Character Creation
Name - Enter your name by clicking the "New Character" area at the top of the sheet.
Choose your Role
Choosing your Role in Outgunned is basically choosing the archetypical version of beloved Action Heroes you've enjoyed watching in movies over the years!
If you see a Role you like, open the Omnisearch and share the Role to the Journal or Notes tab for quick referencing during character creation!
The Commando - An elite soldier, a S.W.A.T. Agent, a member of the special forces, an army veteran, or a survivalist ready for anything.
The Fighter - A martial artist, a boxer, a batterer, or a self-defense expert.
The Ace - A race-car driver or motorcycle rider, a courier, an expert taxi driver, or an aircraft pilot.
The Agent - A police officer, a special agent from the FBI, a firefighter, a secret agent, or an undercover cop.
The Face - A professional cheat, a celebrity, a skilled influencer, an artist, a wealthy entrepreneur.
The Nobody - A simple, everyday person, a family man or woman, the neighbor next door, a retiree, or a cashier.
The Brain - A university professor, a scientist, a hacker, a rebel genius, or an exceptional student.
The Sleuth - A private investigator, a homicide detective, an investigative reporter, a bounty hunter.
The Criminal - A thief, a crafty safecracker, an ex-con, a fence, or a member of a criminal gang.
The Spy - An agent of the Secret services, an infiltrator or a spy sent by a foreign nation.
When you choose a Role, you gain 1 point in a predetermined Attribute and 1 point in 10 predetermined Skills (copy/pasting the Skills in the Journal makes them easier to fill in with the character sheet open). Then, you can choose 2 Feats from the list of 6 for the Role, unless you choose Young/Old for your age. 'Young' replaces 1 of these choices with the Too Young To Die Feat and 'Old' gains a 3rd Feat from their Role list.
You also gain Starting Gear, suggested Jobs, Catchphrases, and Flaws.
Choose a Trope
Choosing a Trope is similar to choosing a Role as it representative of the personality type of Heroes you've watched, but it also gives you additional stat improvements.
When choosing a Trope, Omnisearch the Article "Making of a Hero". All Tropes and details are within. Copy and Paste the Trope info into the Journal or Notes tab for quick referencing during character creation!
Choose 1 point to add into one of two predetermined Attributes.
Choose 1 additional Feat from 4 given by the Trope.
Add 1 point each into 8 additional predetermined Skills.
If your Role has already given you a point in one of the Attributes associated with your Trope, then you must choose the other one.
Personal Data
Job - Your job gives you access to information, to contacts, or to specific knowledge.
Age - Young, Adult, or Old.
Young Heroes only get 1 Feat instead of 2 from their Role list but start with the Too Young to Die Feat. (replace 1 Feat you gained from your Role with Too Young to Die)
Young Heroes start the game with 2 Adrenaline instead of 1.
Old Heroes choose 3 Feats instead of 2 from their Role list. (Add an additional Feat for a total of 4 during character creation)
Old Heroes start with 2 Lethal Bullets instead of 1.
Old Heroes can choose to start with 1 Life Experience.
Catchphrase - Your tag line, your creed, the words that guide you when it’s time for action. Basically, your entire identity summed up in a sentence.
Spouting your catchphrase at pivotal moments can give you a bonus such as a Spotlight in certain situations your Director deems fit.
Flaw - Not even Heroes can be perfect. Your flaw is the thing that keeps tripping
you up throughout your adventures.
Your Flaw can be used during a game by the Director to impose a -1 die to a relevant roll.
Finalize Your Attributes and Skills
Base values for Attributes and Skills are already implemented on the Sheet.
After adding all Attribute and Skill points given by selecting a Role and a Trope, add 2 more Skill points ANYWHERE you'd like.
Features Tab
Mission
Here is where you can keep track of the Mission you're currently on.
Experiences
Experiences come in four flavors: Achievements, Scars, Bonds, and Reputation.
Achievement - You have learned an important lesson, or accomplished something great.
Scar - You’ve suffered physically, endured mental trauma, or were hugely disappointed.
Bond - You made a bond with someone. You earned a good friend, a lover, or a bitter rival.
Reputation - You’ve earned a good or bad reputation. People might have heard about you.
An Experience is gained through, well, experiences that your Hero endures. These can be created during gameplay or, in the case of an Old aged character, you can add one during character creation. Whatever the case, your character's Experience will be used to either help or hinder you depending on the situation.
