SOLO - The Plan

Plan

3 sentence description of the plan.

Difficulty?
Select one, delete the others.

  • Shaky - Quite a few things could go wrong - REQUIRED ROLL: 10+
  • Solid - Most eventualities catered for - REQUIRED ROLL: 8+
  • Fool proof - Almost nothing can go wrong - REQUIRED ROLL: 6+

Danger level?
Select one, delete the other.

  • Safe - Little if any physical danger exists.
  • Dangerous - There is chance of a physical injury, even death, if things go wrong.

Modifiers

+1 for a PC with a significant skill
+1 for use of a crucial piece of kit or a great asset
-1 for a PC unsuited to the mission

Success or failure?
Roll 2D6 + modifiers. If the result is equal to or over the REQUIRED ROLL the plan is successful.

Consequences
Roll 2D6 (+2 if the plan was a success). If the result is equal to or over the REQUIRED ROLL there is a good consequence. If the consequence is not obvious, roll 2D6 on the appropriate list below, deleting all other options.

Bad Consequence
2 - 4 Death
5 Serious injury
6 Minor injury
7 Trapped, lost or delayed
8 Part of the mission was failed or incriminating evidence left behind
9 Damage to a useful or valuable piece of kit
10 Seriously upset or antagonise an NPC
11 - 12 The task takes four times longer than planned

Good Consequence
2 - 5 The task took half the expected time
6 Tracks covered, no evidence left behind
7 - 8 Hear a rumour or discover a valuable piece of information
9 - 10 Find a useful or valuable piece of kit
11 - 12 Make a Contact or friend

Explanations
Describe what happened, this is the time to add detail and finesse, but ensure you cover the main points.

What's next?
Come up with two options based on the activity and success of the plan. These could be a follow-up to the plan, or a spin-off from an event during the plan's execution. Pick one and continue to the next scene.

  1. Option 1
  2. Option 2

Book keeping
Does anybody need to heal? Does anything need purchasing? Do bills need paying?