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- 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.
- GAME SETUP:
- Players: 1 GMPC, 2-7 PCs
- KEY STATS:
- Name, Age, Height and Weight: player defined. The more in character, the better.
- BODY - defines Strength, speed, endurance, health and skill checks
- MIND - defines intelligence, endurance and reaction, skill, and weapon checks
- SENSE - defines perception, sneak and intelligence
- CON - defines perception and clothing, speech, skill and con checks
- 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.
- LEVEL|POINTS
- =====|======
- -9...|-46
- -8...|-37
- -7...|-29
- -6...|-21
- -5...|-15
- -4...|-10
- -3...|-6
- -2...|-3
- -1...|-1
- Base.|0
- +1...|1
- +2...|3
- +3...|6
- +4...|10
- +5...|15
- +6...|21
- +7...|29
- +8...|37
- +9...|46
- 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).
- CONDITIONS: (all cap at 50; round non-integers to the nearest half number)
- Strength: how much weight you can comfortably lift with one arm, measured in pounds. (BODY x 3 + SENSE)
- Speed: ground speed by foot, measured in meters/second. (BODY x 2 / 3 + 3)
- Endurance: how much damage your body can take over time and still perform at minimum level. The higher, the better. (BODY + (MIND / 2))
- Intelligence: how well you can outwit someone and think on your toes. (MIND x 2)
- Reaction: how quickly you can react to events. Defines turn order. (MIND + (BODY / 2))
- Perception: how well you can "read the room" and detect motives and traps. (CON + (SENSE / 2))
- SECONDARY STATS
- 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.
- 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)
- 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)
- Fatigue: Energy available for events. Max fatigue means the player falls unconscious, but does not take damage.
- Armor: Bonus damage threshold. Cannot be restored, and can block certain ammo types from dealing health damage.
- CHECKS: (check relevant charts for more info on stats)
- General: how proficient you are at any common skill. (BODY)
- Weapon: how proficient you can use any given weapon. (MIND)
- Interaction: how well you can interact with and stay inconspicuous against NPCs (SENSE)
- Con: how proficient you are at making duplicates and decoys, and tricking people. (CON)
- CHECK SKILLS: (rated from 0-20, where 0 = poor and 20 = excellent)
- 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.
- GENERAL:
- Light Tool Check: Used when performing an action with any tool lighter than -4 Strength
- Heavy Tool Check: Used when performing an action with any tool heavier than -4 Strength
- Technology Check: Used when performing an action with any electronic equipment, like computers and code jammers
- Sneak Check: Used when sneaking within 10' of any NPC
- Driving Check: Used when driving to a location or away from a crime
- WEAPON:
- Handgun Check: Self-explanatory
- SMG Check: ""
- Rifle Check: ""
- Heavy Weapons Check: ""
- Melee Check: ""
- Impromptu Weapon Check: ""
- INTERACTION:
- Speech Check: Used when talking, bluffing or lying to an NPC
- Intimidation Check: Used when threatening an NPC
- Clothing Check: How well your costume is believable and inconspicuous
- CON:
- Barter Check: Used when haggling or bartering with an NPC
- Distraction Check: How well you can distract and draw attention from NPCs
- Trap Checks: Used to locate, navigate and defuse traps
- Hacking Checks: How proficient the player is at hacking computers and ATMs
- Luck Checks: How lucky you are (easier crits, more money)
- PERKS:
- 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)
- Lockpicker - +30% bonus to lockpicking all doors
- Hot-Wired - +30% bonus to driving and lockpicking car doors
- CQC - +50% damage to melee attacks within 5 ft.
