DaggerHeist! - Player Instructions

Heists are about a team of specialists executing their roles in perfect synchrony, removing obstacles and creating openings for each other. DaggerHeist adds a few special mechanics on top of Daggerheart to create this feeling. Here is how they work.

Before the Session

Role and Loadout

Choose a heist archetype you want to play. Classic roles include the Face (social engineering), the Sneak (stealth and agility), or the Muscle (combat and demolition). These are just inspirations; feel free to invent something unusual and make sure to coordinate with your group for balance. Or don’t! If an all-healer Crew sounds fun, go for it.

After choosing a role, pick a Loadout, which limits what you can carry in exchange for certain advantages. Loadouts represent how suspicious you look at a glance, and they naturally encourage different infiltration routes.

Heavy Loadout

Medium Loadout

Light Loadout

You can swap loadouts during the heist by changing what you carry. Your loadout mainly limits which items you can acquire in Flashbacks.

Character Creation

Once you have a role and loadout, create your level 4 Daggerheart character within those limits. Don’t worry about gear beyond your starting weapon, armor, and potion. You can acquire anything else via Flashbacks.

The easiest way to build your character is directly in Foundry. Here’s a Tutorial

The Castle

The only fixed details are that you’re infiltrating a Castle, and your Score is kept in the Vault. You’ll have a chance to review the map in Foundry before the session and brainstorm ideas. But don’t overplan, this is just to spark creativity.

At the Start of the Session

We will collaboratively define the heist’s key story elements, Opportunities, and Complications. I’ll offer suggestions, but you’re encouraged to invent your own. Two rules apply: (1) everyone must think the ideas are fun, and (2) every helpful Opportunity must be balanced with a meaningful Complication.

Background Story

Opportunities

Each player introduces one Opportunity. Additional ones may be added, but the GM will balance them with Complications.

Example Opportunities:

Complications

Complications are things the Crew knows about in advance and can plan around.

The default complications:

More Complications will be added to balance your Opportunities. Players may add their own if they want a tougher or more chaotic mission.

Example Complications:

The GM may also spend Fear to introduce unexpected twists.

During the Heist

Flashbacks

Flashbacks let you jump back in time to reveal preparations made earlier, even if never mentioned. You stay in the action, hit a problem, and then show how you already set things up.

They cost Hope depending on complexity:

Flashback Hope costs might increase later in the heist (mostly for pacing). The Crew shares a gold pool to purchase items during Flashbacks. I am still working out the prices/starting amounts. Coming Soon!

Purchasing Items with Gold

In Flashbacks, you can purchase items from the Loot and Consumables tables, up to item #48 on each list (Rare). You can also describe a custom item not on the list, and the GM will determine the price. Any mundane items (ropes, crowbars, etc) you can get for free.

Your Crew has 50 Handfuls of Gold (HG) to spend throughout your entire mission. Item costs are based on their rarity:

Explosives are a hallmark of Heist scenarios. As a special item, you can get barrels of black powder (Uncommon) each dealing 1d20+5 damage. Multiple barrels can be stacked to combine their damage.

Special Crew Abilities

The Crew is strongly encouraged to split the party, and have everyone take their own preferred infiltration route. However, to avoid some of the problems associated with splitting the party, everyone has the following abilities:

General Flow of the Heist

  1. Infiltration — Everyone finds a cool way into the Castle.
  2. Secondary Objectives — Remove or mitigate Complications before tackling the Vault.
  3. Fight for the Vault — Face the remaining obstacles in the Dungeon and secure the Score.
  4. The Getaway — Your escape plan… whatever it ends up being.