Advertisement
Guest User

Heist Tabletop 0.0.5

a guest
Sep 21st, 2016
122
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 18.39 KB | None | 0 0
  1. HEIST, a caper-themed tabletop game. A niche tabletop game for people looking to have fun planning, preparing and robbing big business under it's nose, HEIST is for people who can think and act under pressure, deduce the correct choice when life's on the line, and always have a plan. Lawful Good characters need not apply. This system is unique for three reasons: it's a game focused on preaparing and planning, with less actual action until the actual heist; it's rules-lite yet crunchy, so games can move quickly where they need to and slower when they don't; and all the dice required are a pair of d10's and a d6.
  2.  
  3. GAME SETUP:
  4.  
  5. Players: 1 GMPC, 2-7 PCs
  6.  
  7. KEY STATS:
  8.  
  9. Name, Age, Height and Weight: player defined. The more in character, the better.
  10. BODY - defines Strength, speed, endurance, health and skill checks
  11. MIND - defines intelligence, endurance and reaction, skill, and weapon checks
  12. SENSE - defines perception, sneak and intelligence
  13. CON - defines perception and clothing, speech, skill and con checks
  14.  
  15. Stats range from 0-20 points, with 0 being poor, 10 being average and 20+ being excellent. HEIST uses a point-based tiered leveling system, where stats start at 10 and players gain or lose points depending on their desired level (at creation and level-up), as shown below. NOTE: Players can only de-level during character creation.
  16.  
  17.  
  18. LEVEL|POINTS
  19. =====|======
  20. -9...|-46
  21. -8...|-37
  22. -7...|-29
  23. -6...|-21
  24. -5...|-15
  25. -4...|-10
  26. -3...|-6
  27. -2...|-3
  28. -1...|-1
  29. Base.|0
  30. +1...|1
  31. +2...|3
  32. +3...|6
  33. +4...|10
  34. +5...|15
  35. +6...|21
  36. +7...|29
  37. +8...|37
  38. +9...|46
  39.  
  40. Every level change beyond 9 costs 10 extra points. As an example, starting at level 9 gives the player 1 extra point, but upgrading to 12 costs 10 points total; 1 to get to 10 (+1 above Base), 3 to get to 11 (+2), and 6 to get to 12 (+3).
  41.  
  42.  
  43. CONDITIONS: (all cap at 50; round non-integers to the nearest half number)
  44.  
  45. Strength: how much weight you can comfortably lift with one arm, measured in pounds. (BODY x 3 + SENSE)
  46. Speed: ground speed by foot, measured in meters/second. (BODY x 2 / 3 + 3)
  47. Endurance: how much damage your body can take over time and still perform at minimum level. The higher, the better. (BODY + (MIND / 2))
  48. Intelligence: how well you can outwit someone and think on your toes. (MIND x 2)
  49. Reaction: how quickly you can react to events. Defines turn order. (MIND + (BODY / 2))
  50. Perception: how well you can "read the room" and detect motives and traps. (CON + (SENSE / 2))
  51.  
  52.  
  53. SECONDARY STATS
  54.  
  55. Secondary Stats are determined by the core stats and conditions. The difference of these stats is that they can vary based on the actions of the player, allies and other NPCs.
  56.  
  57. Health: Total damage threshold. Taking more damage than your remaining health results in the player begining to die. Using a First Aid Kit or a Surgeons Kit restores life. (BODY + END / 2)
  58. Stress: Pressure due to failed rolls & events, NPC suspicion levels and seeing unpleasent things, like a dead ally. Max stress results in 'losing your cool'. (MIND + SENSE)
  59. Fatigue: Energy available for events. Max fatigue means the player falls unconscious, but does not take damage.
  60. Armor: Bonus damage threshold. Cannot be restored, and can block certain ammo types from dealing health damage.
  61.  
  62. CHECKS: (check relevant charts for more info on stats)
  63.  
  64. General: how proficient you are at any common skill. (BODY)
  65. Weapon: how proficient you can use any given weapon. (MIND)
  66. Interaction: how well you can interact with and stay inconspicuous against NPCs (SENSE)
  67. Con: how proficient you are at making duplicates and decoys, and tricking people. (CON)
  68.  
  69. CHECK SKILLS: (rated from 0-20, where 0 = poor and 20 = excellent)
  70.  
  71. When performing an action, you must roll against your skill level using 2d10. Getting a roll lower than your level means you succeed in performing the action.
  72.  
  73. GENERAL:
  74.  
