Chases and Dramatic Tasks

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!

graph TD A[Action Scenes] --> B[Regular Combat] A --> C[Chase Scenes] A --> D[Dramatic Tasks] C --> E[Foot Chase] C --> F[Vehicle Pursuit] C --> G[Abstract Chase] D --> H[Defuse Bomb] D --> I[Hack Computer] D --> J[Escape Trap]

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

Start
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Escape!

Chase Basics

  1. Setup: The GM decides how long the chase lasts (a limited number of rounds) and which skill each side uses
  2. Action Cards: Dealt each round, just like combat
  3. Maneuvers: Each round, everyone makes a maneuvering roll: Athletics on foot, Riding on a mount, Driving, Piloting or Boating in a vehicle
  4. Position: Better maneuvering rolls earn you a better position (and a better card), which decides who can attack whom and how easily
  5. 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!

graph LR A[Start Task] --> B[Round 1] B --> C[Round 2] C --> D[Round 3] D --> E{Enough tokens?} E -->|Enough tokens| F[Task Complete!] E -->|Too few| G[Failure...]

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!
✓
✓
3
4
+

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

  1. Support: Others make Support rolls to aid the primary character (+1 per success, +2 with a raise, +4 total at most)
  2. Individual Tasks: Each hero handles a different aspect
  3. 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

Dramatic Task Summary