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All Rules in Pursuit

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Running a Pursuit

Source Ultimate Intrigue pg. 143
Pursuits proceed in 1-hour pursuit phases, during which each group (or the group that is moving, if one group is resting) makes progress toward completing its current terrain tile. The group can potentially attempt to use tactics or gain an advantage to outthink or outperform the enemy.

Each day of pursuit consists of eight 1-hour pursuit phases. Pursuits take place over a long period of time and cover plenty of ground, so pursuers and quarries might encounter terrain tile denizens or environmental hazards along the way. Consider using these encounters to provide spikes of tension and to control the pursuit’s pacing.

Direct Pursuits and Tracking

Source Ultimate Intrigue pg. 143
In a direct pursuit, the pursuers need to attempt a Survival check at the start of each pursuit phase in order to make any progress at all. A failure means they have lost the trail and must spend that hour trying to find it. Success means the pursuers progress at their speed for that phase. The base DC is either 5, 10, 15, or 20, depending on the type of ground dominant in the terrain tile (very soft, soft, firm, or hard, respectively; see the Survival skill for more details). This DC increases by 1 for every day behind the quarries, but it decreases by 1 for every three members in the quarry group.

The pursuing group has one main tracker, but other members can assist using the aid another action. Any pursuer participating in tracking (either as the main tracker or assisting) halves her personal progress for that pursuit phase. If the tracking pursuer has a much greater speed than the slowest member of his group, this might not lower the group’s progress.