I had a situation come up when I was running Mistaken Identity. Phillipe got caught cheating and was going to run away and make a mad dash upstairs and jump off the balcony; so I asked everyone to roll for initiative.
Phillipe gets the first move as he had 3 successes to the Pc's highest of 2. Now the problem is that in the FAQ it states that an NPC can burn wounds to gain extra maneuvers. Well, he had 14 wounds (townsfolk NPC) and with that many he can "purchase" enough maneuvers to reach extreme range (and then some)!!!
I did see the paragraph on the Chase scene in the TOA but I it just seemed odd to halt the game and set up a track for a scene that wasn't going to last too long...
I handled it in story mode and just asked the PC's what they wanted to do and told them what happened without rolling dice. I guess I was stumped because I didn't really understand how long a turn is and the distances are so vague (in regards to range) that I didn't really know how far anyone can move if they tried to run.
Should I just have had the PC's who wanted to chase make athletics (running) checks with an opposed roll vs Athletics (St) and if anyone succeeded they catch him? ( even though Phillipe won initiative?) I mean even though Phillipe won initiative, could the PC's use the "Perform a Stunt" ( and I would add the reaction trait) to try and jump him before he gets too far away? Using an oppose roll between Athletics (St) vs. Athletics or maybe Athletics vs. Coordination (dodge) (Ag)?
How long is a turn? Is an NPC limited by the amount of wounds he can burn gaining extra maneuvers?
thanks