When It Goes Sideways

Roll d66 (two dice, first as tens and second as units, 11 to 66) when a stunt fails and you want it spectacular, not punishing. A failed trick crashes a market stall or sets off a firework indoors. It never just does nothing. Hand out Flow to anyone who rolls with it.

d66What Happens
11Full Send, Full Faceplant. The Hero eats concrete in front of everyone (3 Grit). But get straight back up and finish the trick anyway and the crowd's respect is worth more than landing it clean was.
12The Stall Special. A cart, a kiosk, a fruit stand, gone, in a cascade of produce and outrage. The vendor screams, the Hero wears whatever was cooking, and the noise turns exactly one wrong head.
13Wrong Firework, Right Now. Something meant to go off later goes off here instead. A bright flash, a bang in a confined space, and suddenly every Talos unit in the sector knows the Crew's postcode.
14The Silent Alarm. Nothing happens. That's the problem. A silent trip means the Crew's now on a clock they can't see, and the Dogs are already rolling. They'll find out when they hear the engines.
15Dropped the Goods. A crate, a can, a piece of gear slips loose and goes over the edge. Not broken, just gone, or dangling somewhere stupid. Somebody has to go back down for it, and the clock does not care.
16The Whole Block Heard That. Whatever just happened, it echoed. Dropped tools, a snapped cable, a crash off metal, and the sound rolls across the whole floor or street. Every head turns. Heat rises by 1.
21Caught on Camera. A phone, a drone, a platform lens catches the Crew clean. Half the sector's about to see it, which is great for the rep and terrible for the Heat. Patrols in the area double by morning.
22Spooked the Wrong Person. An ally, a witness, a nervous local panics at the worst moment, grabs a weapon or a phone or just screams, and now there's a scene where the Crew needed quiet.
23The Cascade. One knock starts it: shelves, drums, scaffolding, a wall of stacked scrap, all coming down like dominos (Nerves+Cool Reaction to dodge). Enormous noise. On the bright side, one hell of a story.
24Wind Takes You. Up high, a gust catches the Hero or their load (Brawn+Endure Reaction). Get slammed into a wall (Hurt Condition) or lose the crate to the drop. The city itself just threw a punch.
25The Lockdown. Whatever tripped, it tripped everything. Doors seal, the complex goes dark and hostile, and the Crew is on the wrong side of it. Reinforcements are inbound and the only way out now is loud.
26Wrong Colour, Right Wall. The tag comes out perfect and completely wrong: incriminating, insulting, or aimed at the exact faction the Crew needed to stay sweet with. It looks amazing. It is also a signed confession, and somebody important is going to read it.
31The Board Snaps. Mid-trick, the deck, the frame, the wheels give out with a crack (the Ride takes a Condition, or is gone). The Hero rides out the landing on pure nerve and a shower of sparks, and now they are on foot with the clock still running.
32Stuck the Landing, Lost the Loot. The Hero nails it, absolutely nails it, and the bag, the crate, the whole point of the job pops open on impact and rains its contents across the street below. Beautiful trick. Now go pick it all up in front of everyone.
33The Sympathy Crowd. A knot of onlookers sees the crash and rushes in to help, fussing and filming and blocking every exit with pure kindness. The Crew is fine. The Crew cannot move. And every phone that came out is still recording.
34Paint Everywhere. A can bursts, a nozzle jams open, a rig ruptures, and the Hero is now a walking colour swatch, dripping and unmistakable. Every witness for the rest of the night has the same description, and it is a vivid one.
35Woke the Dog. The noise reaches exactly one animal, a junkyard dog, a guard's mutt, a nervous rooftop goose, and it loses its mind. The Crew's stealth is over, undone by a creature that will not stop until it is fed, calmed, or a block away.
36Gravity Wins This Round. The gap was too far and the Hero knows it half a second too late. They make the far ledge with their fingertips and nothing else (Brawn+Endure Reaction, or a Hurt Condition), dangling over the drop while the plan carries on without them.
41The Sprinklers. Something triggers the fire suppression and the whole floor gets a cold indoor downpour. Great for washing off tracker-dye, terrible for wet paint, slick floors, and the electrical gear the Crew was carrying. Heat rises by 1 as alarms follow the water.
