Conflicts - Chases

## Overview of Chase Conflicts

*Chases* occur when one or more *Characters* are engaged in *Chasing* another set of *Characters*.

It can take many forms, such as thieves running from the scene of a crime, to investigators running from a horrifying monster, to heroes chasing down a dangerous villain.

*Chases* represent a sense of escalation tension in stories: is this scene leading to a more direct and dangerous *Conflict* between the Characters involved, or is an important Character going to escape?

## Roles and Goals of the Conflict

The *Goal* of this Conflict will Change depending upon whether a Character is fleeing or pursuing.

For brevity we refer to fleeing characters as "*Runners*", and pursuing *Characters* as "*Pursuers*".

Generally a *Runner* which is fleeing has the goal of escaping, although they may have ulterior motives such as leading their pursuers astray or away from their allies.

The Goal of the *Pursuer* is generally to capture a fleeing Character, but likewise a clever pursuer may use a *Chase* to drive *Runners* towards a trap.

## Win Conditions

A *Chase* *Conflict* ends when one of the following conditions are met.

* A *Runner* is *Caught*
* All the *Runners* have Escaped.
* The *Pursuers* are unable to continue the Chase (i.e. they have run out of Fate Points)

## Fate Points

*Fate* *Points* in a *Chase* *Conflicts* represents a *Character's* ability to keep going during a *Chase*.

It can represent a *Character's* growing exhaustion, their willingness to continue the chase, or their luck running out leading to them either losing track of a *Runner* or reaching a dead end where they cannot escape.

### Starting Fate Points

Each *Character* has a number of *Fate* *Points* assigned to them equal to **3 + their Constitution Modifier.**

### Effect of Losing Fate Points

When a *Character* has lost all of their *Fate Points*, they automatically fail any future Movement Checks. When they fail a Movement Check in this way they will lose **two** distance increments (see Movement Checks).

When all the Characters in a Chase Conflict have spent their Fate Points, the Chase Conflict ends and any uncaught Characters escape.

### Losing and Gaining Fate Points

* At the end of each Round, ALL Characters will lose 1 Fate Point.

* *Characters* can also spend *Fate* *Points* to reroll their *Movement Checks.*

* *Characters* regain all their *Fate* *Points* after a *Chase Scene* has ended.

## Setting the Scene

At the start of the *Chase Scene*, the *GM* will describe the scene in which the *Chase* takes place. It may be a dark and labyrinthine dungeon, it could be the busy streets of a cyber era metropolis or it could be a chase on horseback through winding canyons. This environment will likely inform the kinds of *Obstacles* *Characters* are likely to encounter.

A GM may choose to refer to a map of the area Characters are running through to inform the *Obstacles* they are encountering.

Note that a Characters movement speed is abstraction in this Conflict, and so maps need not physically represent the exact distances which are being travelled.

## Chasing, Escaping and Distance

There are **5 Measures of Distance** in a Chase Conflict. They represent how close a Character is to escaping or being caught. They include:

1. **Caught:** This marks when a Pursuer catches up to another Character, ending the Chase. Usually the Chaser is within 30ft of the Character at this point.
2. **In-Range:** This marks when a Pursuer has almost caught up to another Character, to the point that they can see them clearly and the Characters may even target each other with Attacks and other Effects. The distance between the Characters is assumed to be 60ft at this point.
3. **Near:** This marks when a Pursuer has lost sight of a Runner, but has a clear idea on where they are and is close to catching them. The distance between the Characters is assumed to be 120ft at this point.
4. **Far:** This marks when a Pursuer has nearly lost track of a Runner and is in real danger of losing them. The distance between the Characters is assumed to be about 240ft at this point.
5. **Escaped:** This marks when a Pursuer has lost track of a Runner and it will take a long time for them to catch up to them. The distance between the Characters is assumed to be about 480ft at this point.

Distances are always used to describe a *Player Characters* position with respect to Character which they are *Chasing* or *Running* from.

