Characters do not normally need a Task Roll to go anywhere they can walk. The following difficulties only apply to someone chasing or fleeing through the terrain in question:
- Routine [0 DD] Athletic fields, tracks.
- Easy [+1DD] Clear areas; parking lots, empty roads, parks and yards.
- Medium [+2DD] Clear fields, town or village streets and sidewalks; barnyards, beaches.
- Hard [+3DD] Meadows and fields; inside of large buildings (empty warehouses, shopping malls); streets and sidewalks of large towns or small cities.
- Very Hard [+4DD] Scrub country or light woods; city streets or sidewalks; default for inside public buildings;
- Extremely Hard [+5DD]: Thick woods; marshlands; crowded urban areas; construction sites.
- Brutal [+6DD]: Jungles; caves; destroyed buildings and related wreckage.
Naturally occurring terrain tops out at Brutal BUT there are a number of other situational modifiers that may be applicable:
- Flowing water: +1 to +6 DD depending on rate of flow. Past +6DD humans are forced to swim, whether they want to or not.
- Stairs: +1DD
- Window or non-standard door +1DD
- Ladder +2DD
- Snow or mud +1 to +3 DD depending on thickness
- Steep Terrain: +1 to +6DD. Past +6DD humans are forced to outright climb the surface, which will reduce speed accordingly.
Remember: in a chase sequence, the actual DD is the above times the Pace.