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CUT TO THE CHASE

Dramatic Chase Sequences

High-octane chase scenes are a staple of modern swashbuckling cinema. So how do you bring that same
excitement to your gaming table? Cut to the Chase presents an Action Sequence variant designed to inject
your chase scenes with visceral, high stakes drama. Inside you’ll find:

 tools designed to work seamlessly with any Action Sequence


 a step-by-step walkthrough of how they work in play
 a complete round-by-round example
 guidelines for villains, monsters, and brute squads in chases
 advice and idea generators to help you get the most out of chase scenes in your 7th
Sea 2nd edition game

by THOMAS G. HARRISON
Proofreading: Matt Baker

Special Thanks to: Martin Coulter, Kevin Krupp,Ted LeBeau and Søren Aske Hjorth

Explorers Society, 7th Sea and all related marks are © and ™ 2016 John Wick Presents. All rights reserved. No part of this work may be duplicated without express permission from the Author.
Second only to the epic ship battle, the chase sequence is a staple of modern swashbuckling cinema. Whether
it’s an epic race to the docks under heavy musket fire, a breakneck carriage chase on the King’s Road, a moonlit
dance across the rooftops of Iskandar, or a tense chase through twisting, narrow alleyways of the slums of
Charouse, eventually you will want to bring this sort of action to your tabletop game.
The rules presented in this expansion are designed to blend seamlessly with the existing 7th Sea 2nd edition
core rules, but provide extra tools for GMs to bring these exciting cinematic sequences to life in interesting and
dramatic ways.

A DIFFERENT KIND OF ACTION SEQUENCE


Chase Scenes use the same structure as an Action Sequence with some slight modifications. To accomplish their
objective, whether it is to escape pursuit, reach safety, or capture a wily street urchin who has stolen a priceless
Syrneth artifact, the Heroes must achieve a certain Momentum before the scene ends. The Momentum
requirements and the Time Limit (in Rounds) establish the stakes of the chase and are determined by the GM at
the start of the scene.

Momentum
Momentum is an abstract measurement of the progress of the chase. The Heroes’ Momentum reflects
outpacing, outmaneuvering, outsmarting, and outenduring the opposition. While distance is certainly part of
the equation, Momentum is NOT a strict measure of distance and should never be used as such.
At the beginning of a Chase, the GM specifies one of two Momentum requirements:

4 basic chase, or a chase where the Heroes enjoy some advantage over the opposition.

a chase where the Heroes are at a disadvantage against the opposition; also used for large (5+ players)
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or experienced groups.

The Heroes begin a Chase with 0 Ranks in Momentum. Building Momentum is a Special Opportunity that
costs 1 Raise per Hero in the scene. This reflects the group pushing forward in the chase. When a player spends
a Raise to build Momentum, they should describe what happens in the scene to aid the Heroes in the chase.
This could be an action his Hero takes (“I kick over a stack of barrels to create an obstacle…”) or some misstep
or stumble on the part of the opposition (“The villain’s henchmen get tangled up in a crowd of pilgrims…”).
Building Momentum really takes to heart the “change the scene” aspect of Raises.

Time Limits
In a game of attrition, the Heroes will generally win. Setting a firm timeframe on the chase heightens the drama
and raises the stakes with each passing round. At the beginning of a Chase, the GM specifies a Time Limit (in
Rounds) the Heroes have to escape or capture the opposition.

this is a desperate chase and a challenge for any group, where the Heroes will be forced to take
2 Rounds
Wounds if they hope to achieve the Momentum requirement.