A helpful Experience in a situation gives the player a +1 to rolls relating to the Experience while an Experience might actually impede the player imparting a -1 to rolls relating to the Experience.
Feats
Some Feats show a symbol signifying their Adrenaline cost to use/activate.
Some Feats are preceded by the phrase [Quick Action], and this means that you need to spend a Quick Action to activate them. Similarly, to activate a Feat preceded by the phrase [Full Turn], you give up the chance to roll dice or take actions on that turn.
Gear Tab
Cash/Weapons/Gear
Gear is determined by your Role
Cash($) starts at 1 unless affected by a Feat like Cashflow.
Mechanics Tab
You start with 1 Adrenaline, 1 Spotlight, and 1 Lethal Bullet in your Death Roulette Tracker.
The only Tracker you'll need to add/adjust when starting out is a Mag tracker if you've been given a weapon to start with. Set the tracker as a 3 pip Max with a 2 pip Current value. 1 Mag in the gun and 1 ready for when you need to expend a Mag.
Ride Tab
If you start with a vehicle, you'll be given the Armor, Speed, and Extra Armor (if applicable) of the vehicle in question.
Name - Name your vehicle if you'd like!
Vehicle Type - Choose what category the vehicle falls under
Storage - You and your team can use the vehicles Storage as a sort of safe spot to store items instead of on your person. If the vehicle is destroyed, items in Storage may be lost at the Director's discretion.
Description - Describe how cool or beat up your vehicle looks!
Leveling Up / Advancement
Heroes gain an Advancement at two points: After a Turning Point and just BEFORE the Showdown!
When you Advance, you gain:
◆ 2 Skill Points to assign freely.
◆ 1 Feat of your choice among all available, regardless of your Role and Trope.
◆ 1 Adrenaline as a reward for your efforts.
Game Mechanics
Dice Rolling
The dice are rolled as a combination of an Attribute and a Skill in an attempt to get matching symbols. The more matching symbols the better!
By adding those two together you have built the dice pool that needs to be rolled. Adrenaline, Conditions, and Gear can all modify your chances of success. Add one die for each +1 and remove one for each -1.
When you are acting under favorable circumstances or make smart choices, the Director can also reward you with +1 to your roll. Similarly, when you act recklessly or the circumstances are against you, the Director can slap you with a -1.
You can never roll less than 2 or more than 9 dice!
Layers of Success
Basic Success - 2 matching symbols
Critical Success - 3 matching symbols
Extreme Success - 4 matching symbols
Impossible Success - 5 matching symbols
Jackpot - 6 matching symbols
Scoring a Jackpot on any roll allows YOU to become the Director for a turn!
Three = One, One = Three
3 smaller successes are worth as much as 1 greater success, and 1 greater success is worth as much as 3 smaller ones.
This means that you can combine 3 Basic Successes into 1 Critical Success, and 3 Critical Successes into 1 Extreme Success.
Conversely, you can spend 1 Critical Success like 3 Basic Successes, and 1 Extreme Success like 3 Critical Successes.
Re-Rolls!
Outgunned is all about re-rolling! As long as you've rolled at least a single Basic Success, you can choose to re-roll the dice.
When re-rolling you take all dice that don't have a matching combination and roll them again.
Success - If your re-roll gains you another matching symbol, your Success increases!
Failure - If you re-roll and don't manage to gain any new matches, you lose one of the previously gained successes.
Free Re-roll - Some Feats give you free re-rolls in certain situations. A free re-roll allows you two things: You can re-roll without first having to have 1 Basic Success; and you don't have any negative effect for failing to obtain any new matches after the re-roll.
All In - Even after your first re-roll, if it's successful, you can re-roll one last time and go All In.
If after you attempt an All In re-roll you don't achieve a better result than before, you lose ALL previous Successes!
Roll Difficulty
The difficulty of rolls is based on the same system of Successes above. If a roll is Extreme, it requires an Extreme Success roll from the player to Succeed. Impossible difficulty requires an Impossible Success etc.
Some rolls require multiple success. For instance an Enemy might have a ATK of 2 CRITICAL meaning the player must roll 2 Critical Successes to avoid all damage done by the Enemy.
Partial Success (Danger Roll) - If a dangerous roll requires multiple successes you can use Damage Control to reduce incoming loss of Grit. Smaller successes than is required by the Difficulty, i.e. rolling a Basic Success on a Critical Difficulty, reduces the grit taken by a certain amount. For every Basic Success, reduce lost Grit by 1, for every Critical Success, reduce lost Grit by 3. You can't do Damage Control on Impossible rolls.
