TiGGR: Snow White's Seven
Touchstone: Snow White meets Ocean's Eleven - fairy tale heist with a crew of specialists and one big score
Scene: The Queen's Palace, three days before she returns from her "diplomatic mission" to the neighboring kingdom. The royal treasury contains not just gold, but her legendary collection of enchanted mirrors, each one a portal to different realms and secrets. The palace is lightly guarded - she never expected anyone to be bold enough to rob her.
Goal: Pull off the heist of the century - steal the Queen's most prized magical artifacts before she returns and discovers what Snow White has been planning.
The Crew (Pre-Generated Characters)
Snow White - The Inside Woman (Body 0, Mind 2, Charm 1)
- Special Ability: Royal Access - +1 to any roll involving palace knowledge once per scene
- Signature Gear: Master Key Ring (+3 to bypassing locks/doors)
- Role: She knows the palace layout, guard rotations, and most importantly - which mirrors are worth the risk
Doc - The Mastermind (Body 0, Mind 3, Charm 0)
- Special Ability: Perfect Plan - +1 Mind when coordinating the crew once per scene
- Signature Gear: Architect's Tools (+3 to understanding building layouts/security)
- Role: He's spent months studying the palace, knows every entrance and exit
Grumpy - Security Expert (Body 2, Mind 1, Charm 0)
- Special Ability: Paranoid Caution - +1 to detecting traps/dangers once per scene
- Signature Gear: Lockpick Set (+3 to bypassing security measures)
- Role: If it's meant to keep people out, he can get around it
Happy - The Con Man (Body 0, Mind 1, Charm 2)
- Special Ability: Disarming Smile - +1 Charm when talking his way out of trouble once per scene
- Signature Gear: Disguise Kit (+3 to impersonation/deception)
- Role: Talks to guards, creates distractions, makes people look the other way
Sleepy - The Lookout (Body 1, Mind 0, Charm 2)
- Special Ability: Catnap Network - +1 to gathering information (he hears everything while "dozing") once per scene
- Signature Gear: Signal Mirror (+3 to long-distance communication)
- Role: Keeps watch, coordinates timing, surprisingly alert when it matters
Bashful - The Specialist (Body 1, Mind 2, Charm 0)
- Special Ability: Gentle Touch - +1 Mind when handling delicate/magical items once per scene
- Signature Gear: Silk Gloves (+3 to safely moving valuable objects)
- Role: Handles the magical artifacts without triggering their defenses
Sneezy - The Distraction (Body 2, Mind 0, Charm 1)
- Special Ability: Explosive Sneeze - Can create chaos/distraction once per scene (Mind 8 to aim it usefully)
- Signature Gear: Pepper Pouch (+3 to creating diversions)
- Role: When you need guards looking somewhere else, he's your dwarf
Dopey - The Wildcard (Body 1, Mind 1, Charm 1)
- Special Ability: Dumb Luck - Once per scene, can turn a failure into a success through pure accident
- Signature Gear: Lucky Charm (+3 to any roll, but GM decides when it activates)
- Role: The unpredictable element - either saves the day or nearly ruins it
Factions
Palace Guards (Body 2, Mind 0, Charm 1, 3 HP)
- Special Ability: By the Book - +1 to following procedures, -1 to creative thinking
- Motivation: Keep the palace secure, don't think too hard about it
- Resources: Keys, patrol routes, really shiny armor
The Huntsman (Body 2, Mind 1, Charm 1, 4 HP)
- Special Ability: Tracker's Instinct - +1 to noticing when something's wrong once per scene
- Motivation: Conflicted loyalty - owes Snow White his life, but serves the Queen
- Resources: Access to restricted areas, knowledge of the Queen's secrets
Mirror Guardians (Body 1, Mind 2, Charm 0, 5 HP)
- Special Ability: Reflection Shield - Can redirect one attack back at attacker once per scene
- Motivation: Protect the enchanted mirrors at all costs
- Resources: Magical defenses, ability to sound alarms through mirror network
Three Scenes
Scene 1: The Setup
The crew gathers in the old mining tunnels beneath the palace. Snow White reveals the target - not just gold, but the Queen's three most powerful mirrors: the Truth Mirror (shows any secret), the Portal Mirror (travels anywhere), and the Future Mirror (reveals what's coming). The team scouts the palace, identifies obstacles, and puts the plan in motion.
