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Heist Companion
This game references the Savage Worlds game system, available from Pinnacle
Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
Pinnacle Entertainment group makes no representation or warranty as to the quality,
viability, or suitability for purpose of this product.
Version 1.0
TABLE OF CONTENTS
Characters ...................................................................................................................... 3
Heist Archetypes ........................................................................................................... 5
The Face ...................................................................................................................... 5
The Hacker .................................................................................................................. 5
The Mastermind ........................................................................................................... 5
The Muscle .................................................................................................................. 5
The Thief ...................................................................................................................... 6
The Wheelman ............................................................................................................ 6
Edges .............................................................................................................................. 6
According to Plan......................................................................................................... 7
Cool Under Pressure ................................................................................................... 7
Digitial Pimp ................................................................................................................. 7
Fast and Furious .......................................................................................................... 7
Get Some! .................................................................................................................... 8
My $h%t Always Works Sometimes! ....................................................................... 8
Total Bad Assery ......................................................................................................... 8
Improved Bad Assery .................................................................................................. 8
Threat Assessment ...................................................................................................... 8
Would I lie to You?....................................................................................................... 8
Hindrances ..................................................................................................................... 9
Achilles Heel (Major) ................................................................................................... 9
Glass Jaw (Major) ........................................................................................................ 9
Hot Head (Minor) ......................................................................................................... 9
Smart Ass (Major) ........................................................................................................ 9
CHARACTERS
For the purpose of heists, all Wild Card heroes are career criminals. Their motivations
vary, but they have agreed to work together. They start with the Code of Honor (Major)
and Wanted (Major) Hindrances, but get no points for these Hindrances, nor do they
count toward Hindrance totals.
If you intend to run or play a heist in an established campaign setting, Code of Honor
and Wanted become temporary hindrances for the duration of the heist.
CODE OF HONOR
This Hindrance represents the clich honor among thieves. Everyone gets a fair
share, you never rat anyone out, and so on and so on. Characters in a fantasy setting,
as an example, may all be members of the same thieves guild.
WANTED
The Game Master and players decide what best fits the situation, but the Wanted
Hindrance must involve law enforcement. Maybe your character escaped from prison,
or jumped bail in another state. Perhaps you are under FBI surveillance.
The Mastermind: You are the one with the plan, constantly working the angles and
staying one-step ahead of everyone. They all look to you as the de facto leader of the
band, and count on you to plan, direct, and supervisor the heist from A to Z.
The Muscle: You are the wrecking ball! Your only job is to knock down obstacles with
kung-fu moves or sheer brute force.
The Thief: You excel at fitting in tight spaces, scaling walls, and disappearing into the
shadows in the blink of an eye. Two parts ninja and one part safecracker, there is no
fortress you cannot breach or lock you cannot pick.
The Wheelman: It does not matter if it travels on asphalt, water, or air. You were born
with gasoline in your veins and a need for high-speed maneuvers.
The Hacker: If computers exist in the setting, you are the digital pimp. You break
encryption as easily as others fill out crossword puzzles. You code on the fly, create
digital forgeries, and scale firewalls with a single click of a mouse.
MAKING CHARACTERS
The Heist Archetype below include one Advance, two points from Minor Hindrances
applied to skill points, and a free Heist Edge. Pick a Heist Archetype, add any missing
Hindrances, spend any remaining skill points, and apply three Advances to create your
Seasoned Rank Heist Character. Give them a name and a backstory, but do not worry
about starting funds or gear for now thats all part of the Heist Setup (see the Heist
Rules section).
If you are running a heist in an existing setting with established characters find the
key skills (highlighted in red) that fit most closely and add a Heist Edge.
THE HACKER
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Investigation d8, Knowledge (Computers) d10, Knowledge (Surveillance) d8,
Notice d8, Repair d8, Shooting d6, Streetwise d6
Charisma:0; Pace:6; Parry: 5; Toughness:5
Hindrances: Curious (Major), two Minor Hindrances
Edges: McGyver, Mister Fix-It
Heist Edge: Digital Pimp
THE MASTERMIND
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Investigation d10, Notice d10, Persuasion d6, Shooting d6,
Streetwise d8
Charisma:0; Pace: 6; Parry: 4; Toughness: 4
Hindrances: Cautious (Major), Stubborn (Minor); + one Minor Hindrance
Edges: Command, Connections
Heist Edge: According to Plan
THE MUSCLE
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Intimidation d6, Notice d6, +6 additional skill points
Charisma:0; Pace: 6; Parry: 7; Toughness: 7
Hindrances: Arrogant (Major), Hot Head (Minor), one Minor Hindrance
Edges: Brawny, Sweep Heist Edge: Total Badassery
THE WHEELMAN
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d10, Fighting d6, Notice d8, Piloting d8, Repair d6
Charisma:; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Bad Luck (Major), two Minor Hindrances
Edges: Ace, Quick
Heist Edge: Fast and Furious
EDGES
Some Edges are restricted or modified in Savage Daddys Heist Companion. New
Edges, as well as Heist Edges are also available. Game Masters who want to run a
Heist in an established campaign setting may choose to ignore restrictions to avoid
contradictions (e.g., Arcane Background (Magic) in a fantasy setting).
Restricted Edges: Arcane Backgrounds (all), Adept, Beast Master, Beast Bond,
Berserk, Champion, lan, Followers, Gadgeteer, Holy/Unholy Warrior, Mentalist,
Noble, No Mercy, Power Points, Power Surge, Rapid Recharge, Rich, Soul Drain,
Woodsman, Wizard and Weird Edges.
Modified Edges: Bruiser is available without the Brawler requirement. Mr. Fix-It is
available without the Arcane Background requirement. Rank requirements for Savage
Worlds Deluxe Edges decrease by one-step (e.g., Seasoned equals Novice)
DIGITIAL PIMP
Requirements: Hacker
Once per session, per player character, you may spend a Benny and remind them of
the cool piece of tech you created for them, or some modification you made to their
equipment. It is pure technobabble (player describes and narrates), and there is no
doubt that it is just the thing for the situation adding +d6 (acing) bonus to the roll.
THREAT ASSESSMENT
Requirements: Fighting d8+, Notice d8+
As a Free Action, you may spend a Benny and make a Notice roll to size up a foe. On
a Raise, the Game Master reveals one Combat Edges the subject may have.
BENNIES
Benny rules remain relatively unchanged in Savage Daddys Heist Companion. There
are, however, a few exceptions as detailed below.
GM BENNIES
When it is appropriate to the story, the Game Master may offer one of his bennies to
suggest a course of action based on the situation and a characters Hindrances. A Wild
Card with the Arrogant Hindrance, for example, may be compelled to attack the big
bad down with a head shot while others are successfully negotiating a cease-fire.
This can put characters at significant risk, but it has the added benefit of depleting the
number of Bennies the Game Master may use for his Wild Cards. Players may refuse
by paying the Game Master a Benny (strengthening the position of his Wild Cards).
HEIST BENNIES
In addition to the usual number of Bennies give to player character at the start of a
session, player characters also receive two Heist Bennies. Heist Bennies allow players
to draw Exploit Cards or narrate Flashbacks (see below). Player characters dont earn
Heist Bennies during game play, but may spend their usual Bennies in unique ways in
exchange for a new Heist Benny as follows:
Spend a Benny instead of making a Trait roll to Succeed with a Complication.
Spend a Benny before rolling to add a +2 bonus and forfeit the option to re-roll.
Spend a Benny to suffer a Temporary Injury before attempting a Soak roll.
EXPLOIT TABLE
ClubsDistraction: Someone causes a scene; there is an unexpected
phone call or delivery, old rivals meet, etc.
SpadesDumb Luck: An unlocked door, poorly installed security alarm,
sudden power outage, preoccupied guard, etc.
HeartsDiscernment: Detect a trap, spot a forgery, detect an ambush, etc.
DiamondsDestiny: Secret(s) revealed, reversal of fortune, etc.
Players with an Exploit Card interject a narrative description of an advantage that fits
the current situation. All player characters add +d6 (acing) to one relevant Trait test for
the encounter. When the advantage ends, the card returns to the deck for reshuffling.
If the player characters are unable to provide a feasible narrative advantage for the
current scene, they may use their Exploit Card as follows:
Tactical Advantage: Gain the benefits of the Tactician Edge for the rest of the
scene. Instead of Knowledge (Battle), the character makes a Common Knowledge
(Smarts) +2 roll. Only one player character may use this option per scene.
Lucky Break: Spend a Benny to use the card as a Joker for the next round of
initiative. The Jokers Wild Setting rule applies, as well as standard Joker rules.
Bank It: Place the card face down and place a Benny on top to indicate you intend
to use it in a future scene. When it is played, however, providing a narrative that
describes the advantage is the only option available.
Example One: An Extra succeeds at an Agility trick (leaving you at a 2 Parry until
your next action). You spend a Heist Benny and narrate a brief cut-away scene in
which you explain how you only pretended to be distracted. This eliminates the
penalty, and everyone proceeds as planned believing you are at a disadvantage.
Example Two: In the same situation, you decide to foreshadow and write; While
[character] tried to distract me, I put a tracking beacon on him. Later in the game, they
lose you in a car chase. You flip the note over and say, I know exactly where he is
going because
RECRUITS
Recruits in Savage Daddys Heist Companion fill available roles in the heist scenario
as Allied Extras, with a few exceptions. They have 2 Wounds, do not earn Bennies
during game play, and only add a Wild Die to Trait test re-rolls.
Wild Cards may not share their Bennies with Recruits. Recruits start each session
with one Benny added to a Community Pool and may share from it when needed.
Player characters are free to donate Bennies to the Community Pool before they are
needed by a Recruit (not in the same round), and may not draw from the pool.
RECRUITING
It is the Masterminds responsibility to assemble the team. This means that he or she
is the only player character who may recruit heist archetypes. Other player characters
may assist the Mastermind (see Cooperative Rolls) and make a Common Knowledge
(Smarts) each round, and adds a +2 when recruiting their own heist archetype.
Recruiting is a standard Dramatic Task per Savage Worlds core rules. It features the
Streetwise skill with a standard 2 penalty each round. Complication (Clubs) doubles
the penalty.
Failing a complication roll allows the Game Master to select your recruits Hindrances.
More than one failed complication roll means the recruits Hindrances are a secret and
the Game Master must determine if the character is a friend or foe thats right, you
may unwittingly recruit an Arrogant FBI Agent or Bloodthirsty Mafia Hit Man!
Netting five Successes means you successfully recruit the archetype (see Making
Characters). Failure to net five successes means you cannot attempt to recruit that
heist archetype again, and rumors about your heist begin to circulate. In addition, each
failed recruiting attempt removes one card from the next Dramatic Tasks! Fail twice, for
example, and you must net five successes with three cards or less!
HEIST TYPE
2d6 Type
2 Snatch and Grab: Steal as much as you can as fast as you can.
3-4 Bait and Switch: Steal something and replace it with a forgery.
59 Revenge: Rob someone blind; and ruin his or her live in the process.
10-11 Robin Hood: Steal from the rich; give to the poor. Redistribute the wealth!
12 Ransom: Kidnap someone, or steal something to ransom back
HEIST LOCATION
2d6 Location
2 Museum: Museums; Art Gallery; Library
3-4 Jewelry Store: Counter displays or Secure Vault
59 Bank: Bank; Payment Processing Center; Armored Car
10-11 Residence: Mansion, Luxury Yacht; Private Jet; etc.
12 Impossible: Casino Vault; Stock Exchange; Treasury; CIA HQ; etc.
HEIST OBJECT
2d6 Target
2 Stored Data; Blueprints; Hard Drive
3-4 Art; Historical Relic; Prototype
59 Rare Gems/Jewels; Cash
10-11 Hostage for ransom
12 Bara Bonds; Stocks; Counterfeiting Plates
HEIST VALUE
2d6 Target
2 $100 Billion
3-4 $500 Thousand
59 $10 Million
10-11 $100 Million
12 $50 Billion
SETUP
The Game Master and Players both start with three tokens; I suggest using Bennies.
Players add one token per Recruit and Advantage created using the Heist Generator.
The Game Master adds one token per Wild Card player character and Disadvantage
created using the Heist Generator. He also receives one token per failed recruiting
attempt remember the part about rumors start to spread?
Based on the specifics of the situation, the Game Masters may add additional tokens
to his side for circumstances. This is generally no more than 2 tokens and accounts for
things such as a state-of-the-art security system protecting a priceless gem, or extra
security or personal body guards for mob bosses and such.
OPPOSED ROLLS
Preludes last one round per Wild Card player character, and end when each player
has taken a turn or one side runs out of tokens.
Each round, both sides draw a card and apply the indicated modifier to opposed Trait
rolls. Whichever side draws a Joker adds a token (Benny) to their pile and reshuffles.
The losing side loses one token per success and raise on each opposed roll.
HEIST ASSETS
If the narrative supports it, and the players won the prelude, they have created some
assets for the upcoming heist. A Mastermind character who won an Investigation roll,
as an example, may have detailed blueprints. A Face character who won a Persuasion
roll may have an inside man willing to do him a favor. A Hacker who won a successful
Knowledge (Computer) roll may have access to a live feed from security cameras.
Players may only have one asset approved by the Game Master, and receive an
additional starting Benny for them.
GEAR
It is time for the Wild Card heroes to grab the gear needed to pull off the heist. This
may include bribes, weapons, explosives, computers, a getaway car, and so on.
Each Wild Card player character starts with $1,000 to purchase gear and equipment.
Any remaining of funds are added to the group fund for the heist which consists of
$5,000 per token remaining at the end of the Heist Prelude.
If you lack the funds to get a necessary item for the heist, the Mastermind may spend
a starting Benny to call in a favor for one item up to $250k. An item with Military listed
as the cost may be obtained, with Game Master approval, for two starting Bennies.
INFILTRATION
This is all about how you get inside the location.
If you intend to use strong-armed tactics, start the scene with the player characters
entering the building with guns drawn and make Intimation Test of Wills rolls. A more
subtle approach may involve everyone but the Muscle pretending to be customers in
the middle of a robbery. You might also consider an elaborate con between the Face
and Branch Manager run with Social Conflict rules.
If breaking and entering unnoticed is more your style, try a Dramatic Task featuring
Stealth. Better yet, an Opposed Dramatic Task (Stealth vs Notice) with the first side to
net 5 successes declared the winner.
You get the idea.
THE GETAWAY
This usually involves the Savage Worlds Chase Rules. Depending on the situation
and outcome, it could lead to multiple chases interspersed with combat starting during
the Deed phase. It may start with a foot chase to the getaway vehicle, followed by a
high-speed police pursuit, and back to a foot chase again.
COMPLICATIONS
Up to this point, we have focused on the preparation and the intricacy of its execution,
but the secret ingredient, the one thing that makes all heists movies and stories great,
is the inevitable complications! Oversights and double crosses, poor timing and plain
bad luck threaten to derail the whole thing. Its time to introduce complications.
Rolling dice is fun and exciting, but it is usually a zero sum game you either win or
lose. There are movements in a roleplaying game where the degree of success is far
more important and interesting. Climatic scenes, usually the second act of a three-act
story, are more interesting when success and failure are less certain than usual.
With the exception of Damage and Critical Failure, anytime a player character fails a
Trait roll he succeeds with a complication. Severity depends on the situation, but the
player must provide a consequence for succeeding. If the Game Master approves, and
the consequence is appropriate, the player receives a Benny.
Each of the examples allows her to open the door, but creates another layer of risk
and another challenge to overcome in the process. More importantly, it moves the
story forward in an interesting and significant way.
AFTERMATH
All great heist films have plot twists. Characters die or are caught, or they do not get
the loot. Forget about it it is all smoke and mirrors. Before credits roll, everyone in
the audience finds out what really happened.
During the Aftermath player characters take turns (usually in flashbacks) to explain
why and how failures were not failures at all, but part of the ingenious plan all along!
In many ways, this is similar to the Heist Prelude conducted earlier. Instead of tokens,
each player draws and exploit card and the Game Master starts to review the heist
starting with the Prelude and proceeding toward the Getaway.
Failure: You got what you wanted, just not the way you imagined. The heist was a
disappointing success, but a success nonetheless. The narrative should focus on tying
up loose ends: dead player characters escaped, theres no evidence, so on and so on.
Success: Everything went according to plan. The narrative focuses on undoing the
perceived failures of the heist: you knew the recruit was an undercover FBI agent; you
put blanks in gun that killed your Face man, and so on, and so on.
Raise: Parts of the plan you never discussed succeeded brilliantly. The narrative
focuses on wild imaginings: the heist got you $100 M for was a diversion for the real
heist that earned everyone 500 times more, you framed the bank manager, the cops
chased down a dummy car while you flew off in a helicopter, and so on and so on.