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Published by kerix13875, 2023-05-10 12:24:19

The Spy Game Quickstart

The Spy Game Quickstart

Keywords: The Spy Game,d20,dnd

QUICKSTART Prepared exclusively for [email protected] Transaction: 1308


DESIGN, WRITING, AND EDITING Sam Webb and James Barry GRAPHIC DESIGN Mark WhittingtoN ARTWORK Avery Andruszkiewicz, Mohammad Chowdhury, Rachel Denton, Chaim Garcia, and Susanah Grace PROOFREADING Virginia Page WITH THANKS TO Liam Abbott, Chris Birch, Nicholas Crowther, Steve Daldry, Andrew Gunning, Michael Gunning, Rob Harris, Zack Keedy, Oz Mills, Adam Potts, Charlie Smith, James Sutherland Smith, and Ashley Webb This PDF is published under the Open Game License (OGL). The following is identified as product identity (as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All proper nouns (except real names or locations), artworks, characters, dialogue, plots, storylines, and trade dress. (Elements exclusively derived from Open Game Content are not included in this declaration.) The following is identified as Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d): All rules text, mechanics, and any material derived solely from Open Game Content. No portion of this work may be reproduced in any form without permission, apart from the Open Game Content declared here. © 2019 Black Cats Gaming This is a work of fiction. Any similarity with actual people or events, past or present, is entirely coincidental and unintentional, except those described in an historical context. www.blackcatsgaming.com Prepared exclusively for [email protected] Transaction: 1308


WH AT IS THE SPY GA M E? The Spy Game is a co-operative game you play with a group of friends to tell a story—you each create a character and take a role in the mission described to you by your game master. If you are the game master, you create and populate the story for the group, playing as the character’s enemies and allies, as well as describing what happens, setting the scene and interpreting the rules. The Spy Game is a roleplaying game about action and espionage, clandestine organizations and secret agencies. You take on the role of a spy, running intel and engaging in ‘wet work’ to ensure the security of the world from corrupt governments and the evil machinations of rogue villains. It uses the rules based on the world’s most famous roleplaying game to create a standalone experience for an exciting game of secret agents and super villains. WH AT IS A ROLEPLAYI NG GA M E? A roleplaying game lets you create and control your own character in a storytelling game with your friends. Around a table, or via conference call online, you play the game to try and resolve the plot being told to you by the game master. There’s always a problem to try and resolve, like any movie or TV show, and it’s up to you how you and your fellow characters try to overcome the dramatic conflict—you can do anything from peaceful, diplomatic efforts, to the use of force! You use dice to help decide whether you succeed at something you want to do. The game only asks you to do this if the action you want to take is dangerous or important to the story. Th e g a m e m a ste r As the game master (GM), you are equal parts storyteller and referee—you know the rules and use them to resolve and describe the actions the characters take, whether they are shooting at enemy soldiers, rappelling down a building, or hacking into a secure mainframe. The game calls on you to judge how difficult actions are and describe the outcome, based on whether the players succeed or fail their dice rolls. You also control all the allies and antagonists of the story, acting as them and describing what they do just like the player characters. HOW TO USE THIS QUICKSTART GUIDE This quickstart guide is a demo of the game as a whole, including everything you need to try out an exciting spy adventure with a group of friends. Each of you should take a character from the selection included, by printing them off or downloading them, except for the game master who should read over the mission in the back of the guide and familiarize themselves with the overall plot and story. You’ll need Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 2 at least one set of polyhedral dice: a twenty-sided die (d20), a twelve-sided die (d12), two ten-sided dice (d10), an eight-sided die (d8), a six-sided die (d6), and a four-sided die (d4). Everyone should take a look over Part 1: Rules, and have the guide to hand for your reference and for those times when you can’t remember a rule or can’t agree on which rule to use in any situation. The Most Important Rule Roleplaying games are all about creating an enjoyable story together, guided by your game master. The Spy Game is designed to be easy to play and understand, but there may be times when you come across something you can’t figure out, or can’t find a ruling to cover it. In this situation