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Phoenix1

Phoenix1

Race Rules Take Two!

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%20on%20their%20next%20turn.%20%20Alternately%2C%20you%20can%20forego%20the%20skill%20penalty%20to%20use%20the%20action%20to%20contribute%20to%20an%20escape.
For this player turn, since Vlad only took a regular move and standard action, we're still in normal combat rules. Vlad will be taking race actions starting on his next turn, at which time we'll be in race rules.

Since you're chasing Vlad he sets the pace; having vastly superior speed isn't really practically useful since you don't actually want to overshoot him. For each rank of effective Speed you have below his, you take -5 to Mobility for all chase-related purposes. Failing to double-move in a turn your opponent does is equivalent to -1 Speed. However, if your effective Speed is superior to his, you can keep up with move actions alone, so you can spend your standard action on attacks or whatever (taking race actions still uses a standard action though, so you can't do both without Extra Effort).

This is a running battle. You win by retrieving Jack, with bonus points if you can capture Vlad outright. Vlad will drop Jack and start prioritizing his own escape (including using superior movement powers) if his armor track is defeated. You lose if Vlad escapes with Jack, which he can do by earning five total degrees of success on race actions that contribute to his escape.

Characters can be leading or following. Vlad starts out leading. In a chase, leading doesn't strictly mean you're ahead, but it means you're the one kinda controlling the direction of the chase (so when Vlad's leading he goes where he wants and you guys have to keep up, when you're leading you're able to keep him moving in more-or-less the direction you want).

By default, characters spend their move action each round moving, and their standard action each round taking a race action.

Intentional Defense penalties also apply to any DCs you set against race actions. The Charge action is unavailable during a race.

Since Rhys is carrying Lapis and Anya, he's the only one who can take race actions and whose Mobility or Stealth will be considered for DCs. Lapis and Anya's Perception skills can still be considered. Being carried around at super-high speeds is not an especially convenient way to engage in a running battle. If you want to take a standard action, you have to spend a move action steadying yourself and make a Mobility check, DC 10 + 5 per effective Speed rank that the chase's speed is higher than your own effective Speed (everyone here can auto-pass Mobility to Increase Speed, so for practical purposes that's a 5). You may substitute Quickness for Speed for this purpose. You can do this as a free action by halving your Mobility rank. If you fail the check you are Impaired+Vulnerable until the start of your next turn. If Rhys has already acted and taken a non-race standard action, it becomes Disabled+Defenseless if you fail, Impaired+Vulnerable if you succeed, and fine if you succeed by three degrees. If either of you has failed such a check before Rhys acts for the round, then he is Impaired+Vulnerable for the round if he takes a non-race standard action, or Disabled+Defenseless if both of you have failed.

Racers can take the following race actions, depending on if they are currently leading or following. All of these let you move your speed in addition to the listed effects.

Race Defensively (Following): You race less aggressively, trying to stay close and avoid potential tricks and hazards. Roll a Mobility check, DC 10 + the opposing racer's Mobility. If you succeed, you benefit from the Defend action this round, and any degrees of success on the opponent's next race action are halved, rounded up. Carried allies also get +5 on their stabilization checks.

Race Offensively (Leading): You race in a manner that is potentially hazardous to follow, or harry your quarrey into blundering into hazards - you can make up a terrain feature or hazard that you lure the other racer through. Roll a Mobility check, DC 10 + the opposing racer's Mobility. If you succeed, they are attacked by the hazard. The hazard has an attack and effect bonus of twice the chase's effective Speed, dealing Damage on a hit. For each degree of success you can either add an extra or a Linked attack effect appropriate to the hazard described to the hazard attack. Hazards must be appropriate to the terrain the race is taking part in. This action can contribute to an escape.

Gambit (Either): If you have a creative idea for something you can do try it and I'll see if I can figure out a resolution for it!

Ghost (Leading): You race past or through some optical barrier to cause your opponent to briefly lose track of you. Roll a Stealth check, DC 10 + the other racer's Perception skill. You receive a +5 circumstance bonus if you have Concealment from all of the other driver's Ranged Accurate senses, or +10 if you have Concealment from all of their Ranged senses. If you succeed then you get Total Concealment for one round. This action can contribute to an escape.

