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