Partial Success (Non-Danger Roll) - If the situation isn't necessarily dangerous enough to cause physical damage, you can still mitigate the effects of failing a roll by getting a Partial Success.
Extra Successes
If you roll more Successes than necessary you can use those extra Successes as extra Actions.
EXTRA BASIC SUCCESS: Quick Action.
EXTRA CRITICAL SUCCESS: Full Action.
EXTRA EXTREME SUCCESS: Cool Action.
You can also use extra Successes to help a friend. You can give any extra Successes you make during your roll to anyone else making that same roll with you.
Actions
Quick Action - Grab or throw an item, reload a weapon, reach partial cover, do something quick and easy.
Full Action - Punch, Shoot, Break through a door, get behind total cover, find a clue, do something that requires moderate effort.
Cool Action - Jump off of an exploding building without getting hurt, shoot at a tiny target while running, place a bug on your sworn enemy, do something unbelievably difficult.
Helping
Some Items, NPCs, and even other player characters can help in a situation. A player can forgo their turn to help another Hero face a difficult situation. Three different things can happen if gaining help in a scene:
Gain +1 to an Action or Reaction Roll.
Gain a Success automatically, without rolling the dice.
Gain a Requisite that allows you to roll the dice at all.
Adrenaline
When you get a success against all odds, when you make a great sacrifice, when you give everyone strong emotions, or when you’re at the center of an epic and captivating scene, the Director can reward you with 1 Adrenaline , up to 6 points.
You can spend your Adrenaline to gain several advantages:
Spend 1 Adrenaline to gain +1 to an Action or Reaction Roll.
Spend 1 Adrenaline to activate the special ability of some Feats.
Spend 6 Adrenaline to immediately gain a Spotlight.
Gain 2 additional Adrenaline by reaching the Hot Box (the last pip) on a character's Grit track.
Spotlight
Gaining a Spotlight
Only 3 Spotlights can be carried by one Hero at a time. After using a Spotlight, flip a coin. If the result is tails, regain the Spotlight point as if you never used it unless the Spotlight was used to Save a Friend, in that case the Spotlight goes to THEM on a tails roll!
When a Hero calls on their Catchphrase
When a hero calls their own Flaw into play
Exchange 6 Adrenaline for 1 Spotlight
Using a Spotlight
Get an Extreme Success automatically
Save a Friend who lost at Death Roulette. They add another Bullet to their Roulette and carry on as if successfully avoiding the initial loss.
Remove ANY Condition
Save a Ride when it's about to be destroyed
Do whatever you want as long as the Director agrees. The Spotlight makes the impossible possible!
Combat
Actions
Combat happens in 2 alternating turns: An Action turn and a Reaction turn
Action Turn
Heroes are free to take any action they want and make the relevant Action Rolls (Full or Cool). Additionally, all Heroes also can take a Quick Action for free.
Reaction Turn
The Director states the Enemies’ actions and all Heroes must defend themselves with a Reaction Roll.
Attacking
To attack an Enemy, the Hero must make a roll with difficulty equal to the Enemy Defense during the Action Turn. For every appropriate success scored, the Enemy loses 1 Grit.
Defending
Made during the Reaction Turn, when facing an Enemy, the difficulty of Reaction Rolls is equal to the Enemy Attack. If you fail to meet a Success level equal to the Enemy Attack, you’ll have to lose some Grit, but you can still spend smaller successes to do some Damage Control.
Roll The Same: Everyone typically rolls the same Reaction roll at the same time during the Reaction Turn. The Director can split out different Reaction rolls as they see fit for the scene.
Counter Attack: You can spend an Extra Success that is at least equal to the Enemy Defense to immediately Counter Attack and deal 1 Grit of damage back to the attackers. You can Counter Attack any number of times during that turn equal to the amount of Extra Success (at least equal to the Enemy Defense) you have during the Reaction Turn.
Defend a Friend: You may also spend an Extra Success that is at least equal to the Enemy Defense to protect a friend who may have failed the Reaction Roll.
Taking and Dealing Damage / Grit
Taking Damage
If you fail to meet a Success value Equal to or more than the Enemies Attack during the Reaction Turn, you'll lose a predetermined amount of Grit equal to the Enemies Attack as scored below.