Jockey (Following): You stay close and jockey for position. Roll a Mobility check, DC 10 + the other racer's Mobility skill. If you succeed, then if the other driver fails a check for their next standard action, then you take the lead and treat it as if you had made a successful Drive Offensively attempt against them. If they don't fail their next check you can still parley your superior position into a +5 to your next Pass action.

Outmaneuver (Leading): You focus on maintaining your lead. Roll a Mobility check, DC 10 + the other racer's Mobility skill. If you succeed, the other racer takes a stacking -1 penalty on their Mobility skill per degree of success until the next time they take the lead to represent your increasing control of the race. This action can contribute to an escape.

Pass (Following): You attempt to pass or harry the other racer to retake the lead. Roll a Mobility check, DC 10 + the other racer's Mobility skill. If you succeed, you take the lead. This action can contribute to an escape, but at half the normal degree of success (rounded down).

Scan (Either): You scan ahead to try to notice any hazards or opportunities that might be coming up. Roll a Perception check, DC 25. You get a +2 circumstance bonus on your next skill check for a race action per degree of success. This bonus degrades at the rate of -2 per round (at the end of your turn, but starting with your next turn after making it) as the race will take you past potential hazards you've spotted, and expires entirely once it is used. Multiple Scan actions stack. If you are in the lead when you Scan, a success can also contribute to an escape, but at half the normal degree of success (rounded up).

Shadow (Following): You maneuver to in a way that makes it hard to keep track of you while maintaining a lead. Roll a Stealth check, DC 10 + the other racer's Perception skill. You receive a +5 circumstance bonus if you have Concealment from all of the other driver's Ranged Accurate senses, or +10 if you have Concealment from all of their Ranged senses. If you succeed then the other driver takes a -5 penalty per degree of success on any skill checks made against you on their next turn. Alternately, you can forego the skill penalty to use the action to contribute to an escape.

 

Phoenix1

Phoenix1

Race Rules Take Two!

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20on%20their%20next%20turn.%20%20Alternately%2C%20you%20can%20forego%20the%20skill%20penalty%20to%20use%20the%20action%20to%20contribute%20to%20an%20escape.
For this player turn, since Vlad only took a regular move and standard action, we're still in normal combat rules. Vlad will be taking race actions starting on his next turn, at which time we'll be in race rules.

Since you're chasing Vlad he sets the pace; having vastly superior speed isn't really practically useful since you don't actually want to overshoot him. For each rank of effective Speed you have below his, you take -5 to Mobility for all chase-related purposes. Failing to double-move in a turn your opponent does is equivalent to -1 Speed. However, if your effective Speed is superior to his, you can keep up with move actions alone, so you can spend your standard action on attacks or whatever (taking race actions still uses a standard action though, so you can't do both without Extra Effort).

This is a running battle. You win by retrieving Jack, with bonus points if you can capture Vlad outright. Vlad will drop Jack and start prioritizing his own escape (including using superior movement powers) if his armor track is defeated. You lose if Vlad escapes with Jack, which he can do by earning five total degrees of success on race actions that contribute to his escape.

Characters can be leading or following. Vlad starts out leading. In a chase, leading doesn't strictly mean you're ahead, but it means you're the one kinda controlling the direction of the chase (so when Vlad's leading he goes where he wants and you guys have to keep up, when you're leading you're able to keep him moving in more-or-less the direction you want).

By default, characters spend their move action each round moving, and their standard action each round taking a race action.

All Out Attack's penalty also applies to any DCs you set against race actions. The Charge action is unavailable during a race.

