Heist
At a glance
Environment overview
Get in, get something (an item, a person, information, something else), and get out before they notice.
Potential adversaries
Features
Passives
passive-
Part of the Plan
Give one Flashback Token to each PC. They can expend this token to initiate a flashback scene, describing how they have prepared for the current situation upfront. Flashback scenes can only change context not continuity and must remain plausible. Each flashback scene must be resolved by at least one action roll, its outcome determining how well the PC's preparation paid off.
Actions
action-
TrappedFear 1
Confront the PC with a trap. By default the trap has been noticed by the PC, blocks the path forward and if triggered decreases the countdown of Suspicious Guards by 2 ticks. In addition, choose one of the following for this trap, or spend a Fear to choose two:
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The PC must succeed on an Instinct Reaction Roll or has already triggered the trap.
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When triggered the trap also deals 1d8+3 damage.
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When triggerd the tick the Suspicious Guards Countdown 1d4 times.
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Reactions
reaction-
Suspicious Guards
Countdown (Decreasing 6). When the PCs enter the guarded building or area activate this countdown. The countdown ticks down when a PC rolls with Fear. When it triggers, summon guards within Close range of the PC that caused the last tick on the countdown.
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Raising Alarm
When the PCs are spotted by an adversary decrease the Suspicious Guards Countdown also when a PC rolls with Hope and when any adversary makes a roll.
About this environment
You might want to check with your group whether they like the concept of flashbacks. If they don’t just ignore the Part of the Plan passive.
Heist
Tier 1 Event
Get in, get something (an item, a person, information, something else), and get out before they notice.
Impulses: Deny access, protect, detect intruders
Difficulty: 11
Potential Adversaries: Any
Features
The PC must succeed on an Instinct Reaction Roll or has already triggered the trap.
When triggered the trap also deals 1d8+3 damage.
When triggerd the tick the Suspicious Guards Countdown 1d4 times.
Heist
You might want to check with your group whether they like the concept of flashbacks. If they don’t just ignore the Part of the Plan passive.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Heist Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.