The RAW proposes the use of a progress tracker to play out a Chase. Using Athletics mainly, but maybe Coordination or any skill that can be presented as logical (Intimidate when pursuing through a crowd, for example).
All that is fine and good, but what of Fatigue ? How will pursuer and quarry become fatigued ? One point per round ? Universal effect of the rolls ?
And how does it tie in with combat ? Very often, opponents will at some point break and flee. How does that suddenly become a progress tracker ?
I'm toying with the following house rules but I would greatly appreciate the input of the community on that subject.
Here are the house rules I think I might try out next game :
1) When an enemy disengages from you and you are no longer engaged with an enemy, you may take 1 Fatigue to use 1 Move Manoeuvre to follow.
(This house rule is to help keep the battle flowing and make disengaging less easy. If an enemy retreats, he can't be immediatly replaced by another, the oppononent gets to move forward first.)
2) When an character wants to flee and is pursued, create a 9 space progress tracker. A quarry token (or more than one if needed) will be placed on the space corresponding to the initial head start in move manoeuvre increments. Each round, the pursuer decides how many move manoeuvres he wants to use, the quarry then does the same.
Then the quarry and pursuer roll a competitive athletics check (or other logical skill, Intimidate in a crowd, for example). Difficulty will be determined by terrain conditions etc. Compare successes and move quarry token forward or back a number of spaces = to the difference between the quarry's successes and the pursuers' + any difference between the number of manœuvres of quarry and pursuer as determined before. When the quarry token reaches the end of the tracker, the quarry shakes off pursuit. If the quarry token moves back to the first space, roll initiative and and start a combat round with both characters engaged.
Ex.: Ernst the agitator is trying to escape the watch. He is at medium range and flees. (The quarry token is on space 3) The watchmen decide to use 4 manœuvres to make up the gap (they know that Ernst will keep moving), Ernst chooses to use 6 ! (That's 4 Fatigue...) The Watchmen roll athletics and gain 1 success only. Ernst rolls... and fails ! Ernst stays at Medium range this round (the token doesn't move)... but on the next, he will suffer a Misfortune to Athletics due to Fatigue...
So, what do you think ?