Complications:
- New guard rotation throws off timing (Mind 8 to adapt the plan)
- Huntsman spots someone casing the joint (Charm 8 to convince him to look away)
- One of the mirrors seems to be... watching back (Mind 8 to understand what it wants)
- Palace cat keeps following the crew around (Charm 8 to befriend it, or Body 8 to avoid it)
Scene 2: The Infiltration
The heist begins! Multiple moving parts as the crew splits up - some create distractions, others bypass security, and the specialists move toward the treasury. Everything that can go wrong... might just go wrong.
Complications:
- Guard patrol arrives early (various stats to hide, distract, or fast-talk)
- Magic lock requires two people to open simultaneously (coordination challenge)
- Sneezy's sneeze sets off a magical alarm (quick thinking to cover the sound)
- Dopey accidentally activates something he shouldn't have (Dumb Luck ability determines if it helps or hurts)
- Mirror Guardian awakens and demands to know who dares disturb its charges
Scene 3: The Score
The crew reaches the treasury, but the mirrors have their own defenses. Meanwhile, complications from earlier scenes come home to roost. The Queen's early return? The Huntsman's choice? Time's running out and everyone needs to escape with the goods... if they can agree on what the real treasure is.
Complications:
- Truth Mirror starts revealing embarrassing secrets about the crew (Charm 8 to stay focused)
- Portal Mirror offers an easy escape... to an unknown destination (Mind 8 to control where it goes)
- Future Mirror shows a vision of getting caught (Charm 10 to convince everyone it's not inevitable)
- Queen's carriage spotted on the horizon - she's returning early!
- Huntsman arrives for the final confrontation - ally or enemy?
Signature Heist Gear
- Miner's Headlamps (+3 to working in darkness - crew gets several)
- Enchanted Rope (+3 to climbing/rappelling - never breaks)
- Silent Boots (+3 to sneaking - magical cobbler special)
- Distraction Apples (+3 to creating diversions - everyone loves them)
- Emergency Smoke Bombs (+3 to quick escapes - alchemical special)
Vehicles: The Getaway
Snow White's Mini Cooper (Body 2, Mind 1, Charm 0, 10 HP)
- Special Ability: Underground Express - Can travel anywhere under the kingdom once per scenario
- Notes: Fast, hidden, but loud and hard to control
Royal Carriage (Body 1, Mind 0, Charm 2, 8 HP)
- Special Ability: Official Business - Guards wave you through checkpoints once per scenario
- Notes: Hiding in plain sight, but if you're caught it's treason
The Real Question
What's the score really about? The magical mirrors are valuable, sure, but maybe Snow White has a deeper plan. Does she want to:
- Use the Truth Mirror to expose the Queen's crimes?
- Escape through the Portal Mirror to somewhere safe?
- Check the Future Mirror to see if her rebellion succeeds?
- Just prove that the "helpless princess" can pull off the impossible?
Let the players decide what Snow White's real motivation is as the heist unfolds.
GM Notes
- This is a caper, not a combat scenario - emphasize clever solutions over fighting
- Let Dopey's chaos create both problems and solutions in equal measure
- The Huntsman's choice in Scene 3 should reflect how the crew treated palace staff earlier
- Each mirror should feel like a character, not just an object
- Remember: even if the heist goes sideways, a good crew always has a backup plan
Hooks for Starting
- "The Queen thinks her palace is impregnable. Time to prove her wrong."
- "Doc's been drawing diagrams in the mine tunnels for weeks. Tonight, we find out why."
- "Seven miners, one princess, and the biggest score in the kingdom. What could go wrong?"
- "The mirrors call to those who would steal them. Question is: what are they really offering?"
Sometimes the best revenge is proving you're better at the game than the person who made the rules.