Chase Rules

So if you know me at all you know I can never resist adding chase rules to any game system I touch. So as I'm prepping the DINO-PIRATES OF NINJA ISLAND Fate game, one of the first things I'm looking at are chase rules.

I like the suggestion in the Fate System Toolkit, but it lacks one element of chases I really like: where different members of the pursuing party are at different ranges from the target. So one character can get knocked out of the chase, but their team-mates carry on. So here's my version:

Think of a chase as a special sort of situation, full of zones, except in a chase the zones represent how far apart the parties are. A standard chase would have zones like the following:

Right on Top of You (closest, in range of Fight attacks)
Breathing Down Your Neck
In My Sights (in range of Shoot attacks)
Pulling Away
Room to Breathe
Out of Sight (furthest, cannot take Overcome actions to improve position (see below))

Each pursuer starts the chase in one zone or another, depending on how close they were to the target when the chase starts. The target is in the Right on Top of You zone, and cannot be moved. Note that a given chase can have multiple pursuers, but only one target -- if the target is a group and splits up, now you've got multiple chases, and good luck with that.

Pursuers use Overcome actions to try and move to a closer zone. Targets use Overcome actions to force pursuers into more distant zones. Attack actions usually suffer a -2 penalty due to the In A Chase aspect. Results on Overcome actions are interpreted as follows:

Fail: your opponent can either create a boost against you, or move you one zone (if you're the target they cannot move you and thus must choose the boost)
Tie: you may move yourself (if you are a pursuer) or one opponent (if you are the target) one zone, but in that case your opponent gets a +1 on their next roll
Success: move yourself or one opponent one zone
Success with Style: move yourself or an opponent two zones, or move two opponents one zone each, or move yourself or an opponent one zone and gain a boost against your opponent

Part of the GM's job is to keep the chase unpredictable, and so every round the GM rolls to see if any unexpected obstacles pop up. This is an unmodified dice roll. If the result is +1 or better the GM places a new Aspect on the chase to represent the sudden obstacle. In most cases this Aspect will only remain for a single round. The GM is granted a free invoke on this Aspect for every shift on the roll that created it.

That's the idea. I haven't tested this out yet, just thought I'd throw it to the group and see if there any obvious holes in it. What do you think?
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