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Township rooftops

Environments Designed by Michael Paterson • Art by Michael Paterson
Tier
1
Type
Traversal
Difficulty
12
Impulses
Spy Scramble Death from above

Environment overview

The terrain above the streets consisting of rooftops and blaconies.

Potential adversaries

Jagged Knife Guards Assassins

Features

Passives

passive
  • Rooftop crossing

    Leaping across rooftops is periolous! A player seeking to traverse from rooftop to roof top must make daring leaps and land them with agility or finesse. A successful roll means the player sticks their landing. A critical success will aford the palyer and additional advantage. Did they make extra progress? Did they position themselves to gain advantage on thier next action? A failed roll leaves the player vulnerable and teetering. A terrible failure may see them fall, trigger the alerted reaction, or breakthrough action.

    Questions
    • How wide is the gap?
    • Is there adverse weather or a dangerous landing?
    • What is the height difference?
  • Dismount

    Players on the rooftops have the choice to leap off the roof for a variety of outcomes. They may seek to make a deft landing with presence to impress the crowd, or roll with strength to smash an object, or to deal a deadly suprise attack. Roll with advantage. On failure take 1D6+2 physical damage, on success add 1D6+2 to damage rolls. A critical will also knock their victim to the ground, leaving them vulnerable.

    Questions
    • Is it just too high?
    • Is the player afraid of heights?

Actions

action
  • Breakthrough

    Township rooves aren't designed to carry the weight of an adventurer's cavorting. Sometimes the roof might give way... spend a fear to ahve the player burst through the roof to a level below! Roll 1D6+2 physical fall damage per floor.

    Questions
    • What environment does the player now find themselves in?
    • What is the ambient noise environment? Has this drawn attention?
    • What paths are now available?

Reactions

reaction
  • Alerted!

    When a player fails a rooftop crossing action for the thrid time, their clumsiness has alerted those around them to their presence. This can have a range of consequences from just blowing your position to being pelted with arrows! OR use this as an action. Spend two fear to initiate alerted. Roll 1d4 to see how many have been alerted.

    Questions
    • Who has seen them?
    • Does the alerted party tip their hand?

About this environment

When undertaking rooftop manouvres be sure to describe the scene. Tell the player how the time of day and weather are interacting with what they are doing. Let the player know what they can see in the area. Do they gain any insights from their position of advantage?

Township rooftops

Tier 1 Traversal

The terrain above the streets consisting of rooftops and blaconies.

Impulses: Spy, Scramble, Death from above

Difficulty: 12

Potential Adversaries: Jagged Knife, Guards, Assassins

Features

Rooftop crossing - Passive: Leaping across rooftops is periolous! A player seeking to traverse from rooftop to roof top must make daring leaps and land them with agility or finesse. A successful roll means the player sticks their landing. A critical success will aford the palyer and additional advantage. Did they make extra progress? Did they position themselves to gain advantage on thier next action? A failed roll leaves the player vulnerable and teetering. A terrible failure may see them fall, trigger the alerted reaction, or breakthrough action.
  • How wide is the gap?
  • Is there adverse weather or a dangerous landing?
  • What is the height difference?
Dismount - Passive: Players on the rooftops have the choice to leap off the roof for a variety of outcomes. They may seek to make a deft landing with presence to impress the crowd, or roll with strength to smash an object, or to deal a deadly suprise attack. Roll with advantage. On failure take 1D6+2 physical damage, on success add 1D6+2 to damage rolls. A critical will also knock their victim to the ground, leaving them vulnerable.
  • Is it just too high?
  • Is the player afraid of heights?
Breakthrough - Action: Township rooves aren't designed to carry the weight of an adventurer's cavorting. Sometimes the roof might give way... spend a fear to ahve the player burst through the roof to a level below! Roll 1D6+2 physical fall damage per floor.
  • What environment does the player now find themselves in?
  • What is the ambient noise environment? Has this drawn attention?
  • What paths are now available?
Alerted! - Reaction: When a player fails a rooftop crossing action for the thrid time, their clumsiness has alerted those around them to their presence. This can have a range of consequences from just blowing your position to being pelted with arrows! OR use this as an action. Spend two fear to initiate alerted. Roll 1d4 to see how many have been alerted.
  • Who has seen them?
  • Does the alerted party tip their hand?

Discussion

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