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mllaneza

Cut to the chase

Jul 21st, 2013
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  1. Cut to the Chase
  2.  
  3. When you are chasing or being chased, the GM will set up a countdown clock. The clock will count up or down depending on if you're closing or opening the gap, and may tick on its own if the relative performance of the participants indicates a natural advantage. During the chase, when you try and open or close the gap, roll
  4. +hard if you rely on force or bulling through obstacles.
  5. +sharp if you try and find a shortcut or think your way to an advantage.
  6. +cool if you try a daring stunt.
  7. +charm if there's a way personalities can help.
  8. +tech if you try and get your vehicle to exceed its normal performance.
  9. +psi if your mental abilities can help you.
  10.  
  11. On a 10+ tick the clock one mark in the direction of your choice and choose 1. On a 7-9 choose 1. On a miss, you probably tick one in the wrong direction and suffer a move of the GMs choice.
  12. * Find or make an advantage, +1 forward during the chase.
  13. * Introduce a new element to the chase.
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