Heist
At a glance
Environment overview
The party must gain access to a hidden or well-protected location to acquire the information or items secured within.
Potential adversaries
Features
Passives
passive-
Prep Work
Prior to the Heist, each PC has the opportunity to gather a key piece of information, surveil the location, or acquire a helpful tool or resource. Give each player the opportunity to describe one obstacle they expect to encounter and how they set themselves up to overcome it, then have them make an action roll. On a success, they get the advantage or asset they sought. On a success with Fear, it’s less useful than they expected (for example, they discover the location of a hidden access point but learn that breaching it will likely be difficult and noisy).
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Infiltration
Establish the goal of the Heist and start two dynamic countdowns: a Progress Countdown (12) to represent the party’s work toward their goal and a Consequence Countdown (10) to represent the rising risk of discovery and capture. Advance both according to the Dynamic Countdown Advancement table as the PCs make action rolls to complete the Heist. If the Progress Countdown triggers first, spotlight this environment to use the “Exfiltration” feature. If the Consequence Countdown triggers first, gain 1d4 Fear, splotlight this environment, and use the "Sound the Alarm" feature.
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Saw This Coming
Once per session, a PC can spend a Hope to explain how they prepared for the current situation and reveal a key piece of information (such as the location of a hidden passage or the password to a restricted area) or produce a helpful item (such as a cultist’s uniform left unattended or a common consumable hidden in their boot).
Actions
actionReactions
reaction-
Exfiltration
When the Progress Countdown triggers, the party acquires the object of the Heist and must succeed on a group action roll to escape without being caught. On a failure, each PC marks a Stress and takes 2d12 direct damage.
Questions- What makes getting out even more dangerous than getting in? What unforeseen developments stymie the party’s original escape plan?
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Sound the Alarm
When the Consequence Countdown triggers, the party is discovered and the location enters High Alert. Immediately summon a number of Tier 2 adversaries equal to the number of PCs in the scene and spotlight one. While this environment is on High Alert, all adversaries gain a +1 bonus to their Difficulty.
Questions- What makes these adversaries uniquely suited to guard this location? What do they know about this place that gives them an edge?
About this environment
The party must gain access to a hidden or well-protected location to acquire the information or items secured within.
Heist
Tier 2 Event
The party must gain access to a hidden or well-protected location to acquire the information or items secured within.
Impulses: Make the Party Prepare, Split Them Up, Throw Up Obstacles, tRAP THEM INSIDE, Use up their resources
Difficulty: 14
Potential Adversaries: Head Guard, Minotaur Wrecker, Secret-Keeper, Spectral Guardian
Features
Prep Work - Passive: Prior to the Heist, each PC has the opportunity to gather a key piece of information, surveil the location, or acquire a helpful tool or resource. Give each player the opportunity to describe one obstacle they expect to encounter and how they set themselves up to overcome it, then have them make an action roll. On a success, they get the advantage or asset they sought. On a success with Fear, it’s less useful than they expected (for example, they discover the location of a hidden access point but learn that breaching it will likely be difficult and noisy).
Infiltration - Passive: Establish the goal of the Heist and start two dynamic countdowns: a Progress Countdown (12) to represent the party’s work toward their goal and a Consequence Countdown (10) to represent the rising risk of discovery and capture. Advance both according to the Dynamic Countdown Advancement table as the PCs make action rolls to complete the Heist. If the Progress Countdown triggers first, spotlight this environment to use the “Exfiltration” feature. If the Consequence Countdown triggers first, gain 1d4 Fear, splotlight this environment, and use the "Sound the Alarm" feature.
Saw This Coming - Passive: Once per session, a PC can spend a Hope to explain how they prepared for the current situation and reveal a key piece of information (such as the location of a hidden passage or the password to a restricted area) or produce a helpful item (such as a cultist’s uniform left unattended or a common consumable hidden in their boot).
Exfiltration - Reaction: When the Progress Countdown triggers, the party acquires the object of the Heist and must succeed on a group action roll to escape without being caught. On a failure, each PC marks a Stress and takes 2d12 direct damage.
- What makes getting out even more dangerous than getting in? What unforeseen developments stymie the party’s original escape plan?
Sound the Alarm - Reaction: When the Consequence Countdown triggers, the party is discovered and the location enters High Alert. Immediately summon a number of Tier 2 adversaries equal to the number of PCs in the scene and spotlight one. While this environment is on High Alert, all adversaries gain a +1 bonus to their Difficulty.
- What makes these adversaries uniquely suited to guard this location? What do they know about this place that gives them an edge?
Heist
The party must gain access to a hidden or well-protected location to acquire the information or items secured within.
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.