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Tier 1 Stealth Mission

At a glance

Tier
1
Type
Exploration
Difficulty
12
Impulses

Environment overview

Potential adversaries

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 2

    If 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.

  • Watching Eyes

    If the area has a lot of camera's then all checks to move stealthily are at disadvantage

  • 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

action

Reactions

reaction

About 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

Maybe It Wasn't The Wind - Passive: 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 2 If 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.
Watching Eyes - Passive: If the area has a lot of camera's then all checks to move stealthily are at disadvantage
Sneak Attack - Passive: 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.

Discussion

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