We saw a Trial denoted like this, "10-D2", where D2 was the difficulty and 10 was the total momentum that needed to be generated to complete the extended test. The Chase Trial will work essentially the same way. One side will be given the Trial, and the other side a simple difficulty rating.
The Chase
Those being chased will be given a Trial they will need to complete to escape, ie 15-D1. In order to escape their pursuers they must complete the Trial. Those chasing will make their own skill roll, and as in a struggle the total momentum available will be the difference between the two.Those escaping can, of course, use any momentum left to work through the Trial, while those giving chase can use their momentum to undo whatever headway the escapees have made.
How Far?
If we assume an accumulated momentum on this Trial of 0 is equivalent to the parties being in the same zone then we can take this a step further and introduce zones and ranged weapons into the mix. Perhaps an accumulated momentum of 1 or 2 indicates the two parties are at medium range and an accumulated momentum of 3 or 4 indicates long range.How many momentum is indicated by range will largely by the GMs call. A short chase across a grassland might mean 3 momentum still indicates close range, while a long chase through the narrow streets of the Maul might indicate only 1 momentum is medium range and beyond that you lose line of sight on your opponents.
Test Difficulty
Generally, start the difficulty at 1 and add to it based on the environment. The total momentum required will vary based on the number of players, how capable they are, and how much they are willing to risk. If the player leading the challenge is unwilling to use Doom to gain additional dice, the players may flounder, especially if their base difficulty is 2 or higher.- Escape through a well known, lit city. Base difficulty = D1.
- Escape through a known darkened city. +1 Difficulty = D2.
- Escape through an unknown, darkened city. +2 Difficulty = D3.
Here are a few quick samples illustrating this as an idea.
Quick escape through known darkened streets - 10-D2 Survival/Stealth vs D2 Observation/Survival
Quick escape through unknown darkened streets - 10-D3 Survival/Stealth vs D2 Observation/Survival
Prolonged Escape through known daylight streets - 15-D1 Survival/Stealth vs D1 Observation/Survival
Chasing a cart on horseback along a forested road - 10-D2 Animal Handling vs D1 Animal Handling
The night is dark and a thick mist has descended upon the city. Two men stand outside a money house, while a third crouches and works the lock with slender tools that glint occasionally in whatever light is available. The standing men are both of native stock, Nemedia, while the third is clearly Zamoran. The Nemedians scan the area and one speaks, "Hurry up." "Almost there.....", replies the Zamoran, his voice trailing off in concentration. With a click the door opens and a quick sly smile jumps across the Zamoran's face. Just as quickly the smile vanishes as men in clanking armor and the livery of the Numalian town guard step from the shadows and utter a single command, "HALT!" The three companions look at each other and with a small nod that only their years together allowed them to understand. They bolted off into the night, the guardsmen in pursuit! Round 1 Momentum Pool: 2 Doom Pool: 13 GM: Ok! You escape into the fairly familiar streets of the city with the guards hot on your tail. Your difficulty in evading the guard is 10-D2 Stealth or Survival, and they are at a D2 to catch up to you. Nemedian1: I have a 15/3 Survival rating so I will take the lead. Nemedian2: I assist with my 13/2 observation helping to pick the safest path through the darkness. Zamoran: I will assist with my Stealth 12/2 skill, helping us stay as silent as possible. GM: Ok Roll! Nemedian1: I roll 4 dice, buying 1 with momentum. 15, 1, 2 and 12 for 6 successes and 4 momentum! Nemedian2: I roll my assistance die! I roll a 2 adding 2 more success! Zamoran: I roll 1 die as well. I get a 4. That is 1 more success! GM: Your total momentum for the struggle is 7! GM: Ok. The Squad of guards rolls. 3 for the Sgt with an observation of 9/1 and 4 more for the rest of his unit also at 9/1 GM: 10,9,1,13,17,4 and 15 for 4 Successes and 2 momentum vs your total momentum of 7 GM: You manage to put some ground ground between you and them. Your total momentum for the escape is at 5/10. Round 2 Momentum Pool: 0 Doom Pool: 12 Nemedian1: I roll 3 dice! a 3, 14 and a 10, for 4 successes and 2 momentum! Nemedian2: I also roll assistance 1d20 against my observation again! I get a 1! 2 more successes! Zamoran: I assist with my stealth again rolling my 1d20! 12 for 1 successes. GM: Your total momentum for the struggle is 5! GM: The sergeant buys 3 dice with doom and the rest of the squad rolls 4, for a total of 9d20 all at 9/1. GM: 3,10,19,11,20,7,13,13,10 for a total of 2 successes and 0 momentum, PLUS a complication! GM: Your total momentum for this Trial is now at 10! The three men race into the familiar streets of the city, the night and mist work in their favor as they quickly slip away from the guardsmen that were laying in wait to catch these three thieves....... |
Until Next Time
If you have any ideas or thoughts about this as a simple system to mechanically run chases, let me know. Feel free to drop a comment or check me out on YouTube .Till next time, don't forget to Keep it Weird!