Chases:Fate

While a simple contest might work for Chases in other Fate games, they are a staple of pulp gaming and deserve some special attention.

Zones

A chase is just a linear map of zones. Nothing special there.

Range Modifiers: The GM sets a range modifier per zone if you're trying to shoot, generally +1 per zone. This reflects both distance, intervening cover, and the ability to participants to stay in sight of each other.

Initiative & Actions

Initiative in a chase is determined based on the skill being used.

During a chase, you can attempt to move (if you want) and take some other action as normal. You can do all the normal Fate stuff as well: Create Advantages, Attack, Assist, etc.

Moving in A Chase

Moving in a chase is an Overcome action. You always move at least 1 zone. On a success, you move 2 zones and with style you move 3 zones. Like a normal Overcome, you can take a consequence to succeed.

Target Number: The target number for the overcomes is generally a 2. If there are slight differences in speed/handling of the chasers, the target number could be +1 or -1 (a chase with a motorcycle, a car, and a panel van might have target numbers of 1, 2, and 3 respectively). For a big difference in speed, there might be a +2 penalty (on foot in car chase) or it just might be impossible and you're out of the chase.

Complications: Some chases might have special complications. These are generally a free Overcome action you do first on your turn. If you fail, you don't move this turn. On a success, you take your turn as normal. With style, take your turn with +2 to your movement (doesn't stack with move only).

Sprint: The Overcome action to move is a free action. If you opt to only move during the chase, you get a +2 to the Overcome roll.

Special Stuff

A couple special things:

Vehicle Damage: Vehicles get stress and consequences like a character. If a vehicle takes a consequence, all occupants in the vehicle are attacked at a target number equal to the consequence (2, 4, 6) and can defend with Physique.

Vehicle Attacks: You can ram with a vehicle to attack another vehicle with opposed driving checks if the vehicles are in the same zone. Attacking vehicle takes half the damage the target takes.

Hide: If the people chasing you are at least 5 zones back and there is cover, you can attempt to hide from them to escape the chase. Make an opposed Stealth Vs Notice On a success, you have successfully hidden and have escaped the chase. You'll have to meet up with the rest of your group later.

Dog Fights

--- This worked OK, but I'm wondering if it is needed at all. Couldn't it just be run as a zone-less combat? If you want to get Advantage - On His 6, Hiding In the Clouds - you could just do that as Create Advantage. No special rules needed. Overcomes to get rid of those aspects as well. ----

The rules above assume one group chasing another. For a dog fight we do things a little different:

The zones are not distance between groups, but rather represent Advantage over an opponent. Generally, there are 5 advantage zones and everyone starts in the middle.

On your turn, make an Overcome Piloting roll as a free action. On failure, you stay in your zone. On a success, you move up one zone and with style you move up 2. If you're in the top zone, rather than move up you can move 1 target down the amount you were supposed to go up. You can take a +2 to this roll if you take no other action.

When attacking, a unit in a LOWER zone takes a -1 for each zone between it and the target. A unit in a higher zone gets no bonus shooting at someone in a lower zone.