Welcome to the high-octane world of Chases and Dramatic Tasks! Think of these mechanics as the "action movie" rules of Savage Worlds - they turn what could be simple skill rolls into nail-biting sequences worthy of Hollywood blockbusters!
Chase Mechanics
Chases in Savage Worlds aren't just about who has the highest speed - they're about daring maneuvers, clever shortcuts, and dramatic moments. It's less "compare movement rates" and more "action movie car chase!"
Setting Up a Chase
Chase Basics
- Setup: The GM decides how long the chase lasts (a limited number of rounds) and which skill each side uses
- Action Cards: Dealt each round, just like combat
- Maneuvers: Each round, everyone makes a maneuvering roll: Athletics on foot, Riding on a mount, Driving, Piloting or Boating in a vehicle
- Position: Better maneuvering rolls earn you a better position (and a better card), which decides who can attack whom and how easily
- Escape: The quarry gets away if they're still free when the chase ends; pursuers win by catching or stopping them (exact procedure: see the core rules)
Pro Tip: It's Not Just Running!
Players should describe their actions cinematically: "I slide across the car hood!" or "I swing from the fire escape!" The skill roll represents how well they execute their plan.
Action Cards in Chases
Just like in Dramatic Tasks, a Club on your Action Card means trouble:
♣ Clubs
Complication! The higher the Club, the worse the trouble
♦ Diamonds
Clear path: act normally
♥ Hearts
Clear path: act normally
â™ Spades
Clear path: act normally
Complications Table
| Club Drawn | Complication | Effect |
|---|---|---|
| Low Club | Minor Complication | The GM describes an obstacle; your maneuver roll gets harder |
| High Club | Major Complication | A bigger penalty, and failing can mean a crash, a fall or lost ground |
| Highest Clubs | Disaster! | Serious consequences if you blow it (exact table: see the core rules) |
| Joker (any) | Opportunity! | Normal Joker rules: act when you like, +2 to Trait and damage rolls this round |
Chase Examples
Foot Chase Through Market
Runner: "I dodge between the fruit stands!"
GM: "You drew the 4 of Clubs - there's a cart of melons in your path! Take -2 to your Athletics."
Runner: "I leap over it!" *rolls Athletics at -2*
Success: You clear the cart and keep your lead!
Car Chase Downtown
Pursuer: "I drift around the corner at full speed!"
GM: "Ace of Clubs! A bus pulls out - crash through a storefront or lose them?"
Pursuer: "Through the store! I'll take the damage to keep up!"
Attacks During Chases
| Range | Attack Modifier | Description |
|---|---|---|
| Short | 0 | Close enough for normal shots (melee only if you're right alongside) |
| Medium | -2 | Medium range, harder shots |
| Long | -4 | Long range, very difficult |
| Extreme | -8 | Barely possible; the GM decides how far apart your positions put you |
Dramatic Tasks
Dramatic Tasks turn skill checks into tense, multi-round affairs. Perfect for defusing bombs, performing rituals, or any task where time pressure creates drama!
Dramatic Task Rules
The Basics
- Duration: A limited number of rounds (the GM sets it; this part's examples use 3)
- Goal: Collect a set number of task tokens: one per success, plus one per raise (the examples here use 4)
- Skills: Can vary by round
- Complications: Clubs are bad news!
Dramatic Task Action Cards
Just like in Chases, drawing a Club for your Action Card brings a complication!
♣ Club Complications
- The snag: The GM describes the problem and your roll gets harder
- The stakes: Fail that roll and you can lose progress, or worse
- The details: The exact penalty and consequences are in the core rules - follow them, or let the fiction decide
Multi-Skill Dramatic Tasks
Not every Dramatic Task uses the same skill throughout. A complex heist might require:
| Round | Skill | Description |
|---|---|---|
| 1 | Thievery | Pick the lock on the vault door |
| 2 | Electronics | Disable the alarm system |
| 3 | Athletics | Escape before guards arrive! |
Creative Dramatic Task Examples
Defusing a Bomb
Round 1: Electronics to identify the wiring
Round 2: Repair to carefully disconnect
Round 3: Notice to spot the hidden failsafe!
Need 4 tokens or... BOOM!
Courtroom Defense
Round 1: Research to find precedents
Round 2: Persuasion for opening arguments
Round 3: Intimidation to crack the witness
4 tokens = Not guilty!
Navigating the Storm
All Rounds: Boating to keep the ship afloat
Helpers: Repair to patch leaks, Athletics to secure cargo
Failure means shipwreck on the rocks!
Group Dramatic Tasks
Multiple heroes can work together on Dramatic Tasks. This makes them perfect for team challenges!
Cooperation Methods
- Support: Others make Support rolls to aid the primary character (+1 per success, +2 with a raise, +4 total at most)
- Individual Tasks: Each hero handles a different aspect
- Token Pool: Everyone contributes successes to a shared pool
Example: Repairing the Spaceship
Engineer: Makes Repair rolls (primary)
Scientist: Electronics Support rolls
Soldier: Fights off boarding aliens
Pilot: Keeps ship steady (Support)
Everyone contributes to success!
Advanced Techniques
Mixing Chases and Dramatic Tasks
Sometimes an action scene combines both mechanics!
Escape the Collapsing Temple
Start with a Dramatic Task (disable the ancient trap) that transitions into a Chase (outrun the collapse). If the Task fails, start the Chase at a closer range!
Environmental Factors
| Environment | Modifier (suggested) | Special Rules |
|---|---|---|
| Rain/Snow | -1 to -2 | May require Driving rolls to avoid skidding |
| Darkness | -2 (Dim) / -4 (Dark) / -6 (Pitch Darkness) | Notice rolls to spot obstacles |
| Crowded Area | -1 | Innocent bystanders complicate attacks |
| Familiar Territory | +1 to +2 | Home field advantage! |
Quick Reference
Chase Summary
- Lasts a limited number of rounds (GM's call)
- Roll maneuvering skill each round
- Check your Action Card for complications (Clubs = trouble)
- Better rolls earn a better position
- Still free when it ends? You escaped
Dramatic Task Summary
- A limited number of rounds (GM sets it)
- Collect a set number of task tokens
- One token per success, plus one per raise
- Clubs = complications
- Can use different skills each round