the GM is encouraged to make decisions and help the party move forward, even if what they decide isn’t technically or exactly what the rules say. The GM is completely empowered to break ties, rule on questions and change some details to keep the story going. The Spy Game is all about immersing yourself and your friends in the high stakes world of international espionage, and the GM is there to make this happen for you. ABILITY SCORES In The Spy Game, player’s characters have six abilities. These abilities relate to how good each character is at certain actions in their roles as a spy. The abilities are as follows: Strength: measures physical prowess. Characters with a high Strength score are strong and physically powerful. Dexterity: measures natural agility and coordination. Characters with a high Dexterity score are quick and nimble. Constitution: measures endurance and resilience. Characters with a high Constitution score are resilient and hardy. Intelligence: measures reasoning and memory. Characters with a high Intelligence score are clever and knowledgeable. Wisdom: measures perception and insight. Characters with a high Wisdom score are perceptive and careful. Charisma: measures the force of personality. Characters with a high Charisma score are witty and personable. Firing at enemies, picking locks,dangling above secure rooms or hacking encrypted systems—all of these are examples of actions. Most actions you want your spy to take in the game require you to make an ability check. There are three main rolls in the game—the ability check, saving throw, and attack roll. For each of these rolls, roll a d20, add the ability modifier derived from the ability score (see below), and compare the total to a target number set by the game master. If your total score is equal to or better that the target number, it means your character successfully completes their action. ABILITY SCORE MODIFIERS Each ability has a modifier, derived from its score, ranging from -5 to +10. The Ability Score Modifiers Table shows the ability modifiers relating to their score. For example, a score of 12 or 13 results in an ability modifier of +1, which is added to relevant d20 results. ability score modifiers table Score Modifier 8-9 -1 10-11 0 12-13 +1 14-15 +2 16-17 +3 18-19 +4 20 +5 PROFICIENCY BONUS You also add your proficiency bonus, determined by your agent’s level, to some of your rolls. Your proficiency bonus represents training in particular skills, weapons, vehicles, or gadgets, which is added to your roll along with your ability modifier. You cannot add your agent’s proficiency bonus to a single roll more than once. This means that even if two different rules say you can add their proficiency bonus to a check, you can only add it once. ADVANTAGE AND DISADVANTAGE Sometimes a class feature, background, or training grants you advantage, or a situation or event gives disadvantage on an ability check, saving throw, or attack roll. When that happens you roll two d20s instead of one when making the roll. If you have advantage, you count the highest of the two rolls. If you have disadvantage, you count the lowest of the two rolls. If a circumstance grants you both advantage and disadvantage, then one negates the other, and you only roll a single d20. If special abilities or circumstances would allow you to re-roll the dice, and you have rolled two d20s for that ability check, saving throw, or attack roll, then you must choose one d20 to re-roll. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 3 ABILITY CHECKS An ability check tests an agent’s aptitude to overcome a challenge. The game master calls for an ability check when the task attempted is difficult for the agent or has a chance of failure, and that failure would be significant for the agent. When the game master calls for an ability check, they decide which of the six ability scores you must use. They then choose a difficulty class (abbreviated to DC) for the agent to equal or beat by rolling a d20 and adding their modifiers. The following table shows the most common DCs: Difficulty Classes Task Difficulty DC Very easy 5 Easy 10 Medium 15 Hard 20 Very hard 25 Nearly impossible 30 To make an ability check, roll a d20 and add the relevant ability modifier and any proficiency bonus. As with other d20 rolls, apply any bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success and the agent completes their task. If the total is less than the DC, the agent has failed and the game master informs you of a setback to your agent and the operation. CONTESTS When an agent faces direct opposition, where an opponent is trying to prevent an agent from completing their goal, a contest occurs. In these situations both players make an ability check, using appropriate abilities (chosen by the game master). You each apply your ability modifiers, as well as any bonuses or penalties, and compare your totals. The highest score is the