An Example Chase
Round 1
The players and Lizard people elect to make standard chase actions in round 1.
Navigation phase 1
On the obstacle table (see charts following this example) a 15 is rolled indicating an unbreathable gas pocket has been encountered.
The players will need to hold their breaths to get through this obstacle. This is a new skill, one they haven’t been called upon to employ before, so they only have +1 in it.
Jake rolls a 10 +1 (holding breath) = 11 fail.
Dr Herbivore rolls a 19 +1 (holding breath) = 20 success.
Malefice rolls a 13 +1 (holding breath) = 14 success.
The Blue Wren rolls a 5 +1(holding breath) = 6 fail.
Dr Herbivore and Malefice both advance one increment each. The others maintain their position on the chart (being unable to progress as quickly through the gas) and take 1 wound each.
The pursuing lizard people roll 11 +2 (skilled) = 14 success. They also advance one increment.
Action Phase 2
Dr Periodical and Gerald may act in this round. They target their pursuers with their weapons and fire upon them using their shoot skills of +2 and +2 respectively.
Dr Periodical rolls 10 +2 (for shoot) -1 (for firing on the run) = 11 miss.
Malefice rolls 14 +2 (for shoot) -1 (for firing on the run) = 15 hit. She rolls a 2 on 1d6 doing normal damage of 3 points.
The lizards HP pool is reduced to 31 as one of their number goes down.
The lizards elect to make a single attack and target Nick (determined by the GM) attempting to club him in melee range.
They roll a 3 +2 (-1 for fighting on the run) = 4 miss.
End of phase 2
Navigation phase 3
On the obstacle table a 17 is rolled indicating that a flock of bats is disturbed.
The players elect to use their dodge skill to avoid the bats.
Jake rolls 11 +1 (dodge) = 12 success.
Dr Herbivore rolls 10 +1 (dodge) = 11 fail.
Malefice rolls 15 +1 (dodge) = 16 success.
The Blue Wren rolls 13 +1 (dodge) = 14 success.
Each of the players except Dr Herbivore advances 1 increment.
The pursuing lizard people roll 9 +2 (skilled) = 11 fail. And remain where they are.
Action Phase 4
Jake, Malefice, and The Blue Wren are at range and shoot at the lizard folk.
Jake rolls 7 +4 (shoot) -1 (for firing on the run) = 10 miss.
Malefice tries to add an obstacle to her opponents by firing at the ceiling to cause a rockfall and rolls 10 +2 (shoot) -1 (for firing on the run) = 11 miss.
The Blue Wren rolls 9 +2 (shoot) -1 (for firing on the run) = 10 miss.
The lizard people are unable to act this round.
End of phase 4
Round 2
The players elect to engage in standard actions while the Lizard people decide it is time to be a little reckless.
Navigation phase 1
On the obstacle table a 12 is rolled indicating that the players must climb a cliff ahead of them.
The players elect to use their climb skills (Jake +1, Dr Herbivore +1, Malefice +1, The Blue Wren +2)
Jake rolls 7 +1 (climb) = 8 fail.
Dr Herbivore rolls 19 +1 (climb) = 20 success.
Malefice rolls 19 +1 (climb) = 20 success.
The Blue Wren rolls 18 +1 (climb) = 19 success.
Dr Herbivore, Malefice, and The Blue Wren all advance 1 increment while Jake remains in place.
The lizard people have chosen to take a more reckless path up the cliff in the hopes of gaining an extra increment or two.
They roll 10 +2 (skilled) (-2 reckless) = 10 fail.
The players all gain an extra increment because of the lizard people’s failure..
Action phase 2
Despite gaining an increment from the recklessness of the lizard people, Nick’s own fail prevents him from acting this turn.
Dr Herbivore, Malefice, and The Blue Wren try to shoot at their pursuers.
Dr Herbivore rolls 12 +2 (shoot) -1 (for firing on the run) = 13 success. He rolls a 6 on 1d6 doing double (6 points) of damage.
Malefice rolls 10 +2 (shoot) -1 (for firing on the run) = 11 fail.
The Blue Wren rolls 13 +2 (shoot) -1 (for firing on the run) = 14 success. She rolls a 6 on 1d6 doing double (6 points) of damage.
The lizard people’s HP pool is reduced to 19.
The lizard people cannot act this phase.
End of phase 2
Navigation phase 3
On the obstacle table a 7 is rolled indicating that the players encounter super-heated steam vents that they must thread their way through.
The players elect to use their dodge skills (Nick +1, Der Periodical +1, Gerald +1, Kirk +2)
Jake rolls 19 +1 (dodge) =20 success.
Dr Herbivore rolls 7 +1 (dodge) =8 fail.
Malefice rolls 11 +1 (dodge) =12 success.
The Blue Wren rolls 15 +1 (dodge) =16 success.
The Lizard people are getting more reckless in their attempts to catch the group and decide to risk taking a 2 point penalty to gain 2 increments.
The lizard people roll 15 +2 (skilled) -2 (reckless) = 15 success.
Jake, Malefice, and The Blue Wren move forward 1 increment while Dr Periodical remains in place.
The lizard people advance 2 increments.
Action phase 4
Jake, Malefice, and The Blue Wren open fire on the Lizard people in an attempt to further thin their numbers.
Jake rolls 12 +5 (shoot) -1 (for firing on the run) = 14 success. He rolls a 1 on 1d6 for 3 points damage.
Malefice rolls 8 +2 (shoot) -1 (for firing on the run) = 9 fail.
The Blue Wren rolls 2 +2 (shoot) -1 (for firing on the run) = 3 fail.
The lizard people (who are level with Jake) attack, striking at him with their clubs.
