Environment (11, DOOR (STANDARD), source: Bonus Reaction)
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DOOR (STANDARD)
Tier 1 Event
The hardest test for an adventuring party there is.
Impulses: It's a door.
Difficulty: 10
Potential Adversaries: Conscript, Elite Soldier, Merchant Baron, Spy, Failed Experiment.
FEATURES
Open The Door - Passive:
PCs can open the door in anyway they see fit, normally by lockpicking it (Finesse) or kicking it open (Strength).
- Critical Success: The door is opened and the players find what they seek.
- Success with Hope: The door is opened.
- Success with Fear: The door is opened but the effort involved causes the PC Mark a Stress.
- Failure with Hope: The door remains closed with no consequences.
- Failure with Fear: The PC realises this door is unopenable in that fashion and must find another way through.
When One Opens - Action:
The GM can
spend a Fear to have an adversary waiting for the players on the other side.
Lock In! - Action:
If the door is still in working order, the GM can
spend a Fear for the door to slam shut behind the players, and lock them in the room they just entered.
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