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Old 02-19-2016, 02:44 PM   #2
Anaraxes
 
Join Date: Sep 2007
Default Re: [Action 2] Chases, Wipeouts, and Recovery

Quote:
Originally Posted by Gigermann View Post
I'm having trouble imagining what the difference looks like between a "Close Call" and "Wreck" in a foot chase
  • The quarry springs to the top of the fence and...
    - almost drops to the other side before realizing there's a pack of Dobermans there, so falls back on the original side
    - drops to the other side into a pack of Dobermans
  • The quarry leaps for the top of the fence but his foot slips...
    - sending him crashing to a stop into the fence
    - turning his leap into a headfirst slam into the metal fence post, dealing damage and knocking him out
  • The quarry starts to leap for the chain-link fence and...
    - realizes it's electrified so chooses to crash into the garbage next to it instead
    - neatly arrives spreadeagled in the middle of the electric fence, nimbly grabbing hold tight with both hands and feet.
  • The quarry ducks around a corner where there's an obligatory fruit cart and...
    - makes an Acrobatic roll to vault over the cart (taking an extra -3 to keep hold of an apple and causing the shop owner to run out and shake his fist, creating a Close Call for the pursuer on a critical success)
    - smashes into the cart, which collapses on top of him dribbling assorted fruit down to bounce off his head

Close Call is "Emergency Action or Stop, or suffer a wreck". 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.
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