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valzi edited this page Jan 3, 2019 · 1 revision

Chases

  1. Determine how far the Chased move away from the location of the original encounter: 1D4: 1. near. 2. far. 3. very far. 4. distant. *
  2. To flee or to chase the party rolls 1D6+Chase Bonus of slowest party member (-6 to +6. See chart below.)
    • The slowest party member may drop an item held in their hands to add +1 to this roll.
    • If the party is more than 30' away, +1 to this roll.
  3. The non-player party rolls 1D6+Chase Bonus (-6 to +6 according the Referee's discretion - see chart below.)
  4. Compare the results.
    • If both roll results are the same, each side may exchange a round of missile fire. Then return to step 1 of this procedure.
    • If the Chased roll result is higher, check the enemy's Morale to determine whether they search for the player party. If the Chased dropped something the Chasers desire, add 2 to this Morale roll.
    • If the Chasers's roll result is higher, they catch up to the chased and gain Initiative in the resulting encounter.
Chase Bonus Creature
-2 Injured
0 Heavy armor wearer
+1 Medium armor wearer
+2 Light armor wearer
+4 Unarmored/Unarmed
+5 Cheetah
+6 Ghost
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