This is for use with the Chase System from 7th Sea. It's intended to compliment (and be used just like) the Street Chase, Riding Chase, Rooftop Chase, and Carriage Chase charts on pages 171-172 of the 7th Sea GM's book.
For a Chase through dense woods and steep hills, each person must roll Finesse+Sprinting. For every 5 full points you win by, you may add or subtract 1 ChaseRaise from the distance between you. If the result for a turn is 0 modification, then roll 1d10 on the chart below:
1-2: The hunted is able to duck beyond cover, such as behind a bush, tree or hill.
The chaser must roll Panache+Tracking or Shadowing vs TN 20 or Wits+Ambush vs TN25.
Failure results in 4 ChaseRaises being added to the distance of the chase as the hunted is able to alter course and surprise the chaser.
A successful roll still results in 1 ChaseRaise being added, as it takes a moment for you to figure out where they went.
3-4: A dirt slope gives way, causing both hunted and pursued to face great peril. Each must roll Finesse+Balance vs TN:20. Failure sends you tumbling.
If you fail, you fall 2 Levels Soft. If you take any damage, you must roll (the lower of Finesse or Resolve)+Sprinting for the remainder of the Chase Rolls.
If one person fails and the other succeeds, then 2 ChaseRaises are added to the distance between hunted and chaser, regardless of which fell.
If you succeed, you may continue rolling Finesse as normal.
5-6: First the hunted, and then the chaser, must cross or avoid an obstacle such as small ditch or large boulder. Each may choose which of the following roll to make:
Brawn+Leaping, TN:25
Finesse+Footwork, TN:15, but you are slowed by 1 ChaseRaise as you avoid the obstacle.
Failure to succeed at your roll results in 3 ChaseRaises being applied as a penalty to you.
7-8: The hunted foolishly plows into a thicket or bramble. They suffer 2k1 fleshwounds in the collision, but continue on their way. The chaser may choose to suffer the same injuries, or relinquish 1 ChaseRaise to skirt around the thornbush.
9: The hunted has run to the edge of a cliff - they must make a stand here or jump off the ledge. If they stand their ground and fight, they start off on higher ground at the beginning of the battle. If they consider jumping you must roll 1d10 to determine height & landing surface.
1-2: 2 Levels of Height, Soft Surface
You must roll Finesse+BreakFall vs TN:20 or be knocked Prone.
Getting up from Prone costs 1 ChaseRaise.
3-8: 4 Levels of Hieght, Hard Surface
You must roll Finesse+BreakFall vs TN:30 or be knocked Prone.
Getting up from Prone costs 1 ChaseRaise.
9-10: 8 Levels of Hieght, into the water, a Soft Surface
You must roll Finesse+Swimming vs TN:20 or be disoriented upon surfacing
Recovering from disorientation costs (5 minus Panache) ChaseRaises.
10: The hunted has reached a dead end. They must double back or at least take a overly sharp corner that costs time and ground. Remove 4 ChaseRaises from the distance between them and the chaser.
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