42Snagged. A strap, a sleeve, a bag catches on a bolt, a fence, a passing rail and yanks the Hero to a dead stop, or half off it. Cut loose fast (Crime+Dexterity) and leave a torn scrap of colours behind, a calling card for whoever finds it.
43The Understudy Alarm. The Crew disabled the main alarm perfectly and completely forgot the ancient backup one, which now announces itself with a rattling bell nobody has heard in a decade. It is quaint. It is deafening. It has already been ringing for ten seconds.
44Right in Front of the Kids. The failure happens in front of a crowd of young writers who worship the Crew, and the whole illusion of untouchable legend cracks in real time. Play it off with style (Smooth+Speech) and turn a faceplant into a lesson, or watch the rep chip.
45The Slow Leak. Nothing dramatic, just a hiss the Crew ignores: a cracked tank, a bleeding line, a fuel drip. Three scenes later it matters enormously, at the worst possible moment, and someone will remember they heard it and said nothing.
46Overshot. The trick works too well. Too much speed, too much air, too much charge, and the Hero blows clean past the target into somewhere they very much did not plan to be: the next roof, the wrong room, the middle of a patrol's coffee break.
51The Wrong Twin. The Crew trusted the contact, the map, the safe route, and it was the decoy, the double, the plant all along. Nobody is hurt yet, but the plan just walked the Crew somewhere the enemy chose, and the enemy is smiling.
52Butterfingers on the Rail. The precious thing, the chip, the can of banned red, the only fuse wire, slips out of a glove and bounces once, twice, and comes to rest somewhere appalling: a grate, a gap, a moving vehicle, an outstretched hand that is not the Crew's.
53The Photobomb. A Vivid promo drone or a tourist's live feed catches the Crew mid-mistake and beams it straight onto a public screen, huge, for the whole square to see. Instant fame, instant description, and Talos was watching that feed too.
54Grinded Through the Wet Cement. The perfect line runs straight across something that was not set yet: fresh concrete, wet tar, a painter's floor. The Hero leaves a flawless, permanent, traceable record of exactly where they went and which way they were heading.
55The Wardrobe Malfunction. A mask slips, a hood falls, a scarf tears away at the exact moment a camera or a witness has a clean angle. For one heartbeat the Hero has a face on the record. Cover fast, or spend the rest of the campaign known.
56Kicked the Hornet Loose. The stunt dislodges something that swarms: a drone cluster, a nest, a rack of loose cans, a pallet of something round and rolling. It scatters everywhere, into the crowd, down the stairs, under the patrol's feet, and the chaos has a life of its own now.
61The Standing Ovation Trap. The trick is so good the whole street erupts cheering, which is wonderful and also pins the Crew in a spotlight of two hundred delighted witnesses right as they needed to melt away quietly. You cannot sneak out of a standing ovation.
62Blew the Fuse Early. The show, the diversion, the big finish goes off ahead of schedule, before the Crew is clear, before the pieces are set, before anyone is ready. It is spectacular. It is premature. And now the timeline is on fire, literally or otherwise.
63The Loyal Idiot. An ally, a rookie, a Supporting Character sees the Crew struggling and charges in to "help" in the loudest, least useful way imaginable, turning a quiet problem into a group project everyone can hear. Their heart is pure. The situation is ruined.
64Crossed the Wrong Crew. The failed stunt wrecks another crew's fresh piece, blocks their run, or drops the Crew uninvited into their turf mid-job. It was an accident. They will not see it that way, and now there are two problems in the room instead of one.
65The Recording Runs. Whatever went wrong, a Vivid system logged it clean: timestamp, location, biometrics, the lot, and the file is already uploading. The Crew has a short window to reach the server and wipe it before a human on the other end hits play.
66Brought the House Down. The absolute worst and best case: the stunt structurally fails something big, a scaffold, a walkway, a stacked wall of scrap, a rooftop water tank, and it all comes down in a slow, magnificent, deafening collapse. Nobody who saw it will ever forget it. Neither will Talos.

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