TEXT: Bank Job  By Thorya 
  In Bank Job, players take on the role of a criminal gang planning and executing bank robberies. They may be hardened 
  criminals, two-bit street toughs, or everyday Joes that are desperate for cash. The goal is to get the money without 
  getting busted or killed. But watch your back, just how much can you trust your friends when you’re between them and a 
  pile of cash? And do they really deserve their full share? Weren’t you the one that did the really hard stuff?  
  What you will need to play: 
  Six sided dice (8-10) 
  A bowl of tokens or markers (~30) 
  Writing utensils and paper 
  3-6 people with criminal intent 
  How to Play: The game is played by the players describing 
  what their criminals do. One player takes on the role of “The 
  Man” (TM) and will be in charge of designing the bank, 
  controlling the police and civilians, and determining how much 
  loot the crew will be making off with. The TM describes the 
  results of the criminal’s activities. If there is a chance of failure, 
  complications, or the player’s getting caught, the TM can call for 
  a skill roll to determine if the criminal succeeds or not.  
   
  Set-up: “The Man” chooses a number of tokens to represent 
  the loot (typically 20-30) and places them into the bowl. The TM 
  then decides a value for the loot tokens (from $1,000-10,000) 
  without telling the players. The TM reveals the value at the end 
  of the job. Players can earn tokens from the bowl or lose them 
  during play. Lost tokens are removed until the next job.  
   
  Character Creation: 
  Each player starts by creating their criminal. First, imagine a 
  person you can see turning to a life of crime. Decide why your 
  criminal is robbing banks. A loved one’s medical care? 
  Margaritas on a beach somewhere? Fat Tony’s going to break 
  their legs? Once you have a reason, pick an amount. Keep this 
  amount and your reason in mind as you play. It’s why your 
  criminal is in this mess to begin with. When they reach their 
  goal, you’ve won. The goal does not need to be the same as 
  everyone else’s and this is part of the fun.  
  Tat grew up on the streets and learned to take care of herself. 
  Her best friend, who practically raised her, is in the hospital and 
  needs $120,000 for surgery. Tat’s going to do whatever it takes 
  to save her friend. Unfortunately, her only real skills involve 
  punching people, so she doesn’t have a lot of options.   
  Each criminal has various levels of skill in the following areas:  
  Safe Cracking Breaking into safes and locked containers 
  Driving High speed chases and making getaways 
  Demolition Using explosives for blowing safes, doors, etc.  
  Disguise Blending in to a crowd or posing as someone else   
  Security Disabling alarms and electronic security 
  Intimidation Discouraging “heroics” or encouraging cooperation 
  Toughness Punching and shaking off injuries  
  Guns Shooting people and things 
  Players may assign any skill level from 0-3 to each of the skills 
  to describe their criminal. Criminals can also start with one skill 
  at a four if they wish. Skills should be assigned to match the 
  character and their abilities. The TM can veto criminals that do 
  not make sense or introduce additional guidelines for setting skill 
  levels. It might seem like you would want to be as skilled as 
  possible in all categories, but there are drawbacks, especially 
  when it comes to getting loot. Criminals have equipment 
  commensurate with their skill. If you are good at safe cracking 
  you probably have a stethoscope, drills, and a list of factory 
  preset codes to use in cracking safes. 
  Finally, each player decides how loyal they are to each other 
  member of the team on a scale from 0-4. With 4 being most 
  loyal and 0 being complete indifference. Players should now 
  describe their criminals to one another and decide the group’s 
  history and why they are all working together. Players keep their 
  loyalties secret, but they may be revealed during play. Keep 
  track of your criminal’s skills and loyalties on a piece of paper.  
  The team consists of Tony the driver, Sonja the team’s 
  safecracker, and Tat the muscle. Tat knows Sonja from the 
  neighborhood and Tat’s loyalty to Sonja is three. Tat does not 
  know Tony as well and she’s always suspicious of new people, 
  her loyalty to Tony is only one.    
   
  Skill Rolls: When there is a chance of failure, the TM asks 
  for a skill roll. The acting character rolls a number of dice equal 
  to their skill rank. Any die that comes up 3, 4, 5, or 6, is a 
  success. The TM sets the required number of successes by 
  picking a difficulty from 1-5. Cracking the cash drawer under the 
  counter may only have a difficulty of one. Getting into a Class 
  TRTL-30 vault may be a difficulty of five. The TM announces the 
  difficulty after the roll is made. If the criminal failed they can:  
  Take the consequences: The TM decides the consequences 
  and play continues. The consequences are probably bad. 
  Alarms going off, a fight starting, severe bodily harm, 8-10 
  upstate, are all possible consequences.  
  Get help: If other criminals are close enough to assist, they can 
  decide to do so. They announce how they are helping. Then 
  they roll the lower of the appropriate skill or their loyalty to the 
  criminal they are helping. Their successes are added to the 
  total. If they have still failed, all the involved criminals take the 
  consequences or the first player can try to GAB. The TM 
  decides whether or not it is possible for other criminals to help.    
  Go above and beyond (GAB): The criminal tries something 
  brilliant or completely idiotic to swing things in their favor. If it 
  works, the criminal can justify getting a bigger cut of the loot, but 
  if it fails it means less for everyone. Pick a number up to the 
  difficulty and remove that number of tokens from the bowl. For 
  each token, roll another die and add successes to the total. If 
  the criminal succeeds, they get to keep the tokens for loot later. 
  If they fail, the tokens are removed from play and the criminal 
  suffers the consequences. This option can only be performed 
  when there are tokens left in the bowl and the TM can veto GAB 
  attempts if players are abusing it or have no reasonable way to 
  avoid the consequences. Because it entitles you to more loot, it 
  is in your best interest to do this often.  
  The night of the heist there are kids skateboarding near the 
  bank. Witnesses. Tat tells the kids to get lost. They laugh at her 
  and one of them shoves her. Tat means business. She tries to 
  break the leader’s skateboard over his head. She rolls 
  toughness three vs difficulty two. Tat only gets one success, not 
  enough. There is no one nearby to help. She decides to GAB to 
  
