Extended Conflicts - Chases

Extended conflicts are already in the system. They are similar to contested events, but you are going to eventually both reach the goal. A good example is a foot race.

So for a race:
-Each round is an athletics test. If player 1 rolls a 10, and player 2 rolls a 7, then player 1 is wins the roll by 3 units, which is only 1 degree of success. So he pulls ahead by 1 unit.

-If the following round, player 1 rolls a 15, and player 2 rolls a 4. Player 1 has won the roll by 3 degrees of success, putting him ahead by 4 units.

Eventually both of these players will cross the finish line, but it is for the GM to determine how far they are running (perhaps they run a base of 5 units per round + their degrees of success.)

For a chase:
-Player 2 may be trying to catch Player 1 in the above example.
-If Player 1 gets more than 10 units ahead, he has successfully escaped.
-After determining how far apart they are at the start of the chase, the GM can see how many degrees of success Player 2 needs in order to catch Player 1.

Example: If round 1 of the chase starts with Armando 3 units ahead of Conner who is chasing him, they both make their rolls and Armando wins by 1 degree of success. This puts them 4 units apart. In round 2, Conner makes up ground and wins by 3 degrees of success. This puts them only 1 unit apart. In round 3, Conner wins by 2 degrees of success which shows he has successfully caught Armando and an event has occurred. GM can determine how much freedom they will allow their players when taking this action. Perhaps the player tackles him to the ground, or maybe he has pushed him into a roadside cart, spilling apples and pumpkins all over the path. Either way, he has been caught and can’t resume his attempt to escape until another opportunity presents itself.

Extended Conflicts - Chases

Sons of the Citadel Fuz