Expanded Chase Rules

The following rules are meant to be used in tandem with the Random Chase Generator.

First, the GM sets the exit criteria for the chase. At a bare minimum we need to know how the Prey (the one doing the chasing) will catch the Predator (the chasee), and how the Prey can escape. Generally this will be a preset number of successes on their extended Control rolls, although sometimes the escape criteria may be "if he hasn't been caught in x legs, the Prey escapes."

It is possible through events for someone to become both predator and prey. In the event that someone fulfills multiple rolls, maintain seperate catch and escape criteria for each roll. This is also true in the event that someone is Prey to multiple Predators.

Legs

The chase is broken down into legs. Each leg represents a subset of the chase similar to the frame shots in a movie: careening around a turn to barely miss a baby carriage, barreling over San Fransisco-esque hills and spemdping part of your time airborne, etc. Each leg has the possibility for a turn, a change in street type (one way, two way, etc.), a change in traffic levels, and an obstacle (like the aforementioned baby carriage). These factors all combine to determine the difficulty of each driver's turn, with repercussions should the control check be failed.

Chase Sequence

1. GM Sets the catch and escape criteria.

2. The Prey gets a number of "do overs" equal to his dots of Epic Wits. These do overs may be spent to redo a leg in step 4 (see below).

3. Legs are generated and navigated until the Prey escapes or the Predator catches them. If the Prey crashes at any point, the Predator automatically catches them. If the Predator crashes, the Prey escapes.

Any driver may choose to break off and not make the leg's control roll. If the Prey breaks off, he is automatically caught. If the Predator breaks off, the Prey automatically escapes.

Leg Sequence

1. Predator sets speed (0+ mph). Every 10 mph above 10 applies a -1 die penalty to the Predator's control roll to navigate the obstacle, and a +1 die bonus to the chase roll at the end of the turn.

2. Add a Leg.

3. The GM can choose to redo the leg if it doesn't make sense.

4. The Prey can choose to redo the leg if he has any do overs left.

5. Predator sets speed (0+ mph). This applies the same die pool bonuses and penalties as the Predator's speed in step 1.

6. Predator and Prey roll (Dexterity + Control + Maneuverability) against the leg's difficulty. If either player fails, apply the results for the obstacle. If either player botches, apply those results in addition to the failure results. Some failures (such as a botch causing the death of a pedestrian) may remove that obstacle. In that case, if it was the Prey who failed, the Predator need not make the Control roll this turn.

7. If the capture and escape conditions warrant it, Predator and Prey roll (Wits + Control + Maneuverability) and add the successes to their ongoing totals. If either reaches their capture or escape threshold, the chase is over.