Tier 1 Stealth Mission
Environment overview
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Potential adversaries
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Features
Passives
passive-
Maybe It Wasn't The Wind
Start a timer at 6
every action roll decreases the timer by 1 (exceptions if multiple action rolls happen at the same time i.e if 2 players are searching different rooms)
If the players are ever spotted the timer drops by another 1
If Loud combat occurs or an NPC has the time to call for help then the countdown reaches zero and then resets. This only occurs if the Timer has not reached zero once. if it has then the countdown drops by 2If the countdown reaches zero the first time then all adversaries in the scene have the feeling that something is wrong and begin to investigate
if the countdown reaches zero for the second time then a commander shows up and Fear can be used to add minions and standard adversaries to the scene
if the countdown reaches zero for the third time then a Tier 2 commander shows up and Fear can be used to add Tier 2 minions to the scene.If the players go loud then the countdown reaches zero for the first time and changes to a 4. It then decreases each time the player's roll with Fear or if the GM spends Fear to decrease it.
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Watching Eyes
If the area has a lot of camera's then all checks to move stealthily are at disadvantage
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Sneak Attack
As long as the players haven't gone loud then any Tier 1 target can be knocked out with a successful attack, damage does not need to be rolled.
Actions
actionReactions
reactionAbout this environment
An environment for Tier 1 stealth missions for my game.
Tier 1 Stealth Mission
Tier 1 Exploration
Impulses: —
Difficulty: 12
Potential Adversaries: —
Features
Tier 1 Stealth Mission
An environment for Tier 1 stealth missions for my game.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Tier 1 Stealth Mission Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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