- 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>
11 KiB
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:
- Pick the location and picture somebody sprinting through it.
- List six things that would interrupt them. Not six dangers — six interruptions. Crowds, doors, weather, machinery, other people's business.
- Order them from annoying to impassable.
- 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.
- Tilt about half of them. Crowds favour the prey. Open ground favours the pursuers. Leave some neutral.
- 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.