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Catch Those Apes!
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<blockquote data-quote="Wik" data-source="post: 5068044" data-attributes="member: 40177"><p>Cool idea! I think it could also be fun to have some cards players can put into action that let their allies do better (getting back into the race, as opposed to putting them in the lead) and maybe things that will slow the enemies down. And have each player get an extra card at the beginning, so they have some choice in what they play - to avoid the feeing it's just a bunch of "roll dice in reaction to cards". </p><p></p><p>A "we're going to have to jump!" card would be nice, to get PCs to clear a large distance.</p><p></p><p>"Hey, I know this part of town!" Make a DC X Streetwise check. If you succeed, you know this part of town really well, and know some of the ins and outs that might get you ahead.. Draw two cards, and choose one, playing it immediately. If you fail the streetwise check, you don't know the town as well as you thought, and lose X chase increments as you wonder where to go next.</p><p></p><p>"Follow 'em on the ground". You jump to the ground, falling 20 feet - which can be lessened by an acrobatics check if you are trained. You follow the chase on the ground - you gain 1d3 chase increments per turn, but when you want to get on the rooftops again, you must make an Athletics DC X check - if you fail, you go back two chase increments, and even if you succeed, you go back one. </p><p></p><p>"Damn Chimney Sweep" You frighten a chimney sweeping boy, who is angered and chases after you, yelling. Each turn, you go back one chase increment, unless you succeed on a DC x Diplomacy, Intimidate, or Bluff check - two successful checks are necessary to scare the boy off. You draw cards as normal while being chased by the boy.</p></blockquote><p></p>
[QUOTE="Wik, post: 5068044, member: 40177"] Cool idea! I think it could also be fun to have some cards players can put into action that let their allies do better (getting back into the race, as opposed to putting them in the lead) and maybe things that will slow the enemies down. And have each player get an extra card at the beginning, so they have some choice in what they play - to avoid the feeing it's just a bunch of "roll dice in reaction to cards". A "we're going to have to jump!" card would be nice, to get PCs to clear a large distance. "Hey, I know this part of town!" Make a DC X Streetwise check. If you succeed, you know this part of town really well, and know some of the ins and outs that might get you ahead.. Draw two cards, and choose one, playing it immediately. If you fail the streetwise check, you don't know the town as well as you thought, and lose X chase increments as you wonder where to go next. "Follow 'em on the ground". You jump to the ground, falling 20 feet - which can be lessened by an acrobatics check if you are trained. You follow the chase on the ground - you gain 1d3 chase increments per turn, but when you want to get on the rooftops again, you must make an Athletics DC X check - if you fail, you go back two chase increments, and even if you succeed, you go back one. "Damn Chimney Sweep" You frighten a chimney sweeping boy, who is angered and chases after you, yelling. Each turn, you go back one chase increment, unless you succeed on a DC x Diplomacy, Intimidate, or Bluff check - two successful checks are necessary to scare the boy off. You draw cards as normal while being chased by the boy. [/QUOTE]
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