  75. Light Tool Check: Used when performing an action with any tool lighter than -4 Strength
  76. Heavy Tool Check: Used when performing an action with any tool heavier than -4 Strength
  77. Technology Check: Used when performing an action with any electronic equipment, like computers and code jammers
  78. Sneak Check: Used when sneaking within 10' of any NPC
  79. Driving Check: Used when driving to a location or away from a crime
  80.  
  81. WEAPON:
  82.  
  83. Handgun Check: Self-explanatory
  84. SMG Check: ""
  85. Rifle Check: ""
  86. Heavy Weapons Check: ""
  87. Melee Check: ""
  88. Impromptu Weapon Check: ""
  89.  
  90. INTERACTION:
  91.  
  92. Speech Check: Used when talking, bluffing or lying to an NPC
  93. Intimidation Check: Used when threatening an NPC
  94. Clothing Check: How well your costume is believable and inconspicuous
  95.  
  96. CON:
  97.  
  98. Barter Check: Used when haggling or bartering with an NPC
  99. Distraction Check: How well you can distract and draw attention from NPCs
  100. Trap Checks: Used to locate, navigate and defuse traps
  101. Hacking Checks: How proficient the player is at hacking computers and ATMs
  102. Luck Checks: How lucky you are (easier crits, more money)
  103.  
  104. PERKS:
  105.  
  106. Perks are bonuses taken at character creation. At least 2 and as many as 6 are taken, and conflicting perks cannot be combined (i.e. Rookie and Veteran)
  107.  
  108. Lockpicker - +30% bonus to lockpicking all doors
  109. Hot-Wired - +30% bonus to driving and lockpicking car doors
  110. CQC - +50% damage to melee attacks within 5 ft.
  111. Martial Arts - +100% damage to unarmed attacks
  112. Plastic Surgery - -50% total suspicion
  113. Aderanaline - Get 1 free reroll every 12 hours on attacks
  114. Saving Grace - Get 1 free reroll every day on interacting with NPCs
  115. Weapons Training - +20% damage to one selected ammo
  116. I Know a Guy - -30% pricing on black market equipment
  117. Demolition Training - 20% bonus to destruction checks and explosives damage
  118. Veteran - +2 to two stats of your choosing
  119. Daddy's Money - start off with 30% extra money
  120. Big Guy - +2 to the body stat and +5 to intimidation rolls
  121. Small Fry - +5 to reaction checks and whiff damage 50% more often
  122. Akimbo - +30% weapon proficiency when holding 2 weapons
  123. Sharp Dresser - +5 to barter clothing checks
  124. Bullet Sponge - +20% endurance
  125. Wallflower - +5 to sneak and costume checks
  126. Quick Learner - +10% to all points earned (rounds down)
  127. Card Counting - +20% to luck checks
  128. Smooth Voice - +30% to all speech checks
  129. Professional Resume - +20% more points earned from events (rounds down)
  130. Cool Head - Never stressed during combat
  131. Tech Junkie - +30% to all hacking and tech checks
  132. Night Owl - Never stressed at night
  133. Pack Rat - +20% carry weight
  134. Meditation - -50% stress when resting
  135.  
  136. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  137.  
  138. TAKING TURNS
  139.  
  140. Turns last anywhere from 2 seconds to 5 minutes of in-game time, and depends on the event. Turns are played by doing a list of actions:
  141.  
  142. Pre-turn checks if applicable
  143. Free Actions
  144. Movement
  145. Using Items
  146. General Actions
  147. Attacking
  148. Ending Turn
  149.  
  150. 1. PRE-TURN CHECKS
  151.  
  152. If applicable, when defending, responding or reacting to any other player's action, perform the associated check.
  153.  
  154. 2. FREE ACTIONS
  155.  
  156. These can be done at any time, and involve moving within the area the player is in, talking, handing someone an item, crouching/staning/going prone, and other actions.
  157.  
  158. 3. MOVEMENT
  159.  
  160. Movement is done by finding the ammount of squares a player can move, checking speed modifiers, actually moving, and changing stance.
  161.  
  162. 4. USING ITEMS:
  163.  
  164. Some items may require multiple turns to activate. When this applies, the player using the item cannot attack or use other items, but can move if the item isn't stationary.
  165.  
  166. 5. GENERAL ACTIONS
  167.  
  168. Examples of these include asking questions, aiming a weapon, interacting with an unconscious/dead body, buying and selling items, selecting a gun's fire rate, and other actions.
  169.  
  170. 6. ATTACKING
  171.  
  172. Determine the turn length, then roll 2d10 against the correct weapon proficiency score.
  173.  
  174. 7. ENDING TURNS
  175.  
  176. You do not need to do every action before ending a turn, and can simply end a turn without doing anything to 'wait'.
  177.  
  178.  
