Thursday, December 16, 2010

The Chase Scene

Eventually it comes up - your characters are being chased by security, police, or whatever, and you need to escape. Enter the chase rules!

In order to escape, you basically need to run until you can hide. Hiding can mean outrunning them and just going about your business, hiding in a crowd, running into a building, or whatever. A chase might also take place via vehicles or on foot.

In order to "escape" pursuers, you must "outpace" them by 3 rounds.

Roll an stealth check opposed by their perception. Both of you may suppliment this with an athletics test.

The following modifiers apply to YOUR roll:

For each number your running modifier is greater than theirs: +1
For each number your running modifier is smaller than theirs: -1
This is your home turf: +1
This is the pursuer's home turf: +1 (for police, the city streets might be their home turf)
You have GPS or some other system helping you navigate: +1
Opponant has some system helping them navigate: -1
Opponant has some means of tracking you electronically: -10 (homing beacon or something- note this might make it impossible to hide unless you can get out of range)
Opponant is flying, in a helicoptor, etc: -5
Opponant is chasing you astrally, or is a spirit, etc: -5 (stacks with flying) (sometimes this can be avoided by running through various places- like city and hearth)
You are flying: +5
Each additional pursuer -1 (harder to hide from a group)
Obstacles - GM discression (having to scale a fence or something can slow you down).
Each extra person in your group -1 (harder to hide a whole group- if vehicle chase, only count each extra car)
(Aptitude: Stealth and Perceptive apply to appropraite rolls)
Weather: GM discression- weather makes it harder to see, but some cyberware may overcome this. Lighting conditions should be treated similarly.

Each round, see who got the highest result. Then compare the number of times the person with the highest result beat the highest result of the other. This is the net chasing success. If the pursuer gets 3+ net chasing successes, they catch you. If you get net 3 successes, you escape. Otherwise, the chase continues.

Example: You are fleeing 5 lonestar officals on foot through your home turf. You roll stealth suppliment by athletics. You get a -3 penalty to your roll (-4 from extra pursuers, +1 for your home turf). Your max roll is a 15. Their max roll of perception supplimented by athletics is 12. You now compare how many of your rolls beat a 12. You also have a 13, so you have 2 successes. Next round you roll again. This time you got a 9 and they got a 10, 12, and 16. They catch up to your 2 successes, and gain 1 further. On round 3 you get a 16, 14, 12, and 10 against their max roll of 8. You beat their 1 point lead and get 3 points ahead- you manage to escape!

Note that if a shadowrun team splits up in various directions, the pursuers may have to do the same. Some people might automatically get away if there are less pursuers than escapers. Note this does not take into effect if they enemies can trace you, track you, gather information about you, etc. You are assumed to have found a place to hide and hid there until they lost track of you, then snuck away.

Also note that people may be shooting at you- wound modifiers apply!

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