If the *Players* are *Chasing* one or more *Runners*, then they want to **decrease** the distance between themselves and the *Runners* until one or more of them reaches the "Caught" Distance.

If the Players are *Running* from other *Characters*, then they want to **increase** the distance between themselves and the *Pursuers*, until they ALL reach the *Escaped* *Distance*.

## Starting Positions

At the start of the Chase Scene the GM assigns the starting distances of the *Player Characters* and their Allies.

The default Starting Position for *Player Characters* is Near.

If a Player Starts at a distance where they are far behind or ahead of the Character they are Chasing/Pursuing, then they begin with the Far position.

If a Player Starts at a distance where they are very close behind or just ahead of the Character they are Chasing/Pursuing, then they begin with the In-Range Position.

## Turn Order

Each *Character* involved in the *Conflict* takes *Turns* to perform a set of *Actions*, with the intent that these *Actions* will help them evade their Pursuers or catch a *Runner*.

Turns are always resolved in order of who is leading the Chase.

A complete cycle of *Turns* is referred to as a "*Round*".

### GM's Turn

If NPCs are running away from the *Player Characters,* they always act before the *Player Characters*. If there are multiple NPCS their Turn Order is up to the GM.

If NPCs are chasing the *Player Characters,* they always act after the *Player Characters*.

If there are multiple NPCS their Turn Order is up to the GM.

### Player's Turn

During a *Chase Conflict*, the Turn Order of the Player Characters is determined in order of Distance (see *Chasing, Escaping and Distance*).

If the Player Characters are *Chasing* a *Runner*, then resolve the Turns of the *Player Characters* in order of who is **closest** to the *Runner* (i.e. First "In-Range" Characters, then "Near", then "Far".)

If the Player Characters are *Running* from a *Pursuer*, then resolve the Turns of the Player Characters in order of who is **furthest** from a *Pursuer* (i.e. First "Far" Characters, then "Near", then "In-Range".)

If one or more *Player Characters* have the same Distance, they may choose which Player acts first. For expediency, they may decide to act in order of who has the highest Initiative Bonus, then the highest Movement Speed. In the event of disputes, the players roll Initiative Checks to determine who acts first (see *Combat Conflicts* for more).

## A Player's Turn

During a *Player* *Character's Turn* they will use their Actions to improve their chances of Gaining Distance at the End of their Turn.

* **Actions:** They can use **One** *Action* and **One** *Bonus Action* *or* they can use **Two** *Bonus Actions.* (See *Actions* for more detail)
* **Movement:** They can expend their *Movement Speed* (usually 30ft) to increase their Movement Modifier for the Movement Check they make at the end of their Turn. They may use this movement before, during or after they use one or more of their Actions, and may break up their movement as they wish. (See *Movement* for more detail)
* **Reactions:** They may use a *Reaction* if something triggers it during their own Turn. (See *Reactions*)
* **Free Actions:** They may use *as many Free Actions as you wish* on your Turn. Free Actions are typically small, inconsequential interactions with the environment which they take in order to carry out the *Actions*, *Bonus* *Actions* and *Movement* available to them. (See *Free Actions* for more detail)

After a Player Character has used all the Actions available to them, they must roll a Movement Check (see Movement Checks).

If an NPC has left a lingering effect behind them, for example an area covered in Caltrops or caused Difficult Terrain, then the Player Characters encounter this at the Start of their Turns.

## During Another Character's Turn

* During another *Character's* Turn, typically the only way a *Character* can act is when a *Reaction* is triggered (See *Reactions* for more details)

## GM's Turn

The GM may take the same Actions available to the Players for any Non-Player Characters involved in the Chase.

The Actions taken by the NPC will determine the Chase DC for the Player Character's future Movement Checks. (see Chase DC).

If a Player Character has left a lingering effect behind them, for example an area covered in Caltrops or caused Difficult Terrain, then the NPCs encounters this at the Start of their Turn.

## Movement Checks

At the *End* of each *Player Character's Turn*, they will typically need to make a *Check* to determine whether they gain or lose ground during this *Round*.