  179. PASSIVE TURNS
  180.  
  181. Passive turns are ones spent in a market or doing a job. These turns aren't true turns, as they usually last the whole event. Either roll against the appropriate check/checks, or buy and sell from the merchant.
  182.  
  183. DAMAGE & HEALTH
  184.  
  185. Damage is based on the ammo's die pool and area of the body hit. It first destroys armor (unless the item is Hardened) at 50% damage, then health at 100% damage.
  186.  
  187. CONSCIOUSNESS, DYING & DEATH
  188.  
  189. Players who either have less than 4 health points or 100% Fatigue will fall unconscious for 1d6 x 3 rounds, afterwards waking up with 90% health. Players who are dying will fall unconscious for 1d6 x 2 rounds, but afterwards will cease to live and become dead. Players who are dead cannot play anymore, and their characters cannot be controlled anymore, although anything they have on their person will stay. Players can revive unconscious players with smelling salts or a First Aid Kit and dying ones with a Surgeon's Kit.
  190.  
  191. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  192.  
  193. STARTING MONEY:
  194.  
  195. Roll 2d10, and multiply by 1000.
  196.  
  197. TOOLS
  198.  
  199. Tools are items that have utilities and require tool checks to use properly. They vary in price by game and location.
  200.  
  201. Crowbar - Used for prying open crates and doors.
  202. Flare - Used for seeing in dark areas
  203. Flashlight - Used for illuminating the dark
  204. Toolkit - Used for fixing machines and vehicles
  205. Walkie-Talkie - Used for communication from afar
  206. Loaded Die - Used for scalping money
  207. Safe Drill - Used for cracking safes
  208. Lockpick - Used for opening manual doors
  209. Rope - Many uses
  210. First Aid Kit - Used for healing injured people
  211. Surgeon's Kit - Used for healing unconscious and dead people
  212. Lighter - Used for lighting things on fire
  213. Wire - Used for traps
  214. Grappling Hook - Used for mounting tall obstacles
  215. Code Breaker - Used for opening electronic doors
  216. Cell Jammer - Used for scrambling wireless communications
  217. Chainsaw - Used for making new doors and as a weapon
  218. Weapon Accessories - Used to enhance weapons
  219.  
  220.  
  221. CLOTHING, STYLE & ARMOR:
  222.  
  223. Each piece of clothing and armor has an armor rating and/or bonuses depending on it's use. Underwear is on at all times (unless required) and has a +0 armor rating. Clothing may or may not stack, and varies by house rules. Style is only on a rare ammount of items, and have special properties, affects and conditions, such as 'lucky' or 'well-worn'
  224.  
  225. TABLE of STYLES:
  226.  
  227. Lucky: Doesn't Stack. When activated, Roll 1d6; a 4, 5, or 6 adds +1, +2, or +3 on stat respectively.
  228. Iconic: Doesn't Stack. NPCs hesitate and are stunned for 1 turn when suspicion goes up.
  229. Bloody: Doesn't Stack. When activated, Roll 1d6; a 4, 5, or 6 adds +5 to intimidation check scores.
  230. Scrappy: Does stack. Lose suspicion 50% faster when resting.
  231. Well-Worn: Does stack. Gain 10% Extra Speed.
  232. Hardened: Does stack. Gain +30% Armor, rounding to the nearest whole number.
  233. Timeless: Doesn't stack. NPCs are stunned for 1 round when taking damage from the player for the first time.
  234. Romantic: Doesn't stack. When activated, Roll 1d6; a 4, 5, or 6 adds +2, +4, and +6 respectively for checks interacting with the opposite gender.
  235.  
  236. HEAD:
  237.  
  238. Hat/Cap: +0 armor, +1 perception
  239. Baseball Helmet: +1 armor
  240. Reading Glasses: +0 armor,
  241. Sunglasses: +0 armor, +1 perception, +1 con
  242. Tactical Helmet: +3 armor, +1 endurance, -1 sneak
  243. Bulletproof Helmet: +3 armor, +2 endurance, -1 sneak
  244. Scuba Cap
  245. Blindfold: -15 perception
  246. Thermal Goggles:
  247. Night Vision Goggles:
  248.  
  249.  
  250. UPPER BODY:
  251.  
  252. T-Shirt: +0 armor
  253. Dress Shirt: +0 armor, +1 perception
  254. Dress Jacket: +1 armor, +2 perception, +1 con
  255. Leather Jacket: +1 armor, +1 con
  256. Bulletproof Vest: +5 armor, +2 endurance, -2 sneak
  257. Ballistics Jacket: +10 armor, +5 endurance, -3 sneak
  258. Trench Coat:
  259. Tactical Vest:
  260. Scuba Wear:
  261.  
