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Chases

When the PCs pursue a fleeing target—or someone is hunting them down—adding twists and turns to the pursuit builds suspense and makes the outcome …

When the PCs pursue a fleeing target—or someone is hunting them down—adding twists and turns to the pursuit builds suspense and makes the outcome more uncertain than if it were based on Speed alone. The chases subsystem helps you create cinematic scenes where the PCs must quickly overcome obstacles, from fleeing a secret laboratory set to self-destruct to desperately escaping pursuers trying to destroy an encrypted message. The Speed rules in Player Core and vehicle rules work well for short sprints through fairly clear terrain. Over longer distances and through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit, so you can create a thrilling chase scene. Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point. Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days?

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