Chases

A chase is a structured Exploration Moment, run with the same Rounds, Phases, and Turns as any other Moment. Rather than tracking literal distance, a chase tracks the Gap — an abstracted measure of how close the pursuer is to the quarry.

GapStateMeaning
0TogetherCaught — the chase ends, and the pursuer can act on it
1CloseWithin reach of catching up
2LongA real distance has opened up
3LostEscaped — the chase ends, contact is broken

At the start of a chase, the GM sets the starting Gap from the fiction: Close (1) if the pursuer is already on the quarry’s heels, Long (2) if the quarry had a head start or warning.

Each side makes a Strive Trial against a Chase DR the GM sets for the Round, based on the terrain (use the standard DR guidelines: Easy 10-12, Moderate 13-14, Hard 15-16, Very Hard 17-18). Compare Success Bands: whoever achieves the higher Band shifts the Gap one step in their favor — pursuers push it toward Together, the quarry pushes it toward Lost. A tie (including both failing) leaves the Gap unchanged.

Obstacles. The GM may introduce a complication instead of open ground, resolved with whatever skill the obstacle actually calls for — this replaces a Strive for the Round, and its Success Band compares exactly as a Strive would.

A failed Obstacle Trial may carry further consequences beyond losing the Round — a fall, lost equipment, or worse — at the GM’s discretion.

Speed disparity. If one side’s base Speed is meaningfully higher than the other’s — the GM’s call, typically a difference of 5 ft or more — the faster side gains Edge on all their Strive Trials for the chase.

Reduced Speed. A creature with reduced Speed (Hobbled, Slowed, and similar effects) suffers Strain on its Strive Trial. A creature whose Speed is reduced to 0 (Restrained, and similar effects) cannot meaningfully participate — they’re caught, or left behind, immediately, at the GM’s discretion.

Chasing a hazard, not a creature. Some chases have no one on the other end — a rising tide, a collapsing passage, a wildfire. There’s no opposing Trial to compare against; the fleeing creature’s own Success Band determines progress directly: Normal Success holds the Gap steady, Strong Success gains a step toward Lost, Devastating Success gains two. Failure costs a step toward Together, or triggers a direct consequence, at the GM’s discretion.

Ending a chase. A chase ends when the Gap reaches Together or Lost, or when either side abandons the pursuit. A chase ending in capture often transitions directly into a Combat Moment. A chase ending in Lost isn’t necessarily the end of the matter — a pursuer can attempt to pick the trail back up later with a Discovery (Intellect) Trial, reading the signs the quarry left behind, potentially starting a new chase from a position of the GM’s choosing.

Target is for most chases to resolve in roughly 2-5 Rounds, faster than the 3-8 Round combat target, since a chase is meant to be tense and quick rather than drawn out.

Last reviewed 2026-07-08