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Chase Sequence

Tier
1
Type
Traversal
Difficulty
13
Impulses
Run away from PCs

Environment overview

PCs chasing adversaries

Potential adversaries

Thugs Assassins Mercenaries

Features

Passives

passive
  • Chase

    Start countdown(6):

    • Critical Success, flawlessly tackled adversary(s).

    • Success with Hope, reduce countdown by (2).

    • Success with Fear, reduce countdown by (1).

    • Failure with Hope, increase countdown by (1).

    • Failure with Fear, increase countdown by (2).

    Questions
    • How does PCs catching up or losing the Adversaries?
    • Describe the consequence of Failure.

Actions

action
  • Tossing
    Fear 1

    Spend a fear, having an adversary(s) tossing something at PC. Roll Agility to dodge. On failure, PC gets disadvantage.

    Questions
    • What are they tossing at PC?
  • Knock over
    Fear 1

    Spend a fear, having an adversary(s) knocking something over, blocking the PCs way. Roll Agility to jump over. On failure, increase countdown by (2) and PC mark a stress.

    Questions
    • What did they knock over?
  • Shoot/Throw
    Fear 1

    Spend a fear, having an adversary shoot/ throw a harming object at PC. Roll Agility to dodge. On failure, PC takes 1d10 damage.

    Questions
    • What weapon are they using?

Reactions

reaction

About this environment

Chase Sequence

Tier 1 Traversal

PCs chasing adversaries

Impulses: Run away from PCs

Difficulty: 13

Potential Adversaries: Thugs, Assassins, Mercenaries

Features

Chase - Passive: Start countdown(6):
  • Critical Success, flawlessly tackled adversary(s).

  • Success with Hope, reduce countdown by (2).

  • Success with Fear, reduce countdown by (1).

  • Failure with Hope, increase countdown by (1).

  • Failure with Fear, increase countdown by (2).

  • How does PCs catching up or losing the Adversaries?
  • Describe the consequence of Failure.
Tossing - Action: Spend a fear, having an adversary(s) tossing something at PC. Roll Agility to dodge. On failure, PC gets disadvantage.
  • What are they tossing at PC?
Knock over - Action: Spend a fear, having an adversary(s) knocking something over, blocking the PCs way. Roll Agility to jump over. On failure, increase countdown by (2) and PC mark a stress.
  • What did they knock over?
Shoot/Throw - Action: Spend a fear, having an adversary shoot/ throw a harming object at PC. Roll Agility to dodge. On failure, PC takes 1d10 damage.
  • What weapon are they using?

Discussion

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