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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