1. Notes

Chases

Whether chasing a quarry or on the run, these rules are used for chase sequences. These can take place on foot, on horseback, or even in ships.

Each Turn

  1. Roll for a Complication: 3d6.
  2. Resolve Complication.
  3. Participant decides on regular combat actions.
  4. Finally, the participant makes a Strength (Athletics) or Dexterity (Acrobatics) check against their Move DC. If the participant Dashed during their turn, they make the roll with Advantage. If the participant has less than half their base speed (rounded up), the roll is made on Disadvantage. If the participant has no movement speed, they automatically fail.
    • On a Success, the participant remains in the current Chase Track.
    • On a Success +5, the participant moves a Chase Track forward. If the frontrunner scores a +5 success, everyone else moves one track backward.
    • On a Fail, the participant drops one track back.

Chase Track

There are a few abstract positions to occupy during a chase. Depending on whether you are hunter or hunted, you will be assigned a starting position.


PositionDescriptionDistance
FrontHead of the pack. Melee attacks & grapples are possible.0 ft.
Arm's ReachMelee attacks & grapples to the front are possible, with disadvantage.5 ft.
Short RangeYou're getting there.30 ft.
Medium RangeYou've got work to do.90 ft.
Long RangeYou're falling behind.120 ft.
Out of the ChaseYou are out of the chase.

Note: Ranges are based on running on foot. Ship chases might involve far greater ranges.

At the start of the chase, determine your Move DC: 20 - (Your Speed divided by 5).

Also, roll Initiative.