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Chase

Rule

Chases are encounters where one side tries to get away and the other tries to catch it.

Core Rule—Chase

A Chase starts when:

  • A CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. runs from you, and you go after it.
  • You run, and something comes after you.

During a Chase:

  • Tell your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. how you get away or close the gap, such as a shortcut, a crowd to lose them in, or a door to bar behind you.
  • Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. may stop tracking RoundsRound CombatRounds are the units of time that divide play into 6-second intervals. and settle it in a few TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes., often a ContestContest TestContests are Tests where you and a Target roll against each other and the higher Test Total wins..
  • If you catch up, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tracks RoundsRound CombatRounds are the units of time that divide play into 6-second intervals. again.

A Chase ends when one side escapes, gets caught, or gives up.

Sources Player Codex, Encounters, Game Manual

History

  • 0.8.0 Beta Added · Oct 24, 2026 Some encounters aren’t fights. These give you rules for running, catching up, and talking.