- Martial Arts - +100% damage to unarmed attacks
- Plastic Surgery - -50% total suspicion
- Aderanaline - Get 1 free reroll every 12 hours on attacks
- Saving Grace - Get 1 free reroll every day on interacting with NPCs
- Weapons Training - +20% damage to one selected ammo
- I Know a Guy - -30% pricing on black market equipment
- Demolition Training - 20% bonus to destruction checks and explosives damage
- Veteran - +2 to two stats of your choosing
- Daddy's Money - start off with 30% extra money
- Big Guy - +2 to the body stat and +5 to intimidation rolls
- Small Fry - +5 to reaction checks and whiff damage 50% more often
- Akimbo - +30% weapon proficiency when holding 2 weapons
- Sharp Dresser - +5 to barter clothing checks
- Bullet Sponge - +20% endurance
- Wallflower - +5 to sneak and costume checks
- Quick Learner - +10% to all points earned (rounds down)
- Card Counting - +20% to luck checks
- Smooth Voice - +30% to all speech checks
- Professional Resume - +20% more points earned from events (rounds down)
- Cool Head - Never stressed during combat
- Tech Junkie - +30% to all hacking and tech checks
- Night Owl - Never stressed at night
- Pack Rat - +20% carry weight
- Meditation - -50% stress when resting
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- TAKING TURNS
- 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:
- Pre-turn checks if applicable
- Free Actions
- Movement
- Using Items
- General Actions
- Attacking
- Ending Turn
- 1. PRE-TURN CHECKS
- If applicable, when defending, responding or reacting to any other player's action, perform the associated check.
- 2. FREE ACTIONS
- 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.
- 3. MOVEMENT
- Movement is done by finding the ammount of squares a player can move, checking speed modifiers, actually moving, and changing stance.
- 4. USING ITEMS:
- 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.
- 5. GENERAL ACTIONS
- 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.
- 6. ATTACKING
- Determine the turn length, then roll 2d10 against the correct weapon proficiency score.
- 7. ENDING TURNS
- You do not need to do every action before ending a turn, and can simply end a turn without doing anything to 'wait'.
- PASSIVE TURNS
- 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.
- DAMAGE & HEALTH
- 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.
- CONSCIOUSNESS, DYING & DEATH
- 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.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- STARTING MONEY:
- Roll 2d10, and multiply by 1000.
- TOOLS
- Tools are items that have utilities and require tool checks to use properly. They vary in price by game and location.
- Crowbar - Used for prying open crates and doors.
- Flare - Used for seeing in dark areas
- Flashlight - Used for illuminating the dark
- Toolkit - Used for fixing machines and vehicles
- Walkie-Talkie - Used for communication from afar
- Loaded Die - Used for scalping money
- Safe Drill - Used for cracking safes
- Lockpick - Used for opening manual doors
- Rope - Many uses
- First Aid Kit - Used for healing injured people
- Surgeon's Kit - Used for healing unconscious and dead people
- Lighter - Used for lighting things on fire
- Wire - Used for traps
- Grappling Hook - Used for mounting tall obstacles
- Code Breaker - Used for opening electronic doors
- Cell Jammer - Used for scrambling wireless communications
- Chainsaw - Used for making new doors and as a weapon
- Weapon Accessories - Used to enhance weapons
- CLOTHING, STYLE & ARMOR:
- 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'
- TABLE of STYLES:
- Lucky: Doesn't Stack. When activated, Roll 1d6; a 4, 5, or 6 adds +1, +2, or +3 on stat respectively.
- Iconic: Doesn't Stack. NPCs hesitate and are stunned for 1 turn when suspicion goes up.
- Bloody: Doesn't Stack. When activated, Roll 1d6; a 4, 5, or 6 adds +5 to intimidation check scores.
- Scrappy: Does stack. Lose suspicion 50% faster when resting.
- Well-Worn: Does stack. Gain 10% Extra Speed.
- Hardened: Does stack. Gain +30% Armor, rounding to the nearest whole number.
- Timeless: Doesn't stack. NPCs are stunned for 1 round when taking damage from the player for the first time.
- 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.
