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DOR duieb (Order #40453042)

DOR duieb (Order #40453042)

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

3. EACH ROUND... • Once everyone has chosen a face-down card, all


participants reveal their chosen cards, flipping them
„ DEAL CARDS
face-up.
• Each Wild Card character or each group of Extras gets • Starting with the Ace of Spades and counting down in
a Chase Card. If a character is faster than her fastest regular Rank order, each participant takes their turn.
opponent, she gets an extra Chase Card. If she’s twice „ JOKERS
as fast, she gets two extra Chase Cards.
• If the card you reveal is a Joker, choose an additional
• This isn’t regular initiative, and these are not Action
card from your hand as your active card (if you don’t
Cards, so Edges and Hindrances affecting those things
have one, draw the top card of the Chase deck). Each
(like Quick or Calculating) have no effect in a chase.
Wild Card on the same side gets a Benny, as usual.
„ CHOOSE CARDS
• You act first this round and get +2 to all rolls.
• Choose one of these cards from your hand and place it • At the end of the round, each player may keep one card
face down in front of you. in hand. Discard all the rest and reshuffle the deck.

„ 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)

IMPORTANT KEYWORDS EXAMPLE—AMIRI’S SWORD!


„ COMPLICATION This brief example illustrates the first couple of rounds of a chase.
If your Chase Card has the Complication keyword, you cannot A band of 10 goblins have stolen Amiri’s beloved trademark sword!
benefit from any bonuses from Support this round. She and her friend Ezren chase the goblins to get it back. The GM
„ COUNTERATTACK decides it takes five goblins to carry the heavy sword. The other five
If your Chase Card has the Counterattack keyword, any try to help their comrades escape.
targets you attack this round gain the Counterattack Edge for The goblins have a slight lead, so they start with one
this round and may fight back against you. Chase Token.
„ ONGOING Amiri calls on her wizard friend Ezren to help her chase down
If your Chase Card has the Ongoing keyword, the effects on the goblins.
this card continue from the time the card is revealed, for as The chase is on!
long as the card is in play.

penalty from the Obstacle, that’s a raise, so the goblins decide to


ROUND ONE make the barbarian Distracted and Shaken.
Ezren’s card is Mighty Leap (KH). It allows him to make an
Amiri’s up next. She has Follow Me (AC) and Show No Fear
Athletics roll as an action, and if successful, choose an opponent
(7H). She really wants slow Ezren to act on her initiative, but both
to discard their hand. No one has a hand yet, so he ignores that
are out of Bennies so she goes with Show No Fear. The barbarian
and decides to use boost Trait (Athletics) on himself, then make
yells at the goblins, inspiring her friend Ezren to help her get
a Chase roll. Despite the Multi-Action penalty, he successfully
her sword back, and both get a Benny. The goblins are ahead of
increases his Athletics to d6 (from d4) and then makes a Chase
Amiri so she uses her free action to try for a Chase Token. She
roll. That’s successful too and he gets a Chase Token. He’s now
fails but uses a Benny to roll again and gets a raise! Now she has
even with the goblins.
two Chase Tokens and has caught up with the goblins.
The goblins are up next with an Obstacle (JC). They run straight
into a wagon crossing the busy streets of Sandpoint. The card
says all their actions are at an additional –2 this turn. They also
can’t make a Chase roll! So they decide to Taunt Amiri instead.
They stick their tongues out as they run and make a group Taunt
roll. Their total is a 10—Amiri’s Smarts roll is a 4. Even with the

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

THE CHASE CONTINUES...


Now you can see how a Chase unfolds using the Chase Deck.
Will the two friends be able to fell another goblin in the next three
rounds, forcing them to drop Amiri’s prized sword, or will the
fierce thieves find a way to escape with their prize?
Remember to try to use the cards as a spur to tell the story of
the chase (as we’ve done above), building the narrative with the
GM and other players as the cards are played. Be creative using
the card title, effects, or image as inspiration to add some flair to ©2021, Paizo Inc. All rights reserved. Paizo, the Paizo golem logo,
the chase. Remember also the GM has the final say in how the Pathfinder, and the Pathfinder logo are registered trademarks of Paizo
narrative plays out. Inc.; the Pathfinder P logo, Pathfinder Adventure Path, Pathfinder
Roleplaying Game, and Pathfinder Lost Omens are trademarks of
Paizo Inc. Used under license. Savage Worlds, all unique logos, and
the Pinnacle logo are ©2021 Pinnacle Entertainment Group. Inc.

