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Old 02-20-2016, 11:27 AM   #3
Gigermann
 
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Join Date: Jul 2009
Location: Oklahoma City
Default Re: [Action 2] Chases, Wipeouts, and Recovery

Quote:
Originally Posted by Anaraxes View Post
Wreck is "an instant Stop and is out of the chase. Worse, that participant collides with something, taking thrust damage..." So, anything that makes you stop fleeing (unless you do something dramatic just to avoid stopping) versus anything that not only makes you stop with no chance of avoiding it, but also hurts.
Looks like I overlooked that part—probably because, at the time I was running the situation, the "wreck" didn't happen.

So, with a Stunt, the results of significant failure have to "end the Chase" (intentionally, or as a result of a "wreck"). In the example, the Quarry could break a leg jumping the fence, so it qualifies. Easy enough.

So it's back to Emergency Action: what does it look like here? He jumps the fence, but the Stunt fails, resulting in a "Close Call." Mechanically, on the next round, he must avoid a Chase-stopping collision/injury/etc. ("wreck") by either ending the Chase intentionally or accepting a delay (-5 to the Chase roll)—there's no Trait-check associated here, and no choice other than "keep going or stop." If the result of his failure is that he got caught up on the fence, and he had to take the next round to untangle his foot, this makes sense—he's not really going anywhere this round, so there's nothing else to do—but then where's the "wreck" if he doesn't stop?

It feels like one of those weird breakpoint issues, like having to wait a round after a grapple to do a Judo Throw. Maybe you just have to play it out and ignore the visuals and the terminology until after the mechanical results are determined.
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