Files
slaguru666andClaude Opus 4.8 9a8a331635 Implement RUNDOWN v1: rules, ladders, GM sheet, console
- rules/RUNDOWN.md: the complete system, self-contained
- reference/obstacle-ladders.md: eight six-rung ladders across foot,
  ground vehicle and spinner terrain
- reference/converting-from-raw.md: switching from the published chase
  rules mid-campaign or mid-chase, plus rulings the conversion needs
- reference/rundown-gm-sheet.html: one-page printable GM sheet
- gm-utility/rundown-console.html + modules/rundown.js: touch console
  matching the REP-DETECT panel style, no dependencies, runs from file://

Console logic verified by gm-utility/test/rundown.test.js — 42 assertions
driving the real module through a stub DOM, covering LEAD movement and
clamping, round capping, Overtime drift, undo, Collateral pips and every
outcome band.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 23:06:08 +01:00

11 KiB
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Obstacle Ladders

Eight ready-to-run ladders for RUNDOWN. Pick one, set the starting LEAD, run it. Each is six rungs, played one per round in the order written. Rung 6 is always a Terminator — it forces the chase to break one way or the other.

Reading a rung:

  • Toll — a roll to avoid a penalty. Everyone the obstacle touches makes it. A failed Toll in crowded terrain also generates 1 Collateral.
  • Tilt — which side the terrain favours. Usually one advantage die.

Crowded rungs are marked [C] — a failed Toll there costs Collateral.


1. THE NIGHT MARKET — foot

Start LEAD 3–4. Steam, frying oil, six languages, nobody looking up. The classic. Bodies everywhere, and every one of them a reason not to shoot.

# Obstacle Toll Tilt
1 Noodle stalls — a wall of stools and elbows [C] Mobility, or lose your roll Prey +1
2 Steam-cart collision — scalding white-out, someone screaming about their cart [C] Mobility, or lose your roll Neither
3 Monk procession — slow, chanting, impossible to shove through [C] Manipulation, or your role fails this round Prey +1
4 Holo-ad burst — a four-storey geisha blooms across the alley, blinding everyone Observation, or lose your roll Neither
5 Plastic curtain maze — hanging sheeting, animoid tanks, forty ways out Mobility, or lose your roll Prey +1; Spotter rolls at disadvantage
6 THE SHRINE ALLEY (Terminator) — a dead end behind a paper shrine. Three metres of wall, no door, an old woman watching None — there is nowhere left to go Pursuers +1

Terminator note: the best place in the sector to catch someone gently. If the prey reaches this rung still ahead, they are choosing the wall over you — play that.


2. SECTOR 12 ROOFTOPS — foot

Start LEAD 3. Wet tar, aerial clutter, a two-hundred-metre drop on every side. Gambits are the whole texture here — expect three of them.

# Obstacle Toll Tilt
1 Gravel and standing water — no grip anywhere Mobility, or lose your roll Neither
2 Aerial forest — dishes, guy-lines, a decade of illegal cabling Mobility, or lose your roll Prey +1
3 The service gap — four metres between blocks, forty storeys down Mobility. Failure here is a Gambit failure — you are out of the chase and hurt Pursuers +1
4 Downdraft — a spinner passes low and the roof turns into a wind tunnel Force, or lose your roll Neither
5 Skylight run — old glass over an occupied floor [C] Mobility, or you go through it Prey +1
6 THE PARAPET (Terminator) — the block ends. Below is the arterial, moving fast None Pursuers +1

Terminator note: somebody is going to jump. Decide before you start whether this city's rooftops have a next building close enough, and tell the players.


3. THE STORM DRAIN — foot

Start LEAD 4. Concrete throat under the city, ankle-deep and rising. No crowd to hurt — Collateral here is structural and personal, not civilian.

# Obstacle Toll Tilt
1 The grade — a long wet slope, no handholds Mobility, or lose your roll Neither
2 Dark — the lighting failed years ago Observation, or roll at disadvantage next round Prey +1
3 Sluice discharge — a side pipe dumps hard across the channel Force, or lose your roll Neither
4 The junction — four identical mouths, one right answer Observation, or your role fails this round Prey +1; Spotter shines here
5 Rising water — knee-deep and climbing, the sound enormous Stamina or Force, or lose your roll Pursuers +1
6 THE OUTFALL GRATE (Terminator) — the channel ends at a rusted grate and open air beyond None Pursuers +1

Terminator note: the grate is the question. Locked, and it is a capture. Loose, and it is a fifteen-metre drop into a settling pond.


4. TRANSIT INTERCHANGE — foot

Start LEAD 4. Six levels, forty thousand people an hour, cameras on every face. The most expensive place in the city to draw a weapon.

# Obstacle Toll Tilt
1 The concourse — a river of commuters going the other way [C] Mobility, or lose your roll Prey +1
2 Turnstile bank — everyone stops, nobody stops for you [C] Connections or Tech, or lose your roll Neither
3 Down escalator, wrong way [C] Mobility, or lose your roll Prey +1
4 Transit police — two officers who have noticed [C] Manipulation, or your role fails and you generate 1 Collateral Neither
5 The platform — a train arriving, doors about to close [C] Observation, or lose your roll Prey +1
6 THE CLOSING DOORS (Terminator) — one carriage, both of you, or one of you None Neither

Terminator note: if the prey makes the train and the pursuers do not, that is GONE, not a failure — the platform cameras have a face and a departure time. Say so out loud.

