Pursuit
In a lot of cases, there is no need to roll a pursuit. If one person (or group) is substantially faster than the others, the faster party wins either catching or evading the other party. If both parties are roughly the same speed or there are a number of obstacles that can hinder both parties unequally, opposed rolls can be made.
Pursuit is an extended action in which case each participant rolls Dexterity + Athletics if on foot, or Wits + Ride if mounted. The difficulty is usually between 4 and 6 depending on how rugged the ground is. The initial distance between the two parties is the distant the pursuer needs to beat on an extended roll. Each success represents two yards for a foot chase or ten yards for a mounted chase.
Gnomes and other characters with short legs get a +1 penalty on pursuit rolls on foot. This stacks with any modifiers to Dexterity. Goblins get a bonus on a Dexterity rolls and a penalty to pursuit, so it balances out. The average goblin is as swift as the average human.
Most people involved in both ends of the pursuit will eventually tire out. After making a number of pursuit rolls equal to double their Stamina rating, the difficulty of future pursuit rolls goes up a by +1. This is cumulative if the chase goes on a very long time.
If the pursuer closes the distance, he may take an action to try to end the chase. If the pursued gains or maintain a distance, the chase continues. At the game master’s discretion, the pursuer may have to roll Perception to maintain sight of her quarry. The difficulty for this roll is usually 4 to 6 depending on circumstances. A failure indicates the quarry has eluded her pursuer. A botch indicates the pursuer starts chasing the wrong target or worse.
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