Template:Tracking/Evasion

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Tracking/Evasion (Survival)

Although the Stealth Ability governs the actual techniques of hiding and sneaking, characters who wish to travel long distances without leaving traces of their passing must use Survival instead. This requirement applies regardless of the terrain the character passes through, be it urban or wilderness. Similarly, characters use their Survival knowledge to track down others.

Contests between trackers and fugitives are resolved as an extended, opposed roll of the pursuer's (Perception + Survival) against the target's (Wits + Survival). Roll twice for each day, once in the morning and once in the afternoon. Tracking at night requires the aid of dogs (or similarly keen senses such as Charms may provide) and grants a third roll, if appropriate. In most cases, neither party will continue at night. During any period of time in which characters do not keep moving, they forfeit the next closest roll. If one party is notably faster than the other, her player receives an additional success on each roll as the character catches up or pulls away. If the fugitive has a substantial lead, this should be represented by additional successes on the first roll. The pursuer's player may gain bonus dice on each roll (between two and five) if the character is using hounds or other tracking creatures to help. If the pursuer is notably slower, she will not catch her quarry unless she closes the distance by journeying while the fugitive rests or is waylaid by obstacles. If she wins, it simply means that she can follow without impediment and will eventually catch up. The Storyteller remains the final arbiter and interpreter of how tracking chases play out.

Whichever party in a tracking contest gains a threshold of three successes over the other wins. For the fugitive, this means slipping away so that pursuit cannot continue to follow. For the tracker, this means the character gets close enough to have an actual encounter (combat or otherwise) or simply holds the trail and gradually closes the distance as quickly as circumstances allow.