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stat out a bank heist


ayinde

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I am preparing to run a ....... less then good campaign. the pcs take the role of a team of rouges in the vain of the shows leverage or burn notice. first adventure involves a bank job.

what i would like flushing out the bank I am working on the map now but how many guards should be present? how strong is the vault door?

 

what I know so far about this bank

1/ this is a facility used to house the funds of a dictator in league with my worlds version of viper

2/ its located in his home nation near south america so pcs will need to sneak into country (most likely) and get home

3/ there after a piece of bio/tech not money so bank is a word for lack of better word

 

also if you can think of any twist i can throw into the mission that might be ........fun for the pcs

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Re: stat out a bank heist

 

As far as number of guards goes it depends on how many players you have and what "level" the guards are compared to your players. Also, are the guards meant to be the "combat" of the game or are the heroes supposed to sneak in and out?

 

As far as how tough the door is you have a couple of options depending on how you want to run it:

If you want STRICTLY skills make its DEF 3-5 points higher than the average body roll of your players team. Then give it 10-20 BODY depending on how "thick" the door is. That should ensure that "breaking down the door" is not an effective strategy.

If you WANT breaking the door to be an option put the DEF within 1-2 points of the average body roll (either higher or lower, depending on how easy you want it to be) Of course the BODY should still be determined by the size of the door.

 

Example: If your campaign has a 6 DC cap then 7 is the average for a killing attack. If the DEF is 10-12, they will quickly realize that they ARE NOT going to be able to break it open. If the DEF is 5-9 however it becomes a viable strategy.

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Re: stat out a bank heist

 

so is it an actual bank vault or a secure storage vault in a research facility. if it's bank vault security would be lighter one. two armed guards with small arms probaly only pistols. perhaps a few other guards with heavier weapons. theoretically once your in the bank and then police swat teams or local supers respond to break-ins. a research facility on the other hand might have dozens of guards up to a private army(or actual army) in fact with heavy weapons its own superpowered enforcers perhaps some of their test subjects for example

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Re: stat out a bank heist

 

Guards are going to be normals armed with a 1d6 RKA, an ES: RKA +1, and a PS: Bank Guard.

 

Bank Robbers are generally going to be normals with a 1d6 RKA 5 Shot Auto Fire, an ES: RKA, and a KS: Bank Robbery.

 

Most superheroes won't have much trouble taking them down, or avoiding their attacks. The key is to get all those innocent people out of the line of fire.

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Re: stat out a bank heist

 

lets see

the leader is an ex sidekick turned superspy think bucky grows up to be nick fury type

next we have telepathic grifter

finally we have a cap/batman clone

there will be 2 other members of this team but haven't seen there sheets yet should mention this will take place in the mid to late 60's

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Re: stat out a bank heist

 

Guards are going to be normals armed with a 1d6 RKA, an ES: RKA +1, and a PS: Bank Guard.

 

Bank Robbers are generally going to be normals with a 1d6 RKA 5 Shot Auto Fire, an ES: RKA, and a KS: Bank Robbery.

 

Most superheroes won't have much trouble taking them down, or avoiding their attacks. The key is to get all those innocent people out of the line of fire.

Armed guards mostly likely would be a Trained Normal, with better than "normal" stats. The robbers could be based off one of the Thug templates out of the book.

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Re: stat out a bank heist

 

Armed guards mostly likely would be a Trained Normal' date=' with better than "normal" stats.[/quote']

 

If they were that well trained, they'd be cops. Granted, you might have a couple that are ex-military and still fit enough to qualify for Trained Normal, but it's equally likely that they are basically just nightclub bouncers with a few weeks of extra training. (Of course, ex-military personnel are as common as dirt, so both the guards and the thugs could all be Trained Normals!)

 

Oops - except of course that that the PCs will be the "thugs"!

 

The late 50s thing suggests that the guards could quite easily be Korean War veterans. The older ones might even be WW2 veterans! (Somebody who was 25 in 1945 would be 35 in 1955, and 40 in 1960. An entirely appropriate age range for a bank guard.)

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Re: stat out a bank heist

 

would semi auto weapons be out of place in the 50's ? this vault will be holding bleeding edge tech

 

If it's bleeding edge enough, anything would be suitable. Incidentally, that would also invalidate my comments about the guards. "Normal" bank guards don't need to be anything special. Guards at a more important/advanced facility can and probably should be more capable.

 

Basically, at that point you are looking at "agents", not bank guards, with the equipment to match.

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Re: stat out a bank heist

 

Want to rob a bank?

 

Here are a few skills to help out.

 

Forgery to get papers that say you have to take all the money out of the bank, and the credentials to back it up.

Conversation and Seduction to get the info on when the money will be there.

Disguise and Acting so they don't know who really did it.

 

"Men, everything the hard way!" Batgirl in Batman and Robin.

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Re: stat out a bank heist

 

Sounds like an awesome game sort of Mission Impossible with superpowers.

 

I think the first thing you want to think about is where you want to start the heist. as i see it you have 4 stages

Infiltration getting in to the country.

Reconnaissance getting information on security vault specs blueprints personnel information and psych profiles etc.

 

The operation actually getting in to the facility and acquiring the item.

 

Exfiltration getting out of the country without being caught or causing a diplomatic incident.

 

a fifth stage might be a planning session working out what they are going to do in each stage.

 

reasonably you could start in country skipping infiltration or skip the recon session and just give the players the info (of course nothing says you have to be totally honest) and let them plan the heist finally the exfiltration could be skipped so you can skip most things if you want.

 

as for your two other players you probably need a techie and depending on the skill set of your super spy and skill master you may need a thief or infiltrator you probably need a girl you need some one to seduce people lol

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