- 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>
331 lines
12 KiB
Markdown
331 lines
12 KiB
Markdown
# RUNDOWN
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**Cardless chase rules for the Blade Runner RPG.**
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*v1 draft — unofficial fan supplement. Requires the core rulebook.*
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> Nobody in this city runs because they think they'll get away. They run because
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> stopping means answering the question.
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RUNDOWN replaces the chase subsystem in the core rulebook. It needs **no cards,
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no tables to roll on, and no components beyond the dice already in front of
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you**. Every player has a job in every round, and the whole chase fits in
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fifteen minutes.
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---
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## 1. What you need
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- The dice you already use: an attribute die and a skill die per roll.
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- **One number written where everyone can see it** — the LEAD.
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- **Six obstacles**, written before play. Take one from
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`reference/obstacle-ladders.md` or write your own (§7).
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That is all. No deck, no board, no tokens.
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**Resolution is unchanged from the core rules.** Roll your attribute die and
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your skill die. **6–9 is one success. 10+ is two successes.** Advantage adds a
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d6; disadvantage drops your lowest die.
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---
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## 2. LEAD
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**LEAD is how far ahead the prey is.** One number, 0 to 8.
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| | |
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|---|---|
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| **LEAD 0** | **ENGAGED.** Chase over — hands on them. |
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| **LEAD 8** | **GHOST.** Chase over — they broke away clean. |
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Set the starting LEAD when you call the chase:
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| Start | When |
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|---|---|
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| **3** | **Close.** A stumble away. They were nearly in reach when they bolted. |
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| **4** | **Standard.** They got a jump on you. *Use this when unsure.* |
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| **5** | **Distant.** You spotted them across the plaza, the lot, the traffic lane. |
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LEAD goes **down** when the pursuers gain and **up** when the prey does. It
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moves once per round, by one number, and that number is the only arithmetic in
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the system.
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---
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## 3. Roles
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At the top of the chase, **every participant takes a role**. Any number can
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share a role, and anyone may change role between rounds.
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**RUNNER is the default.** A player who declares nothing is a Runner.
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### RUNNER — *close the gap, or open it*
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**Roll:** Mobility (on foot) or Driving (vehicle, spinner)
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Successes move LEAD. Costs nothing. The safe, steady option.
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### PRESSURE — *make them flinch*
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**Roll:** Firearms, Manipulation, or Connections
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You act on the prey without moving: a warning shot, a shouted order down an
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alley, a call ahead to someone who owes you, a traffic signal killed from a
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terminal.
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Successes move LEAD — **but every success generates 1 Collateral (§6).**
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### SPOTTER — *read the ground*
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**Roll:** Observation
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Spend each success on **one** of:
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- **Negate one Toll penalty** suffered by anyone on your side this round.
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- **Remove 1 Collateral** generated this round.
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- **Grant one advantage die** to an ally's next roll.
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- **Reveal the next rung** of the obstacle ladder before it is played.
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### CUTTER — *take the other way round*
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**Roll:** Mobility (on foot) or Driving (vehicle, spinner)
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A parallel route — a fire escape, a service corridor, a side street, an overhead
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pass. Your successes are **banked, not applied.**
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Banked successes may be spent **all at once, in any later round**, added to that
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round's side total. On a roll with **no successes**, you are out of the chase
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for one round and **your bank is lost**.
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### How the roles pay off
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| Role | Buys you | Costs you |
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|---|---|---|
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| **RUNNER** | Steady progress | Nothing |
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| **PRESSURE** | Speed | Collateral |
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| **SPOTTER** | Safety, and Collateral back | A round of progress |
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| **CUTTER** | A decisive later round | Risk of losing everything |
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A table of pure Runners will win a chase slowly and cleanly. A table that leans
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on Pressure will win it fast and leave a mess behind. **The quick way to catch
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someone in this city is the expensive way.** That is the whole point.
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---
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## 4. The round
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Six rounds, maximum. Roughly fifteen minutes.
