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d100 Chase Complications

Psion

Adventurer
GlassJaw said:
Oh, did you want ideas for chases or just generic rules and stuff? :confused:

Well, it's a ll good, but:

Basically, I was looking for things I could throw into a chase event chart / matrix sort of thing. Rule to realize those are good.

Example:

Shortcut:
Chase type: Any ground (predator*)
Terrain: Any closed terrain (city, catacombs, woods)

Description: There is an opportunity to cut off the prey here. A back alley, a short cut, a path that bypasses an obstacle. Knowledgable characters know of it.

Rules: Allow both predator and prey a knowledge (local) check if familiar with the city. (Set by DM, or roll 15+1d20 or 15 + level.) IF the predator makes the check, they gain a 1d10 round lead on the prey, and can try to set up an ambush or intercept the prey. If the prey makes the check, they may realize that the predator has taken the shortcut and may take the opportunity to duck out of sight or prepare for the interception.

Edit: I see hot pursuit handles this actively (as a maneuver). That works; if you wanted to introduce this randomly and are using the Hot Pursuit rules, I would rephrase this as:

Pursuer may make a knowledge: local check (DC as above). If successful, they receive +5 on the "Head 'em off check if taken in the next round.
 
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Warehouse23

First Post
Leap-frogging with GlassJaw:

Obstacle: Train top
Chase Type: Transitional (foot-train, horse-train, car-train, aerial-train)
Description: The prey has leapt aboard a speeding train/monorail/lightning-rail and is racing towards the engine!
Rules: Either a jump or climb check to get aboard (depending on how the predator is boarding the train, and the availability of hand-holds, ladders, etc.)
Hazards: (By car)

* Sloped roof (Passenger cars, tanker cars): Any time a damaging attack affects a PC or NPC, they must make a DC5 balance check to remain atop the car (modifiers for wet surfaces, speed, turns, etc.)

* Dangerous Cargo (Box cars): Something or someone inside the train is VERY upset. The creature (GM's discretion) makes a blind attack up through the train car roof surface at a random square once per round (think Indiana Jones and the Last Crusade). Creatures can be animals, gun-toting locos, etc.

* Coal Dust (Coal/Fuel car): There's a lot of something volitile in this car. Fire, flame, or energy based attacks have the risk of starting a conflagration dealing 6d6 damage to everyone in/on the car whenever one of these attacks misses its intended target (GM sets the chances)

* Tunnel! (Any car): The train is entering a tunnel! Duck! Anyone on the train top surface must make a DC15 reflex save or suffer 4d6 bludgeoning damage and appropriate fall damage as they are forced off of the train top.

* Coal chute (any car): A swinging object such as a coal chute, mail-bag-dropper, or water hose is hanging over the path of the train. Anyone succeeding in a melee touch attack against the object (AC10) can immediately swing around to a position further back along the train surface. The distance travelled is twice the length of the object's arm (10' and 15' arms are common). A DC15 tumble check, DC10 jump check, or DC20 balance check is required to land safely.

* So long, suckers! (any car): Jumping down between cars (DC10 jump or DC10 tumble), a character can attempt to seperate two cars. This requires a DC15 strength check for mechanically linked cars (e.g., linked with a pin), or an appropraite knowledge/electronics/etc. test for more sophisticated links. An unlinked car will fall short of the train at a rate of 10' per turn.

Um. Yee-haw.
 

fafhrd

First Post
Type: Footchase

Location: Urban

Description:
Pigeon SWARM
Tiny Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 30 ft. (average)
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: -1/-
Attack: -
Full Attack: -
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: half damage from slashing and
piercing, low-light vision, swarm traits
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 1, Dex 10, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +6
Feats: Alertness, Lightning Reflexes
Environment: Urban
Organization: Solitary, flight (2–4 swarms)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
Amidst the mighty works of man, a vicious foe coos, awaiting the day of reckoning.
COMBAT
A pigeon swarm forms when ordinary pigeons are frightened by loud noise or quick movement. If approached at faster than a walk, any sufficient number of pigeons will form a swarm. A pigeon swarm does no damage and dissipates 1d4 rounds after forming.
Feathered Distraction (Ex): Any living creature sharing the same space as a pigeon swarm must succeed on a DC 11 Fortitude save on its turn or be
nauseated for 1 round. The save DC is Constitution-based.
 


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