  262. LOWER BODY:
  263.  
  264. Jeans: +0 armor
  265. Work Pants: +0 armor, +1 sneak
  266. Professional Pants, +1 Armor, +2 perception
  267. Armored Pants: +5 armor, +1 endurance, -1 sneak
  268. Skirt: +0 armor
  269.  
  270. FEET:
  271. Sneakers: +0 armor
  272. Dress Shoes: +0 armor, +1 perception
  273. Hard Slippers: +0 armor, +2 sneak
  274. Combat Boots: +2 armor, +1 endurance
  275.  
  276.  
  277. WEAPONS:
  278.  
  279. Weapons are used to inflict damage to hostile NPCs. HEIST is special in that different ammo does different damages, not different guns. Guns are varied in size, weight, type, ammo capacity, calibers available, fire rate and cost. NOTE: Some cities may prohibit certain weapon types and fire rates, and using restricted weapon in the open causes NPC suspicion to automatically jump to 3.
  280.  
  281. WEAPONS SIZE WEIGHT TYPE AMMO CALIBERS FIRE RATE Cost
  282. ===============|=======|======|==========|====|===================|==========|=====
  283. Glock 17.......|Small..|4.....|Pistol....|13..|9mm................|Semi......|350..
  284. P220...........|Small..|4.....|Pistol....|15..|9mm, .38...........|Semi......|450..
  285. Beretta 92.....|Small..|5.....|Pistol....|18..|9mm................|Semi......|600..
  286. Colt SAA.......|Small..|4.....|Revolver..|6...|.308, .357.........|Semi......|400..
  287. S&W Model 29..|Small..|6.....|Revolver..|6...|.357, .45 ACP......|Semi......|650..
  288. Skorpion.......|Small..|6.....|SMG.......|15..|9mm, .38...........|Auto......|600..
  289. UMP 45.........|Medium.|7.....|SMG.......|30..|.45 ACP............|Semi, Auto|1000.
  290. FN F90.........|Medium.|8.....|Rifle.....|20..|5.56...............|Semi, 3 rd|1800.
  291. Mossberg 500...|Large..|6.....|Shotgun...|5...|20 ga., 12 ga......|Pump......|750..
  292. SPAS-12........|Medium.|6.....|Shotgun...|12..|20 ga..............|Pump......|1500.
  293. AA-12..........|Large..|8.....|Shotgun...|24..|20 ga..............|Auto......|3500.
  294. AR-15..........|Large..|8.....|Rifle.....|28..|.308, 7.62, .45 ACP|Semi, Auto|1500.
  295. AK-47..........|Large..|7.....|Rifle.....|32..|7.62...............|Semi, Auto|1800.
  296. VSS Vintorez...|Large..|8.....|Sniper....|15..|7.62...............|Semi, Auto|4000.
  297. Marrett M82....|Huge...|10....|Sniper....|8...|.50 BMG............|Bolt......|5500.
  298. Stoner 63......|Large..|12....|LMG.......|150.|7.62...............|Semi, Auto|2500.
  299. RPD............|Huge...|13....|LMG.......|125.|5.56...............|Semi, Auto|3000.
  300. M1918 BAR......|Huge...|10....|LMG.......|100.|5.56...............|Auto......|2000.
  301. Anti-Tank Rifle|Huge...|15....|Heavy.....|1...|.70 mm rounds......|Bolt......|10000
  302. Panzerfaust....|Huge...|20....|Heavy.....|1...|propelled grenade..|Manual....|10000
  303. C4 Charges.....|Small..|4.....|Explosives|n/a.|n/a................|n/a.......|150..
  304. Frag Grenades..|Small..|3.....|Explosives|n/a.|n/a................|n/a.......|50...
  305. Claymore Mines.|Small..|6.....|Explosives|n/a.|n/a................|n/a.......|300..
  306.  
  307. Ammo is separated by damage, cost per round in dollars and weight in ounces
  308.  
  309. AMMO TYPE DAMAGE COST WEIGHT
  310. ==================|=====|==============|=====|======
  311. 9mm...............|Short|1d6...........|00.33|3.....
  312. .38...............|Short|1d6+3.........|00.40|3.....
  313. .357..............|Short|1d6+4.........|00.50|3.....
  314. .45 ACP...........|Short|1d6+5.........|00.75|3....
  315. 5.56..............|Long.|1d10..........|00.80|5.....
  316. 7.62..............|Long.|1d10+2........|01.00|7.....
  317. 20 ga.............|Long.|2d6...........|01.50|8.....