The Modifier for this Check (their Movement Modifier) is determined by the total distance the *Player* *Character* has been able to cover this *Round*, divided by 10 and rounded down.

For example, a Character with a Movement Speed of 30ft could spend all of their movement to gain a movement Modifier of +3. A Character with a Movement Speed of 45ft would have a Movement Modifier of +4.

A Character can increase their Movement Modifier by using their Actions on their Turn to increase the distance they can Cover. The most common way to do this is to take the Dash Action. Increases to a Character's Movement Modifier last until the end of the Round.

In our previous examples, a Character with a Movement Speed of 30ft could take the Dash action to increase their Movement Speed to 60ft, resulting in a total Movement Modifier of +6. The Character with a 45ft Movement Speed taking the Dash Action would have a Movement Speed of 90ft, resulting in a total Movement Modifier of +9.

### Gaining Distance

If a Character meets or beats the *Chase DC* (see Chase DC) they may at the End of their Turn choose to Gain Distance.

In the case of the Player being a *Runner*, this means they would go from being In-Range to Near, or from Near to Far, or from Far to Escaped. When a running Player Character has Escaped they no longer need to make Movement Checks (but they may use their Actions for other Activities if they wish)

In the case of a Player being a Pursuer, they would go from being Far to Near, or from Near to In-Range, or from In-Range to Caught.

### Maintaining Distance

Alternatively, a Player who passes the Chase DC may choose to maintain their Distance. For example, a Player Character who is leading the other Players may want to remain in the Chase while the others catch up, or they may want to remain in the In-Range Distance if they want to continue Attacking a Non-Player Character.

### Losing Distance

If a Character fails to meat the *Chase DC* (see Chase DC) they will at the End of their Turn lose Distance.

A Player may also choose to forgo their Movement Check to willingly lose Distance.

In the case of the Player being a *Pursuer*, they would go from being In-Range to Near, or from Near to Far, or from Far to Escaped. When a Pursuing Player Character has reached Escaped they no longer need to make Movement Checks and can no longer participate in the Chase (but they may use their Actions for other purposes if they wish)

In the case of a Player being a *Runner*, they would go from being Far to Near, or from Near to In-Range, or from In-Range to Caught.

### Rerolling Movement Checks

When a Player Character Loses Distance, they may spend one Fate Point to reroll the result. This represents them expending extra stamina or their luck diminishing as they look for a means to gain ground.

They may add any Movement Modifiers they have already accrued to this reroll (i.e. is a Character took the Dash Action to gain a Movement Modifier of +6, this reroll would also have a +6). Additionally if they had *Advantage* or *Disadvantage* on this roll, this reroll would also have advantage or disadvantage.

When a Character chooses to reroll in this way they must accept the new result. A Character may only reroll a Movement Check in this way once per Movement Check.

If Rerolling a Movement Check reduces a Character's Fate Points to 0, they may still Succeed on this Movement Check, but they automatically Fail all Future Movement Checks.

### 0 Movement Speed or Zero Fate Points

If a Player Character's Movement Modifier is reduced to Zero, they lose up to **two** distance increments.

If a Character has Zero Fate Points, they automatically fail any further Movement Checks.

### Escaped Distance

A Runner in the Escaped Position no longer needs to make Movement Checks to maintain their distance, however they may use the Dash Action to willingly lose Distance to rejoin the Chase in the Far Distance.

A Chaser in the Escaped Position is no longer able to participate in a Chase.

In the event that the Chase leads to a Combat Conflict, it will take a Character in the Escaped Distance three Rounds to reach the edge of the Battlefield (typically 60ft from the centre of the Conflict).

## Chase DC

The Chase DC determines the DC which the Players must meet or beat to gain distance (see Movement Checks)

The DC is equal to 10 + the Movement Modifier of the NPC, which is calculated in the same way in which the Player Characters determine theirs: they find the total distance they could move through the given obstacle, and then they divide the result by 10 and round down.

