You and your party will collectively decide what features your hideout will possess. Traps, hidden passageways, secret rooms, the works, based on the environment your characters are in; think unmapped coves, abandoned factories, tunnels in old growth forest. You may add your character's relevant stat bonuses to defense structures (e.g. Acuity defense bonuses to discovering secret doors, Reflex defense bonuses for dodging arrows from tripwires, etc.). Occasionally, your GM may siege your home base upon a successful investigation roll with guardsmen or other enemies.

Expect them to do unto you what you have done unto them– the structures you've set up have hit points and defenses for your foes to roll against and attempt to overcome before they can actually fight you face to face. rs Other bonuses of the home base:

Backup Plan: You may make a Planning skill roll for extra bonuses during Heist challenges when your crew is situated in your home base. Roll three 6 sided dice and add your Planning stat's bonus. Keep track of the result–it's going to be helpful when you're elbow deep in trouble, the safe needs to be cracked, and everything else has failed. Just remember: each bandit can only use the Backup Plan once per Score each, so keep it in your pocket if you can help it.

Healing: You also restore any missing health points when you're back at base– you have a crew of comrades who engage in mutual aid, and it isn't always safe to use official hospitals or clinics when you're wanted by the law.


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