d20 Adamant Entertainment Hot Pursuit.pdf

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by Corey Reid
Layout and Graphic Design: Gareth-Michael Skarka
Artwork courtesy of Jupitermedia Corporation
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Introduction
Davis leaps for the reins, grabbing them as he vaults into the
bench seat high atop the carriage. Four black stallions rear
nervously and then drive forward as he slaps the reins, yelling at
the team.
A Few Basics
Youʼre going to need to familiarize yourself with these rules
before you run a chase. In a nutshell, hereʼs what happens in a
chase:
“Come on!”
Lacie sprints from the castle gate, arrows hurtling past her, and
leaps for the half-open door of the carriage box. Wheels rattle
on cobblestone as the carriage careens down the high road, tall
fields of barley to either side.
First, everybody rolls initiative. Participants take their actions
according to the initiative, just like combat.
On each characterʼs turn, that character choose a maneuver
to attempt. The maneuver is resolved and its effects applied.
Some maneuvers allow chase participants to close in on each
other, some try to avoid (or cause) collisions, and some allow
desperadoes to leap from one moving vehicle to another.
Lacie leans out of the carriage window, wind whipping at her
hair, and sees two hobgoblins mounted on powerful warhorses
coming thundering out of the gate behind them, axes ready.
“Uh-oh.”
If the maneuver caused the conditions of the chase to change,
those changes affect everyone in the chase. For example, if you
manage a tight turn off the highway onto a narrow alley filled
with fruit stands, suddenly everyone in the chase needs to slow
right down to negotiate the more difficult terrain (assuming they
can follow you at all)...and then itʼs the next characterʼs turn. And
so on.
The Chase Sequence has become a highlight of the action/
adventure movie. From the efforts of Indiana Jones to stop the
Nazis getting away, to Mad Maxʼs desperate struggle against
Lord Humungous and his army on the empty highways of
Australia, these are moments any GM wants to reproduce in their
games.
Thatʼs it. As you can see, chases arenʼt that much different from
combats in d20, but the little differences can make all the, uh,
difference. Hereʼs a quick review of whatʼs going to be new to
you:
Chases are thrilling because theyʼre risky and dramatic. Will the
heroes escape with the vial of anti-venom or will their pickup
truck swerve too far and end up wrapped around a telephone
pole? Death is never far away for both the good guys and bad
guys in a chase. A great deal can hinge on quick decisions, clever
tactics and the blind luck of the dice.
No Maps
Chases donʼt need maps or battlegrids or figures, though youʼre
welcome to use those if you like. Hot Pursuit abstracts the actual
details of terrain so that you donʼt need to have detailed maps of
the chase area. If you have them, you can use them, but you donʼt
need them. The “Chase Conditions” chapter gives you all the
details you need to generate terrain on the fly.
Hot Pursuit: The Definitive D20 Guide to Chases is designed
to provide a way for d20 GMs to include thrilling, easy-to-run
chases in their games. This system should work easily with most
d20-based games. It is based on the Modern System Reference
Document and can be easily adapted for fantasy, sci-fi or
modern settings. It will allow GMs to run chases on horseback,
in automobiles or even airplanes or spaceships (with a little
tinkering).
No Full Actions
Like combat, chases are divided into rounds, but in a chase,
participants can only take one action per round. Think of a chase
as being more or less just like a combat, except that everyone
involved is using a move action each round just to stay in the
chase. This means there are no full attacks in a chase, nor are
there any run actions (which seems weird, but stay with it. It
makes sense, we promise).
You donʼt need anything other than whatʼs in this book. Your
players donʼt need anything at all. Everything you need to run
excitement-packed chases is right here.
Full Speed All The Time
The big assumption this system makes has to do with speed. Hot
Pursuit assumes that all chase participants are always going as
fast as they can -- at all times. Got that? Itʼs important, so keep it
in your mind as you read on. The “Speed” chapter explains it all.
We promise.
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Choosing Maneuvers
Lacie: Itʼs my turn now, right?
Each round, every participant will choose a maneuver on their
turn. These maneuvers are classified into three groups: Chase,
Passenger and Obstacle . Not all participants can choose from
every list. Many maneuvers require Reaction Rolls from other
chase participants, so people will often be making rolls even
when it isnʼt their turn. The “Maneuvers” chapter has all the
information, but you probably figured that out on your own,
didnʼt you?
GM: Yep. Youʼre a passenger on the carriage, so you can choose
any Passenger maneuver.
Lacie: Iʼve got my crossbow so Iʼm going to try and shoot this
hobgoblin.
GM: Youʼre choosing the Ranged Attack maneuver. Heʼs at
Point-Blank range, so you take no range penalty on your attack
roll. However, the current Speed Category is Cautious, so thatʼs a
-1 on your roll.
Davis and Lacie Run For It: A Sample Chase
Hereʼs an example of a Chase using the Hot Pursuit system.
Davis and Lacie are trying to escape a secret fortress using a
carriage, pursued by two hobgoblins. This shows some of the
basics of Hot Pursuit and gives you an idea of how this system
works in practice.
Lacie: Okay. I roll a 15! My attack bonus is plus 7, so thatʼs a 22,
minus 1 for the Speed Category is 21.
GM: Pretty good. The hobgoblinʼs Armor Class would normally
be 14, but at this speed he gets a dodge bonus of 2, so thatʼs an
16. Too bad for him. You lean out the window and snap off a
quick shot through the dust. Nice shooting.
GM: Okay, guys, your carriage is hurtling along a cobblestone
road through a rice paddy. Both hobgoblins are currently at Short
range. The first hobgoblin has the highest Initiative, so he gets to
go first. No obstacles for him this round, so heʼs going to attempt
the Close/Lengthen maneuver to reduce the range to Point-Blank.
