Driving Rules for Violence (These rules assume a familiarity with Luke Gearing's Violence ) Best 2/3/4 out of 3/5/7 rolls wins - Short chases for the city, long ones for the highway Roll Initiative. If someone isn't already in their car, take Disadvantage . The winner optionally fires/deals damage and then makes their driving roll. Failure requires a Road Hazard roll. The second car optionally fires/deals damage and then makes their driving roll. Failure requires a Road Hazard roll. The highest driving roll wins the round, regardless of success or failure. As soon as either car wins two/three/four rounds, the chase is over, and the car achieves its objective – escaping or stopping. Firing from the car during a chase causes a Disadvantage on the shooting roll. Training, car quality, light traffic, siren blaring, all give Advantage on driving rolls. Heavy traffic, undercover car, junk car, all give Disadvantage on driving rolls. Cars take wounds when shot. Different cars have ...
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Showing posts from August, 2026