- HEAD:
- Hat/Cap: +0 armor, +1 perception
- Baseball Helmet: +1 armor
- Reading Glasses: +0 armor,
- Sunglasses: +0 armor, +1 perception, +1 con
- Tactical Helmet: +3 armor, +1 endurance, -1 sneak
- Bulletproof Helmet: +3 armor, +2 endurance, -1 sneak
- Scuba Cap
- Blindfold: -15 perception
- Thermal Goggles:
- Night Vision Goggles:
- UPPER BODY:
- T-Shirt: +0 armor
- Dress Shirt: +0 armor, +1 perception
- Dress Jacket: +1 armor, +2 perception, +1 con
- Leather Jacket: +1 armor, +1 con
- Bulletproof Vest: +5 armor, +2 endurance, -2 sneak
- Ballistics Jacket: +10 armor, +5 endurance, -3 sneak
- Trench Coat:
- Tactical Vest:
- Scuba Wear:
- LOWER BODY:
- Jeans: +0 armor
- Work Pants: +0 armor, +1 sneak
- Professional Pants, +1 Armor, +2 perception
- Armored Pants: +5 armor, +1 endurance, -1 sneak
- Skirt: +0 armor
- FEET:
- Sneakers: +0 armor
- Dress Shoes: +0 armor, +1 perception
- Hard Slippers: +0 armor, +2 sneak
- Combat Boots: +2 armor, +1 endurance
- WEAPONS:
- 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.
- WEAPONS SIZE WEIGHT TYPE AMMO CALIBERS FIRE RATE Cost
- ===============|=======|======|==========|====|===================|==========|=====
- Glock 17.......|Small..|4.....|Pistol....|13..|9mm................|Semi......|350..
- P220...........|Small..|4.....|Pistol....|15..|9mm, .38...........|Semi......|450..
- Beretta 92.....|Small..|5.....|Pistol....|18..|9mm................|Semi......|600..
- Colt SAA.......|Small..|4.....|Revolver..|6...|.308, .357.........|Semi......|400..
- S&W Model 29..|Small..|6.....|Revolver..|6...|.357, .45 ACP......|Semi......|650..
- Skorpion.......|Small..|6.....|SMG.......|15..|9mm, .38...........|Auto......|600..
- UMP 45.........|Medium.|7.....|SMG.......|30..|.45 ACP............|Semi, Auto|1000.
- FN F90.........|Medium.|8.....|Rifle.....|20..|5.56...............|Semi, 3 rd|1800.
- Mossberg 500...|Large..|6.....|Shotgun...|5...|20 ga., 12 ga......|Pump......|750..
- SPAS-12........|Medium.|6.....|Shotgun...|12..|20 ga..............|Pump......|1500.
- AA-12..........|Large..|8.....|Shotgun...|24..|20 ga..............|Auto......|3500.
- AR-15..........|Large..|8.....|Rifle.....|28..|.308, 7.62, .45 ACP|Semi, Auto|1500.
- AK-47..........|Large..|7.....|Rifle.....|32..|7.62...............|Semi, Auto|1800.
- VSS Vintorez...|Large..|8.....|Sniper....|15..|7.62...............|Semi, Auto|4000.
- Marrett M82....|Huge...|10....|Sniper....|8...|.50 BMG............|Bolt......|5500.
- Stoner 63......|Large..|12....|LMG.......|150.|7.62...............|Semi, Auto|2500.
- RPD............|Huge...|13....|LMG.......|125.|5.56...............|Semi, Auto|3000.
- M1918 BAR......|Huge...|10....|LMG.......|100.|5.56...............|Auto......|2000.
- Anti-Tank Rifle|Huge...|15....|Heavy.....|1...|.70 mm rounds......|Bolt......|10000
- Panzerfaust....|Huge...|20....|Heavy.....|1...|propelled grenade..|Manual....|10000
- C4 Charges.....|Small..|4.....|Explosives|n/a.|n/a................|n/a.......|150..
- Frag Grenades..|Small..|3.....|Explosives|n/a.|n/a................|n/a.......|50...
