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Catch the Fugitive!

Tier
1
Type
Event
Difficulty
11
Impulses
crowded streets street hazards haste

Environment overview

A fugitive has escaped his execution, catch him!

Potential adversaries

Features

Passives

passive
  • Chase Sequence

    As the event begins, introduce a Catch Countdown (8) for the PCs and an Escape Countdown (5-7), depending on their lead, for the fugitive. If the Catch Countdown reaches 0 first, the fugitive is caught. If the Escape Countdown reaches 0 first, the fugitive escapes. Advance the countdowns when a PC makes an Action Roll based on the following:

    - Critical Success: Catch Countdown ticks down by 3
    - Success with Hope: Catch Countdown ticks down by 2
    - Success with Fear: Both countdowns tick down by 1
    - Failure with Hope: Escape Countdown ticks down by 2
    - Failure with Fear: Escape Countdown ticks down by 3

Actions

action
  • Difficult to Navigate

    The City is filled with obstacles, especially during a chase sequence. These obstacles are just examples and can be overcome with all kinds of different rolls:

    - A food cart is pushed into the street from a side alley
    - A cart filled with auction material and guards crosses the street
    - The fugitive flees through a crowded flea market
    - The alarm bells have causes civilians to fill up the street
    - The fugitive climbs up a walkway
    - The fugitive jumps on a canal boat to navigate to the other side of the canal
    - The fugitive throws over a cart containing birds, opening their cages

  • Smoke Bomb

    Spend a Fear to have the fugitive throw a small package behind them, which explodes a few moments later, filling the street immediately with a dense smokescreen. Use this feature only once per scene.

    Questions
    • How will the PCs deal with the smoke? Force through it? Disperse it some other way?
    • How do the PCs find the trail of the fugitive again? Asking around? Searching for tracks?
  • Minor Explosives

    Spend a Fear to have the fugitive throw a bundle of smaller explosives behind him to force the PCs following him to take a Agility Reaction Roll to dodge the explosions or take 1d4+2 damage. Use this feature only once per scene.

Reactions

reaction
  • Dangerous Footing

    When a PC rolls with fear, they must make an Agility Reaction Roll. If the PC fails, force them to mark a Stress. This feature can be used up to 3 times during a scene.
    Narrate what caused the PC to slip, potentially involving the obstacles detailed in "Difficult to Navigate".

About this environment

A fugitive has escaped his execution, catch him!

This environment is an iteration of this: https://freshcutgrass.app/homebrew?role=EnvironmentEvent&category=Environments&id=3prw8JmfDDeXd6yPuv9xih

Catch the Fugitive!

Tier 1 Event

A fugitive has escaped his execution, catch him!

Impulses: crowded streets, street hazards, haste

Difficulty: 11

Potential Adversaries:

Features

Chase Sequence - Passive: As the event begins, introduce a Catch Countdown (8) for the PCs and an Escape Countdown (5-7), depending on their lead, for the fugitive. If the Catch Countdown reaches 0 first, the fugitive is caught. If the Escape Countdown reaches 0 first, the fugitive escapes. Advance the countdowns when a PC makes an Action Roll based on the following: - Critical Success: Catch Countdown ticks down by 3 - Success with Hope: Catch Countdown ticks down by 2 - Success with Fear: Both countdowns tick down by 1 - Failure with Hope: Escape Countdown ticks down by 2 - Failure with Fear: Escape Countdown ticks down by 3
Difficult to Navigate - Action: The City is filled with obstacles, especially during a chase sequence. These obstacles are just examples and can be overcome with all kinds of different rolls: - A food cart is pushed into the street from a side alley - A cart filled with auction material and guards crosses the street - The fugitive flees through a crowded flea market - The alarm bells have causes civilians to fill up the street - The fugitive climbs up a walkway - The fugitive jumps on a canal boat to navigate to the other side of the canal - The fugitive throws over a cart containing birds, opening their cages
Smoke Bomb - Action: Spend a Fear to have the fugitive throw a small package behind them, which explodes a few moments later, filling the street immediately with a dense smokescreen. Use this feature only once per scene.
  • How will the PCs deal with the smoke? Force through it? Disperse it some other way?
  • How do the PCs find the trail of the fugitive again? Asking around? Searching for tracks?
Minor Explosives - Action: Spend a Fear to have the fugitive throw a bundle of smaller explosives behind him to force the PCs following him to take a Agility Reaction Roll to dodge the explosions or take 1d4+2 damage. Use this feature only once per scene.
Dangerous Footing - Reaction: When a PC rolls with fear, they must make an Agility Reaction Roll. If the PC fails, force them to mark a Stress. This feature can be used up to 3 times during a scene. Narrate what caused the PC to slip, potentially involving the obstacles detailed in "Difficult to Navigate".

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