Not every conflict ends with swords drawn. Sometimes the wisest course is to run—and sometimes you're the one giving chase. These rules handle extended pursuits across varying terrain, from rooftop sprints to domain-spanning manhunts.
Pursuit Overview
Pursuits are structured like combat but focus on Lead rather than Wounds. The quarry tries to build Lead until they escape; the pursuer tries to close it until they catch up.
When to Use Pursuit Rules
Use these rules when:
- One party is fleeing and another is chasing
- The chase will last more than one round
- Terrain, obstacles, or decisions matter
- The outcome is uncertain (comparable speeds)
For simple escapes (pursuer much slower), just narrate the result. For simple captures (quarry much slower), give the quarry one chance to find cover or trick the pursuer.
Chase Mechanics
Pursuits use alternating turns like combat. Each round, both sides make opposed checks to change the Lead value.
The Pursuit Round
- Determine Initiative: As normal. Higher goes first.
- Quarry Acts: Attempt to increase Lead (running, hiding, obstacles).
- Pursuer Acts: Attempt to decrease Lead (sprinting, shortcuts, tracking).
- Resolve Terrain: Apply any environmental effects.
- Check Endurance: Extended pursuit may cause Exhaustion.
- Repeat: Until Lead reaches 0 (caught) or escape threshold (escaped).
Base Pursuit Check
Pursuit Skill Check
Roll: Forma + Athletics (or Anima + Pursuit for tracking over long distances)
Quarry (winning): Increase Lead by 1 for every 4 points above TN.
Pursuer (winning): Decrease Lead by 1 for every 4 points above TN.
Tie: Lead unchanged. Tension builds.
Target Number: Opposed roll. Winner is whoever rolls higher. Difference determines how much Lead changes.
Lead & Distance
Lead is an abstract measure of how far ahead the quarry is. It's not measured in feet—it represents relative advantage.
Lead Scale
| Lead | Distance | Situation |
|---|---|---|
| 0 | Same hex/caught | Pursuer can grab, tackle, or attack |
| 1 | Arm's reach | Melee possible with lunge. Ranged easy. |
| 2 | Short distance | A few seconds behind. Ranged normal. |
| 3 | Medium distance | Turning corners, out of immediate sight. |
| 4 | Long distance | Glimpses only. Ranged difficult. |
| 5 | Escape threshold | Quarry has escaped or hidden successfully |
Starting Lead
- Fleeing combat: Lead 1 (just broke away)
- Head start: Lead 2-3 (planned escape, warning)
- Discovered hidden: Lead 0 (you're already caught!)
- Spotted at distance: Lead 3-4 (saw them across the plaza)
Pursuit Actions
Beyond the basic chase roll, both parties can attempt special actions to gain advantage.
Quarry Actions
Actions for the Hunted
Sprint (Free)
Standard pursuit check. Safe but predictable.
Find Cover (Anima + Stealth vs. Pursuer's Anima + Notice)
Success: Gain +2 Lead AND pursuer must find you again. Failure: Lose 1 Lead (you stopped).
Create Obstacle (Forma + Athletics TN 10)
Knock over crates, slam doors, cut ropes. Pursuer must overcome or lose 1 Lead.
Dangerous Leap (Forma + Athletics TN 12+)
Jump across rooftops, swing on ropes. Success: +2 Lead. Failure: 1 Wound and no Lead change.
Blend Into Crowd (Umbra + Deception TN 12)
Only in populated areas. Success: Pursuit ends. Failure: Pursuer gains +1 die next round.
Ambush Turn (Umbra + Ambush vs. Pursuer's Anima + Notice)
Stop and attack when pursuer catches up. Reverses roles if you defeat them.
Pursuer Actions
Actions for the Hunter
Sprint (Free)
Standard pursuit check. Reliable but exhausting.
Track (Anima + Survival TN 10)
If you've lost sight. Success: Resume pursuit. Failure: Quarry gains +1 Lead automatically.
Take Shortcut (Anima + Navigation TN 12)
Cut through alleys, anticipate route. Success: +2 to pursuit check. Failure: +2 Lead to quarry.
Ranged Attack (Normal Attack Roll)
Shoot the fleeing target. Lead 1-2: Normal. Lead 3+: Disadvantage. If hit, quarry loses 1 Lead per 2 Wounds.
