Edmond leaps across to the next building, landing clear of the edge. Chimney stacks, potted plants, stacks of wood and low lines impede his path. He ducks through them as best he can, catching his polearm occasionally. Looking ahead, Trinia still has a good lead on him.
Majenko soars over this with Dj'hân in his hat when suddenly there is a loud popping sound from around the pseudodragon.
"Hey hey, looks like a bit of fun clutchmates," says a spiteful voice. "Wanna play, lizard?"
Imps! says Majenko. Three of the buggers!.
Manachan sets off on the ground, dodging down narrow alleyways and past people in the street. Brindom reaches the front door of the apartment block. Some distance down the street he spots a squad of Hellknights.
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Well, not sure about the system myself but I think it'll work. If you end up in the same space as Trinia you can act in whatever combat fashion you like. You can elsewhere as well. Roughly, each space between you and her counts as about 30 ft. of range.
Yes, you could try to cut her off. You would probably need to get level with her to do so, but you'd probably also need four of you up there to cover all directions. Finer details would be resolved via combat rules.
Diplomacy is certainly possible, if you can get her to listen.
Harrow points: The book omits any mention for the chase mechanic, but I'm happy to allow spending one point to boost yourself one space. You can also use them to reroll any Dex check, which might be useful here.
However, you can use them to boost your speed "for one encounter". I'd be happy to let the chase count as "one encounter", and in this case an extra +10 ft. of speed counts as +2 to all checks made. In other words, spend one Harrow point, gain +2 to all checks until Trinia is caught, killed or escapes.
I've assumed that Edmond has done this. Manachan and Brindom have 1 Harrow Point each, I think Dj'hân still has two and Edmond will have spent his last one.
Good point about Acrobatics, although some things can affect specific uses so I'll keep with the old 3.5 names for now.
Edmond's checks - Jump total =16, success, Tumble total = 7, fail.
Current Initiative order and relative positions:
Brindom, position 0 (ground)
Edmond, position 2
Trinia, position 5
Dj'hân, position 4
Manachan, position 1 (ground)
Majenko, sort of position 4
Skills Checks for position 2: Spot DC 15, Escape Artist DC 15
Skills Checks for position 4: Balance DC 15, Tumble DC 20
Skill Checks for ground: Spot DC 15, Tumble DC 10 (avoids crowds) or Strength DC 12 (pushes through crowds)
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