Chases
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?
Obstacles
Each obstacle requires a certain number of Chase Points to overcome. Typically, half the obstacles require 1 point fewer than the number of party members, and half require 2 points fewer (with a minimum of 1 Chase Point per obstacle). Particularly challenging obstacles might require more. Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a security officer or give a bribe to ignore them. Each approach usually requires a skill check or Perception check, but sometimes a saving throw, an attack roll, or something even more unusual, like casting a certain spell.
On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains.
Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill, or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who's legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using Acrobatics to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful.
Once the PCs accumulate enough Chase Points to overcome the obstacle, they move on to the next. Extra Chase Points don't carry over to the next obstacle. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0.
It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows.
Crowd Obstacle 1
Chase Points 3; Overcome DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow
Throngs of people crowd the space station corridors, making it difficult to continue the chase.
Building a Chase
Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses Stealth, selecting Thievery as the other option doesn't really offer opportunities for different types of characters since those who are good at Thievery are very likely the same ones who are good at Stealth. On the other hand, offering Athletics as an alternative gives a soldier who's terrible at Stealth a way to help. The group can help cover for a character who's less capable at a particular obstacle, but it's more fun for players when you present substantially different options for each obstacle.
Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles.
Short: 6 obstacles, about 10–20 minutes of game time
Medium: 8 obstacles, about 15–25 minutes of game time
Long: 10 obstacles, about 20–30 minutes of game time
Setting Obstacle DCs
If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC to be easy or very easy because the PC is likely to be good at the skill they've chosen.
Shortcuts and Split Paths
Ending Chases
Types of Chases
- Chase Down: The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape.
- Run Away: The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of the foes at the end of a round.
- Beat the Clock: The PCs try to get through all the obstacles before a certain number of rounds pass, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually equal the number of rounds.
- Competitive Chase: The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there's more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate).
Running a Chase
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 colossus is chasing after the PCs, after the PCs overcome an obstacle consisting of a cluttered construction site, you could describe how the colossus flattens the structure beneath its feet as it stomps after them.
Visual Aids
If the PCs get Stuck
Sample Obstacles
Crumbling Corridor (1st) | DC 13 Acrobatics to avoid damaging the walls, DC 15 Crafting to repair the walls; Quaking Corridor (11th) DC 25 Acrobatics, DC 30 Crafting |
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Fungal Grotto (1st) | DC 15 Fortitude to endure poisonous spores, DC 13 Survival to avoid fruiting bodies; Virulent Fungi (5th) DC 20 Fortitude, DC 18 Survival |
Collapsed Tunnel (5th) | DC 20 Athletics to dig through, DC 18 Perception to find another path; Ancient Collapse (12th) DC 30 Athletics, DC 28 Perception |
Mining Drill (5th) | DC 20 Reflex to dodge the drill, DC 15 Thievery to disable the drill; Fleet of Drills (12th) DC 30 Reflex, DC 28 Thievery |
Chain Link Fence (1st) | DC 13 Athletics to climb, DC 15 Thievery to unlock the gate; High Welded Wire Fence (8th) DC 20 Athletics, DC 25 Thievery |
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Crowd (1st) | DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow; Convention Crowd (4th) DC 20 Athletics, DC 18 Society |
Illegally Parked Vehicle (1st) | DC 13 Crafting or Piloting to cut the brakes, DC 15 Intimidation to make the owner move it; Food Truck (5th) DC 20 Crafting or Piloting, DC 22 Intimidation |
Rickety Fire Escape (1st) | DC 15 Acrobatics to slide down, DC 13 Athletics to swing from landing to landing; Crumbling, Steep Fire Escape (5th) DC 18 Acrobatics, DC 20 Athletics |
Security Drone (1st) | DC 14 Computers to reprogram, DC 16 Stealth to sneak past; Security Robot (9th) DC 26 Computers, DC 28 Stealth |
Viral Flash Mob (2nd) | DC 15 Performance to join in, DC 13 Thievery to disable the sound system; Viral Surprise Concert (12th) DC 30 Performance, DC 28 Thievery |
Confusing Side Streets (1st) | DC 13 Society to recall the street layout, DC 15 Survival to navigate through the tangle; Twisting Back Alleys (5th) DC 18 Society, DC 20 Survival |
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Demonstration (1st) | DC 15 Intimidation to part the crowd, DC 13 Performance to sway the masses; Parade (5th) DC 20 Intimidation, DC 18 Performance |
Red Light (1st) | DC 13 Computers to hack the lights, DC 15 Piloting to drive through oncoming traffic; Busy Red Light (11th) DC 25 Computers, DC 30 Piloting |
Spiked Rail (1st) | DC 15 Athletics or Crafting to create an improvised ramp, DC 13 Perception to find a way around; Blockaded Street (5th) DC 20 Athletics or Crafting, DC 18 Perception |
Traffic Jam (1st) | DC 13 Perception to spot an opening, DC 15 Piloting to swerve through traffic; Rush Hour (5th) DC 18 Perception, DC 20 Piloting |
Construction Site (2nd) | DC 17 Piloting to swerve through the site, DC 13 Society to understand the site's organization and layout; Demolition Site (5th) DC 20 Piloting, DC 18 Society |
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 |
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Downpour (1st) | DC 13 Fortitude to push through, DC 15 Nature to predict the weather; Magical Thunderstorm (11th) DC 25 Fortitude, DC 30 Nature |
Rope Bridge (1st) | DC 15 Acrobatics to cross carefully, DC 13 Crafting to make repairs; Solitary Frayed Rope (11th) DC 30 Acrobatics, DC 25 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 |
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 |