winner, their character completes their task successfully or prevents the other from succeeding. If a contest results in a tie, the situation remains as it was, neither participant completing a task successfully. SKILLS Each ability covers a broad range of capabilities, both physical and mental. A skill represents a specific training or vocation of an ability score—a focused, learnt, field of expertise. Each skill relates to an ability score, such as Acrobatics based on Dexterity, or Perception on Wisdom. When making an ability check using a specific skill, if you are proficient in that skill you may add your proficiency bonus to your roll. Without a proficiency in the skill, you just add your agents ability modifier as normal. Ath leti c s (Str e n gth) Athletics is the skill associated with physical energy and athletic ability. Use Athletics to: § Chase down a target § Swim to shore § Free-run up a building site § Hold onto a plane’s landing gear Ac r o b ati c s (De xte r ity) Acrobatics is the skill of balancing, contorting the body, and deft gymnastic feats. Use Acrobatics to: § Balance on a razor-thin cliff edge § Combat roll through gunfire § Slide through a crawl space § Keep your footing on shifting terrain De c e pti o n (Ch a r i s m a) Deception is the skill of fooling others, and assuming another identity. Use Deception to: § Pretend to be an alias § Talk your way past security guards § Misdirect a line of questioning § Spread disinformation over a radio Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 4 Es p i o n a g e (Inte lli g e n c e) Espionage is the skill of surveillance, logically applying evidence, and the gathering of covert information of interest. Use Espionage to: § Listen and interpret audio from a wiretap § Connect seemingly unrelated events § Interrogate a prisoner § Disseminate false information In f i ltr ati o n (Wi sd o m) Infiltration is the skill for covert placement and insertion of agents into a location or organization. Use Infiltration to: § Find a path past security cameras § Designate an extraction location § Target a possible dissident enemy operative § Evaluate a guard’s patrol route In f ote c h (Inte lli g e n c e) Infotech, or Information & Communication Technology, is the skill of manipulating computing and telecommunication systems. Use Infotech to: § Break into an enemy database § Clear up a satellite video feed § Download a virus onto a server § Tap a phone, microphone, or webcam In s i g ht (Wi sd o m) Insight is the skill of reading other people, judging their social or political views, and perceiving lies and underlying emotion. Use Insight to: § Detect lies during an interrogation § Assess a person’s political attitude § Make a cold reading § Identify a target through body language Inti m idati o n (Ch a r i s m a) Intimidation is the skill of frightening others in order for them to do something or answer questions. Use Intimidation to: § Get a suspect to talk § Hold up an enemy agent § Push someone to do as you say § Make someone believe a threat Me c h a n i c s (Inte lli g e n c e) Mechanics is the skill that covers building, repairing, and manipulating machinery, electronic hardware, and other technology. Use Mechanics to: § Repair a piece of equipment in the field § Sabotage a generator § Take apart a car’s engine § Jury-rig an airplane’s rotor mid flight Medi c i n e (Wi sd o m) Medicine is the skill of healing others, and researching biological viruses and disease. Use Medicine to: § Provide first aid § Assess the symptoms of a patient § Recognize a strain of chemical weapons § Obtain the DNA of an enemy agent Pe r c e pti o n (Wi sd o m) Perception is the skill of identifying threats and situational awareness, using all the senses available to an agent: sight, sound, touch, smell, taste. Use Perception to: § Observe a guard’s pattern of movement § Search for a prisoner § Discover a hidden entrance or exit § Eavesdrop on a conversation Pe r s u a s i o n (Ch a r i s m a) Persuasion is the skill of using reasoned arguments to convince others. Use Persuasion to: § Turn an enemy agent § Convince someone to help § Influence a high ranking official § Leverage someone on which you have intel Sle i g ht o f h a nd (De xte r ity) Sleight of Hand is the skill for manual trickery and covertly manipulating small items on your person. Use Sleight of Hand to: § Pick a lock § Conceal small objects § Hand off a package to another agent § Pickpocket a mark Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 5 Ste a lth (De xte r ity) Stealth is the skill of remaining hidden, moving undetected and evading capture. Use Stealth to: § Slip past a guard § Lose a tail in a crowd § Crawl unseen into a firing position § Camouflage yourself Su r v i v a l (Wi sd o m) Survival is the skill of bushcraft and operating in the field, in a hostile area of operation, or cut off from supplies or conveniences. Use Survival to: § Camouflage