Success Value Grit Loss
◆ BASIC: Lose 1 Grit
◆ CRITICAL: Lose 3 Grit
◆ EXTREME: Lose 9 Grit
◆ IMPOSSIBLE: Lose All Grit
Reducing Damage / Damage Control
Even if you fail a roll, you can still reduce the amount of Grit lost. For every Basic Success you score, you can avoid losing 1 Grit, and for every Critical Success, you can avoid losing 3 Grit.
But when you are forced to make an Impossible Roll during the Reaction Turn, you cannot do Damage Control.
Dealing Damage
During your Action Turn, your attack's Success level will determine if the Enemy loses Grit. Compare your Attack roll with the Enemies Defense level. Matching it scores you 1 Grit point in damage to the enemy. Scoring multiple Successes equal to or more than an Enemies Defense gives you multiple points of Grit loss to the enemy.
Alternate Combat Rule - Brawl
Instead of having 2 alternating turns (Attack and Reaction), you resolve both the Player's attack and the Enemies attack in a single roll (Attack Turn) for each round of combat.
The Hero makes their Action Roll, if they match or beat the Enemy’s Attack, they manage to land a blow causing the Enemy to lose 1 Grit. If not, the Hero loses an amount of Grit to represent the blows landed by the Enemy equal to the Enemy's Attack.
For Example: Enemy Attack: Critical
The Hero rolls, gets 2 Critical Successes - Enemy loses 2 Grit
The Hero rolls, gets 1 Critical Success - Enemy loses 1 Grit
The Hero rolls, gets 1 Basic Success - Enemy loses 0 Grit, Player loses 2 Grit (reduced because of Damage Control)
The Hero rolls, gets 0 Successes - Enemy loses 0 Grit, Player loses 3 Grit (equal to Grit loss for a Critical Attack stat)
If the Enemies have double Difficulty, i.e. Enemy Attack: 2 Critical, and you score 1 Critical Success, both people fighting lose Grit. The Enemy loses 1 Grit, and you lose 3 Grit. If you were to score 2 Critical Successes, the Enemy would instead lose 2 Grit and you would lose none.
Ranged Weapons
Depending on what weapon you're using, a series of range options will tell you how many dice you should add or subtract from your roll.
◆ Melee: Target within 2 m/yd.
◆ Close Range: Target at 2-10 m/yd. Can be reached with a Quick Action.
◆ Medium Range: Target at 10-50 m/yd. Can be reached in one turn, or with an extra Full Action.
◆ Long Range: Target at 50-300 m/yd. Can be reached in 2 to 3 turns.
◆ Out of Range: Target beyond 300 m/yd. In line of sight but beyond useful reach.
There are a few weapons that can shoot Out of Range, for example, a sniper rifle.
No maps are required for Outgunned so relative placement is determined by the Director in the moment. Range is ALSO a suggestion, and you may do away with dealing with ranges altogether and act as if all range calculations are made at Medium range.
If you choose to do this, also ignore all bonuses and penalties from firearms and ranged weapons (their Feats still stand!) and apply the following rule: one-handed weapons give no bonus, two-handed weapons always grant +1.
Ammo / Mags
You have unlimited bullets unless you meet 1 of 4 different criteria, in which case you expend a "Mag". You can Reload a Mag by using a Quick Action during your Action Turn.
Failure - When you fail a roll to shoot, you lose one mag.
Going Full Auto - When you voluntarily empty a mag against your Enemies to gain +1 to the roll.
Covering Fire - When you shoot in all directions to force your Enemies to keep their heads down. Your friends (not you) gain +1 to their next Reaction Roll. When you lay down covering fire, you use your full turn and make no Action Roll.
Bad Luck - As a consequence of a non-combat failure, the Director can state that one or more of your mags were lost, taken away, or that they became unusable.
Cover
Partial Cover: +1 to Reaction Rolls, -1 to Action Rolls.
You can reach Partial Cover with a Quick Action. This means that, during your Action Turn, you can spend your free Quick Action to either reach or exit Partial Cover, before or after rolling the dice. Alternatively, you can spend any extra Basic Success to get an extra Quick Action.
Total Cover: Automatic Success to Reaction Rolls, -3 to Action Rolls.
You can get behind Total Cover by spending your whole turn and forgoing your usual Action Roll. Alternatively, you can also spend any extra Critical Success to get an extra Full Action and quickly throw yourself behind Total Cover. Getting out of Total Cover requires a Quick Action.