For example, an NPC with a Movement Speed of 35ft takes the Dash Action on their Turn, increasing their total movement that turn to 70ft. Their movement modifier would be +7, consequently their Chase DC is equal to 17.

### Chase DC on Round 1

If an NPC is Chasing the Player Characters, then the Chase DC is equal to 10 + their movement modifier as though they used the Dash Action on their preceding Turn.

### 0 Movement Speed and Zero Fate Points

If an NPC has a Movement Modifier of Zero then the Player Characters automatically succeed on their Next Movement Checks and their distance increases by **two** increments.

If an NPC has run out of Fate Points, then the Chase is over and the NPC is either Caught or Escaped from.

### Multiple NPCs Involved in a Chase

If there is very little difference in both the Movement Speed and Constitution modifier of a group of NPCs chasing or fleeing from the Player Characters, then the GM may treat them as a single Group of Characters moving in unison.

If there are multiple NPCs *Chasing* the Players, the GM must choose one to "Lead the Chase". Typically they are either the fastest Character (i.e. the most likely to *Catch* the Players) or the one with the highest Constitution modifier (i.e. the one most likely to outlast the Players).

If there are multiple NPCs *being Chased by* the Players, the GM must choose one to "Lag the Chase". Typically they are either the slowest moving Character (i.e. the most likely to be caught by the Players) or the one with the lowest Constitution modifier (i.e. the one most likely to be outlasted by the Players).

Both the Fate Points and Chase DC of a Group of NPCs involved in a Chase is determined by the Character leading or lagging a Chase. If a leading NPC is Caught, then the whole group of NPCs is caught. If a lagging NPC is Caught, the whole Group is Caught.

## At the End of the Round

At the end of a Round ALL the Character's involved in the Chase lose 1 Fate Point.

A Character in the Escaped Distance does not lose Fate Points.

If any Players Characters are in the Caught Distance at the End of the Round, then they are Caught and the Chase Conflict ends.

* If the Player Characters were Chasing an NPC, then they decide their final position between 30-5ft of the NPC.
* If the Player Characters were being Chased by an NPC, then the GM decides their final position between 30-5ft of the Player Characters who were Caught.

If all the Chasing Characters have no more Fate Points and no Player Characters are in the Caught Distance, then the Runners escape.

## Introduction to Actions and Bonus Actions

### How many Actions and Bonus Actions can a Character Use?

During their turn, a *Character* may use **One Action and One Bonus Action** or **Two Bonus Actions.**

**Action:** An *Action* represents a complex task which takes some time and concentration for a *Character* to accomplish.

**Bonus Action:** A *Bonus Action* represents a less complex task for the *Character*, and is accomplished in a time relatively quicker than an *Action*.

### Actions

During their *Turn* a *Character* may take one of the following *Actions.*

**Attack\*, Cast a Spell\*, Dash, Dodge, Prepare, Stealth\*\*, Search, Use an Object**

\*These Actions may only Target a Character with these Actions while the Player is at the "In-Range" distance (i.e. they are visible) or an Obstacle allows them to target more distant Characters (e.g. an Open Field obstacle would allow a Character to Attack a Character which is at a Far distance).

\*\*The Stealth Action automatically fails if a Character is "In-Range", unless they have a way to obscure themselves while they are running (e.g. an they can become Invisible)

Sometimes a feature may also grant a *Character* an ability to perform a unique act using their *Action*.

Sometimes a *Character* may wish to do something which does not fit into one of the above *Actions*. If the *GM* feels what they are trying to accomplish is as impactful as one of the above *Actions*, they may rule that the course of action they are attempting requires their *Action*.

Typically a *Character* may only perform **one** of the above *Actions* on their *Turn*.

### Bonus Actions

Sometimes, a *Feature* allows a *Character* to perform one of the above *Actions* as a *Bonus* *Action*. This will allow them to perform that *Action* in addition to another *Action* on their Turn. A *Character* may choose to use the same *Action* twice on their Turn, once as an *Action* and once as a *Bonus Action*.

