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Page history last edited by Bruce Mason 13 years, 10 months ago

RuneQuest II:: House Rules::

An abstract system usable for any form of chasing. Use Athletics, Ride or Drive as appropriate. Chasing happens in Chase Rounds; the length of a round is undefined as it might be just a couple of seconds for a sprint through a city or significantly longer for horses racing each other. This builds upon the racing rules in Monster Colisuem. Unlike a race, the aim of a chase is to catch a front runner.


Movement Points: an abstract number. Each Chase Round, the participants may gain or lose Movement Points. Participants with the same number of Movement Points are adjacent to each other.


A chase may last for a set number of rounds, until the target has reached a set number of Movement Points or continue until either the target has escaped or been caught.


The chase is resolved in Chase Rounds of indeterminate length. Initiatve is rolled at the beginning of the chase.. Each participant gets 1 action per Chase Round. Generally in a chase there are two sides: the target and the pursuers. There may occasionally be groups of pursuers or multiple targets. 


Movement Class. Chases me feature participants with quite different speeds (e.g. horses and dwarves). To factor this in, each participant has a Movement Class based on its Movement rating minus its Armour Penalty.

MOV-Armour Penalty  Movement Class  Chase skill modifier
1-5m  -10%
6-10m  0
11-20m  +10%
21-30m  +20%
each +10m +1  +10%


A character's Movement Class represents how many Movement Points the participant gains each round after a successful Chase Skill roll and any modifier. If all participants have the same modifier then it can be ignored.



  1. Each side makes a chase skill test. Although not an opposed roll, the skills over 100% rule is used just like in combat. On a normal success gain a number of Movement Points equal to your Movement Class. On a failure gain 1 fewer than normal (this can be negative). On a critical gain 1 more than normal and get +20% to next chase skill test. On a Fumble gain 2 fewer and suffer -20% to next Chase skill test. 
  2. Eliminate any pursuer who is more than 10 Movement Points behind the target. 
  3. Compare results to see if one or more degrees of success were gained by any of the participants. This is identical to combat. e.g. if the pursuer succeeded and the target failed then the pursuer has 1 degree of success. For each degree of success, each participant who got a degree of success may choose 1 Chase Manoeuvre. These manoeuvres are resolved in initiative order.


Chase Manoeuvres

  • Burst of Speed (any). Gain +1 Movement Point. Gain 1 Level of Fatigue.
  • Short cut (target). Recipient must make a Perception test opposed by your original chase skill result. If the participant fails, it loses 1 Movement Point.
  • Throw obstacles (target only). Recipient must make an evade test opposed by your original chase skill result. If the recipient fails, it loses 1 Movement Point.
  • Innocent bystander (any). Recipient must make an Evade or Brawn test (their choice) opposed by your original chase skill result. If the recipient fails, it loses 1 Movement Point.
  • Use the scenery. (any). Foot races only. You may make an Acrobatics test. If successful you gain 1 Movement Point. 
  • Crazy Stunt (critical target only). Recipient must make a Chase skill test opposed by your original chase skill result. If the recipient fails, it crashes, trips or falls as appropriate, it loses 2 Movement points and takes a Serious Wound. expand
  • Leap or grab (adjacent recipient only). You may make an Athletics or Unarmed test to leap on or at the recipient. They may resist with an Evade test. 
  • Break Free (critical, target only). If the nearest pursuer is more than 5 Movement points away you escape from the chase.
  • Missile attack (any). You get a chance to shoot at someone 4 or fewer Movement Points away. Your attack is at -40% with an additional -10% for each point of Movement it is away. The target can choose to evade but will lose 1 Movement Point if they do so.
  • Force (adjacent only). You attempt to force the recipient into some sort of obstacle or even over a cliff edge. Pit your chase skill in a new test opposed by the recipient's chase skill. If you win, it loses 1 MP. If you win with 1 degree of success it loses 2 MPs. If you win with a critical degree of success the target is knocked out of the chase.
  • Relentless Pursuit (Critical, pursuer only). The recipient gains 1 level of Fatigue and next round their Movement Class is reduced by 1. 

Crashing, tripping & falling


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