There are two ways to conduct short-range chases: a simple way, and a more detailed way. Choose whichever seems like the most fun at the time!
The Simple Way
Just have each PC roll against a target number equal to [(2xBasic Speed) +3 – Peril]. (i.e. if your basic speed is 5, and Peril is 1, then you roll against 12, which is 2×5+3-1. ) Anyone who succeeds manages to catch up with the quarry (or manages to escape, if you are the quarry). Anyone who fails, fails.
The Detailed Way
1- Close, 2 – Short, 3-4 – Medium, 5 – Long, 6 – Extreme.
Each chase round, roll to determine which chase maneuver the quarry attempts – unless they are forced to take an “Emergency Action,” or similar, in which case, they will attempt that. Simply re-roll any result if everyone agrees it is quite inappropriate. The PCs, who are in pursuit, can choose any maneuver they wish – but if they attempt to perform a maneuver that requires “suitable scenery,” see below.
|Quarry Chase Maneuvers
Roll 1d, 1d. (Need a die roller?)
The quarry is always considered to have access to “suitable scenery” for any chase maneuver they attempt. The PCs have no such luck! To perform a maneuver that requires “suitable scenery,” the players must first make a relevant skill roll (e.g, Acrobatics, Riding etc) at a penalty of (Peril+5). This significantly increases the chance of failure and critical failure, but it does allow the player to exercise some GM-like control over their PC’s environment. The situation may seem unfair – the NPC quarry doesn’t need to do this – but on the other hand, the quarry’s maneuvers are decided at random, so we can call it even.