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> **1. The GM reveals this round's obstacle.**
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> **2. The prey declares their role and rolls.**
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> **3. The pursuers declare in any order and roll.**
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> **4. Work out the net. Move the LEAD.**
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> **5. Stamp Collateral. Narrate. Next round.**
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**The obstacle is revealed before anyone declares.** Nothing is hidden and
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nothing is simultaneous — that is what removes the cards. Players choose their
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role knowing what the street just threw at them, so the choice is a decision
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instead of a guess.
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### Working out the net
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Each side totals up:
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> the **highest single RUNNER result** on that side — *not the sum*
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> **+** all PRESSURE successes
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> **+** any banked CUTTER successes spent this round
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Then:
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> **NET = pursuer total − prey total**
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> Positive → **LEAD goes down** by that much.
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> Negative → **LEAD goes up** by that much.
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> Zero → LEAD is unchanged. The round still happened; Collateral still lands.
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Extra Runners make a side **more reliable, not more powerful.** A second Runner
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is worth about half a success; a fourth is worth about a fifth of one. Four
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people running down the same alley is four chances at a good roll, not four
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times the speed.
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### Running the other side
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**An NPC makes one roll per round**, in a role of the GM's choosing. Do not roll
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for a mob. If the opposition has a real advantage — a bike, local knowledge,
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a head start through a door that locks — give them **one advantage die**, not
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another roll.
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This holds the GM's dice load at one roll per round whether there are two
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players or six.
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---
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## 5. Gambits
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**Once per chase, each participant may declare a Gambit** — a named, specific
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risk. *"I go over the gap."* *"I take the spinner under the span."*
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A Gambit modifies **your role roll for that round**. It is not an extra roll.
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|---|---|
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| **Roll** | At **disadvantage** — drop your lowest die. |
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| **Success** | **Double your successes** this round. |
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| **Failure** | You are **out of the chase**, with a consequence the terrain suggests, and you generate **1 Collateral**. |
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A Gambit is the moment somebody talks about afterwards. It is capped at one
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each so it stays that.
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---
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## 6. Collateral
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Chases in this city cost the city. **Collateral is a track from 0 to 6.** It
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never touches a character sheet — not Health, not Resolve, not Humanity.
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**Generated by:**
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- each **PRESSURE success** — 1 each
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- each **failed Toll in crowded terrain** — 1 each
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- each **failed Gambit** — 1 each
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**Removed by:** SPOTTER successes, one for one, in the round it is generated.
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**Capped at 6.** Beyond that, narrate it and stop counting.
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### Spending it — after the chase, never during
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| Collateral | What it costs you |
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| **1–2** | Noise. Someone remembers your face. A witness who will talk to the wrong person. |
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| **3–4** | A report gets filed. LAPD attention, a supervisor's question, or a fresh complication in the case. |
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| **5–6** | A body, or a burned asset. Something you were going to need is gone. |
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Collateral never modifies a roll and is never spent in the moment. It is a
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budget the GM draws on in the scenes that follow — which is exactly what makes
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players argue about whether to reach for Pressure.
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---
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## 7. The Obstacle Ladder
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**Six obstacles, written in advance, played in fixed order, one per round.**
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This replaces both the obstacle deck and any table you would otherwise roll on.
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Rung 1 is a nuisance. Rung 6 is a wall.
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Each rung is one line carrying a **Toll** and a **Tilt**:
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- **Toll** — a roll to avoid a penalty. Anyone the obstacle touches makes it.
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- **Tilt** — which side the terrain favours, usually one advantage die.
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```
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[3] TRANSIT PLATFORM — Toll: Mobility or lose your roll this round.
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Tilt: prey (+1 die). A crowd is the runner's friend.
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```
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### Rung 6 is always a Terminator
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The last rung is a feature that **forces resolution**: a dead end, a rail line,
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a roof edge, a checkpoint, a canal. The chase has to break one way or the other
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against it. Write it that way.
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### Why authored, not random
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- Pacing is built in — the scene has a written shape and a written ending.
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- The obstacles are about *this* market, *this* rooftop, *this* freight yard.
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- No lookup, no randomiser, no shuffling.
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- The GM knows what round four looks like before round one starts.
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**Writing one takes about five minutes.** Pick a location, list six things in it
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that would interrupt a person running flat out, order them from *annoying* to
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*impassable*, and give each a Toll. Eight finished ladders are in
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`reference/obstacle-ladders.md`.
