Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

Chasing

Each round, all chase participants must take the Run action and make a chase test based on the method of movement, such as Constitution (Running or Swimming) or Dexterity (Driving or Piloting). The TN for a chase test depends on the conditions and how difficult it is to maneuver in a given area.

Conditions

TN

Example

Ideal

9

A clear, unobstructed path

Average

11

Occasional obstacles or maneuvering

Rough

13

Regular obstacles or maneuvering

Hard

15

Constant obstacles or maneuvering

Almost Impossible

18

Constant maneuvering to avoid dangerous obstacles

As in other advanced tests, characters keep a running total of the Drama Die results from successful chase tests. This is known as the chase total.

For every 2 points of Speed a chaser has over the slowest participant in the chase, they gain a +1 bonus to the Drama Die for chase tests.

For spaceships, every Size category smaller than the largest participant in the chase grants a +1 bonus to the Drama Die for chase tests, as smaller ships tend to be faster and more maneuverable.

The bonus applies to both the chase test result and the chase total based on the Drama Die.

Attacking during Chase

In most cases, attacks must be delivered by passengers, since keeping up with the chase is a major action, but vehicle operators may use the Activate action to operate vehicular weaponry or to ram with the vehicle itself.

Participants with chase totals within 10 of each other can attack with ranged weapons at their maximum range.

Participants with chase totals within 5 of each other can make ranged attacks at normal range.

Characters with chase totals within 2 of each other may perform close or ramming attacks.

Complications

Characters moving at high speeds during a chase have a chance of going out of control if they fail a chase test, and complications during the chase may impose other adverse conditions, like those listed in the Challenge Test rules in Chapter 1.

Minor: The character, mount, or vehicle experiences some sort of problem, ranging from a pulled hamstring to engine trouble. Increase the chase test target number by +2 unless the character switches methods to get around the problem. For a ship, a TN 13 Intelligence (Engineering) test can eliminate this penalty for rounds equal to the result of the Drama Die.

Moderate: The character suffers a serious stumble or spins out of control. This eliminates half of the character’s accumulated chase total. Alternately, a wrong turn or vehicle trouble prompts a test determined by the GM (typically TN 13) that must be accomplished before the character can resume the chase.

Major: The character loses half their accumulated chase total and suffers a crash. See Crashes, earlier in this chapter.