GO ON AND GIT

For running around like a headless chicken.
Chases work on combat initiative rules (as outlined here. The party that wins initiative gets to go first
Set up a grid like a lantern tracker, or just use dungeon rooms or hexes. To advance forward by 1 space, you must roll under your AC on a D10. Monsters and NPCs must instead rely on this speed bracket below, with conversions to your favorite FAGS outlined below.
| Speed | Run Difficulty | Inches Speed | Hexes Per Day |
|---|---|---|---|
| Very Slow | 2 | 3” or Lower | 1 Hex |
| Slow | 4 | 4-6” | 2 Hexes |
| Average | 6 | 7-9” | 3 Hexes |
| Fast | 8 | 11-12” | 4 Hexes |
| Very Fast | 10 | 13+ Inches | 5+ Hexes |
Stuff like speed boosts or slow spells may grant a -/+1 to your enemy score, as required.
If you end your turn in the same space as someone, you may attack it. Once you get three steps away from your pursuer, you finish the chase.
After a chase is finished, roll to see if you are lost for each step ran and roll exhaustion to see if you accrue a point, as per combat (see the exhaustion post, coming out eventually).