RUNDOWNCardless chases · Blade Runner RPG

START LEAD   3 close · 4 standard · 5 distant
6 ROUNDS   ~15 min · Overtime max 3

LEAD — mark it, move it once a round

0ENGAGED
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8GHOST
◀ Pursuers gainPrey gains ▶

Roles — everyone takes one, every round

RoleRollEffect
RUNNERMobility
Driving
Successes move LEAD. Free. The default — declare nothing, you are this.
PRESSUREFirearms
Manipulation
Connections
Successes move LEAD. 1 Collateral each.
SPOTTERObservation Spend each success: negate a Toll · remove 1 Collateral · +1 advantage die to an ally · reveal next rung.
CUTTERMobility
Driving
Banks successes — spend all at once later. No successes = out 1 round, bank lost.
Fast is expensive. Pure Runners win slowly and clean; Pressure wins fast and bills the city.

The round

  1. Reveal the obstacle — before anyone declares.
  2. Prey declares a role and rolls.
  3. Pursuers declare in any order and roll.
  4. Net → move LEAD.
  5. Collateral. Narrate. Next rung.
SIDE TOTAL = highest single Runner result + all Pressure successes + banked Cutter spent
NET = pursuers − prey  →  + lowers LEAD · − raises it
NPC side: one roll per round, whatever the table size. A real edge is +1 advantage die, never an extra roll.

Gambit — once each per chase

RollAt disadvantage. Modifies your role roll — not an extra roll.
SuccessDouble your successes this round.
FailureOut of the chase, terrain-appropriate consequence, +1 Collateral.

Collateral — the city pays, never the sheet

+1each Pressure success · each failed Toll in a crowd · each failed Gambit
−1each Spotter success, same round it is generated
Spend afterCost
1–2Noise. Someone remembers your face.
3–4A report gets filed. LAPD attention, or the case gets harder.
5–6A body, or a burned asset. Something you needed is gone.
Never spent during the chase. Never modifies a roll. Capped at 6.

Outcomes — LEAD 0, LEAD 8, or end of round 6

0ENGAGED — hands on them.
1–2CORNERED — trapped, not held. Standoff, negotiation, or a jump.
3–4LOST, BUT — gone, and you have a direction, an object, a plate, a witness.
5–7GONE — clean. The street remembers.
8GHOST — you never had them.
No outcome is a dead end. LOST, BUT is the ordinary failure and it still hands you the next scene.

Overtime & terrain

OVERTIME — max 3 rounds, GM's call at end of round 6. Terminator stands, no new rungs. LEAD −1 at the start of each round. Collateral doubled.
TerrainRunner / Cutter · Start · Collateral
FootMobility · LEAD 3–4 · standard
VehicleDriving · LEAD 4 · doubled
SpinnerDriving · LEAD 5 · halved, each point severe
Mixed chase: each side uses its own layer; Collateral takes the higher rate.

Obstacle ladder — six rungs, in order, one per round. Rung 6 forces the ending.

ObstacleTollTilt
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Toll = a roll or lose your roll this round. Tilt = who the terrain favours, usually +1 die. Mark crowded rungs [C] — a failed Toll there costs 1 Collateral.

Round log

#Roles takenNetLEADColl.Note
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