All *Archetypes* grant at least one *Bonus* *Action* to a *Character* at Level 1 (e.g. the *Martial Prowess* of the *Warrior*, *Hero* and *Brute* *Archetypes* allow them to add their Martial Prowess die to their next Strength, Dexterity or Movement Check using a Bonus Action).

Consequently on most *Turns* a *Player* *Character* is likely to be able to use at least one *Action* and one *Bonus Action* on their *Turn.*

## Attack Action

The Attack Action works as seen in the *Combat Conflicts* section.

However, Characters during a Chase are always considered to be at least 60ft away until they are Caught, and typically can only be Targeted with an Attack while they are at the "In-Range" Distance. The exact position of a Character beyond the In-Range position is unknown to the Attacker.

Certain Obstacles may permit a Character to Target a Character when they are at further Distances (e.g. an Open Field would allow a Character to attack a Character who is in the Far Position (240ft away).

Characters may use their Attacks freely against Objects (or even Allies) who are in the same Distance Increment as them. E.g. a Character could use their Attack Action to break through a locked door which is blocking their path. Characters within the same Distance increment are considered to be within 5ft of each other unless they specify otherwise.

## Cast a Spell Action

The Cast a Spell Action works as seen in the *Combat Conflicts* section.

However, Characters during a Chase are always considered to be at least 60ft away until they are Caught, and typically can only be Targeted with a Spell while they are at the "In-Range" Distance. The exact position of a Character beyond the In-Range position is unknown to the Caster.

Certain Obstacles may permit a Character to Target a Character when they are at further Distances (e.g. an Open Field would allow a Character to Cast a Spell such as Fireball at a Character who is in the Near Position (120ft away).

Characters may use their Spells to target themselves, Objects or other Characters who are in the same Distance Increment as them. E.g. a Character could use the Cast a Spell Action to cast the Haste Spell on a Character who is within the same Distance Increment as them.

## Dash Action

When a *Character* takes the *Dash Action*, they gain extra movement for the current *Turn*. The increase equals their current *Movement Speed* (after modifiers from various effects and spells are taken into account.)

Typically the *Dash Action* results in a *Character* being able to increase their Movement Modifier by their Movement Speed/10 for this Round.

A Character may also use the Dash Action to willingly lose 1 Distance.

An Escaped Character who is a Runner may also use the Dash Action to willingly rejoin a Chase in the Far Distance.

A Character can only use the Dash Action during their Turn (i.e. it cannot be prepared).

## Dodge Action

When a *Character* takes the *Dodge Action*, they focus entirely on avoiding attacks. Until the start of the *Character's* next turn, any *Attack* *roll* made against them has *Disadvantage,* if they can see the source of the *Attack.*

Additionally, until the start of their next *Turn*, they make *Dexterity* *Saving throws* with *Advantage*.

The *Character* loses this benefit if they are *Incapacitated* (see Conditions ) or if their *Movement Speed* is reduced to 0 (e.g. they are *Grappled*).

## Stealth Action

Hiding during a Chase Conflict is a high-risk, high-reward prospect. If it succeeds, a *Runner* may be able to escape the Chase Scene through more subtle means. If it fails, they will likely end the Round Caught.

The Stealth Action automatically fails if the Character is In-Range and has no means to Obscure themselves as they run (e.g. Invisibility or Fog).

Unless an Obstacle says otherwise (e.g. Open Field) a Character is always able to find Obscurement to hide in during a Chase Scene.

Using the Stealth Action to escape a Conflict requires the Character use the Stealth Action at least twice

* Firstly a Check to become *Hidden,*
* and then successive Checks to *Escape Unseen/Unheard*.

### Becoming Hidden

When using a Stealth Action to become Hidden, the *Character* will make a Dexterity(Trickery) Check. If the result of this Check exceeds the Passive Awareness of the Characters which are pursuing the Character, they are Hidden. Characters which are Far have Advantage on this Check.

