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D20 Chase Rules
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===Transport Damage Checks=== As transports take damage they get more broken! The following list details the modifiers the transport takes as it becomes more damaged: There are four conditions a vehicle can be in after suffering damage. <div style="margin:15px; padding:10px:"> Transport Okay: If the transport still has half its original HP, there are no modifiers. Transport Crippled: After half of a transport's HP is gone its handling is reduced by 5. The pilot rolls a crash checkck with a +5 modifier to the DC. Transport Disabled: Once the transport's HP hits 0, the chase ends. The pilot rolls a crash check at +10 to the DC. Transport Destroyed: If a transport takes damage that's more than x2 it's max HP then the transport flys apart (or dies if it was alive) Roll damage for the passengers like a failed crash test. Passengers can attempt Jump or Roll checks (DC 20, +2 for every 25 MPH the transport was traveling) to half the damage they recieve. </div>
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