  scare off the kids. She takes two tokens from the bowl and rolls 
  two more dice. Two successes, total three. The TM says that 
  she tried to grab the skateboard but the kid resisted so she 
  head-butted him in the face. Tat’s player agrees that’s how it 
  went down. The kids run off. Head butting teens isn’t in Tat’s job 
  description; she keeps the tokens to claim loot later.  
    
  Security Sweeps: If your criminal does not use guns, their 
  gun is not going to set off the metal detector. If they do not strike 
  fear into the hearts of man, they are less likely to be 
  remembered. The TM uses a security sweep when it would be 
  more beneficial not to have criminal skills and equipment. 
  During a security sweep players roll dice equal to their skill, if 
  any of the dice come up 1, the player has to deal with 
  consequences from the security sweep. A criminal cannot GAB 
  or get help on a security sweep, but they might be able to use 
  skills to deal with the consequences. 
   
  Loyalty: Loyalty is used to make a criminal do something that 
  is not in their self-interest or that they would not normally do, 
  such as breaking their personal ethics or waiting ten extra 
  seconds for you to reach the getaway car. Loyalty cannot be 
  used to make a criminal intentionally harm themselves or do 
  something that makes no sense. Players can ask for a loyalty 
  roll from another player at any time and state what they want the 
  player to do. The TM can and should veto any loyalty roll that 
  they feel is inappropriate. 
  When a loyalty roll is called for, the player rolls a number of dice 
  equal to their loyalty. If a single success is rolled then the 
  criminal does what is asked of them. If the player feels that the 
  request is too large, they may lower their loyalty to the other 
  criminal by 1 at this time. Loyalty also caps the number of dice 
  you can use to help a teammate. High loyalty makes it easier to 
  help other players (which helps ensure you get a good cut), but 
  gives them more influence over you. 
   
  Failsafes: Criminals can buy failsafes that will let them avoid 
  consequences or gain an advantage. Failsafes are things like, 
  having a spare car to switch to after yours is spotted, a back-up 
  acetylene torch if the drill breaks, or special equipment not 
  covered under your skills. Failsafes can also be useful 
  connections or pieces of information, such as a guy you bribed 
  on the inside or a buddy on the police force. Generally, a failsafe 
  can only be used once. The TM must approve failsafes before 
  they are purchased.   
  Typical Job: The TM will start by describing the bank, 
  including obvious security. The gang can scout out the bank 
  further if they wish. Then the gang decides how to pull the job. 
  Once the plan is set, the team sets to work. They describe their 
  actions and the TM calls for rolls when appropriate. Once the 
  team has the loot, they need to get away. Alarms, police 
  response, etc. may require that the gang defend themselves or 
  flee. If a criminal is killed, caught, or left behind, they’re out of 
  the game. Any tokens they have claimed return to the bowl. 
  Some unscrupulous criminals might even try to let bad things 
  happen to their partners on purpose.  
  The TM explains that the bank is a small town savings and loan 
  with apparently little security. It has some cameras in the main 
  bank area and a rent-a-cop security officer who carries pepper 
  spray. Because it is a small job, The TM puts only 15 tokens into 
  the bowl. They send in Tony disguised as a plumber to 
  investigate further. Tony uses his disguise three vs. difficulty 
  two. He gets one success. Tat helps him out by answering the 
  fake phone number when the manager calls to check Tony’s 
  story. She has disguise two, but her loyalty to Tony is only one 
  so she rolls one dice. She gets one success and the manager 
  believes Tony’s disguise. The team learns about the CCTV 
  system, the panic button under the counter, and that the vault is 
  a combination system with concrete walls, probably a Difficulty 
  of two or three to crack. The team regroups to plan.    
   