If the Check fails, or if they lose the Hidden Condition they immediately lose up to 1 Distance Increments.

While a Character is Hidden, they no longer make Movement Checks. Instead, they must use further Stealth Actions to escape Unseen(see Escaping Unseen).

If a Character hides and they were the only Character being pursued, the Pursuers may reasonably conclude the Character is likely to be Hidden and may begin using the Search Action to find them.

### Escaping using Stealth

When a Character is successfully Hidden, they may use subsequent Stealth Actions to increase their Distance from a Pursuer, by means of moving silently.

To do this, they must make a Dexterity(Trickery) Checks. The result of this Check must either exceed the Pursuers Passive Awareness and, if they are using the Search Action, it must also exceed the last Awareness(Trickery) Check they made. A Player Character which is Far makes this Check with Advantage.

If the Character succeeds on this Check, their Distance Increment increases.

If their Check fails, they lose the Hidden Condition and as a Result lose 1 Distance Increment.

### NPCs using Stealth

When a single NPC is being pursued and uses Stealth and succeeds, inform the Players that it sounds like the NPC has stopped running, and may now be attempting to hide themselves.

If they fail on their Stealth check, increase the decrease the distance increment of all Player Characters by one.

Player Characters may use the Search Action on their Turn to uncover a Hidden Character (see Search Action).

If multiple NPCs are being pursued and one uses Stealth, do not inform the Characters of one being missing a Player Characters moves into "In-Range" distance (i.e. they will realise one is missing when they can see them). When this becomes apparent, they must choose whether to continue the Chase of the visible Characters or instead Search for the hidden Character (see Splitting the Chase).

## Prepare Action

Sometimes a *Character* may wish to use an *Action* or *Bonus Action* outside of their *Turn*. To do this they *Prepare their Action.*

To do this, a *Character* first states what *Action* or *Bonus Action* they wish to use (e.g. *Attack*). Whether the act being *Prepared* requires an *Action* or a *Bonus Action*, the *Character* uses their *Action* to *Prepare* it.

Next they state under what conditions ("*Triggers*") will cause them to use this *Action* or *Bonus Action* (e.g. if they move into the In-Range Distance). A *Character* may state up to two *Trigger* conditions.

If the Trigger condition is met, the *Character* may use their *Reaction*, and is then able to use the *Prepared Action* immediately.

A *Character* may choose to not use the *Prepared Action*, if for example the circumstances under which they prepared have changed. If they choose to not use the *Prepared Action*, they must wait for the *Trigger* condition to be met again before they can use that *Prepared Action.*

## Search Action

The *Search Action* is used to reveal *Characters* who are *Hidden* or information about the *Environment* which is not immediately apparent.

To reveal a Hidden *Characters* location, the *Searcher* must make an *Awareness(Trickery) Check.* The DC of the Check is set by the Result which the *Hidden Character* achieved when they used the *Stealth Action.*

If a Player Character uses this Action while they are at the Far Distance from a Hidden Character, from make their Awareness Check with Disadvantage.

If the Check succeeds, the Hidden Character is no longer Hidden and as a result either all the Player characters gain 1 Distance Increment or, if a Player Character was hiding, they lose 1 Distance Increment.

A Character may also use the Search Action to determine what the Obstacles of the Path ahead are. If it is reasonable for them to be able to see the path ahead (e.g. they are in an outdoor environment), the GM describes to them what the next Obstacle will be.

## Use an Object

Complex objects and tools will typically require an *Action* to use. This may include picking a lock, operating machinery, dropping a bag's worth of Caltrops or imbibing a drink such as a Potion.

Characters being may also use this Action to interact with the environment to potentially make it more difficult for Pursuers to Chase them, such as putting debris in their path.

A common *Use an Object Action* includes equipping or unequipping a *Shield*.

## Reactions

A Character may include features which allow them to react to a trigger.

Note that Opportunity Attacks are not possible in a Chase Conflict.

## Free Actions

*Free Actions* are inconsequential acts a *Character* performs as a means to carrying out the *Actions, Bonus Actions* and *Movement* available to them.