WWW.PEGINC.COM
DOR duieb (Order #40453042)
A FOLLOW ME! K TUMBLE Q TRIP! J OBSTACLE

chase: –4 chase: –2 chase: –2 chase: n/a

Any participants on your Complication Complication Complication


side who have not already At the start of your turn, as a Lose 1 Chase Token. All your actions this turn suffer
acted may discard their free action, make an Athletics an additional –2 penalty.
Chase card and their hand roll or lose all Chase Tokens.
to act on this card instead.

10 THE WAY NARROWS 9 WRONG TURN 8 ROUGH GROUND 7 DANGEROUS GROUND

chase: -2 chase: –2 chase: n/a chase: n/a

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.

DOR duieb (Order #40453042)


DOR duieb (Order #40453042)
6 BYSTANDERS 5 DEAD END! 4 WHO ARE THESE GUYS? 3 AGAINST ALL ODDS

chase: n/a chase: n/a chase: +2 chase: –4

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.

2 NO WAY OUT A STAGGERED K DANGER LOOMS Q QUARRY IN SIGHT

chase: n/a chase: –2 chase: –2 chase: –2

Ongoing: Anyone who Counterattack


At the start of your turn, as a The participant with the
is Wounded this round fewest Chase Tokens takes
free action, make an Athletics loses a Chase Token. Discard your hand.
roll or discard your hand. 1 Chase Token from the
participant with the most.

DOR duieb (Order #40453042)


DOR duieb (Order #40453042)
J DESPERATE ASSAULT 10 POTSHOT 9 RUN FOR IT! 8 WE’RE LOSIN’ ’EM

chase: –2 chase: +0 chase: +0 chase: +0

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.

7 LYING IN WAIT 6 HIGHER GROUND 5 DROP BACK 4 PICK THEM OFF

chase: +0 chase: +0 chase: +2 chase: +0

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.

DOR duieb (Order #40453042)


DOR duieb (Order #40453042)
3 EVASIVE RUNNING 2 COORDINATED ATTACK A CUT ’EM OFF K MIGHTY LEAP

chase: +2 chase: +2 chase: –2 chase: +0

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.

Q PUSH THE PACE J KEEP PACE 10 DELAYING TACTICS 9 LOCAL KNOWLEDGE

chase: –2 chase: –2 chase: +0 chase: +0

All participants make a Athletics Any participant on your side


roll as a free action to gain a You may give one of Draw 2 Chase cards and
who has not acted this round your Chase Tokens to
Chase Token. Any who fail lose may discard their Chase add them to your hand.
a Chase Token. Any who get a another participant.
card to act on this card.
raise may add a Chase Token
to one other participant.

DOR duieb (Order #40453042)


DOR duieb (Order #40453042)
8 DODGE & WEAVE 7 SHOW NO FEAR 6 DUCK INTO COVER 5 SHORTCUT

chase: +0 chase: +0 chase: +0 chase: +0

Ongoing: Attacks against you Make a Spirit roll. With a


this round are made at –2. Ongoing: Attacks against you You may discard 1 Chase
success you gain a Benny.
this round are made at –2. Token from any foe.
With a raise, all Wild Cards
on your side gain a Benny.

4 HELPING HAND 3 SURPRISE! 2 WAIT FOR IT A LOST IN THE CROWD

chase: +2 chase: +2 chase: +2 chase: –4

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.

DOR duieb (Order #40453042)


DOR duieb (Order #40453042)
K IMPOSSIBLE STUNT Q CONFINED QUARTERS J DOUBLE BACK 10 RISKY GAMBIT

chase: –4 chase: +0 chase: –2 chase: +0

At the start of your turn,


Choose a participant, who Ongoing: Reduce all ranges choose one opponent who gets Discard 1 Chase Token
becomes Vulnerable. by half this round. a free attack against you. to force one participant
Draw 1 Chase card. to discard their hand.
Gain 1 Chase Token and
draw 1 Chase card.

9 DRAW A BEAD 8 DESPERATE TIMES 7 SUDDEN TURN 6 SUDDEN REVERSAL

chase: +0 chase: +0 chase: +2 chase: +0

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.

DOR duieb (Order #40453042)


DOR duieb (Order #40453042)
5 CREATE A DIVERSION 4 DECOY 3 UNDER PRESSURE 2 NO TIME TO THINK

chase: +2 chase: +0 chase: +2 chase: +2


Discard 2 Chase Tokens Ongoing: All characters
Complication
and choose an opponent. may only perform one
Draw 2 Chase cards and
Make an opposed Smarts action this round
add them to your hand. Draw 2 Chase cards.
roll as a free action. (not counting free actions).
If you succeed, discard all that
participant’s Chase Tokens. Draw 2 Chase cards.

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.

DOR duieb (Order #40453042)


DOR duieb (Order #40453042)

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