| Nullpunkt |
I am aware of the chase rules, but is there any subsystem that helps with a less high-speed situation, like trying to follow a suspect to their secret hideout?
I didn't find anything in the PRD, but maybe there is a module or PFS scenario out there that has something along those lines.
Caderyn
|
It would just be a modified version of the chase mechanics in which you as the GM place obstacles for the PC (s) to circumvent to follow the NPC. Instead of failure leaving them trapped behind an obstacle they would either
a) lose time ducking out of view and might need to use survival or start running (penalties on future checks) to keep up
b) gain suspicion from their target (penalties on future checks)
After a certain number of failures the target would be aware of them and either lead them into an ambush or start running to escape them.
The obstacles could be simple or complicated as you choose, just think of a couple of basic skills and DCs and then allow the PC to describe how they plan to follow him as they will possibly come up with other ideas for bypassing the obstacle.
More of the skill checks will lean towards
Stealth
Bluff (to blend in)
Diplomacy (talk your way around people who are suspicious)
Climb (avoid certain spaces)
Acrobatics (jumping or keeping balance)
Knowledge local (that alley goes to X so you can walk around instead of following)
Perception (to keep him in sight in crowds)
| Brother Fen |
The 101 New Skill Uses book from Rite Publishing has an option for using Stealth to tail someone.
Make a stealth check opposed by the opponent's PER for every ten minutes of following. If the check is exceeded by 10, then there is no need for another check for one hour. Anyone looking for a tail gets a +2 to PER.
| shadowkras |
You should take a look at the Pursuit rules from the Ultimate Intrigue. Basically its a chase that can last from hours to days, with one party attempting to reach the other by tracking, avoiding natural traps, being stealthy, trying to lose the pursuers, etc.
| Nullpunkt |
FYI: I used the chase rules but made some modifications.
One of the checks on each card/step/stage was always a Stealth DC 10 + Perception mod of trailed person and was mandatory to attempt.
Trailed person always moved one card (with no check) unless a total of 3 Stealth checks was failed by five or more by the trailers, then a regular chase ensued.
If trailed person managed to move three or more cards ahead of all trailers, it moved out of sight and escaped (standard rules for tracking still possible).
The pursuers' Stealth checks are modified as follows:
+2 for every card between the pursuer and the trailed person.
-1 for every fail of less than 5 so far.
-2 for every fail of 5 or more (and 1 strike against being found out).
The second check is modified for slower/faster speeds as normal under the chase rules.
The scene worked out okay, but I guess the rule that the trailed person gets away once it brought 2 cards between them and the trailes was a little harsh. I only had two players trailing them, so if one of them failed their check or even got mired, the other one HAD to make their check or their target was gone. With the regular four person party it may work better.