- Roll for a Complication: 3d6.
- Resolve Complication.
- Participant decides on regular combat actions.
- 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.
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.