Chases and Dramatic Tasks Tutorial

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
Escape!

Chase Basics

  1. Range: Start at Range 5 (or GM's choice)
  2. Initiative: Deal Action Cards as normal
  3. Maneuvers: Make Athletics (on foot) or relevant vehicle skill rolls
  4. Success: Change range by 1, Raise changes by 2
  5. Escape: Runner escapes at Range 11+, caught at Range 0

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

The suit of your Action Card determines what complications arise during your turn:

♣ Clubs

No complications - clear path!

♦ Diamonds

Minor obstacle
(-1 to roll)

♥ Hearts

Major obstacle
(-2 to roll)

♠ Spades

Complication!
(See table)

Complications 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

Chase Examples

Foot Chase Through Market

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!

Car Chase Downtown

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!"

Attacks During Chases

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

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{Success?} E -->|4+ Successes| F[Task Complete!] E -->|Less than 4| G[Failure...]

Dramatic Task Rules

The Basics

3
4
+

Dramatic Task Action Cards

Unlike Chases, in Dramatic Tasks, Clubs cause complications!

♣ Club Complications

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 successes or... BOOM!

Courtroom Defense

Round 1: Research to find precedents
Round 2: Persuasion for opening arguments
Round 3: Intimidation to crack the witness
4 successes = 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
  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 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!

Quick Reference

Chase Summary

Dramatic Task Summary