You are on page 1of 10

QUEER HEIST CREW

MULTIVERSE MASHUP
By Quintessential Gaming
Designed as part of the Fradulent Gays Game Jam
QUEER HEIST CREW
MULTIVERSE MASHUP
You are a crew of skilled (or not-skilled, I don't know
you) operators, assembled from across the multiverse.
Some of you might even be alternate versions of the
same person, that'd be pretty cool. Maybe y'all will
make out or something, if you're into that. But the key
thing is that there's a MacGuffin out there, and you're
here to steal it.

Oh yeah. Important note I should mention. You're all


queer as hell.

No exceptions. Queer as fuck. Don't like it? Play a


different game. Or, honestly, don't. Queerphobes don't
get to play games.

Don't get mad at me, I don't make the rules. (This is a


lie. I made the rules.)
PUT TOGETHER THE CREW
Each player (except the GM) needs a sheet of paper, a
writing utensil, and a few d12s. (If you're playing online,
someplace to type and an online dice roller works just
as well.)

Each player should answer the following questions, and


write the answers down.
- What's your character's name?
- What are your character's pronouns?
- What kind(s) of queer is your character? (Asexual?
Biromantic? Transgender? Lesbian? Genderqueer? Be
whatever feels right.)

Next, roll a d12 or choose from the following tables:

UNIVERSE GENRE SPECIALTY


1. Mundane 7. Anime 1-2. Acrobat
2. Cyberpunk 8. Superhero 3-4. Gadgeteer
3. Fantasy 9. Dark & Gritty 5-6. Hacker
4. Wild West 10. Dystopian 7-8. Muscle
5. Noir 11. Sci-fi 9-10. Strategist
6. Cartoon 12. Other 11-12. Thief
PICK YOUR STATS
You've each got three stats: HEIST, CREW, and QUEER.
Each of you has 21 points to divide between those
three stats. No stat can have more than 11 or fewer than
2 points. The higher the value a stat has, the better you
are at it.

HEIST: roll against this when you're doing your part of


the plan, because you're a professional
CREW: roll against this when you're helping a
teammate do something, because you care about your
partners
QUEER: roll against this when you're doing literally
anything else, because everything you do is queer

For example: Juan wants his character to be good at helping,


so he’s going to make CREW his highest stat. He decides to put
10 points in CREW. This gives him 11 remaining points. He
could divide them evenly between HEIST and QUEER, but
thinks his character isn’t that great of a thief, so he decides to
put 7 points in QUEER and 4 points in HEIST.
ROLL THE DICE
When you’re doing something with an uncertain
outcome, roll against the appropriate stat. Always roll
at least one d12. If the thing you’re doing is appropriate
to your genre, roll an extra d12. If your specialty applies
to the thing you’re doing, roll an extra d12. When you
roll more than one d12s, the lowest number rolled is the
only one that counts!

If you roll below the stat’s number, then you succeed.


You accomplish the thing you set out to do!
If you roll above the stat’s number, you fail. You don’t
accomplish your intent, and the GM introduces a
complication.
If you roll equal to your stat’s number, then you draw.
You manage to accomplish the thing you set out to do,
but the GM introduces a complication too.

