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!
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!"
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.
The suit of your Action Card determines what complications arise during your turn:
No complications - clear path!
Minor obstacle
(-1 to roll)
Major obstacle
(-2 to roll)
Complication!
(See table)
| Card Value | Complication | Effect |
|---|---|---|
| 2-10 | Minor Complication | Describe obstacle, -2 to maneuver roll |
| Jack-King | Major Complication | Force or Agility roll or go Out of Control |
| Ace | Disaster! | Force choice or major consequence |
| Joker | Opportunity! | +4 to maneuver roll this round |
Runner: "I dodge between the fruit stands!"
GM: "You drew Hearts - there's a cart of melons in your path! -2 to your Athletics."
Runner: "I leap over it!" *rolls Athletics at -2*
Success: Range increases by 1!
Pursuer: "I drift around the corner at full speed!"
GM: "Ace of Spades! A bus pulls out - crash through a storefront or lose them?"
Pursuer: "Through the store! I'll take the damage to keep up!"
| Range | Attack Modifier | Description |
|---|---|---|
| 0-3 | 0 | Close enough for normal attacks |
| 4-6 | -2 | Medium range, harder shots |
| 7-10 | -4 | Long range, very difficult |
| 11+ | - | Too far to attack |
Dramatic Tasks turn skill checks into tense, multi-round affairs. Perfect for defusing bombs, performing rituals, or any task where time pressure creates drama!
Unlike Chases, in Dramatic Tasks, Clubs cause complications!
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! |
Round 1: Electronics to identify the wiring
Round 2: Repair to carefully disconnect
Round 3: Notice to spot the hidden failsafe!
Need 4 successes or... BOOM!
Round 1: Research to find precedents
Round 2: Persuasion for opening arguments
Round 3: Intimidation to crack the witness
4 successes = Not guilty!
All Rounds: Boating to keep the ship afloat
Helpers: Repair to patch leaks, Athletics to secure cargo
Failure means shipwreck on the rocks!
Multiple heroes can work together on Dramatic Tasks. This makes them perfect for team challenges!
Engineer: Makes Repair rolls (primary)
Scientist: Electronics Support rolls
Soldier: Fights off boarding aliens
Pilot: Keeps ship steady (Support)
Everyone contributes to success!
Sometimes an action scene combines both mechanics!
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!
| Environment | Modifier | Special Rules |
|---|---|---|
| Rain/Snow | -1 to -2 | May require Driving rolls to avoid skidding |
| Darkness | -2 to -4 | Notice rolls to spot obstacles |
| Crowded Area | -1 | Innocent bystanders complicate attacks |
| Familiar Territory | +1 to +2 | Home field advantage! |