Free Actions may include but are not limited to opening an unlocked door, drawing or otherwise picking up an object, holding your breath, averting your gaze etc. It may also include short communications between Characters.

Such *Free Actions* may only occur during your *Turn*, and while you have an unlimited number of Free Actions you can take, the sum effect of those *Free Actions* should never exceed that which would normally be accomplished through using an *Action, Bonus Action, Reaction* or *Movement*. *Free Actions* are intended as a means for reducing the complexity of combat.

At a GMs discretion, they may rule when the number of *Free Actions* a Character takes exceeds what is reasonable. As a guideline we recommend *Characters* should not use more than **three** such *Free Actions* during their turn.

## Damage and Healing

Damage and Healing follow the same rules as Presented in the Combat Conflicts Section.

If a Character is reduced to 0 Hit Points during a Chase, they regain all of their Fate Points and enter the Dying Condition. Their Fate Points are lost in accordance with how they are lost during a Combat Conflict.

If a Character leaves the Dying Condition during a Combat Conflict, they return to the Chase with 0 Fate Points.

For other Conditions and their effects, see the Combat Conflict section.

## I Can Carry You

Sometimes during the course of one Player Character may wish to assist another Character by carrying them them lending them a shoulder to lean on.

To do this, the Characters must be in the same Distance Category as an Ally. Then, they must use their Action or expend an Unarmed Strike to initiate a Grapple against their Ally (see Hand-to-Hand Combat).

If the size Category of the Character being held is the within one size Category of the Grappler, then the Grappler must expend 1 additional foot of movement for each foot of movement they expend during their Turn. The grapple automatically fails if the Character is two sizes larger than the Character they are holding. If the Character being grappled is two size categories of more smaller than the Grappler, the Character does not expend additional Movement while Grappling them.

While a Grappler is holding a Character, the Grappler's Movement Checks determine whether the Character gains or loses ground this Turn.

While the Grapple continues, the Grappled Character does not need to make any further Movement Checks.

## Mounts and Vehicles

Mounts and Vehicles can confer significant advantages during a Chase scene.

Sentient Characters who are either Intelligent (6 or higher) or trained to be Mounts may allow a Character to ride them.

### Turn Order

When a Character is riding a Mount or a Vehicle, their Movement Modifiers and Distance are determined by that of the Mount or Vehicle.

When a Character is riding a Mount or Vehicle, they share their Turn with it. The two Characters may take their Actions and Movement in any order of the Player's choosing during their Turn.

### Mounting and Dismounting

To Mount or Dismount a Mount of Vehicle, a Character must expend 5ft of Climbing Movement.

When a Character mounts a Mount or Vehicle, it immediately starts to share a Turn with the Rider. If it has any unspent, Movement, Actions or Bonus Actions *this Round* then the Rider may instruct it to use Movement. Mounting a Character cannot be used to confer additional Movement or Actions to them.

A Mount or Vehicle may only make one Movement Check per Round. If a Character Mounts a Mounts or Vehicle after it has already made a Movement Check, then neither the Rider nor the Mount or Vehicle need to make an additional one this Turn.

### Controlling a Mount

For a Character to choose the Actions a Mount or Vehicle takes they must Control it. To Control a Mount or Vehicle, a Character must spend an Action or Bonus Action. After doing this they may choose what Actions the Mount takes that Turn. A Mount does not need to be Controlled for the Character to control where it moves.

Mounts may take any Action available to that of Players provided they have the means to do so. Common Examples include the Dodge and Dash Actions but they may also in some cases take the Attack Action.

If a Mount or autonomous Vehicle is not being Controlled that Turn, it spends it's Action taking the Dodge Action and does not use a Bonus Action.

If a non-autonomous Vehicle is not being Controlled that Turn, it takes no Action and does not use a Bonus Action.

Note a Mount or Vehicle taking the Dodge Action does not confer the benefits of the Dodge Action to the Rider.

