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Pace

The pace of a Horror in Obscured represents how quickly it reacts and takes action in the chaos of combat. Just like Hunters, Horrors have a pace that is calculated by rolling 2_ON_D10 and adding their Dexterity and Awareness modifiers. This pace dictates the turn order in a combat encounter, helping to determine who acts first and who reacts.

Formula

2_ON_D10 + Dex mod + Awn mod.

Remember, a quick pace can give a Horror the advantage of striking first, possibly tipping the scales of battle in its favor. But, a slower pace can also be useful in certain situations, allowing the Horror to react to the actions of the Hunters. The choice is yours as the Overseer, and it can significantly impact the flow and excitement of your encounters.

Example

Overseer: "Jason, I'm setting up a Horror encounter with a sneaky Cryptid. It's incredibly quick and elusive, but its attacks aren't that strong. Any advice on how to handle its pace?"

Jason: "Given its characteristics, I'd say make sure its pace is high. The Cryptid can use its quickness to strike first and then retreat, making the Hunters chase it. It would make for a dynamic and thrilling encounter."

Overseer: "Great idea! I'll do just that. Also, if it consistently goes first, the Hunters will have to be more strategic and think about their actions carefully. This will really keep them on their toes!"

Jason: "Exactly! The pace of a Horror can be a powerful tool in your Overseer toolkit. It not only dictates the turn order but also sets the tempo of the encounter, making it as intense or methodical as you want."