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Foot pursuits
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Dredwulf60
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PostPosted: Mon Jan 11, 2016 10:04 am    Post subject: Foot pursuits Reply with quote

When a character is trying to run away from a pursuer, or catch someone who is fleeing use the following system:

Position check:

Each runner rolls their running skill and compares it to the following chart:
As usual, without a running skill, default to Dexterity roll with half-result.

1-5: Complication
6-9: +1 space
10-19: +2 space
20-29: +3 spaces
30-39: +4 spaces
40-49: +5 spaces
50-59: +6 spaces

Modifiers:
Jogging: -5 to the position roll, +5 to complication checks.
Running: Standard rolls.
Sprinting: +5 to the position roll, -5 to complication checks.


Move the character the listed number of spaces forward on the track.


Complications

Complications are based in part on the type of terrain and conditions. Roll for a complication. Once determined, all runners are subjected to the same complication if they get the complication roll.

Intentional Complication: The person being chased can purposely invoke a complication. This will force all pursuers to deal with the same complication.

To check available complications the character makes a perception roll:
5+ roll on the chart once; that is the complication.
10+ roll on the chart twice; choose one.
15+ roll on the chart 3 times; choose one.
20+ roll on the chart 4 times; choose one.


List of complications:
If successful in the complication check, move forward 1 space. if unsuccessful, see the description.

Winded: Make a Stamina check DC 10 or reduce Run skill by -1D for remainder of pusuit.
Obscurement: pass through foliage, fog, shifting populace; Make a perception check DC 10 or fall back 1 space.
Trip: Make a Dexterity check DC 10 or fall back 1 space, + resist damage: DC 5
Slip: Make a Dexterity check DC 10 or fall back 1 space + resist damage: DC 5
Obstacle: persons: Make a strength check DC 10 or fall back 1 space.
Crowd: Make a Strength check DC 15 or fall back 1 space.

Wading: water or other liquid: make a strength check DC 10 or fall back 1 space.

Swimming: deep water or other liquid; make a swimming check DC 10 (+ weight or encum penalties) or fall back 3 spaces.

Rubble: Make a Dexterity check DC 10 or fall back 1 space, + resist damage: DC 15
Sudden turn: Make a dodge roll DC 15 or fall back 2 spaces.
Obstacle: ladder: Make a climb check DC 10 or fall back 1 space.
Obstacle: low wall: Make a jump check DC 15 or fall back 2 spaces.
Obstacle: Fence: make a climb check DC 15 or fall back 2 spaces.
Obstacle: high fence: Make a climb check DC20 or fall back 3 spaces.
Obstacle: high wall: make a climb check DC 30 or fall back 3 spaces.

Crevasse: Make a jump check DC 10 or fall back 3 spaces. (roll of 5 or less falls through)
*Jogging/ Sprinting effects reversed.

Wide gap: Make a jump check DC 15 or fall back 3 spaces (roll of 5 or less falls through)
*Jogging/ Sprinting effects reversed.

Vehicle traffic: Make a dodge check: DC 15 or fall back 2 spaces (roll of 5 or less gets struck.)

Environmental hazard: (hot steam, acid rain, electrical arcs etc): Make a dodge check DC 15 or suffer damage at DC 3D6 to 8D6 based on the hazard.

Drop: A mandatory jump from a low height: Jump roll as damage resistance against DC 10.
Choosing not to make the jump ends the pursuit.

Medium drop: A mandatory jump from a medium height: Jump roll as damage resistance against a DC 15. Choosing not to make the jump ends the pursuit.

Great drop: A mandatory jump from a great height: Jump roll as damage resistance against a DC 20. Choosing not to make the jump ends the pursuit.

Perilous drop:
A mandatory jump from a perilous height: Jump roll as damage resistance against a DC 30. Choosing not to make the jump ends the pursuit.

Steep slope: up: Make a stamina check DC 15 or fall back 1 space.
Steep slope down: Make a dexterity check DC 15 or tumble; resist damage: DC 10.

Crawl space: Make a dexterity check DC 15 or fall back 2 spaces.
Tight crawl space: make a dexterity check DC 20 or fall back 3 spaces; result of 5 or less is stuck.



Terrain types:
Indoors: separation of 3 spaces ends pursuit.
Urban: Separation of 5 spaces ends pursuit.
Forest or jungle: Separation of 5 spaces ends pursuit.
Open: Separation of 10 spaces ends pursuit.







Jet packs in foot pursuit


If the environment allows jet packs to be used, roll Jetpack skill, double the result and apply to the position test chart. A jet pack may or may not ignore complications depending on the terrain.

ie with open space a jet pack operator might ignore a crevasse, but if the fleeing target runs into a low tunnel they might have to treat that as hitting a wall.

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garhkal
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PostPosted: Mon Jan 11, 2016 4:23 pm    Post subject: Reply with quote

So rather than rolling running against a base diff for the terrain, they are just rolling it against one another and who ever get's the higher gains ground?
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Dredwulf60
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PostPosted: Mon Jan 11, 2016 6:05 pm    Post subject: Reply with quote

garhkal wrote:
So rather than rolling running against a base diff for the terrain, they are just rolling it against one another and who ever get's the higher gains ground?


Basically. I have the graphic of a track. I made it oval...so they can keep going around and around...the characters aren't really running in a circle...it's only purpose to do determine relative distance from each other.

When they put enough spaces between them on the track, based on the sight-lines of the terrain they're in...then the person has lost their pursuer.

So each person rolls to see how many spaces they advance on the track and move their token that many spaces.

(Before I went digital I used to use a cribbage board.)

Sometimes they get a complication triggered... cinematically...picture the foot-chases you see in TV cop shows it's usually something to do with the environment, but at it's most basic it prompts the character to check to see if they are getting out of breath.

The voluntary complication works like this...

you are fleeing in the slums of a city...but he's gaining on you. You roll perception, get 3 options; GM rolls on the table and tells you your options...

"You could take a sharp left down an ally, or you see a ladder going up to the roof, or you could run run through the crowd at the market stall."

Each option triggers a check to be made by the runner. The pursuer also has to make the same check. The runner wants to pick something he thinks he's better at than the person chasing so that he won't lose any ground and the pursuer probably will.


Position track:

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