- Claymore Mines.|Small..|6.....|Explosives|n/a.|n/a................|n/a.......|300..
- Ammo is separated by damage, cost per round in dollars and weight in ounces
- AMMO TYPE DAMAGE COST WEIGHT
- ==================|=====|==============|=====|======
- 9mm...............|Short|1d6...........|00.33|3.....
- .38...............|Short|1d6+3.........|00.40|3.....
- .357..............|Short|1d6+4.........|00.50|3.....
- .45 ACP...........|Short|1d6+5.........|00.75|3....
- 5.56..............|Long.|1d10..........|00.80|5.....
- 7.62..............|Long.|1d10+2........|01.00|7.....
- 20 ga.............|Long.|2d6...........|01.50|8.....
- 12 ga.............|Long.|2d6+3.........|02.50|10....
- .70 mm rounds.....|Long.|2d10+3........|10.00|12....
- Propelled grenades|Long.|See Explosives|50.00|24....
- OBTAINING ITEMS
- 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.
- OPEN MARKET
- STORE WARES
- =================|=================================
- General Store....|Common tools, ammo, compounds and clothes
- Pharmacy.........|Medicines and compounds
- Gun Store........|Legal weapons, ammo and armor
- Hunting Store....|Hunting weapons, ammo and clothes
- Liquor Store.....|Limited compounds and tools
- Hardware Store...|Tools, compounds and clothes
- 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.
- Tripwire (1d6)
- Bear Trap (1d6)
- Land Mine (1d6, requires Defuse Kit to Defuse)
- Pressure Plate (1d6, requires Thermal Goggles to Locate)
- Laser Tripwire (1d10, requires Thermal Goggles or Smoke to Locate)
- AREA TYPES and PROPERTIES
- Air
- Damage Threshold: 0
- Plywood
- Damage Threshold: 10
- Hardwood
- Damage Threshold: 20
- Drywall
- Damage Threshold: 20
- Sheet Metal
- Damage Threshold: 30
- Steel
- Damage Threshold: 50
- Glass
- Damage Threshold: 2
- Bulletproof Glass
- Damage Threshold: 25
- Marble
- Damage Threshold: 5
- Reinforced Steel
- Damage Threshold: 80
- NPC SUSPICION
- NPCs have different effects for every level of suspicion.
- LEVEL EFFECT
- =====|================================
- 0....|NPC is completely oblivious to the operation
- 1....|NPC may ask questions, but won't pry too much
- 2....|NPC is now concerned, may alert authorities
- 3....|NPC is very suspicious, will alert the authorities if pushed
- 4....|cover's been blown, NPC is hostile and alerts the authorities
- NPC requirements:
- Civilian, Level 0
- BODY: 10 \MIND: 10 \SENSE: 10 \CON: 10
- Health: 10/10 Endurance: 10 Speed: 10 Reaction: 10 Perception: 10
- Stress: 0/10 Fatigue: 0/10 Money 10000 Armor: 0
- Employee, Level 5
- BODY: 12 \MIND: 15 \SENSE: 12 \CON: 10
- Health:
- REFERENCE SHEET:
- Weight Modifiers:
- =================
- =< Base..|+0 turns
- <2+ Base.|-1
- <5+ Base.|-2
- <10+ Base|-4
- <15+ Base|-6
- <20+ Base|-8
- <50+ Base|-10
- Movement Modifiers:
- =================
- 100% Health|100% Speed
- 75% Health.|80% Speed
- 50% Health.|60% Speed
- 25% Health.|40% Speed
- 10% Health.|20% Speed
- Strength/Speed Modifiers
- =================
- =< Base....|100% Speed
- <10+ Base..|80% Speed
- <25+ Base..|60% Speed
- <50+ Base..|40% Speed
- <100+ Base.|15% Speed
- Injury Modifiers
- =================
- >3 HP.|Awake
- =<3 HP|Unconscious
- =<0 HP|Dying/Dead
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