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.
|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.