  Dividing the Loot: When the team has successfully made 
  their escape, players get loot equal to the tokens they have 
  claimed. Unclaimed loot is divided evenly between the criminals, 
  loot that cannot be divided evenly goes to the criminal with the 
  lowest total loyalty. If the team failed the job, no one gets 
  anything. Before the TM announces how much the tokens are 
  worth, the criminals can spend loot tokens in various ways.  
  Increase skills: Criminals may spend two loot tokens to 
  increase any skill by one to a maximum of six. 
  Increase loyalty: Criminals may spend two loot tokens to 
  increase another criminal’s loyalty to themselves by one. 
  Buy failsafes: Criminals may also spend loot to buy failsafes to 
  use in the future. The TM decides the cost for each failsafe.  
  Each action can only be taken once per job. Once everyone has 
  finished spending loot, the TM announces how much the loot is 
  worth. Any unspent tokens are converted to cash and sent to the 
  criminal’s account in the Caymans or wherever they keep their 
  stash. At this time, a criminal may choose to retire if they have 
  accumulated enough wealth to reach their goal.  
  There were 15 tokens in the bowl. Tat has gotten two tokens 
  during the job. When the time comes to divide the loot, Tat gets 
  two automatically. This leaves 13. Everyone gets four. The 
  remaining token goes to Tony because he has the lowest total 
  loyalty to everyone else. Tat has six tokens, Tony five and Sonja 
  four. Tat decides to bribe a dispatcher; if the police are coming 
  the dispatcher will let her know. The TM decides this failsafe 
  costs two loot tokens. Tat decides to hang onto the rest and the 
  TM reveals that they’re worth $2,000 each. Tat now has $8,000 
  in her stash, just the first step towards her goal.    
   
  Guide for “The Man”: It can be hard to decide exactly 
  how difficult to make each skill roll. Difficulty two or three is 
  appropriate for most things. Use security sweeps sparingly and 
  only when a criminal’s equipment or skill would be a 
  disadvantage. Here are some guides for appropriate difficulties: 
  Difficulty 1: Office safes and small locked containers (Safe 
  Cracking), Blowing open the front door (Demolition) 
  Difficulty 2: Disabling a CCTV system (Security), Discouraging 
  “heroics” by hostages (Intimidation), Tackling a rent-a-cop and 
  taking his gun (Toughness) 
  Difficulty 3: A high speed get away (Driving), Shooting an 
  officer behind a car (Guns), Disabling an alarm (Security) 
  Difficulty 4: Getting the bank manager to open the vault 
  (Intimidation), Cracking a high end vault (Safe Cracking), 
  Blowing open a reinforced vault door (Demolition) 
  Difficulty 5: Escaping several cars and a helicopter in pursuit 
  (Driving), Convincing the bank employees that you are a bank 
  representative that needs to check the vault (Disguise) 
  
  CRIMINAL RECORD 
   
   
  Name: _____________________________________ 
   
  Aliases: ____________________________________ 
   
  Goal: ______________________________________ 
   
  Background: ________________________________ 
   
  ___________________________________________ 
   
  ___________________________________________ 
   
  Modus Operandi (Skills): 
  Safe Cracking   
   
   
   
   
   
   
   
  Driving   
   
   
   
   
   
   
   
  Demolition   
   
   
   
   
   
   
   
  Disguise   
   
   
   
   
   
   
   
  Security  
   
   
   
   
   
   
   
  Intimidation  
   
   
   
   
   
   
   
  Toughness   
   
   
   
   
   
   
   
  Guns 
   
   
   
   
   
   
    
   
  Known Accomplices  
  Loyalty 
   
  ____________________________ 
   
  _____ 
   
  ____________________________ 
   
  _____ 
   
  ____________________________ 
   
  _____ 
   
  ____________________________ 
   
  _____ 
   
  ____________________________ 
   
  _____ 
   
   
  Stashed Loot 
   
  ____________________________________________ 
   
  Failsafes 
   
  ____________________________________________ 
   
  CRIMINAL RECORD (Example) 
   
   
  Name: ____Titania  Nikitas________________ 
  Aliases: _______Tat_________________________ 
  Goal: ___$120,000 for friends surgery ____ 
  Background: _____Grew up on the streets. 
  Tough 
  and 
  street 
  smart.   
  ____________________________________________ 
  Modus Operandi (Skills): 
  Safe Cracking   
   
   
   
   
   
   
   
  Driving   
   
   
   
   
   
   
   
  Demolition   
   
   
   
   
   
   
   
  Disguise   
   
   
   
   
   
   
   
  Security  
   
   
   
   
   
   
   
  Intimidation  
   
   
   
   
   
   
   
  Toughness   
   
   
   
   
   
   
   
  Guns 
   
   
   
   
   
   
    
   
  Known Accomplices  
  Loyalty 
   
  Tony “Lead Foot” Smith_ 
   
  __1__ 
  _Sonja Birch_____________ 
   
  __3__ 
   
  ____________________________ 
   
  _____ 
   
  ____________________________ 
   
  _____ 
   
  ____________________________ 
   
  _____ 
   
   
  Stashed Loot 
   
  __$8,000________________________________ 
   
  Failsafes 
   
  _Police dispatcher _______________________ 
  X 
  X 
  X X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X X 
  X 
  
SOURCE: textdata/thevault/Top Secret Games Two Page Tabletops/Bank Job.pdf