3 Rounds a basic chase, where neither side enjoys any particular advantage over the other.

4 Rounds an extended chase

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Obstacles Obstacles affect all the Heroes in the Scene.
Winning a Chase is easy if the Heroes are willing to Each player must decide how his or her Hero deals
throw all of their Raises at it. However, as with any with them. An Obstacle may only be removed from
Action Sequence, they also have to contend with the scene if the GM offers an Opportunity, or a player
Consequences and Opportunities each round. Chases presents a plausible action, to remove it. A large
offer a new feature: Obstacles. Obstacles are a special Ussuran with a massive warhammer, for instance,
type of Consequence: a carriage crosses the road in would be able to remove a fence as an Obstacle, but
front of the Heroes, the pursued overturns a cart full not a broken down carriage.
of fruit, innocent bystanders block the path. Like any Consequence, Obstacles can be timed. In
The GM is expected to establish any fact, this can be used to ratchet up the tension when
Consequences and Opportunities at the beginning the GM rolls an unusually large number of Obstacles.
of the round and Chases are no different. But  Optional Rule: The GM may spend a Danger Point
Obstacles are more fun and dramatic when they are to turn any Obstacle into a Major Obstacle.
unexpected. At the beginning of each round of the  Optional Rule: With larger groups (more than
chase, the GM can roll a number of d10s based on the 4 players) with lots of Raises at their disposal,
terrain. A wide open boulevard with no foot traffic the GM may opt to roll 1 extra die for every 2
or rolling plains would be relatively easy to move additional Heroes in the scene. So for a group
through. A dense forest, a packed marketplace, or a of 6 players, the GM would roll 3, 4, or 5 dice
rugged cliff face is far more difficult. for Obstacles, or 4, 5, or 6 dice with 8 players.
Remember that Obstacles affect ALL the Heroes
Open Terrain 2d10 in the scene, unless you offer an Opportunity
otherwise.
Difficult Terrain 3d10

Treacherous Terrain 4d10 Shifting Scenery


Chases move quickly. While the chase itself is treated
 Every Odd result (1, 3, 5, 7, 9) indicates an as a single scene, it doesn’t stay in the same place.
Obstacle. Like any Consequence, a player Each round of sequence progresses to a different
may spend 1 Raise to describe how her Hero location, complete with its own set of consequences
overcomes an Obstacle. Otherwise the Obstacle and opportunities. How these locations progress
inflicts 1 Wound to the Hero and the chase depends on the scenario. In a chase through a castle,
continues. Wounds from Obstacles are not these could be a different room, while chase through
necessarily physical injuries, but can also reflect a city could move from a busy marketplace, to twisting
fatigue, stress, or any number of conditions. A alleys, and culminated in a dirty slum. Or a chase
chamber pot dumped on a Hero during a chase through the grand boulevard could take a sharp turn
wouldn’t leave a bruise, but would certainly cause through a Jenny House before taking to the rooftops
discomfort and irritation as he races through the high above the city streets. There really is no limit
streets in pursuit of his quarry. The GM can make to the sorts of locations that might be employed in a
one up on the spot or take inspiration from the chase. The idea here is to keep things moving. The
lists presented under Additional Details below. GM might improvise these locations or map the chase
Obstacles are added to any Consequences and using index cards, post it notes, or some other visual
Opportunities the GM has already established, or aid.
might inspire new ones. Despite the changing scenery, the chase is
considered a single scene, or part of a larger scene.
 Matched pairs of dice, even or odd, indicate
a Major Obstacle. Major Obstacles carry TWO
Consequences each: they inflict a Wound (like End of the Line
regular obstacles) AND cost the Heroes a Rank If the Heroes reach or exceed the Momentum
of Momentum. Heroes may spend 2 Raises to requirement before the time limit expires, they
counter both Consequences, or spend 1 Raise and accomplish their objective: they reach safety ahead
choose one of the two Consequences to counter. of their pursuers or corner their quarry. If the time
limit expires before they can reach the Momentum
requirement, they are caught or their quarry escapes.

