simply makes a single stealth check at +10. All enemies then make a perception check and if this is unsuccessful then you have successfully snuck away and evaded the enemy. If you fail this check then the enemy hears something and you must hide again to avoid being seen. The enemy can then zero in on your general area and try to find you, this time at a +5 bonus. If they are again unsuccessful they you are passed over once more and return to the former rules. If you fail to sneak away multiple times then each time you fail to sneak away and fail the +5 bonus stacks with any previous bonus.
Evasive Knockdown (Evader Only): You barrel through the enemy attempting to knock him to the ground as you pass. This is only available if the pursuer is within your movement range for the round. The Evader must roll to hit at the normal AC and if it hits then the pursuer rolls a Reflex DC 10+. If he fails then you get by and he is knocked down and receives -10 on his next roll. If you are unsuccessful however your range drops to 0 and the pursuer or pursuers in that area get the normal benefit of that condition.
Note: You can use two normal proficiencies to gain special skill in this maneuver making the check DC 15+ / By using two more proficiencies you can gain DC 20+ /
Rushing Grab (Evader Only): Only available if the pursuer is within 0 range of an evader in which case it can be used as an attack of opportunity. The Pursuer must roll to hit at the normal AC and if he hits then the evader rolls a Reflex DC 10+. I successful the enemy is grappled and drug to the ground. If you are unsuccessful then the enemy evades your grasp. In either case you then go to initiative as normal for the 0 range condition.
Note: You can use two normal proficiencies to gain special skill in this maneuver making the check DC 15+ / By using two more proficiencies you can gain DC 20+ /
Boxing In: (Pursuer only): Only available if two enemies are in range of within 10 feet of a pursuer. They then spread out and surround a target and use the surrounding terrain to trap them and give them nowhere to run. The Pursuer must roll a Reflex save vs. the two enemies Reflex saves. If the pursuer beats an evader’s roll then he receives -10 on his next roll. Each pursuer that fails however receives -10 to his next check.
Note: You can use two normal proficiencies to gain special skill in this maneuver making the check +5 / By using two more proficiencies you can gain +10 /
Swerving (Evader only): Only available if range is within 10 feet. Swerving allows you to slip by a target or targets using your speed and mental skill to shake the pursuer. The Evader must roll a Will save vs. the enemy or enemies Will save. If a pursuer fails to beat the evader’s roll then he receives -10 to his next check.
Note: You can use two normal proficiencies to gain special skill in this maneuver making the check +5 / By using two more proficiencies you can gain +10 /
Blocking (Evader only): Blocking uses any movable terrain to block the pursuer and slow them down. If you are within 20 feet then the Evader must roll a Will save vs. the pursuers Reflex save. If the pursuer or pursuers fail then he or they receive -10 on one check. The blocker however receives -2 on their next check regardless of success or failure as they are slowed slightly by this action. This maneuver works best against multiple pursuers who are close to each other since they can all be forced to roll a save if they are within 5 feet of each other. It can also be effective to block the way and allow allies to escape if you are the last person in a line of evading characters especially if you are faster than they are.
Note: If range is farther than 20 feet then the enemy doesn’t need to roll or make a save but they must clear or avoid the obstacle as below or their terrain is worsened by 1. (See clearing obstacles)
Moving Obstacles (Both): This skill moves one piece of movable terrain that blocks the way and slows down travel. The person clearing the way must roll a Strength check if the item is ¼ their max lifting capacity or heavier. The clearer receives -2 on their next check regardless of success or failure. This increases the terrain of that immediate area by 1. This bonus takes place only on the round when you pass the area that was cleared. This maneuver works best when you are pursuing and are in front and have multiple allies in the area behind you especially if they are slower than you are.
Clearing Obstacles (Both): You can clear one obstacle that blocks your path by attempting to bypass it through jumping, tumbling, climbing or other skills when appropriate. It requires a normal check to clear the object at -5 and increases your terrain bonus by a factor of 1 or better depending on the object. If you are unsuccessful you receive -5 on your next check and may suffer additional consequences such as falling, being cornered or etc.
Destroying Obstacles (Both): You can attempt to break through a barrier or other obstacle by ramming it with your shoulder. You roll an appropriate attack attempt and if successful both you and the object take damage. If the object or barricade takes more than its HP in damage then you break through. If you take too much damage it could kill you or knock you out although this is unlikely. If you don’t break through your speed drops to 0 and you gain no movement for the round.
Note: Destroying an obstacle is telegraphing the location or direction of travel and bypasses and bonuses due to multiple paths.
Special: Clearing large obstacles that an enemy cannot can end a chase or give you a big lead. Example: You come to a large gap across two roofs and you make the appropriate Jumping check at -5 and clear it but your pursuer chooses not to or falls then this will end or greatly delay the chase as they readjust. Also you could clear a large fence or wall that your enemy cannot climb then this could have a similar effect.
Regular Attacks: By taking -10 on their evasion checks characters may take one attack action during the evasion or pursuit round, as per the normal rules instead of taking a regular maneuver.
Stopping: By stopping for one round you may make normal attacks or actions. Note: You can only attack enemies in range and in your line of sight with this action. You can start your normal escape or capture attempt next round but at a -5 penalty due to loss of momentum.
Resting: By stopping for one round to rest you may restore +10 on your fortification check due to exhaustion. Note: You can start your normal escape or capture attempt next round but at a -5 penalty due to loss of momentum.
Quickened Attacks: Characters may take fast actions as normal while evading or pursuing. Note: Quickened attacks while evading are more difficult requiring -5 to hit because you must turn to attack a pursuer.
Class Only Skills: These maneuvers require a special proficiency and in some of the cases a special class.
Sprinting: (All / One proficiency): This skill allows you to take off from a dead stop quickly. This adds +5 to your movement rate each round negating any loss of momentum from stopping.
Running: (Class Only): The running skill increases your evasion +2 by +1 per five skill bonuses and allows you to evade with no chance of exhaustion for one hour per +1.
Horses and Wheeled vehicles: Horses and wheeled vehicles receive -10 on their Hide adjustment and +100 to the outrun and outpace modifier due to their high visibility. Ride DCs are increased by +10 or more when evading. They cannot be used in cluttered or more restricted terrain.
Mounted Maneuvers:
Braking: You can attempt to damage an enemy or their transport or pack animal by rapidly slamming on the brakes. You must be within 20 feet to do so. You must make an appropriate ride maneuver and then make a Will save vs the enemies Reflex Save and if they fail they hit the rear of the vehicle and both take damage as appropriate. If not then the person you hit is at 0 and may attempt to capture or disable your vehicle as normal.
Barrel Through: You can attempt to break through a barrier or other obstacle by ramming it with your vehicle. You make a ride check and both the vehicle and object take damage. If the object or barricade takes more than its HP in damage then you break through. If the vehicle takes too much damage it could fall apart. If you don’t break through your speed drops to 0 and gain no movement for one round.
Note: Destroying an obstacle is telegraphing the location or direction of travel and bypasses and bonuses due to multiple paths.
Failed Riding Check: Subtract -1 on your distance for every 1 by which you failed the check. Also if you are in a tight area you may have a collision. (See below)
Fail by 1-4: Slow Turn
Fail by 5-9: Minor Collision or wrong turn: Determine collision damage based on size and speed of vehicle
Fail by 10+: Major Collision or two wrong turns: Determine collision damage based on size and speed of vehicle, reduce speed to zero
Exhaustion: Every round after the first round that you attempt to chase or evade without rest you must make a DC 1 fortitude check and this goes up every round. A failed check means you are exhausted and cannot run (1/2 movement) and take the appropriate minuses.
Ending the Chase: The chase ends immediately if any of the following conditions are true
1) All evaders or pursuers are disabled (in negatives) or dead
2) All evaders or pursuers are unable or unwilling to continue movement
3) All evaders have been captured
4) All evaders have outrun the closest pursuer
5) Either side voluntarily gives up
Flying Chases: Air chases use the rules as written except that terrain conditions are irrelevant if they can be avoided by flying. Poor weather (wind shears, rain) causes a minor penalty to all checks, while very poor weather (ice, snow) causes more substantial penalty to all checks.
Note: It is best to land when it is time to hide. It is very difficult to hide when you’re floating in the middle of the sky.
Races to an Object or Destination: If there is an action to take at the end (such as grabbing something) the character in the lead has a free attempt if they won otherwise there is an opposed Combat roll to see who acts first.
DM Only: Spicing up Evasion and Pursuit:
Things to Consider:
1. How to set the scene
2. If the pursuit is temporary what would be a good final encounter? It could involve improved conditions, picking off some of the pursuers, gaining help, gaining power or items or etc.
3. Interesting Terrain
4. A long term tracking pursuit
5. Different role-playing options.
6. Design the encounter with choices of where to run
7. Chases have to be fast and scary! So, when they have decision time count up rounds out loud
8. Design the pursuers' actions also. They'll break off into groups at certain points. Based on the NPCs' INT and knowledge of the area (and how much time they have before they begin the chase) design what they are most likely to do for each part of the chase.
9. To make the party want to flee give them a purpose that is more important than staying to fight or pit them against an obviously overwhelming enemy. They have to deliver something or someone to the end point by a certain time or they need to be to the end point by a certain time or they miss out on some important part of their ultimate goal.
10.
Tactics:
1) Smaller flanking parties in routes to cut the party off
2) smaller winnable ambush encounters
3) Make them change directions through deadfall traps, building collapses
4) Skirmish bands that are overconfident, foolhardy, or overcome with the hunting thrill/bloodlust and will "jump the gun" a bit, trying to take the party themselves and get the glory.
5) Sweepers that are supposed to find and flush out the group so that even if the party kills them, their location is known.
6) Short cuts
Evasion:
Evasive Stance: Evasive Stance is a special stance that takes a move action and a full attack action. It can be used to evade or pursue an enemy or to avoid being attacked. You must have enough room to move at least 20 feet in a straight line to use it. It adds 1-100 +1 per 1% ft to your movement. The 1-100 is rolled each round it is used. You must move at least 20 feet and stop. No other stances can be taken during this time even if you have the change stance ability. It also gives you +30 Armor bonus unless you are at touch range with the attacking enemy. At 200 feet away you lose the enemy and they can no longer pursue by sight and must rely on tracking if they have it. Special: If you pass behind an enemy at touch range while they are evading you may take a single attack action per enemy you pass for each attack you have remaining (if any). You may not change directions while evading.
Evasion Stance is a special stance that takes a move action and a full attack action. You cannot move while taking a parrying stance. It can be used to avoid being attacked while unable to move 20 feet. You must have enough room to move at least 20 feet in a straight line to use it. It adds +20 Armor bonus.