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---
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## 8. Ending it
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The chase ends at **LEAD 0**, at **LEAD 8**, or at the **end of round 6** —
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whichever comes first.
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| LEAD | Outcome | |
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| **0** | **ENGAGED** | Hands on them. Combat, restraint, or a conversation at contact range. |
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| **1–2** | **CORNERED** | Trapped, not held. A standoff, a negotiation, or a jump nobody should survive. |
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| **3–4** | **LOST, BUT** | Gone from sight — and you have a direction, a dropped thing, a plate, a witness. |
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| **5–7** | **GONE** | Clean. The street still remembers, and so do you. |
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| **8** | **GHOST** | You never had them. They were better than you, or they were never alone. |
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**No outcome is a dead end.** LOST, BUT is the ordinary failure and it still
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hands you the next scene. GONE and GHOST still leave you the Collateral, and
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they leave you what the prey gave away by *how* they ran — the route they knew,
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the door that was unlocked for them, the fact that they never once looked back.
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### Overtime
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If round 6 ends with the chase unresolved and the table is leaning in, the GM
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may call **Overtime — at most three more rounds.**
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- **No new obstacles.** The Terminator stands and applies every round.
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- **LEAD drops by 1 at the start of each Overtime round**, before any rolls.
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The pursuit closes. The city closes in.
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- **Collateral generation is doubled.**
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Overtime always ends: nine rounds is the hard ceiling, and the automatic drift
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drags any close chase to ground. At the end of it, read the outcome table
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whatever the number says.
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---
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## 9. Terrain
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One engine, three skins. **The procedure never changes** — only this table.
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| | RUNNER / CUTTER | SPOTTER | Start LEAD | Collateral |
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|---|---|---|---|---|
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| **Foot** | Mobility | Observation | 3–4 | Standard |
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| **Ground vehicle** | Driving | Observation | 4 | **Doubled** — a car in a crowd |
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| **Spinner / aerial** | Driving | Observation *(plotting vectors)* | 5 | **Halved**, but every point is severe |
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**Mixed chases** — a spinner over a runner on foot, a car chasing a pedestrian
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through an arcade — use each side's own layer for its own rolls, and the
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**higher** of the two Collateral rates.
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---
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## 10. If the PCs are the ones running
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Nothing changes. The roles, the ladder, the net, and the outcome table are all
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symmetric. Swap which side wants LEAD to go up.
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The only thing to watch: **the outcome table reads from the pursuers' side.**
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When the PCs are prey, invert it — LEAD 0 means *they caught you*, LEAD 8 means
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*you are a ghost*, and LOST, BUT means you got away but left something behind
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that they will follow.
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Collateral still accrues to whoever generates it. A PC who shoots their way out
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of a crowded transit hall owns that, even running.
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---
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## 11. Quick reference
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**LEAD 0–8.** Start 3 close / 4 standard / 5 distant. 0 = caught, 8 = gone.
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**Round:** obstacle → prey declares and rolls → pursuers declare and roll →
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net → move LEAD → Collateral → narrate.
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**Side total** = highest single Runner + all Pressure + banked Cutter spent.
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**Net** = pursuers − prey.
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| Role | Roll | Does |
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| RUNNER | Mobility / Driving | Moves LEAD. Free. |
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| PRESSURE | Firearms / Manipulation / Connections | Moves LEAD. 1 Collateral per success. |
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| SPOTTER | Observation | Negate Toll / remove Collateral / grant advantage die / reveal next rung. |
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| CUTTER | Mobility / Driving | Banks successes; spend all at once later. No successes = out a round, bank lost. |
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**Gambit:** once each. Disadvantage. Win = double successes. Lose = out, +1 Collateral.
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**Six rounds.** Six rungs. Rung 6 forces the end. Overtime = 3 more, −1 LEAD a
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round, double Collateral.
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**Outcomes:** 0 ENGAGED · 1–2 CORNERED · 3–4 LOST, BUT · 5–7 GONE · 8 GHOST.
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---
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*Unofficial fan supplement. Not affiliated with, endorsed by, or sponsored by
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Free League Publishing or the rights holders of Blade Runner. Requires the Blade
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Runner RPG core rulebook to play. Not for sale.*
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