2
PUTTING IT ALL asks Ana for an Intimidate+Panache roll, and Joe for a
Brawn+Notice roll (since he is carrying the girl).
TOGETHER
Now that we’ve covered what makes a Chase Scene Step 3: Consequences, Obstacles, and
different from a standard Action Sequence, let’s put Opportunities
the whole thing together in practice. This way you can After hearing Approaches, the GM tells everyone
see how all the different parts work together in play. what the Consequences and Opportunities are, if
any, and when those Consequences or Opportunities
For our example, we will be following the exploits of occur. To determine obstacles, she rolls a number of
Carmena Elena de Ibarra de la Luz [played by Ana] and d10s based on the difficulty of the terrain and looks
Rory McGuigan [played by Joe], two Heroes who have for Odd results (Obstacles) and matched pairs (Major
stolen into the castle of Vito Bonometti, a Vodacce Obstacles). If any are present in the roll, the GM
Conte, to rescue a young girl held captive there. As informs the players what they are.
the duo make their escape, the Conte unleashes a
horde of armed guards in pursuit! Because the palace courtyard is mostly clear, the GM
rules it is Open Terrain and rolls 2d10. She rolls a 1
Step 1: Establish the Stakes and a 6, so there is one Obstacle present. She tells Joe
Before the chase begins, the GM must establish that there is an Opportunity to discover a secret route
the stakes of the scene by setting a Momentum through the wall where a half-lowered rusty portcullis
requirement (4 or 6) and a Time Limit (2-4 rounds). In rests. Joe asks if it would be possible to lower the
addition, the GM should describe the location where portcullis to block the guards. The GM says yes, but
the chase begins. it will cost another Raise (a second opportunity). She
tells them that the girl could get hung up on the rusty
The GM, tells the players the chase begins in the bars (a Consequence).
palace courtyard. The gates to the palace are sealed
and scores of armed guards are pouring out of the Step 4: Roll & Raises
castle as the Conte shouts from the ramparts, “bring All players roll at the same time and count their Raises
me the girl, and their heads!” There are too many and tell the GM what they rolled.
guards for a straight up fight, so Carmena and Rory
opt to make a run for it, hoping to escape into the city Ana and Joe roll their dice, including bonus dice for
slums. As there are only two of them, the GM tells Flair. Ana scores 3 Raises, while Joe only scores 2.
the players they must reach a Momentum of 4 before
the end of the third round to escape. Otherwise, the
guards will catch them, forcing them to fight against Step 5: Actions
overwhelming odds or surrender and be dragged back The players then take turns describing their Heroes’
before the vengeful Conte in chains. The GM smiles Action and spending one or more Raises on that
and asks each player for an Approach. Action, just like in a standard Action Sequence. If
they hope to escape the guards, they each need to
spend 1 Raise to building Momentum, in addition to
Step 2: Approaches overcoming Consequences or taking advantage of
Everyone announces an Approach for the Round. The Opportunities. In a Chase, building Momentum and
GM tells each player which Trait+Skill to use for her accomplishing Intent are the same thing. Players do
Risk. not have to spend a Raise to “pursue” or “run from...”
These things are simply assumed as part of the
Ana, playing an accomplished duelist, tells the GM she Objective and reflected in Momentum.
will bring up the rear, sword drawn menacingly hoping
to give the horde pause. She asks if this Approach Ana has 3 Raises, so she goes first. Carmena waves
can count towards the group’s Momentum. The GM her sword menacingly enough to frighten the guards
agrees. Joe, meanwhile, states that he will carry the (1 Raise, for Momentum). Joe, with 2 Raises, shouts,
girl and is looking for both a way out and anything he “Follow me!” and makes a break for the portcullis
can use to throw off or hinder their pursuers. The GM (1 Raise). He tells the GM he will spend another

3
Raise so help the child pass the rusty bars (1 Raise to minded Vodacce duelist (2 Consequences). The GM
counter a Consequence), leaving him with no Raises also dangles an Opportunity to Ana, saying Carmena
left. Ana asks if she can lower the portcullis to further might spy an alleyway that leads away from the
impede the guards? The GM agrees, but rules it market to a more open, less trafficked avenue. But
outside her Approach, so it will cost 2 Raises but will she must take the Opportunity before less than 2
count towards building Momentum. Ana spends her Raises remain – a timed Opportunity. Both Obstacles
2 Raises. Straining with all her strength, the rusty lie between it and Carmena!
chain that holds the portcullis in place finally relents The players roll. This time both of them score
and groans loudly as the rusty iron gate shuts closed 4 Raises. Now the players face a dilemma. If they
ahead of the guards. The duo is out of Raises and have counter all of the Consequences and Obstacles, they
a Momentum rank of 2. will not be left with any Raises to build Momentum or
take advantage of the Opportunity. They know if they
don’t build 4 Momentum by the end of the next round,
Step 6: End of the Round the chase will end and they will be captured. Even
When all players are out of Raises, the GM tallies their
worse, the Major Obstacle has the potential to COST
Momentum. If they have reached the required rank
them the point of Momentum they’ve already built.
(4 or 6), the chase ends and the Heroes are victorious.
It’s time for some hard choices.
If not, the chase continues unless the time frame (2-4
Both players decide they can’t risk losing
rounds) has expired, in which case the Heroes lose
Momentum. Joe spends 2 Raises to avoid both
and are either captured or their quarry escapes. If the
Momentum loss and a Wound. Ana however decides
chase continues, the GM describes how the location
she wants to keep an extra Raise handy for her
changes and calls for Approaches for a new Round
actions, so spends only one to avoid the Momentum
(back to Step 2).
loss. So the duos Momentum remains unchanged.
The GM asks them each to describe their action. Joe
The GM describes how they escape the palace walls
tells her that Rory leaps up and runs across the top of
leaving a host of angry guards pressed against the
the carriage, to the shock and surprise of the footmen
iron bars and move into the crowded streets of the
and driver. Based on this, the GM tells him this action
Vodacce city. Behind them, they hear the grinding of
will cost 2 Raises since it doesn’t correspond with
gears as the palace gates rumble open. “What do you
his Approach (Wits+Convince). Faced with spending
want to do this round,” she asks.
3 Raises total to overcome the Major Obstacle, Joe
decides to take a Wound and keep the third Raise for
Our Example Continues later. “Jumping across carriages carrying a woman is
Moving into the second round with a Momentum of 2, thirsty work,” he says. Ana describes how, with a cry
Carmena and Rory are still short of the Momentum to of alarm, she drops to the ground and slides under the
escape the Conte’s guards. The action has moved into carriage, rolling to her feet on the other side. Because
a crowded Vodacce street market, full of idle crowds of her Approach (Wits+Notice), the GM agrees that
and traffic. Carmena finds a suitable hole in the crowd for this sort
The GM calls for new Approaches. Joe says Rory of acrobatics, and that it explains the Wound as well.
will try to clear a path by tricking the crowd into This leaves both players with 2 Raises each. They
believing the girl has the plague (Wits+Convince). Ana decide to ignore the wagon of goods, and each take 1
says Carmena is looking for a cart or an animal she Wound. Ana asks if they can use the panicked crowd
can use to block the street and keep the guards at bay to their advantage, accomplishing the blockade she
(Wits+Notice). was looking for in the first place. The GM agrees, so
The GM decides the market qualifies as difficult Joe instead spends a Raise to avoid an irritated duelist,
terrain. She rolls 3 dice and gets 3, 3, and 9: an as does Ana. Cries of plague panic the crowd, leaving
Obstacle and a Major Obstacle! She tells the players complete chaos in their wake. Ana thinks long and
that a wagon is unloading goods to one of the market hard about the alleyway, but in the end decides to risk
stalls (the Obstacle), and that the carriage of another the next location so she and Joe can spend their last
noble is caught up in the traffic (the Major Obstacle). remaining Raises on raising their Momentum to rank
In addition, Rory’s action has the Consequence of 3. Together, they describe how the Conte’s guards
turning the crowd into a full-blown panic, as well runs into a wall of panicked people, screaming about
as the potential of drawing the ire of some bloody plague and begging for protection. They still need one

4
more rank of Momentum to escape (their Objective)
by the end of the next round.
The GM describes the crush of the crowd and
screams and cries of fear. Some shop keepers are
pulling down the awnings of their stalls. The Conte’s
guards continue to press after them, but are meeting
a great deal of resistance due to the panicked crowd,
not to mention the existing obstacles. She tells Ana
and Joe that they continue down the busy street
towards the poorer side of the city. The crowds here
are taking an interest in the commotion the Heroes
have left in their wake, with pockets taking up the
cries of “PLAGUE!” She asks the players for their next
Approach.
Will our Heroes escape the Conte’s guards? Or
will they find themselves cornered and overwhelmed?
They have one Round left to determine their fate.
What will they be willing to sacrifice to escape?

ADDITIONAL DETAILS
A Peek Behind the Curtain
Depending on how you’ve read the above, it should
be obvious that it is easy for the Heroes to win a
Chase scene every time. They can also fail to reach
their Objective almost as easily. It all comes down to
choice.
Imagine a group of four players. The GM defines
a 3 round chase with a goal of 4 Momentum. Lets
assume the players each have 3 Raises between
them. On the first round of the chase, all four players
spend all their Raises on building moment, taking
them from 0 to 3. Of course, that means taking every
Consequence and missing every Opportunity the GM
throws at them that round, but now they are only 1
rank of Momentum shy of their Objective. The scene
ends and unless one of the Heroes has suffered a
Dramatic Wound, all Wounds go away.
Now imagine the same group of players in
the same chase. By the end of the second round,
the players find themselves with only 2 ranks in
Momentum. On the third (and final) round, they
will need to devote 2 Raises each (or comparable
combination – Momentum is a Group Opportunity
after all) to building Momentum or they will fail to
achieve their Objective and meet their fate. Then, as
the third round beings, the GM rolls a Major Obstacle
in their path!
Compare these examples with a standard
Dramatic or Action Sequence, either of which could
easily be used to frame a chase scene. In the former,

5
the Heroes’ resources are finite enough that you  You can require more Momentum; increments of
need to be careful how much you inject in the way 2 (4, 6, 8, 10) are recommended. The upper limit
of consequences or opportunities so that the players should be 10.
can interact with the scene and still accomplish  You can award more than one rank of Momentum
their objectives. In the latter, you have a question of as an Opportunity. This is best treated as a
purpose. When is the purpose achieved? How many special circumstance (the Heroes grab a horse
Raises does it cost? One? All of them? If the villain or hop aboard a carriage, giving them a sudden,
has enough Raises to counter the Heroes’ efforts, how immediate advantage).
do they accomplish their objective? And what about
brute squads?
The Chase Scene variant outlined above was Combat in Chase Scenes
designed to address all of these factors. Momentum While part and parcel to Action Sequences, hand-to-
and Time work together to build tension and establish hand combat is generally something that happens
the stakes in the scene. Without those two features, when the chase ends, and not before. There may be
a chase may as well be a Risk. By imposing a time opportunities for short, surgical strikes to weaken the
limit, things escalate quickly. This is why building resolve of the opposition, or some quick back and
Momentum is treated as a Group Opportunity rather forth exchanges during the chase, but for the most
than something each Hero must invest in each round. part hand-to-hand combat should be discouraged
A lucky roll or smart use of an Advantage Knack can during a chase. Ranged weapons might be brought to
really turn the tide in the Heroes’ favor. After all, the bear, but it’s very difficult to aim and reload when you
objective isn’t to make Chases daunting, frustrating are on the run.
affairs, but to create the sense of swelling excitement If the Heroes insist on staging a grand melee
that carries over round after round to a climatic as part of a chase, it should cost them in terms of
crescendo. The player is always in control of his Momentum.
Hero’s fate, but will his choices pay off or cost him in
the end? Multiple Parties in a Chase Scene
It’s important to point out that win or lose, the Chases work best with two parties involved, but that
action does not need to end with the chase. A gang doesn’t have to be the case. Chases are about the
of pirates kidnaps the girl you were protecting right Heroes building momentum towards an objective.
out from under your nose. A Hero reaches for her The action is focused on them, not the opposition.
mother’s sword only to find it in the hands of an Intrusions by outside parties or agents who are
escaping thief. The vengeful villain and his goons not connected to the Heroes’ objective can be treated
corner the Heroes in a maze of alleys before they can as a Major Obstacle.
reach the safety of the Rose and Cross chapterhouse.
Using these tools, a chase scene can be self-contained Splitting Up
or part of a larger Action Sequence. Sometimes in a chase sequence, the Heroes will
want to split up. Perhaps it’s to split the forces of
When is a Chase not a Chase? the opposition, or lure them into a trap, or even
Chase Scenes assume both the Heroes and the to prepare a surprise ambush. Either way, when
opposition start off on equal footing, quite literally. the Heroes split both groups start with the same
Both sides might be on foot, on horseback, in Momentum rank.
gondolas, climbing hand over hand on a sheer cliff
face, or rocketing down a winding road in a pair of Carmena and Rory decide to split up at the end of
carriages. If one side possesses an obvious advantage Round 2 in order to confuse the guards and give Joe
– one side is on horseback while the other is on foot, a better chance of escaping with the girl. They have
for instance – then there is no contest. That side wins. a Momentum rank of 3. From this point, they are
Case closed. treated as separate groups, with each having 3 ranks
If you must run a one-sided chase, there are in Momentum.
several ways to handle it:
 You can give the Heroes a starting bonus to their The cost for building Momentum applies to each
Momentum, usually +1 or +2 ranks is enough group separately. So if a group of four Heroes splits

6
into two groups, of 1 and 3, the first group would have
to spend 1 Raise each round to increase Momentum
while the second would need to spend 3.
The group that reaches the Momentum goal first
achieves their objective first. This can be important
when Heroes have ulterior motives that are not
shared by the rest of the group. How long one group
has before the other group arrives on the scene is
dependent on the scenario and the GM’s judgment.

“I Fail” Listen up GMs, this is important!


So what happens when a player in a chase declares, “I Do not start a chase scene with a villain you are
fail”? In many ways, this is just like splitting the group not prepared to lose. If your villain must escape the
but with an important question: does the surrender Heroes, spend a point of Influence and be done with
of one Hero end the chase? If it does not, the rest of it. Do not string the players along for 3 rounds before
the Heroes continue on with their current Momentum pulling a vanishing act. When you do this, you rob
rank. the scene of every ounce of dramatic tension you’ve
created. It’s better to just inform the players that
In the case of Carmena and Rory, if Carmena the villain gets away than to leave them feeling like
surrendered, Rory would be left on his own with the they’ve wasted their time.
girl. The GM might rule that Carmena’s surrender
buys Rory an extra rank of Momentum, but since the Brute Squad Abilities
guards are after the girl they would be unlikely to stop Because combat really isn’t part of a chase, many
pursuit. On the other hand, what if Rory were to hand brute squad abilities don’t apply or work slightly
off the girl to Carmena and try to pass off a bundle of differently in these Sequences. Here are some
dirty rags as the child? In that case, the guards might suggestions:
take Rory into custody and leave Carmena to escape,
effectively ending the chase.  Assassins: Spend a Danger Point to inflict a
number of Wounds to a single Hero equal to
Strength minus the current Momentum rank.
Villains in Chases
You may have noticed by now that there is no mention  Duelists: This ability may only be used if a Hero
of the opposition stating Approaches, rolling dice, engages in hand-to-hand combat with the brute
or sorting Raises. That’s because unlike a standard squad during the chase.
Action Sequence, Villains do not roll dice in Chase  Guards: Spend a Danger Point to foil any specific
Scenes. The Action is completely left to the Heroes. act that would target a villain.
There are some good reasons for this. If Villains had  Inquisitors (H&V): This ability may be used
their own pool of Raises with which to counter the normally.
efforts of the Heroes, the back and forth would draw
 Pirates: This ability may be used normally. If
the scene out forever, leaving the players frustrated
the Heroes are in pursuit when this ability is
and wreck any sense of pacing.
employed, consider offering an Opportunity
Instead, 7th Sea already offers a perfect mechanic
(1 Raise) to increase Momentum by 1 rank.
to represent villains in a chase: Danger Points! Are
the Heroes at a disadvantage against a cunning  Thieves: This ability may be used normally. If
villain? Spend a Danger Point to increase the amount the Heroes are in pursuit when this ability is
needed for a Raise to 15. Does the villain create employed, consider offering an Opportunity
an unexpected obstacle? Spend a Danger Point to (1 Raise) to increase Momentum by 1 rank.
Pressure the Hero to respond (no need to spend a
Raise in a Chase Scene).

7
Monstrous Qualities  Relentless: With Relentless Monsters, escape
Monstrous Qualities can definitely change the is temporary at best. Either use a 2 round
dynamic of a chase. Fortunately, most of them (desperate) chase or simply make escape
require a Danger Point to activate so, as with impossible. Other Objectives (reaching a
other villains, the GM can usually forgo rolling dice protected area or a location where the Heroes
for monsters (and monstrous villains) in a chase enjoy a special advantage) might fit a standard
scene. More often than not, in a chase involving chase.
monsters, the Heroes will find themselves the  Slippery (PN): As with Villains, do not initiate a
hunted rather than the hunter. With this in mind, the Chase sequence only to activate this power to
following Monstrous Qualities need some additional escape at the end. Just spend the Danger Point
consideration in a Chase Sequence. and save the players the frustration.
 Ambushing (CE): A monster that activates this  Swift: There is very little use in pursuing or
power should be treated like a Major Obstacle. At running from a Swift monster. If you must, use a
the GM’s discretion, this creature may target one 2 round (desperate) chase.
Hero for Wounds equal to half its Strength score.
 Teleporting: A monster that activates this power
All other Heroes are still subject to 1 Wound as a
appears suddenly and may be treated like a Major
Consequence and potential Momentum loss.
Obstacle. At the GM’s discretion, this creature
 Colossal (PN): Colossal monsters in a chase are may target one Hero for Wounds equal to half its
more part of the scenery than straight opposition, Strength score. All other Heroes are still subject
wreaking havoc and crushing structures in the to 1 Wound as a Consequence and potential
wake of the Heroes. Momentum loss.
 Fearsome: This Quality applies normally, whether  Winged: Winged monsters may be treated like a
the Heroes are chasing after the monster or Major Obstacle, diving into the thick of the chase
running away. to strike before flying off. At the GM’s discretion,
 Obsessed (CE): If the Heroes possess (or are!) the this creature may target one Hero for Wounds
object of the monsters Obsession, consider using equal to half its Strength score. All other Heroes
a 2 round (desperate) chase if the objective is are still subject to 1 Wound as a Consequence and
escape. Other Objectives (reaching a protected potential Momentum loss. Furthermore, with
area or a location where the Heroes enjoy a larger winged monsters you may spend a Danger
special advantage) might fit a standard chase. If Point to carry off a Hero, effectively splitting the
a particular Hero is the object of the monster’s group. The player may spend a Hero Point to
obsession, she can effectively end the chase if she counter this. Players who opt to Fail in a chase
surrenders. against a winged monster will likely be carried off
to its roost or lair.

8
Skills in Chases  Perform: This skill might be used to distract,
Players should be encouraged to be creative when it motivate, or mislead innocent bystanders, law
comes to the use of their skills in a chase. Here are enforcement, or even your opponent(s). Perform
some ideas and suggestions on how different skills can be used to call attention to oneself and can
might be employed. help when creating a distraction or splitting up
from the main group.
 Aim: This skill might be employed to throw
items and create distractions or obstacles for an  Ride: This skill is used for horseback or otherwise
opponent. Shooting a rope holding up a broad mounted (camels, asses, etc) chases.
awning, for instance.  Sailing: This skill is used for water-borne vessels:
 Athletics: This skill is used for a foot, swimming, ships, barges, rafts, or gondolas.
or climbing chase. Running, jumping, climbing,  Scholarship: This skill might be used to keep
falling, and swinging can all be assumed under the track of your location in a foreign city, identify
Athletics skill. dangerous surroundings, and avoid getting
 Brawl: This skill might be used to knock down cornered in a dead end. The Streetwise
barrels, crates, furniture or other large objects to Advantage Knack may be used the same way.
create obstacles for an opponent. You might also  Tempt: This skill might be used to create
start a fight in a crowd to stymie pursuit. distractions, false leads, or other tricks to lead
 Convince: This skill might be used to distract, your opponent(s) astray. Tempt might be used
motivate, or mislead innocent bystanders, law to get the opposition to take risks they wouldn’t
enforcement, or even your opponent(s). Convince normally take.
can be used to manipulate a mob or crowd.  Theft: This skill might be used to Swipe something
 Empathy: This skill might be used identify useful during the chase, or perform some action
distractions, false trails, and other tricks an unseen. Anyone can steal a horse during a chase,
opponent may use to lead you astray. It might but Theft might let you do it without creating
also be used to gauge the resolve of an opponent, even more trouble.
perhaps creating an opportunity to end the chase  Warfare: This skill might be used to identify
early. strategic or tactical blunders, direct your
 Hide: This skill might be used to momentarily opponent into traps. Hand in hand with Convince
disappear, allowing you to create false trails and and Tempt, Warfare should allow the Hero to
double back, confounding an opponent. These apply tactical expertise to a chase.
tricks will only serve you for so long before your  Weaponry: This skill might be employed to use
opponent grows wise to them. your weapon to cut through certain obstacles,
 Intimidate: This skill might be used to demoralize dissuade outside involvement, etc. Whether
an opponent, weakening her resolve. Against you are smashing barrels to clear a path, cutting
small groups, this might be enough to build a rope to a support rigging to send a suspended
additional Momentum. harpsichord plummeting to the ground below.
 Notice: This skill might be used to identify
ambushes, traps, and potential detours and
shortcuts. Need a quick exit from a twisting
alleyway? Looking for something you can use to
block an opponent’s path? Notice can help with
that.