Lacie: Right on. My damage is... 8.
GM: He curses as the bolt grazes his shoulder, but stays close.
The horseʼs hooves are right alongside your carriageʼs rattling
wheels. And the other rider is closing in, too. Your turn, Davis.
Davis: Uh-oh. Their horses are faster than this carriage, arenʼt
they?
GM: They sure are. Close/Lengthen is an opposed maneuver,
so you and the hobgoblin need to make opposed Ride checks.
Remember, the hobgoblin has a Speed Factor of 1 against your
carriage, so you take a -1 penalty on your check.
Weʼll come back to Davis and Lacie in a little bit, as their effort
to escape continues. But first letʼs look at how the information
about a chase is recorded during the chase itself.
Davis: Okay, I get a... 12, plus my 6 for Ride, minus 1 for the
Speed Factor penalty and another for the Speed Category... total
of 16.
Forget about the battlegrid. Forget about maps (for the most part).
Chases are run using a table (which weʼll call, imaginatively
enough, the Chase Table) that keeps track of chase conditions,
key vehicle statistics, and the relationships between all the chase
participants.
GM: Not bad, but the bad guy gets a 14, plus 5 for his Ride skill,
and he gets the Speed Factor as a bonus on his roll, so thatʼs plus
an additional 1. Total of 20. So he closes in on your carriage, and
is now at Point-Blank range.
A Chase Table for Davis and Lacieʼs escape looks like Table 1-1:
Example Chase Table 1.
Davis: Uh-oh.
Table 1-1: Example Chase Table 1
Terrain: Open
Surface: Clear
Speed Category: All-Out
CHASE PARTICIPANTS
Carriage Rider One Rider Two
Speed 40 48 48
Maneuver Modifier -4 0 0
vs Carriage
Range Point-Blank Short
Speed Factor 1 1
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This table records all the pertinent details of the chase. We can
see that the riders are faster and more maneuverable than the
carriage (higher Speed and Maneuver Modifiers). We can see that
Rider One is at Point-Blank range from the carriage, while Rider
Two is at Short range. Weʼll be updating the Range from round to
round as participants close or lengthen the distance between each
other. As weʼll see in future rounds, other details on this table can
change, too.
How Chases Work
Usually chases involve one partyʼs efforts to escape from
another, either by outrunning them, disappearing from sight or
causing their pursuers to crash. Each chase participant chooses
a maneuver on their turn in their efforts to either increase or
decrease the distance between each other, or otherwise turn
the situation to their advantage. It is the resolution of these
maneuvers that determines the progress of a chase.
One of the key points about the way the table is set up is that the
rows directly beneath the chase participant titles (“Speed” and
“Maneuver Modifier”) will almost never change during a chase.
The rows beneath “vs Carriage” will change from round to round,
and the set of entries at the top (“Terrain”, “Surface” and “Speed
Category”) will change every time the chase conditions change
(which could be often or never, depending on the nature of the
chase).
The Chase Sequence
Chases run in a sequence not very different from the standard
combat sequence. Characters take their actions in order of
Initiative, and each character can choose one maneuver per
round. Youʼll note there are no full actions allowed.
We know, we can hear you saying, “What do you mean the
Speed never changes? How do I speed up or slow down?” Relax.
Remember we said that chase participants always go as fast as
they can? The Speed row lists the maximum possible speed for
each participant. How fast they are actually going at any given
round in the chase depends on the current Speed Category for the
chase. Thereʼs more details on all this in the Speed chapter. Take
our word for it.
Think of it this way: the characters are using some portion of
their attention (even if theyʼre just passengers) staying up on the
chase. Theyʼre keeping their balance, or paying attention to the
road, or something, which keeps them from focusing their entire
attention on their actions this round. So no full actions in a chase.
Again, think of taking part in a chase as using up a move action
every round.
Initiative is handled exactly as for combat, using six-second
rounds. Each character involved in the chase can choose one
maneuver to perform on their turn. Even passengers can choose
maneuvers from the Passenger maneuver list -- they can attack
another vehicle, attack another passenger, attempt to change
vehicles or take control of the vehicle they are currently in.
Drivers control the behaviour of the vehicle they are driving
and can choose any maneuver (including Passenger maneuvers)
whose conditions they meet.
Youʼll want to keep the Chase Table where all the participants
can see it.
You may also want to track other vehicle information like AC/
Defence, hit points, and so on, in this table. There is a sample
Chase Table you can photocopy for your own use at the end of
this book that covers a little more detail than this one.
Each Characterʼs Turn
When a passengerʼs turn comes up, the passenger can choose
a Passenger maneuver which is then resolved. When a driverʼs
turn comes up, things are a little different. Because drivers are
responsible for the vehicle, on their turn a couple of checks are
made in regards to the vehicleʼs status.
On any driverʼs turn the following additional steps are followed
(in this order):
1. Determine Obstacles -- Depending on the type of Terrain
the driverʼs vehicle is currently crossing, there is a chance of
an Obstacle appearing. The chance per Terrain type is listed in
the Chase Conditions chapter. If an Obstacle appears, the driver
can either choose an Obstacle maneuver to avoid it or just plow
through and accept the crash damage and possible loss of control.
See the Obstacles and Collisions chapter for more information.
2. Resolve Maneuver -- The driver gets to choose a maneuver
for their action. The maneuvers available are listed in the
Maneuvers chapter further on. The maneuver selected may
affect other drivers, passengers, or the range between the current
driverʼs vehicle and other vehicles. Maneuvers can also change
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