Interesting Chase Obstacles and Events

By FinarinPanjoro, in Star Wars: Edge of the Empire RPG

Hey all,

I was hoping to gather some ideas for exciting obstacles, events, or actions to take during chase scenes. I'm interested in all kinds of chase scenes space, aerial planetary, vehicular, foot, etc. I didn't see any threads that seemed to hit on this specific thing so I thought I'd see what you all have got :)

To get things started here's a set of obstacles I've used for foot chases in other games (and some skills that could be used to counter them):

1-Lose Sight (Survival to track or Charm to ask witness)

2-Crowd (Coordination to weave or Coercion to intimidate)

3-Weak Barrier (Athletics to jump/climb or Brawl to bash through)

4-Precarious Ledge/roof (Coordination to balance or Vigilance to spot easier path)

5-Enemy Patrol (Stealth to avoid or Deception to deceive)

6-Strong Barrier (Athletics to jump/climb, Mechanics to break through, or Combat to destroy)

7-Weave through building (Coordination to navigate or Mechanics to choose best path)

8-Smoke or Gas (Resilience to resist or Medicine to prevent)

9-Snare (ropes, wire fence, debris, etc- Coordination to escape or Athletics to plow through)

10-Sudden Drop (Coordination to jump down or Athletics to climb)

11-Hazardous Fire (Resilience to endure or Survival to cover up)

12-Vehicle/Beast Traffic (Discipline or Coordination to time through it. Survival if beast to ward them off).

13-Short Cut (Vigilance to notice or Streetwise to guess outcome)

14-Locked Gate/Door (Skullduggery or Computers to open)

I haven't tried this yet, but I'm thinking of creating tables of 10 and then each round rolling two d10 and presenting both obstacles to the players with one being easier but slower (avg) and the other trickier but faster (diff) or allowing them to choose the difficulty to handle it at higher speed. Whichever they choose their pursuer/quarry will face/will have faced the same challenges.

I'd love to see more suggestions or ways of approaching this as well as specifics for different types of obstacles/terrain (vehicle, space, etc) or environments (urban, jungle, desert, etc). Also planet or biome specific obstacles (Sarlacc pit!) would be great.

Thanks!

That's a good list for foot chases. I'd definitely like to see it expanded to some of the other categories you listed, especially space. I often have trouble making space chases more interesting than a series of pilot/astrogation checks while combat takes place with their pursuers.

Alright Let's see what I can come up with for Space chase obstacles. I'll edit this as I get more ideas and ideas for creative skill uses to help overcome them. Most of them feel like straight up piloting difficulty modifiers so this will take some thought :)

1-Lose Sight

2-Thin Calm Nebular Cloud

3-Gravitic Anomaly

4-Electrostatically Charged Dust Cloud

5-Asteroid Field

6-Comet Head

7-Cometary Cloud

8-Dense Nebular Cloud

9-Wrecked Ship/Ships

10-Mine Field

11-Radiation Zone

12-Vacuum Dwelling Lifeform

13-Open Space

14-Tractor Field

15- Solar Flare

16- Solar Wind

17- Hyperspace Anomaly

18- Rogue Planet

19- Cloaked Object (Satellite, etc)

20- Automated Weapons System

Edited by FinarinPanjoro

My own personal ideas on some of these for the Space chases.



1-Lose Sight - Sensors and if that fails, regular old perception check


2-Thin Calm Nebular Cloud


3-Gravitic Anomaly - I think this would require a couple rolls. 1 for Coordination to keep your hands on the controls without getting knocked around (since all ships in Star Wars have their own personal gravity) and the 2nd roll for Piloting.


4-Electrostatically Charged Dust Cloud - This one would be one that someone might want to avoid entirely so they would likely have to move around it slowing them down. Going head first into an electrostatically charged cloud might mess with their systems if they decide to punch through it, requiring some computers checks to get things back in order or maybe a delay on the next computers/sensors check.


5-Asteroid Field


6-Comet Head


7-Cometary Cloud


8-Dense Nebular Cloud


9-Wrecked Ship/Ships - lots of debris here, might warrant some good ol' perception checks to avoid the particularly nasty bits of debris.


10-Mine Field - could potentially have someone send a sort of comms signal burst to fry individual mines without them exploding... would likely require knowledge of the frequency they are on.


