While designing my latest adventure, I realized that it was very likely the adventurers will be chased through the ruined streets of a lost city by a big nasty monster. I’m not quite sure the Weapons section has the weapons I have in mind for this, so I came up with my own, then realized they might well apply to other Flee conflicts as well.
Weapon | Effect |
---|---|
Hiding places (chambers, nooks and crannies, alcoves, ruined buildings) | +2D to Defend |
Winding, twisting alleys and corridors (or similar) | +1D to Maneuver |
Splitting up | +1s to Attack, special: characters who Help on this action can’t Help each other until next exchange |
A good head start | Special: +1D to disposition |
I’m not sure if splitting up should prevent Help until next exchange (which encourages characters to script it on the last action of the volley) or for a set number of actions, 1 or 2 probably. I like the idea that you’re incentivized to script it on your last action, since it offers a bonus in exchange for predictability your opponents can exploit in scripting. I dunno.
Thoughts?
-B