An evocative heist that takes things in a very different direction.
- The vibes in this one are off the charts. From the namedrop of the D.B. Cooper $100 bill to the Bastards' open morgue doors, this one pulls at the mystery just out of reach. There's so much there, but still so much for the referee to play around with.
- The horror of the bill's 2d6 table of memory wiping powers is great. A really cool way for players to get to roleplay and the ref to ramp up the cosmic horror elements of the mission.
- A colourful cast of bank robbers, each with just enough there that they can be a nuisance but also so that the ref can expand them in their own way.
Overall I think I wish there was just a little bit more of this! Would love to see an extended cut, maybe with a bank floorplan, some more of the horror elements and a bit of a clearer mission resolution - does the bill lose its power when it leaves the bank? Can FIST regain their memories somehow? A lot of room to play around it for a sequel/continuation.