a base camp in the local environment § Endure heat, cold, or dangerous weather § Navigate through the wilderness § Forage food and water from the natural world Ta cti c s (Inte lli g e n c e) Tactics is the skill used to formulate and execute a military operation, applying knowledge of military assets and equipment to provide the most effective small scale victory over an enemy. Use Tactics to: § Plan an attack § Find a choke point § Set up an ambush § Recognize an objective ARMOR The armor table below shows the cost, weight, and other properties of the common types of armor worn by paramilitary, military, policing and security forces around the world. Ar m o r p r o f i c i e n c y Your class or background gives you proficiencies with certain types of armor. If you wear armor that you lack a proficiency for, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity. Ar m o r c la s s (AC) Armor protects its wearer from attacks. The armor you wear, and any shield you wield, determines your base Armor Class, abbreviated to AC. Str e n gth r e q u i r e m e nt The armor table shows the minimum Strength score you must have to wear the armor effectively, or your speed is reduced by 10 ft. Ste a lth If the armor table shows “Disadvantage” in the Stealth column, you have disadvantage on Dexterity (Stealth) checks. Armor Armor Armor Class (AC) Strength Req. Stealth Weight Special Light Armor Padded/leather clothing 11 + Dex modifier - - 3 lb. Undercover vest 12 + Dex modifier - - 4 lb. Medium Armor Stab vest 13 + Dex modifier (max 2) - - 4 lb. Tactical armor 14 + Dex modifier (max 2) - - 8 lb. Heavy Armor Kevlar armor 16 Str 13 Disadvantage 10 lb. Ceramic/metal plate armor 18 Str 15 Disadvantage 16 lb. Shields Riot Shield +2 - - 4 lb. - Ballistic Shield +2 Str 13 - 8 lb. Resistance: Piercing Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 6 WEAPONS The weapons table opposite shows the cost, weight, and other properties of the common types of weapons used around the world. WEAPON PROFICIENCY Your class or background grants proficiency with certain weapons, reflecting your training and the weapons you have most likely utilized during your career. The weapons table shows common types of weapons, rather than getting bogged down in the different makes and manufacturers of those weapons. Bla st Weapons with the blast property cause damage to all targets in a radius around the impact of the shot. The range of this blast is shown in feet, and damages all characters that can be targeted by line of sight if they fail a DC 15 Dexterity saving throw. To avoid being the target of a blast weapon’s area of effect, characters must have total cover. Fi n e s s e When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Gu ided When you fire a guided weapon, so long as you have line of sight to the target, you may target it as if you were at short range. Li g ht A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Lo adi n g Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it. It must be reloaded after each time you fire. Ra n g e A weapon that can be used to make a ranged attack has a range listed as two numbers. The first is the weapon’s short range in feet, and the second indicates the weapon’s long range. When attacking a target beyond short range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Re a c h This weapon adds 5 feet to your reach when you attack with it, as well as when you determine your reach for opportunity attacks with it. Re lo ad When the weapon has the Reload property, each time you use the weapon it expends ammunition. The entry describes the number of ranged attacks the weapon can make before it needs to be reloaded. Reloading requires an action. Any weapons provided by your class receive 3 reloads of ammunition, or ‘clips’, that replenish between missions. If you buy any additional ammunition to supplement this, it gets used up first, so you always start a mission with a minimum of 3 reloads. Counting Bullets While modern firearm clips have a capacity between 5 and 200 rounds, depending on the firearm, The Spy Game has created an ambiguity with the values of ammunition properties, to reflect the dramatic choice of when to attack and reload, and the act of firing several bullets at once as part of an attack action. The ammunition quality tells you how many attacks you can make before you need to reload, not how many bullets you fire. Sp e c i a l: a r m o r p i e r c i n g Attacks with this weapon ignore any resistances to piercing damage, and reduce any immunity to piercing damage to a resistance. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 7 Weapons Name Damage Weight Properties Simple Melee Weapons Baton 1d4 bludgeoning 2 lb. Garrote string 1d4 bludgeoning 1 lb. Finesse, special: Grappling Handaxe 1d6 slashing 2 lb. Thrown (range 10/30) Knife 1d4 piercing 1 lb. Light, Finesse, Thrown (range 20/60) Machete 1d6 slashing 2 lb. Sledgehammer 1d10 bludgeoning 10 lb. Two-handed Unarmed strike 1 bludgeoning - Traditional Melee Weapons Nunchaku 1d4 bludgeoning 2 lb. Versatile (1d6) Sai 1d4 bludgeoning 1 lb. Finesse, light Spear 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) Staff 1d6 bludgeoning 4 lb. Versatile (1d8) Sword 1d8 slashing 3 lb. Versatile (1d10) Whip 1d4 slashing 3 lb. Finesse, reach Katana 1d8 slashing 2 lb. Finesse, versatile (1d10) Shuriken 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Simple Ranged Weapons Taser 1d6 electric 1 lb. Reload (1 attack), Range 20, loading, light Bow, compound 1d6 piercing 3 lb. Range 80/320 ft, loading, two-handed Crossbow 1d8 piercing 5 lb. Reload (1 attack), Range 80/320 ft, loading, two-handed Speargun 1d8 piercing 50 lb. Reload (1 attack), Range 20/60 ft, loading, two-handed Pistol, light 1d8 piercing 2 lb. Reload (9 attacks), Range 40/160 ft, light Pistol, heavy 1d10 piercing 5 lb. Reload (6 attacks), Range 30/120 ft. Military Ranged Weapons Machine pistol 1d8 piercing 10 lb. Reload (4 attacks), Range 30/60 ft, special: Full Auto Submachine gun 1d8 piercing 7 lb. Reload (4 attacks), Range 40/160 ft, versatile (1d10), special: Burst Fire Assault rifle 2d6 piercing 10 lb. Reload (4 attacks), Range 50/200 ft, two-handed, special: Burst Fire Carbine rifle 2d6 piercing 7 lb. Reload (4 attacks), Range 45/180 ft, two-handed, special: Burst Fire Battle rifle 2d8 piercing 9 lb. Reload (4 attacks), Range 80/240 ft, two-handed, special: Burst Fire Marksman rifle 2d6 piercing 9 lb. Reload (6 attacks). Range 100/400 ft, two-handed Rifle, bolt action 2d8 piercing 11 lb. Reload (6 attacks), Range 125/500 ft, two-handed Shotgun 2d10 piercing 8 lb. Reload (2 attacks), Range 20/80 ft, two-handed, special: Spread Light machine gun 2d8 piercing 22 lb. Reload (4 attacks), Range 40/160 ft, two-handed, special: Full Auto Medium machine gun 2d10 piercing 28 lb. Reload (4 attacks), Range 40/160 ft, two-handed, special: Full Auto Heavy machine gun 2d12 piercing 100 lb. Reload (4 attacks), Range 40/160 ft, mounted, special: Full Auto Anti-material rifle 2d10 piercing 26 lb. Reload (2 attacks), Range 125/500 ft, two-handed, special: Armor Piercing Heavy Weapons Flamethrower 1d10 fire 70 lb. Reload (6 attacks), Range 40/160 ft, two-handed, special: Cone Rocket-propelled grenade 3d6 slashing 15 lb. Reload (1 attack), Range 40/160 ft, Blast (20) Grenade launcher 3d6 slashing 12 lb. Reload (8 attacks), Range 40/160 ft, Blast (20) Rocket Launcher 3d10 fire 18 lb. Reload (1 attack), Range 40/160, Blast (25) Anti-tank (AT) launcher 3d8 piercing 50 lb. Reload (1 attack), special: Guided Anti-air (AA) launcher 3d8 fire 34 lb. Reload (1 attack), Blast (10), special: Guided Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 8 Sp e c i a l: b u r st f i r e You can spray a 10 ft square with a burst of bullet fire within range. Each character, friendly or enemy, needs to make a DC 15 Dexterity saving throw or suffer the damage as normal. This attack takes up two attacks of ammunition. Sp e c i a l: f u ll a uto As a ranged attack, you can fire this weapon using its full-automatic firing option, attacking all agents, friend or foe, within line of sight in a 45° cone up to its long range. Each agent within the cone needs to succeed a DC 15 Dexterity saving throw or take damage, with advantage on the saving throw if within the weapon’s long range. This attack requires a full magazine of ammunition, and empties the weapon of ammunition. Sp e c i a l: g r a p p li n g When you succeed an attack roll with this weapon, you also grapple the target. Sp e c i a l: s p r e ad If a ranged attacks hits using this weapon, you can apply portions of the damage between other enemies within 5ft of the target. Roll damage as normal then split the damage as evenly as possible between the main target and the other targets, with any remainder going to the main target. Th r own If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. If the weapon is a handheld explosive, like a grenade, make a DC5 Strength or Dexterity check to throw the grenade into the targeted space. Failing the check means the thrown explosive lands 5ft away from the intended space, decided by the GM. Two h a nded You must use both hands to attack with this weapon. Ve r s ati le This weapon can be used with one or both hands. A damage value in parentheses appears with the property, which is the damage inflicted when the weapon is used with two hands. grenades & Explosives Name Damage Weight Properties Grenades Fragmentation grenade 3d6 slashing 1 lb. Thrown (range 20/50), Blast (20) Smoke grenade Special (see entry) 1 lb. Thrown (range 20/50), Blast (10) Flashbang 1d4 force 1 lb. Thrown (range 20/50), Blast (30), special (see entry) Concussion grenade 2d10 force 1 lb. Thrown (range 20/50), Blast (5) Incendiary Grenade 1d10 fire 1 lb. Thrown (range 20/50), Blast (15) Tear Gas Grenade Special (see entry) 1 lb. Thrown (range 