You plan and execute a heist for something well- protected and hard to obtain. This could be an item, but it could also involve listening in on an important meeting, destroying incriminating evidence, or rescuing someone. This is not simply a theft but an elaborate tale of derring-do, brilliant planning, and just a little luck. More than many other Activities, Perform a Heist lends itself to multiple party members working together. If the entire party wants to participate in the heist, consider upgrading it to a full adventure. You may already have a target in mind, but if you do not, work with the GM to decide on something that would be sufficiently valuable to warrant this kind of effort and the mark who currently has it in their possession. It could be objectively or personally valuable or a way to get the party access to a Contact or Patron. If you wish to plan your Heist before attempting it, undertaking the following Activities can give you the upper hand when breaking and entering: [[Watch and Learn]], [[Research an Enemy]], or [[Surveillance]]. Performing a heist is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 11. You must make three DC 13 Tests. The first Test is an Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Investigation|Investigation]]) Test to secure a point of entry. The second Test is a Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Acrobatics|Acrobatics]]) or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]]) Test to navigate an obstacle in the way of the item, such as a guard, trap, or magical barrier. The final Test is a Strength ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Athletics|Athletics]]) or Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Stealth|Stealth]]) Test to escape unharmed. **On a success**, your heist goes off without a hitch, and you leave with the item or knowledge you set out to get. **On a failure**, the GM chooses a twist or rolls on the Final Twist table, revealing the consequences of your ill-planned or failed heist. FINAL TWIST | 1d6 Result | Twist | | ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **An Arrogant Trap:** Your mark knew what you were up to all along and has been lying in wait to catch you red-handed, ready to gloat. | | 2 | **Professional Rivals:** A rival thief is also after the same target, and they are successful, leaving you in the dust. | | 3 | **Deadly Deception:** Though you escape, the item is fake, the information self-destructs, or the rescued person turns out to be a decoy or a shapeshifter. | | 4 | **Terrifying Implications:** You did not know all the facts and now have a terrifyingly dangerous piece of stolen property in your possession. | | 5 | **Authority Intervenes:** A local authority such as the city guard gets involved as a third party, exposing your identity before you escape. | | 6 | **The Local Firm:** This is far bigger than you thought, as a powerful and secretive group turns out to be involved, and you have caught their attention. | #money #magicItem #research