Since Rhys is carrying Lapis and Anya, he's the only one who can take race actions and whose Mobility or Stealth will be considered for DCs. Lapis and Anya's Perception skills can still be considered. Being carried around at super-high speeds is not an especially convenient way to engage in a running battle. If you want to take a standard action, you have to spend a move action steadying yourself and make a Mobility check, DC 10 + 5 per effective Speed rank that the chase's speed is higher than your own effective Speed (everyone here can auto-pass Mobility to Increase Speed, so for practical purposes that's a 5). You may substitute Quickness for Speed for this purpose. You can do this as a free action by halving your Mobility rank. If you fail the check you are Impaired+Vulnerable until the start of your next turn. If Rhys has already acted and taken a non-race standard action, it becomes Disabled+Defenseless if you fail, Impaired+Vulnerable if you succeed, and fine if you succeed by three degrees. If either of you has failed such a check before Rhys acts for the round, then he is Impaired+Vulnerable for the round if he takes a non-race standard action, or Disabled+Defenseless if both of you have failed.

Racers can take the following race actions, depending on if they are currently leading or following. All of these let you move your speed in addition to the listed effects.

Race Defensively (Following): You race less aggressively, trying to stay close and avoid potential tricks and hazards. Roll a Mobility check, DC 10 + the opposing racer's Mobility. If you succeed, you benefit from the Defend action this round, and any degrees of success on the opponent's next race action are halved, rounded up. Carried allies also get +5 on their stabilization checks.

Race Offensively (Leading): You race in a manner that is potentially hazardous to follow, or harry your quarrey into blundering into hazards - you can make up a terrain feature or hazard that you lure the other racer through. Roll a Mobility check, DC 10 + the opposing racer's Mobility. If you succeed, they are attacked by the hazard. The hazard has an attack and effect bonus of twice the chase's effective Speed, dealing Damage on a hit. For each degree of success you can either add an extra or a Linked attack effect appropriate to the hazard described to the hazard attack. Hazards must be appropriate to the terrain the race is taking part in. This action can contribute to an escape.

Gambit (Either): If you have a creative idea for something you can do try it and I'll see if I can figure out a resolution for it!

Ghost (Leading): You race past or through some optical barrier to cause your opponent to briefly lose track of you. Roll a Stealth check, DC 10 + the other racer's Perception skill. You receive a +5 circumstance bonus if you have Concealment from all of the other driver's Ranged Accurate senses, or +10 if you have Concealment from all of their Ranged senses. If you succeed then you get Total Concealment for one round. This action can contribute to an escape.

Jockey (Following): You stay close and jockey for position. Roll a Mobility check, DC 10 + the other racer's Mobility skill. If you succeed, then if the other driver fails a check for their next standard action, then you take the lead and treat it as if you had made a successful Drive Offensively attempt against them. If they don't fail their next check you can still parley your superior position into a +5 to your next Pass action.

Outmaneuver (Leading): You focus on maintaining your lead. Roll a Mobility check, DC 10 + the other racer's Mobility skill. If you succeed, the other racer takes a stacking -1 penalty on their Mobility skill per degree of success until the next time they take the lead to represent your increasing control of the race. This action can contribute to an escape.

Pass (Following): You attempt to pass or harry the other racer to retake the lead. Roll a Mobility check, DC 10 + the other racer's Mobility skill. If you succeed, you take the lead. This action can contribute to an escape, but at half the normal degree of success (rounded down).

Scan (Either): You scan ahead to try to notice any hazards or opportunities that might be coming up. Roll a Perception check, DC 25. You get a +2 circumstance bonus on your next skill check for a race action per degree of success. This bonus degrades at the rate of -2 per round (at the end of your turn, but starting with your next turn after making it) as the race will take you past potential hazards you've spotted, and expires entirely once it is used. Multiple Scan actions stack. If you are in the lead when you Scan, a success can also contribute to an escape, but at half the normal degree of success (rounded up).

Shadow (Following): You maneuver to in a way that makes it hard to keep track of you while maintaining a lead. Roll a Stealth check, DC 10 + the other racer's Perception skill. You receive a +5 circumstance bonus if you have Concealment from all of the other driver's Ranged Accurate senses, or +10 if you have Concealment from all of their Ranged senses. If you succeed then the other driver takes a -5 penalty per degree of success on any skill checks made against you on their next turn. Alternately, you can forego the skill penalty to use the action to contribute to an escape.

 

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