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All Rules in Pursuit

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The Core Mechanic

Source Ultimate Intrigue pg. 142
In a pursuit, each group travels along a series of terrain tiles. Each group must complete a certain amount of progress to complete a tile and move on. This amount is listed in the terrain tile for that type of terrain. One terrain tile is roughly 12 miles across (see Terrain Tiles for more information).

The quarries always start out ahead of the pursuers by an amount established by the GM. In a direct pursuit, if the pursuers ever share the same terrain tile with the quarries and have made an equal or greater amount of progress on that tile, they have caught up to the quarries. In a race, whoever reaches the destination tile first wins the race, and the groups can continue with their goals from there.

Personal Progress: To determine the amount of progress that each group makes during a 1-hour pursuit phase, first calculate the progress each party member could potentially make. This is roughly based on the number of miles the character could travel per hour when using overland movement if the tile were devoid of obstacles and rough terrain. Each party member’s personal progress is equal to her base land speed divided by 10 (typically 3 for a human or 2 for a dwarf, for instance). Temporary effects that boost movement speed count only if they last for the entire 1-hour pursuit phase (like longstrider or overland flight, but not fly).

Group Progress: The group’s progress is equal to the lowest personal progress in the party. Tactics and advantages, as explained later, can give characters ways to improve the speed of the whole group.