Heist (v2.0) - Complications (2d10)

2d10 INSIDE INFORMATION UNFORESEEN COMPLICATIONS

2

Nothing special

Betrayal! A spy or traitor reveals themselves during the Heist

3

We can gamble while we’re there

T is for it’s a Trap!

4

The Location is under siege

An old N is for Nemesis shows up to cause trouble

5

The Location is hidden

A friend or loved one becomes endangered during the Heist

6

The Client is wealthy; +500 credits profit

The Heist draws the attention of organized crime

7

We’ve got someone on the inside

Innocent civilians become involved, perhaps as hostages

8

Will benefit a friend or loved one

Authorities are tipped off. Upgrade all enemy Vigilance and Perception checks

9

We can ride local B is for Beasts

An unexpected hostile military presence is in the area

10

We have the security codes

I’ve got a bad feeling about this. The Crew may not spend Destiny Points during the Heist

11

Will reduce one of our Obligations

Something about the Heist turns out to be far more dangerous than previously thought

12

We have forged permits

A moral quandary crops up affecting a Crew Member’s Motivation

13

We can use ground vehicles

A strict time limit prohibits regaining Strain outside of combat

14

It leads to an A is for Artifact

Pulling off this Heist will increase the Crew’s Obligation(s)

15

This will deal a setback to a hated N is for Nemesis

The Heist needs to be secret and the Client won’t pay for sloppy work

16

It’s only lightly guarded

The Client is just a proxy. The real patron is something far less savory

17

We’ve got a good feeling about this; start the Heist with all Light Side Destiny Points

The Crew are confronted with something utterly terrifying during the Heist; see F is for Fear

18

Most people avoid it or are afraid

A weird cult is involved, such as a Z is for Zealot

19

The Location is abandoned

A rival Crew of smugglers, scoundrels, and/or bounty hunters are on the job as well

20

Roll twice, adding both results

Roll twice, adding both results