Heist Partner
Heist Partner is an adventure scene about a plan and the person you are making it with. There is no rule system: no dice, no stats, no inventory, and nothing enforces failure. What holds the plot together instead is typed memory - goals, loops and episodes are three of 11 stored kinds - so the thing you agreed to last session is still what you are doing this one. It is pinned to Scarlett, a bold preset with high initiative, which matters because a partner who waits for instructions is not a partner. Fictional, non-violent, and the caper stays a caper. Free is 10 messages per account in total. Adults only.
What replaces the dice
In a game system, a bad decision costs you numbers. Here it costs you relationship state: trust, respect, irritation and grudge, all capped at 5 points of movement per exchange, plus an episode row that never decays.
That is a genuine trade rather than a substitute. What you lose is mechanical tension - nothing here can go wrong against your will, so if you never let a plan fail, none of them do. What you gain is a partner who remembers that the last plan failed and says so. The boundary is spelled out at adventure roleplay.
Giving her an agenda
The single highest-value thing you can do in the first two messages: say what she wants out of this. It becomes a stored goal, and a goal on her side changes the scene from you narrating to the two of you negotiating.
Her wants are a separate memory kind from yours, which is what makes the difference possible at all. A partner with a goal pushes back on your plan; a partner without one agrees with everything, and a scene where everyone agrees has no second act.
How it tends to run
The shape, though the specifics never repeat.
- The job, in two sentences. Longer setups get averaged away rather than absorbed.
- Her price. What she is in it for, which becomes the goal row.
- The plan, said out loud. Vague plans do not become episode rows and therefore do not exist next session.
- Something does not work, because you allowed it to. The failure is stored, and it is the substitute for a bad roll.
- An unresolved thread - a loop row - kept in its own field of the summary so the next session opens on it.
Who to run it with
High initiative and high dominance, or you are running the plot alone. Scarlett is pinned; these also fit: Laura (confident), Yuki (playful), Naomi (confident), Camila (playful)
Low-initiative presets are not unusable, but expect to be the only one with ideas by session three - which is the most common reason an adventure thread dies. Axes are listed at all characters, or set them yourself in the creator.
What it leaves behind
Goals on both sides, loops for what is unfinished, episode rows for what went wrong, and respect - the dimension adventure scenes move most and romance scenes barely touch. A thread with high respect and moderate love behaves differently from the reverse, which is an odd thing to discover and a useful one.
Section neighbour: Storm Detour. Openers with this structure are in the prompts guide.
Heist Partner FAQ
Are there dice or stats in this scene?
No. There is no rule system, no inventory and nothing to roll. Consequences are stored relationship state and typed memory rows instead.
How does the plan survive between sessions?
As goal, loop and episode rows - three of 11 typed memory kinds - plus a structured summary rewritten every 30 incoming messages that keeps open threads in their own field.
Can she disagree with my plan?
Yes, and she should. Her wants are stored separately from yours, so a partner with a stated goal pushes back. Give her one in the first two messages or the scene has no second act.
Is the scene violent?
No. It is a caper, not a crime scene: fictional, non-graphic, and anything illegal in substance is refused under the content policy.
