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Heist

Environments Designed by tudy • Art by Matteo Spirito

At a glance

Tier
1
Type
Event
Difficulty
11
Impulses
Deny access protect detect intruders

Environment overview

Get in, get something (an item, a person, information, something else), and get out before they notice.

Potential adversaries

Any

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
  • Trapped
    Fear 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:

    • 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.

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.

  • 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

Part of the Plan - Passive: 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.
Trapped - Action: 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:
  • 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.

Suspicious Guards - Reaction: 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.
Raising Alarm - Reaction: 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.

Discussion

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