  318. 12 ga.............|Long.|2d6+3.........|02.50|10....
  319. .70 mm rounds.....|Long.|2d10+3........|10.00|12....
  320. Propelled grenades|Long.|See Explosives|50.00|24....
  321.  
  322. OBTAINING ITEMS
  323.  
  324. Items can be bought in a variety of places, but there's 2 different versions of markets: the open market and the black market. The open market covers places like general stores, pharmacies, gun stores, hunting stores and hardware stores; all the stores in this category . The black market covers places like contraband weapons and armor, merc jobs, intel, and heist contracts; shopping in these places may require proof of skill and connections to other people.
  325.  
  326.  
  327. OPEN MARKET
  328.  
  329. STORE WARES
  330. =================|=================================
  331. General Store....|Common tools, ammo, compounds and clothes
  332. Pharmacy.........|Medicines and compounds
  333. Gun Store........|Legal weapons, ammo and armor
  334. Hunting Store....|Hunting weapons, ammo and clothes
  335. Liquor Store.....|Limited compounds and tools
  336. Hardware Store...|Tools, compounds and clothes
  337.  
  338. TRAPS are an integral part in scouting and exploring an area, and require multiple checks to interact with them: a Trap Locate roll to sense them, a Trap Navigate roll to pass through trapped spaces without activating them, and a Trap Defuse roll to disarm them. Note that it may be impossible to interact with a trap in a certain way without the right equipment.
  339.  
  340. Tripwire (1d6)
  341. Bear Trap (1d6)
  342. Land Mine (1d6, requires Defuse Kit to Defuse)
  343. Pressure Plate (1d6, requires Thermal Goggles to Locate)
  344. Laser Tripwire (1d10, requires Thermal Goggles or Smoke to Locate)
  345.  
  346. AREA TYPES and PROPERTIES
  347.  
  348.  
  349. Air
  350. Damage Threshold: 0
  351.  
  352. Plywood
  353. Damage Threshold: 10
  354.  
  355. Hardwood
  356. Damage Threshold: 20
  357.  
  358. Drywall
  359. Damage Threshold: 20
  360.  
  361. Sheet Metal
  362. Damage Threshold: 30
  363.  
  364. Steel
  365. Damage Threshold: 50
  366.  
  367. Glass
  368. Damage Threshold: 2
  369.  
  370. Bulletproof Glass
  371. Damage Threshold: 25
  372.  
  373. Marble
  374. Damage Threshold: 5
  375.  
  376. Reinforced Steel
  377. Damage Threshold: 80
  378.  
  379. NPC SUSPICION
  380.  
  381. NPCs have different effects for every level of suspicion.
  382.  
  383. LEVEL EFFECT
  384. =====|================================
  385. 0....|NPC is completely oblivious to the operation
  386. 1....|NPC may ask questions, but won't pry too much
  387. 2....|NPC is now concerned, may alert authorities
  388. 3....|NPC is very suspicious, will alert the authorities if pushed
  389. 4....|cover's been blown, NPC is hostile and alerts the authorities
  390.  
  391. NPC requirements:
  392.  
  393. Civilian, Level 0
  394.  
  395. BODY: 10 \MIND: 10 \SENSE: 10 \CON: 10
  396. Health: 10/10 Endurance: 10 Speed: 10 Reaction: 10 Perception: 10
  397.  
  398. Stress: 0/10 Fatigue: 0/10 Money 10000 Armor: 0
  399.  
  400. Employee, Level 5
  401.  
  402. BODY: 12 \MIND: 15 \SENSE: 12 \CON: 10
  403. Health:
  404.  
  405.  
  406. REFERENCE SHEET:
  407.  
  408. Weight Modifiers:
  409. =================
  410. =< Base..|+0 turns
  411. <2+ Base.|-1
  412. <5+ Base.|-2
  413. <10+ Base|-4
  414. <15+ Base|-6
  415. <20+ Base|-8
  416. <50+ Base|-10
  417.  
  418. Movement Modifiers:
  419. =================
  420. 100% Health|100% Speed
  421. 75% Health.|80% Speed
  422. 50% Health.|60% Speed
  423. 25% Health.|40% Speed
  424. 10% Health.|20% Speed
  425.  
  426. Strength/Speed Modifiers
  427. =================
  428. =< Base....|100% Speed
  429. <10+ Base..|80% Speed
  430. <25+ Base..|60% Speed
  431. <50+ Base..|40% Speed
  432. <100+ Base.|15% Speed
  433.  
  434. Injury Modifiers
  435. =================
  436. >3 HP.|Awake
  437. =<3 HP|Unconscious
  438. =<0 HP|Dying/Dead
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement