heist

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The Prophecy Heist

Facilitator: 
Chris Haddock

In the wake of the Alchemist's Conference, a band of criminals set out to perform the biggest heist in Kaldera's history! The Soup of Prophecy is said to grant the common folk unfiltered views of the future, a path to infinite wealth and power! However before the heist can even be planned the extracts of the famous Fallivaro must be stolen, to provide the ingredients for a potion that will obscure the thieves from the future sight of the Seers. If everything went to plan, they should have the formula now…..

Or do they!?

Fate is a narrative roleplaying game - the outcome of the story is more often than not a collaborative one, rather than the GM determining the consequences. Your character's aspects and backstory are integral to their stats, and can impact on how the game plays out.
Kaldera is a custom setting using the Fate 3 rules. Kaldera is a land of magic, where the fundamental building blocks of the universe exist in the form of Glyphs, ancient symbols that are used to write spells. Every spell is different, because each Glyph contains a myriad of interpretations - the Glyph for Fire also means Passion, for passion burns hot like a flame. It also means life, as warmth is vital to survival, but can mean danger too - because fire burns! Three Glyphs combined with the intention of the user creates a spell. Your characters in Kaldera are expert users of Glyphs, the only limit is your imagination!

This game, The Prophecy Heist, is the second in a two part game. The events of the game will be influenced by the choices of the players in The Alchemist's Conference!

System: 
Fate

The Alchemist's Conference

Facilitator: 
Chris Haddock

The annual Alchemist's conference has come to Kaldera, along with all the chaos it can bring. Barry's Boys are planning a grand heist of the Seer's council, but before they rob from those who literally see the future they have to whip up some spells to fog the eyes of the wise. Rumour has it the grand Alchemist Fallivaro has concocted just such a formula.

That's where you come in. Barry has hired you as a deniable asset - you'll be performing the heist of Fallivaro's new formula, before his Boys pull off the main heist later in the week. You'll need to plan your approach, come up with some sneaky spells to get the goods, then make it out without the Heat catching you!

Fate is a narrative roleplaying game - the outcome of the story is more often than not a collaborative one, rather than the GM determining the consequences. Your character's aspects and backstory are integral to their stats, and can impact on how the game plays out.
Kaldera is a custom setting using the Fate 3 rules. Kaldera is a land of magic, where the fundamental building blocks of the universe exist in the form of Glyphs, ancient symbols that are used to write spells. Every spell is different, because each Glyph contains a myriad of interpretations - the Glyph for Fire also means Passion, for passion burns hot like a flame. It also means life, as warmth is vital to survival, but can mean danger too - because fire burns! Three Glyphs combined with the intention of the user creates a spell. Your characters in Kaldera are expert users of Glyphs, the only limit is your imagination!

This game, The Alchemist's Conference, is the first in a two part game. The events of this game will affect the events in The Prophecy Heist!

System: 
Fate

Surge Protection: Coming in Hot

Facilitator: 
Dale

Just one job could set you up for life. But if you’re caught, it’ll be a long stay at the ‘greybar hotel’. In Coming in Hot you play a small group of those desperate, daring, or straight-up dangerous enough to plan and execute an audacious robbery.

This is a collaborative story game for 3-6 players (there is no GM). During the course of a single session you’ll create a character and forge a criminal history with others, using a simple dice-based system. Each character also has an agenda of their own that players can choose to reveal to add further drama to proceedings.

Once the team is been formed, the characters assemble at their safehouse and the countdown begins. To successfully pull of the job the team need to know what they’re up against, and plan to defeat the target’s layers of security – but care is needed to avoid tipping off the cops.

With preparations made the moment of truth arrives:
- Will the team get away clean, and live happily ever after?
- Will the cops get tipped off and thwart the robbery?
- Or, will there be an epic chase sequence as the robbers make a desperate attempt to escape the law?

Because of the choices the players make, and the luck of the dice, no two games will be the same.

Players need to be prepared to add a few of their own creative ideas to the game. Because much of the content of the game is generated at the table we will be using the x card and lines and veils techniques. This game will also serve as a playtest of the system.

System: 
Coming in Hot

Are you feeling Lucky?

Facilitator: 
Dylan Tiller

It's heist time!
The old gang is back for one final heist: to steal as much as you can from the Auckland Museum, as well as the rare jewel on display.

Wait... Did someone invite a dog?

Going in through the day time, you will work together to steal different objects located in the museum, and try not to get caught.
Are you feeling lucky?

This game uses a luck based system developed by me, the GM. Rules will be explained at the beginning of the game.

System: 
NA

Dusk City Outlaws: Fortune's Game

Facilitator: 
Conan Mckegg

Dunhaven. The largest city in the world, the gateway to the new continent, home of freedom of thought and the new ideals. A place where nobles and common folk alike work together for the betterment of all.

Dusk City. The other side of Dunhaven. Home of The Right Kind of People. A place where all criminal underbosses work together for the betterment of all.

A diverse crew of criminal specialists have been called together to pull off a grand heist. Earn wealth, prestige, and most importantly - influence. But rumours of the heist are spreading, and the heat is on for this job to go off without a hitch.

Dusk City Outlaws is a fast paced and fun game about heists in a fantasy city. Players will be creating criminals at the top of their field and through the mechanics of the rules they will role-play the planning, preparation, and execution of their heist.

Each session will involve a different heist that is chosen based on the combination of characters the players choose.

One of Dusk City's greatest strengths is how it encourages clever thinking and planning from players without getting bogged down in hours of debate. Don't worry about analysis paralysis - DCO keeps the heat on and provides systems to prevent endless player debate while keeping things enjoyable and engaging.

Also complications can always arise that risk disrupting plans, so be ready to think on your feet!

System: 
Dusk City Outlaws

Dusk City Outlaws

Facilitator: 
Paul Wilson

Dusk City Outlaws

Dusk City Outlaws is set in the sprawling city of New Dunhaven. The players take on the roles of criminals on the wrong side of the law, collectively known as the Right Kind of People to those who run in outlaw circles. These criminals come together to form a crew, and take on a Job, a criminal enterprise brokered to them by a third party.

Each member of the crew is a member of one of the eight cartels that rule over the city’s criminal underworld. These cartels each have their own turf, their own specialties, their own motives, and their own methods, but they are all bound together by the Arrangement, an agreement that the cartels entered into to preserve themselves against too much infighting. In short, the cartels agree that they have enough enemies without warring with one another, and that they all want the same thing: to get rich. The cartels agree to respect each others' turf, and while some bickering and fighting is allowed, large-scale conflict is forbidden, and revenge is frowned upon.

To maintain this peace, when someone from the cartels has a Job they want done, they call upon the crew, which has members from several cartels, to pull off the Job. Each cartel gets a cut of the take from that Job, and the crew gains some wealth, prestige, and influence, plus the promise of future Jobs from those brokers.

Once the Job has been assigned, the crew must come up with a plan, do the legwork to set it into motion, pull off the plan, and then survive long enough to get paid.

System: 
Dusk City Outlaws

A walk by the river

Facilitator: 
Jan-Yves Ruzicka

The district of Crow's Foot in the city of Doskvol is a place divided. The recent turf war between rival gangs, the savage Lampblacks and the well-disciplined Red Sashes, ended a year back with an uneasy truce splitting the island-suburb in two. Now every block claims its allegiance, every pub hangs its preferred colours outside to let everyone know who's welcome and who's not. It's not an easy peace.

A week back, word reached Mylera Klev, leader of the Sashes, that an up-and-coming lieutenant in the Lampblacks was interested in defecting. Then a couple of days later, that same lieutenant disappeared. Perhaps someone in the Lampblacks got suspicious; perhaps said lieutenant is already lying face-down in the Dusk River. Regardless, Klev needs a group of ne'er-do-wells and rogues to investigate. A group smart enough to work alone, small enough not to arouse suspicion, and independent enough that if the whole thing blows up, she can deny all involvement and leave them to hang. Who could be desperate enough for money, fame, and influence to take her up?

Is it you guys? Yeah, it's you guys.

Blades in the Dark is "a game about a group of daring scoundrels building a criminal enterprise on the haunted streets of an industrial-fantasy city. There are heists, chases, escapes, dangerous bargains, bloody skirmishes, deceptions, betrayals, victories, and deaths." (We probably won't be able to fit all of these into a three-hour session though.) The system is currently being Kickstarted by designer John Harper. This game will be using the Quickstart 7.1 rules, if you're playing along at home.

System: 
Blades in the Dark

Shadows of a Black Sun

Facilitator: 
Luke Walker

This is a scenario for Edge of the Empire, an RPG focussing on the scoundrel and scum of the Star Wars universe. It sees a ragtag band of smugglers, slicers, outlaws and exiles struggling to overcome their ever-deepening obligations to shadows of the underworld.

Shadows of a Black Sun is based on the 2013 Free RPG Day scenario of the same name and is especially suitable for new RPGers, Star Wars fans, people interested in Edge of the Empire and those who prefer to shoot first.

System: 
Edge of the Empire

Thieves in the Ninth House

Facilitator: 
Luke Walker

Ash falls like rain and mists blot out the stars. Skaa slaves live in squalor, languishing beneath the booted heel of oppressive nobility. Savage Steel Inquisitors hunt and slaughter all enemies of the mightiest being in the world, the Lord Ruler. A lucky few have the amazing magical ability to tap the hidden power of metal, flaring brighter and soaring higher than all others.

This is the world of Brandon Sanderson's Mistborn — and you’re about to save it, or die trying.

You are part of a thieving Crew whose services are retained by Hutch, the information broker. The job is simple but not easy: help Amyse Bylerum, daughter of a minor house, escape. She is held by House Urbain, the ninth most powerful house in the Final Empire.

Seems simple enough. But just remember - there is always another secret.

System: 
Mistborn Adventure Game
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