11-Radiation Zone


12-Vacuum Dwelling Lifeform


13-Open Space


14-Tractor Field


15- Solar Flare


16- Solar Wind


17- Hyperspace Anomaly


18- Rogue Planet


19- Cloaked Object (Satellite, etc)


20- Automated Weapons System


My own personal ideas on some of these for the Space chases.

1-Lose Sight - Sensors and if that fails, regular old perception check

2-Thin Calm Nebular Cloud

3-Gravitic Anomaly - I think this would require a couple rolls. 1 for Coordination to keep your hands on the controls without getting knocked around (since all ships in Star Wars have their own personal gravity) and the 2nd roll for Piloting.

4-Electrostatically Charged Dust Cloud - This one would be one that someone might want to avoid entirely so they would likely have to move around it slowing them down. Going head first into an electrostatically charged cloud might mess with their systems if they decide to punch through it, requiring some computers checks to get things back in order or maybe a delay on the next computers/sensors check.

5-Asteroid Field

6-Comet Head

7-Cometary Cloud

8-Dense Nebular Cloud

9-Wrecked Ship/Ships - lots of debris here, might warrant some good ol' perception checks to avoid the particularly nasty bits of debris.

10-Mine Field - could potentially have someone send a sort of comms signal burst to fry individual mines without them exploding... would likely require knowledge of the frequency they are on.

11-Radiation Zone

12-Vacuum Dwelling Lifeform

13-Open Space

14-Tractor Field

15- Solar Flare

16- Solar Wind

17- Hyperspace Anomaly

18- Rogue Planet

19- Cloaked Object (Satellite, etc)

20- Automated Weapons System

For some systems traffic would be an issue. Also systems like Coruscant have auto nav systems to contend with.

And rather than roll these on the fly roll ahead of time.

Thanks for your thoughts everyone. Here's an update to the Space chase options.

1- Lose Sight (Computers to scan or Survival to intuit direction)

2- Nebular Cloud (+1 Setback due to terrain, Stealth possible)

3- Thick Asteroid Field (+1 Setback due to terrain, Stealth possible, provides cover, collision possible)

4- Electrostatically Charged Dust Cloud (random bursts equivalent to ion attacks opposed by Mechanics, +2 Setback due to terrain, +1 Boost to Stealth)

5- Dense Turbulent Asteroid Field (+2 Setback due to terrain, +1 Boost to Stealth, provides cover, collision possible)

6- Comet Head (provides equivalent of planetary terrain to use, +1-3 Setback depending on choices by pilot, collision possible)

7- Cometary Cloud (+2 Setback due to terrain, +1 Boost to Stealth)

8- Dense Nebular Cloud (+3 Setback due to terrain, +2 Boost to Stealth)

9- Wrecked Ship/Ships (Computers/Mechanics to remote activate, provides cover)

10- Mine Field (Computers to scan or Perception to avoid, as concussion missile hit)

11- Radiation Zone (Mechanics to boost shields or Resilience to resist effects)

12- Vacuum Dwelling Lifeform (Charm to win over or Coercion to scare off)

13- Open Space (reset everything)

14-Tractor Field (Piloting to break free or Skullduggery to trick)

15- Solar Flare (random bursts equivalent to turbolaser attacks with Burn opposed by Discipline to calmly move through areas that appear hazardous but are not, +3 Setback due to terrain, +2 Boost to Stealth, provides cover)

16- Solar Wind (Piloting to gain speed boost and Mechanics to protect ship)

17- Hyperspace Anomaly (Astrogation to gain +/- to next check or Piloting to ride out turbulence)

18- Rogue Planet

19- Cloaked Object (Satellite/Ship/Base, etc, Vigilance to avoid collision or Piloting to navigate through)

20- Automated Weapons System (Computers to spoof targeting or Stealth to avoid detection)

21- System Traffic (Piloting to navigate through with Setback based on density or Astrogation to avoid)

22- Auto Navigation System (Computers to over-ride or Mechanics to disable)

23-Gravitic Anomaly (Immediate Astrogation if encountered during calculation or recalculate, Athletics to avoid Setback to piloting)

24- Turbulent Asteroid Field inside Dense Nebular Cloud (+5 Setback due to terrain, +4 Boost to Stealth, +2 Setback for cover, collision possible)

Edited by FinarinPanjoro