Page 86 - Chronicles of Darkness
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character may be able to maneuver through labyrinthine  turn. You can lose one combined success from your total,
            machinery with Dexterity + Crafts, for example.   or your character suffers a specific narrative effect such as a
               If the context of the scene changes significantly, redeter-  Tilt, two bashing, or one lethal damage.
            mine who has the Edge.                             Success: Your character overcomes the immediate chal-
            Turn-By-Turn                                     lenge in the chase, and makes headway. Calculate successes,
                                                             and add them to your running total.
                                                               Exceptional Success: In addition to a massive accumula-
               Chase turns reflect between 30 seconds and a minute   tion of successes, your character manages to set back the
            of game time; if you’re running an extended chase that lasts   opponent. You can subject him to the effects of a failed roll,
            hours, instead break it up into a series of incidents during   regardless of his roll’s outcome.
            the chase, each represented by its own individual chase.
               At the beginning of every turn, the side with the Edge   Seizing the Edge
            determines the terms of that turn. At Storyteller discretion,
            the side with the Edge determines the dice pool for the chase   To add a slightly deeper engagement, offer players the choice
            that turn, and makes the first roll. This dice pool has to make   to “Seize the Edge” during each turn of the chase. After the
            sense within the current context of the chase, but the player   side with the Edge determines the rolls for that turn, both sides
            should have at least some say in what changes in that turn. As  predict their rolled successes that turn, and jot them down. Put
            Storyteller, only veto these choices if they absolutely do not  these numbers face down on the table. As the dice are rolled,
            make sense in the moment. The roll doesn’t have to reflect   uncover those numbers. If a player successfully guesses their
            direct pursuit or evasion actions, but is identical for both  rolled successes, that player gets the Edge during the next turn,
            sides. The roll should have a narrative element, one which   despite dice and circumstance. This rule heavily favors underdogs
            implies potential stakes for failure.            because it’s easier to guess successes with fewer dice; it’s a good
               Example: The player with the Edge determines that this turn,  option to mix up play if the players are trying to evade something
            the dice pool is Wits + Animal Ken. The reasoning behind this is  that would otherwise outclass them.
            that the chase has moved into a junkyard full of feral dogs. The roll
            reflects the characters’ ability to maneuver around the dogs without
            being slowed or worse, attacked.
               If the other side wishes to use other dice pools, they lose
            the 10-again quality on his roll, and suffer a cumulative -1
            penalty. This penalty increases every time he uses a dice
            pool aside from the one dictated. He does not suffer it on
            turns where he has the Edge or otherwise uses the dictated
            dice pool, but it continues to amass if he decides not to on
            a future turn.
               Note that the side with the Edge rolls first; this means if
            they hit the required successes, they get their desired outcome
            for the chase before the other side makes their roll.

            Pursuit and Evasion

               This is the basic action for pursuit and
            evasion in a chase scene.
               Dice Pool: Special, deter-
            mined by the side with the
            Edge. The Storyteller should
            determine relevant bonuses
            and penalties based on the
            environment.
               Action: Instant
               Dramatic Failure: Your
            character suffers the terms
            for failure that turn. This
            can include the effects
            of failure, as well as a
            Condition.
               Failure: Your
            character suffers the
            terms for failure that
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                                                                                                    Chases
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