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Sell Me On A Chase Mechanic
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5913537" data-attributes="member: 1165"><p>Been too long since I've used it, and I lost my cards, but...</p><p></p><p>In Spycraft, it does not use a map. Real handy, compared to Modern, where map sizes with driving are huge. Each turn the drivers gets a maneuver, and I think the person who wins initiative puts down their maneuver <em>second</em>.</p><p></p><p>A simple one might be "Red Line" where you just try to drive faster. Another might be "zig zag", which makes it more difficult for someone to hit you. A more complicated might be "clip-driving", where you drive through clutter (such as gravestones in a graveyard).</p><p></p><p>Each maneuver has a modifier against another maneuver (much like old-style psionic combat). Fortunately, the rules are much simpler. Going second (so winning initiative) gives an obvious benefit here. I don't recall if you roll initiative once or every round in Spycraft (I never used it, generally preferring Modern).</p><p></p><p>One driver would be the "predator" and one the "prey". They start a certain number of narrative spaces apart (I think it's 2d6). If the prey gets far enough away from the predator (I think it's 20 or 30), they escape. Needless to say, winning or losing maneuvers changes how far apart the drivers are narratively.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5913537, member: 1165"] Been too long since I've used it, and I lost my cards, but... In Spycraft, it does not use a map. Real handy, compared to Modern, where map sizes with driving are huge. Each turn the drivers gets a maneuver, and I think the person who wins initiative puts down their maneuver [i]second[/i]. A simple one might be "Red Line" where you just try to drive faster. Another might be "zig zag", which makes it more difficult for someone to hit you. A more complicated might be "clip-driving", where you drive through clutter (such as gravestones in a graveyard). Each maneuver has a modifier against another maneuver (much like old-style psionic combat). Fortunately, the rules are much simpler. Going second (so winning initiative) gives an obvious benefit here. I don't recall if you roll initiative once or every round in Spycraft (I never used it, generally preferring Modern). One driver would be the "predator" and one the "prey". They start a certain number of narrative spaces apart (I think it's 2d6). If the prey gets far enough away from the predator (I think it's 20 or 30), they escape. Needless to say, winning or losing maneuvers changes how far apart the drivers are narratively. [/QUOTE]
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