They roll 5 +2 (skilled) -3 (for attacking while engaged in something reckless) = 2 miss.
The lizard people’s HP pool is reduced to 16.
End of phase 4
Round 3
The players elect to continue advancing at a standard rate while the lizard men attempt some more recklessness.
Navigation phase 1
On the obstacle table another 17 is rolled, disregarded (because we just encountered this obstacle, and re-rolled getting a 14 that indicates a cave-in is occurring up ahead.
The players elect to rely on their dodge skills to avoid the falling rocks (Nick +1, Dr P +1, Malefice +1, The Blue Wren +2)
Jake rolls 7 +1 = 8 fail.
Dr Herbivore rolls 9 +1 = 10 fail.
Malefice rolls 13+1=14 success.
The Blue Wren rolls 10 +2=12 success.
The Lizard people decide to risk a 2 point penalty by recklessly pursuing the group through the collapsing cave.
They roll 13 +2 -2 (recklessness) = 13 success.
Malefice and The Blue Wren advance 1 increment each, but the lizard people advance 2 increments.
Action phase 2
The lizard people are in melee range of Jake and Dr Herbivore.
Malefice and The Blue Wren both fire upon them while they attempt to take down Nick and Dr Herbivore.
Jake and Dr Herb ivore are unable to act this round.
Malefice rolls 5 +2 (shoot) -1 (for firing on the run) = 6 fail.
The Blue Wren rolls 15 +2 (shoot) -1 (for firing on the run) = 16 success. She rolls 6 on 1d6 doing double (6 points) damage.
The lizard people roll 6 +2 -2 (for acting while reckless) = 6 fail.
The HP pool of the lizard people is reduced to 10. Their numbers have been significantly reduced.
End of phase 2
Navigation phase 3
On the obstacle table a roll of 3 indicates that exhaustion is beginning to overcome the participants.
The players choose to employ their willpower rolls (+4, +3, +3, +4)
Jake rolls 7 +4 (willpower) =11 fail.
Dr Herbivore rolls 16 +3 (willpower) =19 success.
Malefice rolls 8 +3 (willpower) =11 fail.
The Blue Wren rolls 13 + 4 (willpower) =17 success.
The lizard people are being reckless in their pursuit.
They roll 16 +2 (skilled) -2 (reckless) = 16 success.
Dr Herbivore and The Blue Wren advance 1 increment.
The lizard people, however, advance 2 increments.
Action phase 4
The lizard people have closed to within melee range of all the players.
Dr Herbivore opens fire and rolls 3 (+2 shoot) -1 (firing on the run) = 4 miss.
The Blue Wren likewise rolls 9 (+2 shoot) -1 (firing on the run) = 10 miss.
The lizard people are attacking while reckless and roll 11 +2 -2 (reckless) = 11 miss.
No one takes any damage.
End of Round 3
Round 4
Malefice and The Blue Wren feel escape is within their grasp and elect to be reckless this round. The Lizard people do likewise. Jake and Dr Herbivore elect to continue to use standard actions.
Navigation Phase 1
On the obstacle table a roll of 3 indicates that a crevice appears.
The players choose to employ their leap skills to bridge the gap.
Jake rolls a 13 +1(leap) = 13 success.
Dr Herbivore rolls 11 +1 (leap) = 12 success.
Malefice rolls a 9 +1 (leap) -2 (reckless) = 8 fail.
The Blue Wren also rolls a 9 + 1 (leap) -2 (reckless) = 8 fail.
The Lizard People roll 15 +2 (-2 reckless) = 15 success.
Jake and Dr Herbivore move forward one increment each.
Malefice and The Blue Wren do not move but, because they failed at being reckless, give the Lizard men a bonus increment EACH to the 2 increments they already earned.
This puts the Lizard men at the finish line first and indicates they have captured our heroes. There is no need to complete an action phase at this point.
End of Chase.
NEXT TIME: Chapter 7 – Death traps, hazards, and puzzles.
This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright <a href=”http://www.weirdworldstudios.com”>weirdworldstudios.com</a> and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.
HYOOTRD Roleplaying Game – Players’ Guide
- Chapter 1 – What is Roleplaying?
- Chapter 2 – Preparation for Play (What you’ll need and an introduction to the World of Radio Adventure)
- Chapter 3 – Creating a Character – Part 1 – Introduction and Character sheet
- Chapter 3 – Creating a Character – Part 2 – Specialities, Archetypes, Base Attributes and Derived Attributes
- Chapter 3 – Creating a Character – Part 3 – Character background and history
- Chapter 3 – Creating a Character – Part 4 – Character skills and equipment (including weapons, vehicles, and specialist gear)
- Chapter 3 – Creating a Character – Part 5 – Special items and abilities (including gadgeteering, weird science, and magic)
- Chapter 3 – Creating a Character – Part 6 – Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)
- Chapter 4 – Getting Things Done – Part 1 – Skill types and skill ranks
- Chapter 4 – Getting Things Done – Part 2 – Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement
- Chapter 5 – Combat – Part 1 – Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet
- Chapter 5 – Combat – Part 2 – Print and play components
- Chapter 5 – Combat – Part 3 – Physical combat (melee and ranged combat) example
- Chapter 5 – Combat – Part 4 – Magical combat example
- Chapter 5 – Combat – Part 5 – Vehicular combat example, injury, and recovery
- Chapter 6 – Chases – Part 1 – Chases and chase actions
- Chapter 6 – Chases – Part 2 – Chase example
- Chapter 7 – Death-traps, hazards, and puzzles
- Chapter 8 – Victory and death – Heroic deaths, cheating the odds, plot devices, experience and advancement