Rolling CREW is special. When someone else is going to


roll HEIST or QUEER, you can choose to help them out
by rolling CREW before they make their roll. If you
succeed, they get to roll an extra d12. If you draw, they
get an extra d12, but you can be affected by the
consequences if they don’t succeed. If you fail, you don’t
help them, and you can be affected by the
consequences if they don’t succeed.
DETERMINE THE PLOT
Once you know who your characters are, it's time to
figure out what the damn hell they're doing. GM - take
notes. This is the bit where you lick your lips and rub
your hands together evilly.
YOU ARE INFILTRATING A:
1-2. "Charity" gala HOSTED BY:
3-4. Costume party 1-2. A tech executive
5-6. Masquerade ball 3-4. The owner of multiple
7-8. Professional conference casinos
9-10. High-dollar fundraising 5-6. A socialite with family
dinner money
11-12. Rager for the rich & bored 7-8. An oil magnate
9-10. A well-known politician
SO YOU CAN STEAL:
11-12. An obvious supervillain
1-2. An object of great and
type
terrible power BECAUSE:
3-4. Like, all of their money (EACH PLAYER ANSWERS SEPARATELY)
5-6. A wildly valuable piece of 1-2. You're out for revenge
art 3-4. It's the right thing to do
7-8. Something that rightfully 5-6. You're itching for a score
belongs to one of you 7-8. You want a challenge
9-10. Your freedom! 9-10. You need a payday
11-12. Technology or medicine 11-12. You want to impress
someone in the crew
MAKE THE PLAN
You know who you are. You know what you're stealing,
who you're stealing it from, and when you're stealing it.
You even know why you want to steal it. Now you just
need to figure out how.

You'll need to decide what part of the plan each of you


will take part in. You can split up and take different
roles, or you can all use the same kind of plan.

SNEAK: You're going in unnoticed. You're in disguise,


crawling through the vents, or turning invisible.
SMASH: You're going in loud. You're blowing the door
off the safe, maching-gunning down armed guards, or
taking out laser-firing robots with your trusty sword.
SOCIALIZE: You're going in openly. You're distracting a
key target, scmoozing with the head of security, or
convincing a bumbling assistant to let you in somewhere
you shouldn't be.
RUN THE GAME
This bit is for the GM! That said, if you're playing a
character, this is still worth reading. GM, it's your job to
set scenes, to guide the narrative, to introduce
complications, and (of course) embody extremely queer
NPCs for the characters to fight, talk to, and get
distracted by. Don't stress too much - this is a game of
improvisation, so your players have just as much of a
hand in making the narrative interesting as you do.

Once all of the pre-game stuff is done, feel free to take


a couple of minutes to think about the skeleton of the
story. Once you've got a (very) broad concept, set the
opening scene. Try to put the characters in a position
where they can immediately take interesting action. For
example, try "You are in position, but it looks like there's
a patrol running a little ahead of schedule. What do
you do?" rather than "You are outside the building.
What do you do first?"

Once play begins, you step back. Describe and


embody NPCs as needed, and step in with
complications when the players get stuck, aren't sure
what to do next, are taking too long, or when they fail
or draw rolls.
INTRODUCE COMPLICATIONS
If you aren't sure what to do when you need a
complication, use this list for ideas!
There's a trap!
Somebody notices the characters!
A character is injured!
The character's intel was bad! (The MacGuffin is
larger than expected, the building blueprints were
wrong, etc.)
A dangerous NPC arrive!
A key NPC is not where they were supposed to be!

PLAY SAFE
This is a game. Games are supposed to be fun! Making
the people around you uncomfortable is often not-fun.
To ensure that everyone around you is having fun,
please use the TTRPG Safety Toolkit.

The TTRPG Safety Toolkit is a resource created by


Kienna Shaw and Lauren Bryant-Monk. The TTRPG
Safety Toolkit is a compilation of safety tools that have
been designed by members of the tabletop roleplaying
games community for use by players and GMs at the
table. You can find it at bit.ly/ttrpgsafetytoolkit.
ACKNOWLEDGEMENTS
This game was developed with the assistance and
support of many people, particularly those listed in the
"Thanks" list below. It is of particular note that this
game was developed primarily in my home, which is
located in unceded lands of the Shakori and Catawba
people.

INSPIRATIONS THANKS
Spiderman: Into the Go Jess and Meghan Cross,
Spiderverse hosts of the Fradulently Gay
Honey Heist Game Jam
Boy Problems (a Carly Rae SamUndomiel
Jepsen-themed heist TTRPG) Geonerd
The Powered by the Snicket
Apocalpyse system The sleepy friend boat
Ocean's Eleven and its
sequels

You might also like