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Heist

Environments Designed by tudy • Art by Matteo Spirito
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 and describe how they have prepared for the current situation in advance. Flashback scenes can only alter context but cannot change 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.

    Questions
    • What made you anticipate this situation? Intuition, careful scouting, or something else?
    • Did you receive help from an outsider or insider to pull this 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 decreases the Suspicious Guards countdown by 2 if triggered. 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 triggered the trap.

    • If triggered, the trap also deals 1d8+3 damage.

    • If triggered, tick the Suspicious Guards countdown an additional 1d4 times.

    Questions
    • How is the trap triggered?
    • What is the effect of the trap? Is it mechanical, magic, or something else?

Reactions

reaction
  • Make No Noise

    When a PC rolls with Fear they mark a Stress.

    Questions
    • Are you nervous? How does it show?
    • What sounds make your ears perk up, but turn out to be just noise?
  • Suspicious Guards

    Countdown (Decreasing 6). When the PCs enter the guarded building or area, activate this countdown. The countdown ticks down when a PC misses on an action roll. When it triggers, summon guards within Close range of the PC that caused the final tick on the countdown.

    Questions
    • What kind of guards are present?
    • Are they explicitly guarding the thing/person the party is interested in or the general area?
  • Raising Alarm

    When the PCs are spotted by an adversary, decrease the Suspicious Guards countdown each time that adversary makes an action roll.

    Questions
    • How does the guard alarm nearby adversaries?
    • Is there a quick way for the party to silence the guard or interrupt the alarm?

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.

Heists are great opportunities to mark lots of stress at the PCs character sheets without getting into a fight.

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 and describe how they have prepared for the current situation in advance. Flashback scenes can only alter context but cannot change 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.
  • What made you anticipate this situation? Intuition, careful scouting, or something else?
  • Did you receive help from an outsider or insider to pull this off?
Trapped - Action: Confront the PC with a trap. By default, the trap has been noticed by the PC, blocks the path forward, and decreases the Suspicious Guards countdown by 2 if triggered. 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 triggered the trap.

  • If triggered, the trap also deals 1d8+3 damage.

  • If triggered, tick the Suspicious Guards countdown an additional 1d4 times.

  • How is the trap triggered?
  • What is the effect of the trap? Is it mechanical, magic, or something else?
Make No Noise - Reaction: When a PC rolls with Fear they mark a Stress.
  • Are you nervous? How does it show?
  • What sounds make your ears perk up, but turn out to be just noise?
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 misses on an action roll. When it triggers, summon guards within Close range of the PC that caused the final tick on the countdown.
  • What kind of guards are present?
  • Are they explicitly guarding the thing/person the party is interested in or the general area?
Raising Alarm - Reaction: When the PCs are spotted by an adversary, decrease the Suspicious Guards countdown each time that adversary makes an action roll.
  • How does the guard alarm nearby adversaries?
  • Is there a quick way for the party to silence the guard or interrupt the alarm?

Discussion

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