Collateral warning: every rung here is crowded. A table that reaches for Pressure in a transit hall will max the track by round four. That is the lesson, not a punishment — let it happen and bill them later.


5. THE FREIGHT YARD — ground vehicle

Start LEAD 4. Collateral doubled. Container stacks, gantry cranes, and nobody around to see it except the people who own the containers.

# Obstacle Toll Tilt
1 Standing water and rail — the surface will not hold a hard turn Driving, or lose your roll Neither
2 Container canyon — blind corners, no sightlines Observation, or roll at disadvantage next round Prey +1
3 Gantry crane — a load swinging across the lane Driving, or lose your roll Neither
4 Yard hauler — forty metres of articulated freight, reversing Driving, or your role fails this round Prey +1
5 Fuel apron — hard surface, wide open, and a very good reason not to shoot Driving. Any Firearms Pressure here generates double Collateral Pursuers +1
6 THE GATE (Terminator) — closed, manned, and lowering None Pursuers +1

Terminator note: the gate is a choice between stopping and going through it. Going through it is 3 Collateral and a report that writes itself.


6. SEPULVEDA ARTERIAL, RAIN — ground vehicle

Start LEAD 4. Collateral doubled. Eight lanes, standing water, everyone doing ninety because the traffic system says it is safe.

# Obstacle Toll Tilt
1 Spray — the car ahead throws a wall of it Observation, or lose your roll Neither
2 Lane discipline — the automated flow does not want you doing this [C] Driving or Tech, or lose your roll Prey +1
3 Underpass — dark, loud, three lanes narrowing to two [C] Driving, or lose your roll Neither
4 Stalled vehicle — hazards on, occupants inside [C] Driving, or lose your roll and generate 1 Collateral Pursuers +1
5 Interchange ramp — four ways off, decided in a second and a half Observation, or your role fails this round Prey +1; Spotter decisive
6 THE CHECKPOINT (Terminator) — LAPD barrier across all lanes, lights on [C] None Pursuers +1

Terminator note: the checkpoint ends this one way or another. If the prey runs it, that is a citywide alert and someone else's arrest — the PCs get LOST, BUT with a very good lead and a very bad afternoon.


7. OVER THE WALL — spinner / aerial

Start LEAD 5. Collateral halved, but every point is severe. Nothing below you for six hundred metres, and everything below you is somebody's roof.

# Obstacle Toll Tilt
1 Traffic lane — you are both in a corridor you are not cleared for Driving or Connections, or lose your roll Neither
2 Rain shear — the weather between the towers is its own animal Driving, or lose your roll Neither
3 Ad blimp — three hundred metres of illuminated hull, directly across Driving, or your role fails this round Prey +1
4 Transponder ping — traffic control wants to know who you are Tech or Connections, or roll at disadvantage next round Pursuers +1
5 The span — a bridge deck with clearance nobody sane would take Driving. Taking it is a Gambit; refusing costs your roll Prey +1
6 THE WALL (Terminator) — the sector boundary, and a hard deck beyond it that is not your jurisdiction None Neither

Terminator note: the Wall is jurisdictional, not physical. Crossing it means the chase is over and the paperwork has begun. If the prey crosses, that is GONE — you know exactly where they went and you cannot follow.


8. THE ATRIUM — foot, corporate interior

Start LEAD 3. Polished stone, filtered air, and four hundred employees who have never seen anybody run. Every camera works. Every camera is owned.

# Obstacle Toll Tilt
1 The floor — wet-polished stone, no traction at speed [C] Mobility, or lose your roll Neither
2 Reception cordon — a desk, a rope line, and a very calm young man [C] Manipulation, or your role fails this round Prey +1
3 Elevator bank — twelve doors, one of them closing [C] Observation, or lose your roll Prey +1
4 Corporate security — two of them, polite, armed, and not police [C] Manipulation or Connections, or your role fails and you generate 1 Collateral Neither
5 The gallery — a mezzanine walkway over the whole atrium, in full view of everyone [C] Mobility, or lose your roll Pursuers +1
6 THE SEALED FLOOR (Terminator) — the building has decided. Every door on this level locks at once None Pursuers +1

Terminator note: the building sealing is not on the PCs' side. Everyone is now inside with corporate security, and the question of who leaves is a negotiation, not a chase.


Writing your own

Five minutes, six lines:

  1. Pick the location and picture somebody sprinting through it.
  2. List six things that would interrupt them. Not six dangers — six interruptions. Crowds, doors, weather, machinery, other people's business.
  3. Order them from annoying to impassable.
  4. Give each a Toll — the skill that gets you past it, and what it costs to fail. "Lose your roll this round" is the default and is usually right.
  5. Tilt about half of them. Crowds favour the prey. Open ground favours the pursuers. Leave some neutral.
  6. Make rung 6 force the ending. A wall, a barrier, a drop, a door that locks, a vehicle leaving. Something that cannot be run past.

Mark crowded rungs [C] so the Collateral rule is visible at the table.

One thing to check before you run it: read your six rungs in order and ask whether they escalate. If rung 2 is scarier than rung 5, swap them. The ladder is the scene's shape — that is the whole reason it is written down.