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The Vault Heist (Silent)

Environments Designed by Bart
Tier
2
Type
Traversal
Difficulty
14
Impulses
High stakes Avoid Detection Steal something important

Environment overview

A stealth mission to reach an important item in a protected area.

Potential adversaries

Guards Security systems

Features

Passives

passive
  • High Alert!

    Dynamic Consequence Countdown (Loop 8): Start on the first Action Roll. When the Countdown reaches 0, you may reset it to add one Alertness token to the environment. Each Alertness token increases the difficulty of the environment by 1.

    When there are three Alertness tokens on the environment, switch to the environment 'The Vault Heist (Loud)'. Players may freely choose to go loud at any point.

    Questions
    • What are you stealing?
    • Whom are you stealing from?
    • How do you plan to escape with the item, if all goes well?
  • Remember the Plan!

    Each player may recollect once how they planned to work around a complication, turning a roll with Fear into a roll with Hope. You still gain the Fear.

    Questions
    • When/where did you make this plan?
    • How did you get access to this information?

Actions

action
  • Unscheduled Patrol

    Spend a Fear to spawn adversaries up to two plus your current Alertness tokens in a Far range from a player.

    Questions
    • What/who is patrolling this area?
    • What makes this patrol stand out?

Reactions

reaction

About this environment

A simple heist scenario with flashback mechanics inspired by Honey Heist. Loud version WIP.

You could use a Progress Countdown to represent getting closer to the Vault, or use a map or index cards. Adjust the Alertness Countdown length as you deem necessary.

Use the difficulty of the environment for Reaction Rolls or complications introduced as part of the heist.

Players may attempt to take actions not directly related to traversing towards the mission objective, instead aimed at maintaining their cover (like falsifying security records, convincing guards they’re supposed to be there). Consider these extra effects:

– Critical Success: Remove one Alertness Token.
– Success with Hope: Reset the current Countdown.
– Success with Fear: Tick up the current Countdown by 1d4.
– Failure with Hope: No change
– Failure with Fear: Add one Alertness token.

The Vault Heist (Silent)

Tier 2 Traversal

A stealth mission to reach an important item in a protected area.

Impulses: High stakes, Avoid Detection, Steal something important

Difficulty: 14

Potential Adversaries: Guards, Security systems

Features

High Alert! - Passive: Dynamic Consequence Countdown (Loop 8): Start on the first Action Roll. When the Countdown reaches 0, you may reset it to add one Alertness token to the environment. Each Alertness token increases the difficulty of the environment by 1. When there are three Alertness tokens on the environment, switch to the environment 'The Vault Heist (Loud)'. Players may freely choose to go loud at any point.
  • What are you stealing?
  • Whom are you stealing from?
  • How do you plan to escape with the item, if all goes well?
Remember the Plan! - Passive: Each player may recollect once how they planned to work around a complication, turning a roll with Fear into a roll with Hope. You still gain the Fear.
  • When/where did you make this plan?
  • How did you get access to this information?
Unscheduled Patrol - Action: Spend a Fear to spawn adversaries up to two plus your current Alertness tokens in a Far range from a player.
  • What/who is patrolling this area?
  • What makes this patrol stand out?

Discussion

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