Tackle/Grab (Forma + Athletics vs. Quarry's Forma + Athletics)
Only at Lead 0-1. Success: Quarry grappled. Failure: Both fall, quarry gains +1 Lead.
Call for Help (Umbra + Persuasion TN 8)
In populated areas. Success: Bystanders slow quarry. +2 to your next check.
Terrain Effects
The environment dramatically affects pursuits. These modifiers apply to both parties unless noted.
Terrain Pursuit Modifiers
| Terrain | Effect | Escape Threshold |
|---|---|---|
| Open Plains | No hiding. Speed is all that matters. | 6 (hard to lose pursuers) |
| Dense Forest | +2 to Hide actions. -1 to Sprint. | 4 |
| Urban Streets | Shortcuts available. Crowds possible. | 5 |
| Rooftops | Dangerous Leaps common. Falls possible. | 4 |
| Underground | Many paths. Light required. Dead ends. | 4 (or 6 at dead ends) |
| Water (Swimming) | Half speed for both. Armor deadly. | 5 |
| Vertical (Climbing) | Athletics checks each round. Falls hurt. | 4 (reach top/bottom) |
| Crowd/Market | Blend in possible. Obstacles everywhere. | 3 |
Changing Terrain
Pursuits often move through multiple terrain types. When the quarry enters new terrain, describe the transition and apply new modifiers. This can be tactical—a fleet-footed quarry might head for the forest where their pursuer's armor will slow them down.
Ending the Pursuit
A pursuit ends when Lead reaches 0 (caught) or the escape threshold (escaped). It can also end through other means.
Ways Pursuit Ends
Caught (Lead 0): Pursuer can attempt tackle, grapple, or attack. Combat may begin.
Escaped (Lead 5+): Quarry has broken line of sight and hidden. Pursuit ends.
Exhaustion: Either party collapses from exhaustion. They lose.
Obstacle: Impassable barrier (cliff, locked gate, fire). Must find alternate route or end.
Intervention: Third party intervenes—guards, monsters, or allies.
Negotiation: Either party calls for parley. Both must agree to stop.
Terrain Death: One party falls into lava, off a cliff, etc. Chase over.
Extended Pursuits
Endurance in Long Chases
For pursuits lasting more than 5 rounds:
- After round 5, make Forma check TN 10 each round or gain 1 Exhaustion
- At 3+ Exhaustion, pursuit checks are at -2
- At 5+ Exhaustion, you collapse and lose automatically
This represents the physical toll of sustained sprinting. A tactical quarry might try to outlast a heavily armored pursuer.
Group Pursuits
When multiple characters are involved, pursuits become more complex but more dramatic.
Group Rules
Multiple Quarries
Track Lead separately for each quarry, or track as a group (slowest member sets pace). Splitting up forces pursuer to choose or split their own group.
Multiple Pursuers
Main pursuer makes the check. Others can assist (+1 die) or take different actions (flanking, shortcuts). If they get ahead, they become blockers.
Flanking Maneuver
A second pursuer can attempt Navigation check to cut off the quarry. Success: Quarry's escape threshold reduced by 1 and must deal with blocker.
Rearguard Action
One quarry can stay behind to delay pursuers, buying others +2 Lead but entering combat themselves.
Mounted Pursuit
Mounts change the dynamics of pursuit dramatically. A mounted pursuer after a foot quarry is almost certain to catch up; the reverse nearly guarantees escape.
Mount Speed Advantage
Compare mount speeds. The faster party gets advantage:
- Much Faster (2x+ speed): +3 to pursuit checks
- Faster (1.5x speed): +2 to pursuit checks
- Slightly Faster: +1 to pursuit checks
- Equal Speed: No modifier—rider skill matters
Mount Actions
Mounted Combat: Attack from horseback at Lead 0-2. Uses mounted combat rules.
Leap Obstacle: Horse jumps barrier. Forma + Animal Handling TN 10. Failure: mount refuses or falls.
Dismount Enemy: At Lead 0-1, attempt to unseat rider. Opposed Athletics. Success: they fall (1 Wound, Lead +1 for you).
Tire the Mount: Push mount beyond limits. +2 to check but mount takes 1 Exhaustion.
