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Train Robbery

Tier
1
Type
Event
Difficulty
12
Impulses
Impede progress Bountiful loot

Environment overview

A multi-carriage crawl to the armoured carriage

Potential adversaries

Ticket Inspectors Guards (Bladed, Ranged, Head)

Features

Passives

passive
  • Destination Inbound

    When the players board the train start a Countdown (20). It ticks down when the players Fail and action roll. When the countdown ends, the train arrives at its next stop and an overwhelming number of guards or police are alerted to the player's presence.

    Questions
    • Where is the train going?
  • Payload Carriage

    When players are rolling against the payload cartridge, increase the Difficulty by 3.

    Questions
    • What is being transported?
    • Who is waiting to receive the payload at the destination?

Actions

action

Reactions

reaction
  • Times-a-Ticking
    Fear 1

    Spend a Fear when the players are taking additional time in a cabin to advance the Destination Inbound countdown by 1d4.

    Questions
    • What counts as taking too much time?
    • Do they have enough time to search the whole baggage hold?
  • Inspector

    When a player fails an action roll or rolls with Fear in a carriage with passengers, you can introduce a ticket inspector who notices them and asks to see their tickets.

    Questions
    • Does the ticket inspector alert the guards?
    • Can the ticket inspector be persuaded, with a handful of gold perhaps?

About this environment

The players chase and jump onto the back of a hurtling train, and must make their way to the payload before it reaches its destination.

Train Robbery

Tier 1 Event

A multi-carriage crawl to the armoured carriage

Impulses: Impede progress, Bountiful loot

Difficulty: 12

Potential Adversaries: Ticket Inspectors, Guards (Bladed, Ranged, Head)

Features

Destination Inbound - Passive: When the players board the train start a Countdown (20). It ticks down when the players Fail and action roll. When the countdown ends, the train arrives at its next stop and an overwhelming number of guards or police are alerted to the player's presence.
  • Where is the train going?
Payload Carriage - Passive: When players are rolling against the payload cartridge, increase the Difficulty by 3.
  • What is being transported?
  • Who is waiting to receive the payload at the destination?
Times-a-Ticking - Reaction: Spend a Fear when the players are taking additional time in a cabin to advance the Destination Inbound countdown by 1d4.
  • What counts as taking too much time?
  • Do they have enough time to search the whole baggage hold?
Inspector - Reaction: When a player fails an action roll or rolls with Fear in a carriage with passengers, you can introduce a ticket inspector who notices them and asks to see their tickets.
  • Does the ticket inspector alert the guards?
  • Can the ticket inspector be persuaded, with a handful of gold perhaps?

Discussion

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