Losing All Grit
Once all grit pips have been filled in, you've lost all your Grit. There is no difference between losing the exact amount of Grit you have left, or losing more than the amount you have left, you'll still just lose the remaining you have.
Once all Grit has been lost, until Grit has been recovered, any further Grit loss causes a spin of Death Roulette or risk being Left For Dead.
Death Roulette
If you would lose Grit from a situation while having no Grit to lose, you then spin the Death Roulette.
The number of bullets in the Roulette chamber represents the target number you need to roll on a numeric d6.
Equal to or Above target number - Add one more bullet to the chamber and carry on until losing Grit again (unless healed), at which time you'll roll again with the updated target number.
Below target number - You become Left For Dead unless someone uses a Spotlight to save you at the last second!
If saved by another player using a Spotlight, the player that was saved adds a bullet to their Death Roulette chamber as if succeeding on the roll.
The number of bullets in the Death Roulette chamber cannot be lowered unless starting a new Cinematic Campaign.
Left For Dead
Left for Dead is not necessarily dead. It’s more like taking a dramatic bow and leaving everyone heartbroken.
You might be dramatically removed from the scene for the time being, but as heroes very often do, you can return Back From The Dead in an upcoming scene.
You may also instead decide that you are truly dead if that would add to the story being told.
Back From The Dead
Return to the game with the same character in a later Turning Point, Showdown, or start of another Cinematic Campaign after being Left For Dead with a preposterous story about how you miraculously survived.
When you return to the game in this way, create a Scar on your character sheet specifying the effects this near death experience has affected you.
Healing Grit
There are 3 ways to recover Grit
Sleep - Recover all Grit after a good night's sleep
Catch a Break - After a big scene, or after a long string of dangers, the Director can give you a short Break to allow the Heroes to recover all Grit.
After a Shot - At the end of a gaming Session, recover all Grit.
Taking a Gamble
A Gamble roll is had when the player is taking an exceptional, often times calculated, risk to perform something that may lead to additional Grit loss.
When rolling a Gamble, roll and reroll as normal.
Once the dice are in their final state, after rerolls or not, for every Snake Eye (or a 1 on a numeric d6) you rolled, you lose 1 Grit.
Whenever you shoot at an Enemy who is in Melee with one or more of your friends, your Actions become a Gamble... at the others’ expense! This means that, if you roll one or more Snake Eyes (or a 1 on a numeric d6), all your friends in Melee will have to fill that many Grit boxes.
Conditions / "You Look..."
Conditions represent your physical, mental, or emotional status. They tell you how you're doing, feeling, and how you look to others.
You can only take any combination of 3 Conditions before the 4th Condition must be Broken.
The Director might say something along the lines of "After falling three stories, smashing into every awning on the way down and landing in a trash bin, "You Look..." Hurt", signifying you've taken the Hurt condition.
There are 3 ways to obtain a Condition:
Consequence Of A Failure - By failing a roll, the Director might see it fit to give you a Condition in place of losing Grit.
Filling In The "Bad Box" (8th Grit pip on Alchemy) - After losing 8 Grit, gain a Condition the Director sees fit.
When Failure Is Not Enough - When a situation is so bad, the Director has you lose Grit and ALSO gain a Condition on top of that.
When you have a Condition, you will take a -1 die to a specified Attribute role that represents the Condition.
Typical Conditions and How to Remove Them
Hurt: -1 to all Brawn rolls
Remove By: Receiving medical care or having another Hero roll a Critical Action Roll in Focus+Heal during a Time-Out.
Nervous: -1 to all Nerves rolls
Remove By: Using one of your actions during a Time-Out to relax, enjoy a hobby, or indulge a bit.
Like a Fool: -1 to all Smooth rolls
Remove By: Proving your worth, getting some recognition, or earning the respect of someone. or having another Hero roll a Critical Action Roll in Smooth+Heal during a Time-Out.
Distracted: -1 to all Focus rolls
Remove By: Spending one of your actions during a Time-Out doing absolutely nothing to clear your mind or by spending 2 Adrenaline on any Focus roll.
Scared: -1 to all Crime rolls
Remove By: Facing the subject of your fear again and being victorious or use one of your and another Hero's Action during a Time-Out to confide in your friend.
Tired: No penalty to rolls, but counts towards Broken Condition
Remove By: Eating a hot meal and getting some good sleep.
Broken: -1 to ALL rolls
Remove By: Spending a couple of days in a hospital or another similar institution or having another Hero roll an Extreme Action Roll in Focus+Heal during a Time-Out.
