Chases
valzi edited this page Jan 3, 2019
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1 revision
- Determine how far the Chased move away from the location of the original encounter: 1D4: 1. near. 2. far. 3. very far. 4. distant. *
- 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.
- The non-player party rolls 1D6+Chase Bonus (-6 to +6 according the Referee's discretion - see chart below.)
- 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 |