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Chapter 4: Subsystems / Chases

Running a Chase

Source GM Core pg. 194 2.0
When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing, and how they're helping their comrades overcome each obstacle.

Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the very least, you should indicate the relative difficulty of the clear paths.

Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them.

Visual Aids

Source GM Core pg. 194 2.0
It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance.

If the PCs Get Stuck

Source GM Core pg. 194 2.0
Sometimes, despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it’s a good idea to just say they found another way around it. If presenting another way around the obstacle just doesn’t make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost.

Underground Obstacles

Crumbling Corridor (1st)DC 13 Acrobatics to avoid disturbing the walls, DC 15 Crafting to shore up the walls; Quaking Corridor (11th) DC 25 Acrobatics, DC 30 Crafting
Fungus Grotto (1st)DC 15 Fortitude to endure poisonous spore, DC 13 Survival to avoid the mushrooms; Virulent Fungi (5th) DC 20 Fortitude, DC 18 Survival
Pit Trap (1st)DC 13 Athletics to quickly climb out, DC 15 Perception to spot the trap before it’s triggered; Exceptional Pit Trap (5th) DC 20 Athletics, DC 18 Perception
Wandering Gelatinous Cube (1st)DC 18 Occultism to identify its deficiencies, DC 15 Stealth to sneak past; Wandering Black Pudding (7th) DC 24 Occultism, DC 19 Stealth
Collapsed Tunnel (5th)DC 20 Athletics to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 Athletics, DC 28 Perception
Pendulum Trap (5th)DC 20 Reflex to dodge the blades, DC 15 Thievery to disable the tap; Panoply of Pendulums (12th) DC 30 Reflex, DC 28 Thievery
Wooden Portcullis (8th)DC 25 Acrobatics to squeeze through, DC 20 Athletics to lift the gate; Iron Portcullis (11th) DC 25 Acrobatics, DC 30 Athletics

Urban Obstacles

Crowd (1st)DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow; Festival Crowd (4th) DC 20 Athletics, DC 18 Society
Fruit Cart (1st)DC 13 Athletics to vault over or smash through, DC 15 Intimidation to make the merchant move it; Merchant Pavilion (5th) DC 20 Athletics, DC 22 Intimidation
Guard Dog (1st)DC 14 Nature to calm, DC 16 Stealth to sneak past; Guard Roc (9th) DC 26 Nature, DC 28 Stealth
Rickety Rooftops (1st)DC 15 Acrobatics to cross clotheslines, DC 13 Athletics to jump from roof to roof; Crumbling, Steep Rooftops (5th) DC 18 Acrobatics, DC 20 Athletics
Wooden Fence (1st)DC 13 Athletics to climb over, DC 15 Thievery to unlock a gate; High Iron Fence (8th) DC 20 Athletics, DC 25 Thievery
Gang of Hooligans (2nd)DC 13 Deception to trick, DC 15 Stealth to sneak past; Elite Criminals (12th) DC 28 Deception, DC 30 Stealth
Twisting Alleyways (2nd)DC 17 Perception to find a path, DC 13 Society to recall a map; Multi-Story Maze (7th) DC 22 Perception, DC 20 Society

Wilderness Obstacles

Deep Mud (1st)DC 15 Athletics to slog through, DC 13 Perception to find a path; Horrid Bog (5th) DC 20 Athletics, DC 18 Perception
Downpour (1st)DC 13 Fortitude to push through, DC 15 Nature to predict the weather; Magical Thunderstorm (5th) DC 30 Fortitude, DC 25 Nature
Rope Bridge (1st)DC 15 Acrobatics to cross carefully, DC 13 Crafting to make repairs; Solitary Frayed Rope (11th) DC 25 Acrobatics, DC 30 Crafting
Rushing River (1st)DC 15 Athletics to swim or hop across stones, DC 13 Survival to find a ford nearby; Flash Flood (5th) DC 20 Athletics, DC 18 Survival
Steep Hills (1st)DC 13 Athletics to climb across, DC 15 Perception to find easier path; Rugged Mountain (5th) DC 20 Athletics, DC 18 Perception
Swarm of Wasps (1st)DC 15 Fortitude to endure stings, DC 13 Survival to smoke them out; Those Aren’t Wasps! (5th) DC 20 Fortitude, DC 18 Survival
Tangled Forest (2nd)DC 17 Perception to find the way, DC 13 Survival to plot a path; Enchanted Forest (5th) DC 20 Perception, DC 18 Survival