HONEY HEIST

A game by Grant H (2017) with thanks to All Out of Bubblegum, 3:16 and, wierdly, Polaris.

It's honeycon 2017

You are going to undertake the greatest heist the world has ever seen. Two things:


One: You are a GODDAMN BEAR. Roll 3D6 to determine your descriptor, your role, and your bear type.

Roll 3D6
# Descriptor Bear type (and skill) Role
1 Rookie Grizzly (Terrify) Muscle
2 Washed-up Polar (Swim) Brains
3 Retired Panda (Eat anything that looks like bamboo) Driver
4 Unhinged Black (Climb) Hacker
5 Slick Sun (Sense honey) Thief
6 Incompetent Honey Badger (Carnage) Face

Name your bear, if you want. You're not a talking bear per se, but you can sort of mangle human speech through your bear mouth, maybe? (You CAN talk to each other, though)

Stats

You have two stats: Bear and Criminal. Both start at 3.


Use Bear to: maul stuff, run and climb, shrug off damage, scare people, and generally do bear stuff.


Use Criminal to do anything not directly related to being a bear.

Actions

When you act and the outcome is in doubt, roll a d6. If it's equal to or under the relevant stat, you succeed. If it's over the stat, you fail. If you're using your bear species skill, or doing something covered by your role, roll 2 dice and pick the lowest.


Bonus Hat Table

(If you want your bear to wear a hat)

Roll 1D8
# Hat Type # Hat Type
1 Trilby 5 Cowboy
2 Top 6 Fez
3 Bowler 7 Crown
4 Flat Cap 8 Roll Twice

Changing States

Hey GM!

When a player rolls dice and the lowest dice they roll is a 6, introduce a twist or unseen complication into proceedings.

Frustration

When the plan fails and you run into difficulty, move one point from Criminal into Bear.

Greed

When the plan goes off without a hitch, move one point from Bear to Criminal.


You can voluntarily move one point from Bear to Criminal by doing a flashback scene in which you and the other bears plan out the heist in the back room of a seedy bar.


You can voluntarily move one point from Criminal to Bear by eating a load of honey.

The End

If your Criminal stat reaches 6, you are lured into a life of crime and betray the party. If your Bear stat ever reaches 6, you flip out bear-style and lose it, presumably to be picked up by animal control in half an hour or so.

Honey Heist - GM Only

Random tables to set up the adventure

Honeycon is being held in a:
2D6 Descriptor location
1 Creepy Lakeside Camp
2 Busy Fishing Village
3 Run-down Metropolitan City
4 Beautiful Convention Centre
5 Dangerous Truck Convoy
6 Lavish Wilderness Retreat
Aside from loads off honey, the prize is:
1d6 Prize
1 Ultradense megahoney from especially posh bees
2 A briefcase of pure manuka extract, worth over $5 m
3 The queen of all bees, once exiled now returned
4 Black orchid honey, which turns anyone who eats it into a goth
5 Abraham Lincoln's beehive, thought to be haunted by his ghost
6 Miss universe 2017, an especially attractive bee
security features
2d6 Security
1 Armed Guards
2 Electronically-locked doors
3 Laser Tripwire Grids
4 CCTV Network
5 "Impenetrable Vault"
6 Poison Gas
Convention Organizer
1d6 Organizer
1 Cunning and Sly
2 Greedy and Wicked
3 Clueless and Exploitable
4 Maybe Too Obsessed with Honey
5 A Spoilt Trust-fund Kid
6 Ruthless and Corrupt

But little do the bears know (Keep secret)
1d6 Surprise
1 This place is rigged to blow!
2 The cops are en route!
3 Look - a rival team of bears!
4 They've been set up!
5 The prize is a fake!
6 The bees are angry!