### Collision Damage from a Fast Moving Mount or Vehicle

Certain Mounts and Vehicles can be fallen from. For example Horses and Motorcycles. If a Character is knocked Prone or Pushed by a distance which would remove them from the Mount or Vehicle, they are no longer Mounted and land Prone in a position within 5ft of the Mount or Vehicle.

Additionally, the Character takes damage determined by how far the Mount or Vehicle moved. The damage taken is 1d6 bludgeoning damage for every 30ft of Movement the Mount or Vehicle travelled on it's Previous or Current Turn, rounding down fractions.

For example, a Riding Horse taking the Dash Action would move a total Distance of 120ft. Falling Prone from this Mount after it moved that Distance would deal a Character 4d6 bludgeoning damage. For every 1d6 of damage rolled, the Character is lands 5ft away from their original position.

This damage does not stack with falling damage: if a Character falling Prone from a Mount would cause them to fall a distance which would potentially cause a greater amount of damage due to falling (e.g. the Mount was Flying), then they only take damage due to the fall.

### Mount or Vehicle Falling Prone

If a Mount or Vehicle is knocked Prone, the Rider is also knocked Prone, landing in a Position within 5ft of the Mount or Vehicle Character's choosing.

Characters falling prone along with a moving Mount or Vehicle take Damage as described under Falling Damage from a Mount.

## Obstacles Advanced

***Obstacles Represent Advanced Rules. We recommend introducing these rules after running at least one Chase Conflicts without them.***

During a Chase Obstacles represent changes in the terrain which the Characters are travelling through.

They may favour or hinder the Player Characters movements, or even provide more or less cover against attacks

Obstacles are intended to show how the Environment interacts with the Chase, consequently we present the Obstacles by Environment type.

Depending on the Environment certain types of Obstacles may appear more often, or not at all.

Additionally, the Environment may impose other restrictions. For Example, the Dungeon Environment greatly limits how well Characters may make use of flight, as well as assumes the Chase takes place in darkness.

### Turn Order

Characters encounter Obstacles and the rules they present in Turn Order.

For Example, Player Characters who are running away and encounter Difficult Terrain will have their movement checks affected by the Difficult Terrain first, hindering their progress and potentially allowing the Pursuers the opportunity to catch up. However, when the Chaser encounters the Difficult Terrain, their Chase DC will likely fall as a consequence, so on the following round the Runners will have a better chance of gaining ground.

Obstacles which affect Character visibility affect for all Characters simultaneously and affect the rules of the Chase until the end of the round. For Example, Characters running through an Open Field are assumed to all be able to target each other during that round irrespective of their distance.

### Impassable Obstacles

In some cases, the Obstacles presented are "Impassable". These represent Obstacles where certain conditions must be met for the Characters to pass onto the next Obstacle. For example, if a Character encounters a locked door they must find away to open it (or some other means of passing it, such as breaking it down) in order to progress.

Even Player Characters in the Escaped position must find a way to pass an Impassable Obstacle.

If a Player Character fails to pass an Impassable Obstacle during their turn, they do not make a Movement Check. Instead they are moved 1 Distance Increment Lower. If the Obstacle remains impassable for that Character after the turns at that Distance Increment are resolved, they again do not make a Movement Check and will drop another Distance Increment. If during another Character's Turn the Obstacle does become passable to them, then they will be able to make a Movement Check immediately after that Character.

If the Obstacle remains impassable to them for the whole Round, then they lose distance until they reach the Escaped or Caught position.

For example, a Character in the Far Distance encounters a Locked Door. During their Turn they attempt to break down the door but fail. So they drop to the Near Distance Increment. There are no other Player Characters in the Near Distance increment, so they drop another distance increment to the In-Range Distance. An ally at the In-Range Distance attempts to pick the lock and succeeds. The two Characters are now both able to make Movement Checks to attempt to gain distance.

If an NPC is running and fails to succeed in passing an Impassable Obstacle, the Chase ends with them being caught by the Player Characters.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode