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Pathfinder® For Savage Worlds Quick Chase Deck
Pathfinder® For Savage Worlds Quick Chase Deck
1. THE BASICS
• Chases last five rounds in which participants try to
make chase rolls to gather Chase Tokens.
• Each character or each group of Extras gets one Chase
NARRATIVE Card each round (more in some situations).
• Choose one of the cards from your hand and place it
face down in front of you.
CHASE DECK • Reveal cards, then in turn order follow the instructions
on your card and take actions (including make chase
A Fast! Furious! Fun! set of
rolls to collect Chase Tokens).
rules to add action-packed
chases to your games of • If the prey has most Chase Tokens at the end of the
Savage Pathfinder! chase, they escape. Otherwise, the pursuers catch the
prey and a regular encounter ensues.
2. CHASE CARDS
EACH CHASE CARD HAS...
• A Card Rank: Participants act in Rank order, as usual.
• A Title: This gives you narrative cues to help tell the
story of the chase. Where possible, weave together the
story using the cards each participant plays (the GM
ultimately decides how the chase unfolds).
• Chase Modifier: Shown as a + or – modifier to your
Chase roll this turn. If the card lists “Chase: N/A” you
don’t get to make a Chase Roll this turn.
• Card Effects: Additional instructions that affect the
Chase. If you choose to play the card, follow the
additional instructions
REVEAL CARDS
CHASE TOKENS
4. ON YOUR TURN... • You can use an action to try a “Chase” roll. This is an
Athletics roll (or Riding if you’re mounted) at the bonus
REGULAR ACTIONS
or penalty listed in the middle of your chosen Chase
• You can do most anything you can do in a regular Card. If you’re successful, you get a Chase Token. If
encounter— make an attack, cast a spell, Test a foe, or you get a raise, you get two Chase Tokens!
Support an ally. • Remember, Chase tokens determine range for attacks
• The “relative” Range to a foe is 10 × the difference in and also who ultimately wins the chase.
Chase Tokens. If your character wants to magically CONCLUDING THE CHASE
heal an ally (a power that requires Touch), you must
• The chase ends at the end of the fifth round.
have the same number of Chase Tokens.
• If the prey has the most Chase Tokens, they escape. If
• We ignore the Running and Unsteady Platform
the pursuers have the most Chase Tokens, they catch
penalties in a Quick Chase.
the prey and a regular encounter ensues.
DOR duieb (Order #40453042)
creatures left in the chase. At the end of her turn her Distracted
ROUND TWO condition goes away.
Amiri is Distracted, but still gains two cards. Ezren and the
Ezren now plays Bystanders (6C). The crowd gets in his way
goblins each get one card.
and he can’t try for a Chase Token this round. He can fire bolt at
The lucky goblins get a Joker! They draw another card from the goblins, but the Bystanders mean he’d better not miss! Ezren
the deck to go with it —Double Back (JD). At the start of their decides to fire three magic missiles at the goblins, which would
turn, they have to choose a foe to take an attack at them. Amiri is stop them in their tracks—but a 1 on any of his Spellcasting dice
Distracted so they choose her. She makes a Fighting attack with hits a civilian! He decides to take the chance and rolls. He hits
her handaxe and winds up taking out two of the goblins! The with all three but his damage is only sufficient to knock two more
goblins get to draw a Chase Card and gain a Chase Token as they goblins out of the fight.
sneakily change directions through Sandpoint’s narrow alleys.
The five remaining spiteful creatures laugh and carry on with
Now Amiri takes her regular turn. Briefly taken aback by the Amiri’s prized sword.
goblins’s sudden diversion, she has to quickly backtrack. Amiri
plays Potshot (10S), loosing a hasty arrow from her shortbow and
felling another fleeing goblin! There are only seven of the insolent
WWW.PEGINC.COM
DOR duieb (Order #40453042)
A FOLLOW ME! K TUMBLE Q TRIP! J OBSTACLE
Complication Complication
At the start of your turn, as a All your actions this turn suffer
At the start of your turn, as a At the start of your turn,
free action, make an Athletics an additional –2 penalty.
free action, make an Athletics as a free action, make an
roll or all participants on your
roll or lose 1 Chase Token. Athletics roll or gain Fatigue
side lose 1 Chase Token.
from Bumps and Bruises.
Curious onlookers gather Draw a Chase card and Enemy reinforcements join the Anyone with an odd
to watch the pursuit add it to your hand. chase! The Game Master decides number of Chase Tokens
(see Innocent Bystanders rules). the type and number, who may loses 1 Chase Token.
replenish the current foes’ ranks
or represent a new group.
Counterattack
Wild Attacks do an additional Each time you gain a Chase
+2 Damage this turn. You may make a Ranged attack
Draw 2 Chase Cards, then deal Token this turn, you also add
as a limited free action this turn.
1 Chase Card to each ally. 1 Chase card to your hand.
Your first Trait roll this You get a free reroll on Ongoing: the first attack Your first Trait roll this
turn is made at +2. one attack this turn. from each enemy this round turn automatically succeeds
must be directed at you. with a single raise.
Ongoing: You and your You and one enemy of your Make an Athletics roll at –2
Ongoing: Attack rolls against allies deal +4 damage to choice make an opposed as a free action. If successful,
you are made at –1 this round. Distracted and Vulnerable Athletics roll as a free action. choose a participant who
enemies this round. The winner draws 2 Chase cards. discards their hand.
When this card is revealed: Ongoing: Actions taken by All opponents must make
You may add 1 Chase a Notice roll at –2. If
Token to any ally. Discard another participant’s all characters on your side
current Chase card and this round gain a +1 bonus. none succeed you gain 1
replace it with a Chase Chase Token and cannot
card from your hand. be attacked this round.
Look at the top three cards of Discard your hand. Draw Choose a participant, who
You may ignore up to 2 points the Chase Deck. Put one in
of penalties this turn. an equal number of cards becomes Distracted.
your hand and the other two from the Chase Deck. Draw 1 Chase card.
at the bottom of the deck.
J JOKER
J JOKER
JOKER JOKER
Choose another card from your hand as Choose another card from your hand as
your Chase card (if you don’t have one, your Chase card (if you don’t have one,
draw the top card of the Chase deck). draw the top card of the Chase deck).
You act first this round and You act first this round and
get +2 to all rolls. get +2 to all rolls.
At the end of the round, each player At the end of the round, each player
keeps 1 card in hand. Discard all keeps 1 card in hand. Discard all
the rest and reshuffle the deck the rest and reshuffle the deck.