9
Sample Obstacles by Location
Streets (alleyways) Docks Forest Mountain
Open, Difficult, or Treacherous Difficult or Treacherous Difficult or Treacherous (trail, path)
market stalls slippery patch low branches Difficult or Treacherous
(vegetable, fruit, fish, meat) loose plank brambles or poison oak steep slope
pedestrians gang of laborers exposed roots cliff face
aristocrat with guards clueless foreigners thick undergrowth chasm/crevasse
loaded cart or wagon crowd gambling fallen rocks/boulders loose gravel/rocks
overturned cart loaded cart or wagon stream or river mud (washed out trail)
herd of animals construction site (ford or rickety bridge) fallen rocks/boulders
(pigs, sheep, goats, cows) cargo loader (winch, crane) empty streambed fallen tree
wedding party band of drunks stray or panicked animals dangerous animal
religious procession carousing pirates stack of logs (venomous snake, lion, bear)
construction site stack of barrels rolling logs bandits
funeral procession pile of sacks falling tree snare/pit/trap
band of entertainers stack of crates tall tree stump loose gravel/rough trail
gang of drunken ruffians stack of timber hanging vines thorny undergrowth, scrub
gang of laborers piles or rope, tack steep embankment/crevasse slippery moss/fungus patch
beggars, street urchins bundles of sailcloth cliff stray/panicked animals
(pickpockets, cutpurses) barrels of tar/pitch/oil slick, muddy slope (mud slide) (mountain goats, etc.)
city guard (flammable) snare/pit/trap mine shaft
street theatre/fair barrels of fish dangerous animal
pot hole/deep ruts soliciting jennys (venomous snakes, bear, lion) Marsh (swamp, bog)
stack of barrels pickpockets, cutpurses forest fire Difficult or Treacherous
pile of sacks naval officers, marines loose gravel/rough trail
stack of crates skiff, dingy low stone wall/fence Quicksand
stack of timber gangplank hunting party/camp Mud
dead end narrow catwalk bandits Shallow water
staled or damaged carriage fishmongers refugee camp Exposed roots
rickshaw or private coach Tree stump
soliciting jennys Fallen tree, deadfall
Rooftops Fields (meadow) Dangerous animal
unexpected turn Difficult or Treacherous Open
gate or chain (road block) (snake, insect swarm, crocodile)
fence loose tiles low stone wall or fence low branches
canal slippery shingles bush, brambles, scrub hanging vines
open manhole clotheslines herd of animals algae slick rocks
(to sewers or catacombs) flock of birds (sheep, goats, cows) leeches
public fountain rickety scaffolding pond, stream or river sudden rainstorms/flash flood
slick cobblestones wobbly gargoyles mud bandit
animal dung (offal) living gargoyle laborers refugee camp
emptied chamber pot weak spot/hole in roof hedgerow fishing boat
mule team gaps between buildings angry bull swamp gas
carousing pirates steep rooftop wild boar (explosive, nauseous)
hole in wall/crawlspace smoking chimney old bridge abandoned hovel/hut
soliciting jennys hunting party deep channel
animal burrow/gopher hole sandbar
A Crowded Market low stone wall/fence
Difficult or Treacherous Open Road
Open (Difficult at worst) River fishing nets
servant bearing a large basket Open, Difficult, or Treacherous will-o-wisps
street vendor Drainage ditches
servant pushing a wheelbarrow toll gates low bridge
carried pane of stained glass herd of animals with shepherd mill waterwheel
group of priests or academics coach & horses fishing boat
gaggle of geese traveling pilgrims barge
squire & horse donkey/ox & cart/wagon timber raft
public fountain chain gang rapids
band of entertainers rough, uneven road exposed rocks, sandbar
slick cobblestones washed out road/bridge fishing nets
carousing pirates fallen rocks/boulders tree trunk
soliciting jennys fallen trees fallen tree, logs
rickshaw or private coach broken down cart half-submerged shipwreck
bandits/highwaymen waterfall

10
Cut to the Chase
DRAMATIC CHASE SCENES
gamemaster reference

Momentum Obstacles
At the beginning of a Chase, the GM specifies one of At the beginning of each round of the chase, the GM
two Momentum requirements: can roll a number of d10s based on the terrain.
a basic chase, or a chase where the Heroes Open Terrain 2d10
4
enjoy some advantage over the opposition.
Difficult Terrain 3d10
a chase where the Heroes are at a dis-
6 advantage against the opposition; also used Treacherous Terrain 4d10
for large (5+ players) or experienced groups.
 Obstacles affect all the Heroes in the Scene.
 Momentum starts at rank 0.
 An Obstacle may only be removed from the
scene if the GM offers an Opportunity, or a player
Time Limit presents a plausible action, to remove it.
At the beginning of a Chase, the GM specifies a
Time Limit (in Rounds) the heroes have to escape or
 Every Odd result indicates an Obstacle. A
capture the opposition.
player may spend 1 Raise to overcome an
a desperate chase and a challenge for Obstacle or take 1 Wound.
any group, where the Heroes will be  Matched pairs of dice, even or odd, indicate
2 rounds
forced to take Wounds if they hope to a Major Obstacle. Major Obstacles carry TWO
achieve the Momentum requirement. Consequences: inflict 1 Wound AND cost the
Heroes a Rank of Momentum. Heroes may
a basic chase, where neither side enjoys
3 rounds spend 2 Raises to counter both Consequences,
any particular advantage over the other.
or spend 1 Raise and choose one of the two
4 rounds an extended chase Consequences to counter.

SAMPLE OBSTACLES
Urban Wilderness
1 market stall entertainers low branches rough trail/loose gravel 1
2 cart/wagon soliciting jennys hanging vines mud 2
3 construction religious procession exposed roots pond/stream/river 3
4 stack of barrels wedding party thick undergrowth hedgerow 4
5 stack of crates funeral brambles/thorns fence/low wall 5
6 pile of sacks street fair fallen rocks/bolders old bridge 6
7 stack of timber laborers fallen tree/deadfall crevasse 7
8 public fountain drunks steep embankment empty streambed 8
9 open manhole slick cobblestones cliff animals 9
0 dead end animals muddy slope hunters/bandits 0

11

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