Well, firstly - I want to know what I am robbing. Secondly - I will probably want to come in at night etc... maybe I have some information on how many guards/security measures there are. Maybe I go during the day when Terry is out and most of his guards are with him?
I'll give you the scenario, and if you want any of it changed we can talk it out.
Terry's family is in information technology, and your "employer" says they keep the really cutting-edge not-even-prototype stuff in a secret lab/vault under Fallingwater. It's protected by electronics, aquatics, and physical guards.
Night entry is a bad idea--security systems are tightened and the guards are expecting something.
Your "employer," however, can get you close: the guest house's multimedia entertainment center is being updated, and you can be infiltrated as one of the lift-and-carry grunts.
(If you fail to enter the house, the story stops, so I want to start you already inside.)
Fallingwater's guest house is inside the main compound, above and behind the main house, connected by a short stairway with trees trained over it like a garden tunnel.
You're going to be stealing something about the size and weight of a snowglobe. It's cubical and tech-y-looking with glowy bits and wires.
Unless you decide to press, your "employer" won't tell you what it is, just not to drop it or get it wet.
So yes, assume you're familiar with the layout of the house--Fallingwater is a famous legacy house, Terry's family wouldn't be able to keep its floorplan secret.
@trogdor I doubt we'll use all of it. The upper floors are probably not going to figure much.
Under the pretext of helping install an entertainment center in Terry's guest bedroom, Sen has gained entry to the Fallingwater home. It is done in that rugged individualistic style which takes millions of dollars to make look posh. Now, armed with his wits, physical acumen, and the right tools for the job --but not nearly the right training or temperament-- he must make his way from the guest rooms down to the main house and into the secret basement vault hidden beneath the living room.
Sen is in the guest bedroom, and an moment has been arranged for him to slip away.
Because this is a short game, and an introduction to the Fate system, I think that the best way to model Sen's movement from the guest bedroom to the living room is with a contest.
Your goal is to a) get from the bedroom, down the stairs, into the main house and to the living room, b) without raising suspicion, and perhaps c) without being caught on camera.
@InbarRose There is one guard in the bedroom right now. The other workers have been bribed to ignore you and to create a simple distraction--this is why there is only one guard in the room right now: the other guard is desperately plunging the guest toilet.
Okay, so I assume they are about to make some sort of distraction, and I am going to slip away as the guard is not looking at me. And I have to do it before he notices?
Aye. This is an opposed pair of Overcome checks. The guard is rolling at +2 to keep an eye on things, and you're rolling... whatever approach you narrate to make appropriate... to slip away.
It's reasonable to assume the guard in the room (the one not plunging the toilet) has Too many people to keep track of. You roll to get a free invoke on that, taking advantage of it.
Because it's his aspect and he's trying to compensate for it, he'll get to actively oppose that with a roll of his own.
How you choose to narrate trying to take advantage of his aspect will determine what approach modifier you add to the roll.
So: workers are trying not to laugh at the splashing noises coming from the bathroom, and a single terrapin guard is craning his neck back and forth to keep an eye on everyone.
Okay, so I will wait till the workers start distracting the guard a bit, and when he turns his head/body I will try to Quickly exit the room hoping he will not be able to remember the exact number of people because he has Too many people to keep track of.
That's kinda combining the "leaving the room" Overcome action (part of the contest) with the "setting up his distraction to make it easier for me to leave the room." May I suggest?
Okay, so you roll 4d at +1 (Stealthily fading into the background of the scene) and I roll 4d at +2 (trying to keep an eye on everyone is part of the terrapin's job description).
In Fate Core: When you tie, you get a boost instead of the situation aspect you were going for. This might mean you have to rename the aspect a bit to reflect its temporary nature (Rough Terrain becomes Rocks on the Path).
Casually glancing a knowing look towards one of the other workers, I start backing away Stealthily towards the door, once the guard looks away I quickly sidestep towards the door
the door leaving the bedroom goes past the bathroom, the guard is plunging the toilet there... maybe he put his radio/com/keycard/ something on the side?
So I lift up my phone and put it to my face on the side of the camera, and casually stroll by, using my new coat as camouflage ( My coat says I belong)
If I use this boost now - do I lose it? So I need to spend a F point?
You'll want to use that free invoke ASAP because the boost goes away when it stops being applicable (IE, when you stop hiding your face with your phone).
Okay, so you're making a Flashy overcome check to pretend you belong, with your coat and your phone, so anyone looking back at the cameras won't be suspicious.
Please narrate why you get to roll Flashy for this.
so now I Flashily (making sure to not look like I am hiding) stroll accross the bridge, making a show of how I am probably talking to an old friend so I stop every once and a while to laugh and turn slightly out of view and lean on the wall to pretend to be looking at the phone (maybe a funny picture he sent me) and laugh again
crossing the bridge as if its nothing, not as if its a goal
I understand that using the coat for the story I can do once for free. but shouldn't I be able to use it with fate points later? I am still wearing the coat after all
First, succeeding with style gives you TWO victories and you win the contest right here. That means you should get straight into the living room without further obstacle.
But I was going to have you come up against a locked door at the end of the path.
Buuuuuut.... you need to get yourself a free boost.
So:
Laughing at his nonexistent phone friend, Sen reaches the end of the bridge and the door to Fallingwater proper. The handle rattles slightly but doesn't turn: it's locked.
Sighing, Sen pockets his phone in the stolen coat so he'll have both hands free for the lockpicking tools he was given... and finds a Fallingwater keycard in the coat pocket.