Resting / Time-Out
Time-Outs are breather scenes, where Heroes find a safe shelter and can finally take off their holsters.
During a Time-Out, each Hero can take 2 actions among:
Investigating - Make headway in an investigation, getting in some phone calls, gathering info, or pursuing their research.
Healing - Remove a Condition from either themselves or a friend.
Fixing - Repair something, or to restore some Armor to a ride.
Shopping - Buy guns and gear, provided that they have access to someone who sells them.
Working - A Hero can use one or more actions to do anything that requires time. For example, cracking a password, or going somewhere.
Chases
Need For Speed
Need
Need represents the objective of a chase.
During a chase, Need is represented by a line of boxes much like the ones used for Grit. The harder the challenge, the more boxes of Need you’ll have. Once all the Need boxes are full, the Heroes have won the chase.
Speed
The Speed represents how fast the Heroes are when compared to their opponents.
Each ride has a speed score between 0 and 3. This represents its starting Speed.
At the end of each turn, the Heroes fill in a number of Need boxes equal to their current Speed.
The minimum Speed during a chase is 0. So, if the Heroes were to lose more Speed than that, the Director can erase an already filled Need Box.
High Speed Chase
Speed 5 - All Action Rolls made by the driver are considered Gambles.
Speed 6 / Top Speed - Driver suffers -1 to all rolls. Unless they can rely on the Full Throttle! Feat.
Chase Actions
Just like during combats, chases are also divided into Action and Reaction Turns.
Action Turn
During an Action Turn, the driver and other Heroes are free take any action they think will increase their Speed. Speed is not absolute speed of the vehicle but instead a representation of how fast the Heroes are reaching their goal. So things like shortcuts, slowing down the enemy, obstacles, and slamming on the gas increase or decrease the Hero's speed depending on Success results.
Critical Success - Speed increases by 1
Extreme Success - Speed increases by 2
Impossible Success - Speed increases by 3
Jackpot - A Hero finds a way to end the chase in a single outlandish maneuver!
Reaction Turn
Just like combat, the Director will ask the team as a whole to roll all at once as a Reaction roll. Usually, Reaction Rolls made during a chase have Critical Difficulty.
For every Hero who fails their roll, the group loses 1 Speed as well as lose Grit equal to the rolls Difficulty value.
If the DRIVER fails their roll, the Ride also loses 1 Armor.
Winning a Chase
Once all Need boxes are filled, the Heroes have won the chase. The opponents have been reached or left behind.
If, at the beginning of an Action Turn, the Speed score is greater than the number of empty Need boxes, the Director can choose to end the chase in the Heroes favor without asking for rolls.
Losing a Chase
There are 5 ways to lose a chase:
The Ride Explodes - Once all Armor is lost on the vehicle and then takes an additional Armor loss, it explodes leaving everyone on foot. Heroes immediately lose 6 grit.
Lose All Grit - Once ALL Heroes lose all Grit the chase is over. If being chased, they are captured/forced to fight.
Out of Time - If the Director has applied a Countdown and it was not reached, the chase ends and the chase is lost.
Too Slow! - The director could set a minimum Speed, that once gone below, the chase ends automatically and the chase is lost.
Not Worth It - Voluntarily withdraw from a chase.
Multiple Vehicles
Sometimes the Heroes may be represented in multiple vehicles. In this case, in order to calculate the Starting Speed, just take the Average Speed among all the vehicles.
If one of the vehicles explodes or drops from the chase, the other Heroes can choose to either stop the chase or continue on without them in the scene.
On-Foot Chase
Some chases on foot can be as simple as describing them, but if the Director wants a more turn based approach, they could activate a Need For Speed chase On-Foot.
Starting Speed is always 0 unless the Director thinks a +1 is acceptable due to special circumstances.
If a Hero loses all Grit, they lose the chase.
Plan-B
During a Cinematic Campaign, think about Plan Bs as something of a group Spotlight, only more powerful than that! Thanks to their Plan Bs, Heroes can always find a way out of every situation, turning even the worst of their failures into an epic scene worthy of the best action movies.
A Plan B is a very precious resource, this means your group can activate each Plan B only once in the ENTIRE Campaign and can never use two Plan Bs in the same Session.
Your group can activate a Plan B at any moment, even in the middle of a dice roll, so long as everyone agrees on the when and how.
The list of Plan B's can be found on the Mission Sheet NPC on Alchemy.