20/50), Blast (15) Thermite Grenade 6d6 fire 1 lb. Thrown (range 20/50), Blast (10) White Phosphorus Grenade 2d6 fire 1 lb. Thrown (range 20/50), Blast (10) Molotov Cocktail 1d6 fire 1 lb. Thrown (range 20/50), Blast (5) Explosives C4/Semtex 2d12 force 2 lb. Blast (30) Det Cord 2d6 fire 1 lb. Blast (5) Dynamite 2d6 force 1 lb. Thrown (range 20/50), Blast (10) Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 9 GADGETS Gadgets are unique pieces of equipment. They may look like ordinary objects but have extraordinary properties, or they may be completely new inventions that are unrecognizable to those who don’t know how they work. USING GADGETS Acti v ati n g a n ite m Activating some gadgets requires a user to do something special, such as saying a command code, or opening a secret compartment and pushing a button. The description of each item category or individual item details how it is activated. Most items require an action to use, and that action isn’t a function of the Use an Item action, so a class feature such as the Thief archetype’s Fast Hands can’t be used to activate the item. De s i g n ati n g a ta r g et Some gadgets utilize elements that are away from the area of operation, like close air support or fire support. A target can be a person, vehicle, part of a building, or a discreet location in your area of operation. Designating a target requires an action and line of sight to your target, to make an attack using a close air support or fire support gadget’s weapon values. Designating a target by describing its location or relaying coordinates means the attack has disadvantage (either reducing the attack’s saving throw DC by 5, or rolling two d20s and keeping the lowest score). Using a piece of equipment to designate a target means the attack is resolved as normal. Pa i r i n g Some gadgets require an interface or application to be used remotely, and without pairing an item, you cannot operate it. When pairing an item, it needs to be paired to a device that uses an operating system, like a computer, tablet, or smartphone. Pairing an item to a device requires you to spend a short rest establishing the connection, with both the device and the gadget within reach. A gadget can only be paired to one device at a time, and a device can only be paired with up to three gadgets at once. Any attempt to pair a fourth gadget fails. Additionally, you can’t pair more than one copy of an item. For example, you can’t pair two remotecontrolled vehicles to the same smartphone. VEHICLES VEHICLE PROFICIENCY If you have proficiency with a certain type of vehicle you can add your proficiency bonus to any actions you take to operate that vehicle. The types of vehicles are motorbikes, cars, heavy goods vehicles, tanks, helicopters, planes, ships and unmanned. VEHICLE PROFILES Vehicles, like characters, have base ability scores, a speed, hit points (HP), and an armor class (AC), as well as some resistances and immunities. Si z e Vehicles have a size, just as characters do, ranging from small to titanic. For each 5ft space the vehicle takes up it can provide 1 crew position. Ar m o r c la s s (AC) Vehicles often have armor plating, a thick metal chassis or rely on their speed for protection. Whenever the vehicle is the target of an attack, compare the attack roll result to its AC, and if it is equal or greater than the AC the attack hits and deals damage. Hit p o i nts A vehicle’s hit points (HP) indicate how much damage it can sustain before the vehicle is disabled. At 0 hit points, a vehicle’s engine and structural integrity fail, bringing it to a stop and rendering its other systems inoperable. If a damage roll reduces a vehicle’s hit points to 0, and the remaining damage equals its hit point maximum, the vehicle explodes in a vicious fireball, dealing 3d6 fire and 3d6 force damage to anyone within 10 ft who fails a DC 15 Dexterity saving throw, and half as much damage on a successful one. Re s i sta n c e s Any damage resistances the vehicle has will be listed (see Damage Resistance, Immunities and Vulnerabilities, p.21). Da m a g e th r e s h o ld A vehicle with a listed damage threshold has immunity to all damage unless it takes an amount of damage from a single attack that’s equal or greater than its damage threshold, in which case it takes all the damage as normal. Any damage that fails to meet or exceed this threshold is superficial and doesn’t reduce the vehicle’s hit points. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 10 Sp e ed A vehicle’s speed shows two values. The first, in feet, indicates how far it can move in a single turn in combat, providing the driver or pilot uses their action to control the vehicle. The second value shows its average speed in miles per hour (mph), with its top speed being double that. Ra n g e A vehicle’s range describes the maximum distance it can travel with a full tank of fuel, at its speed in miles per hour (mph). If you travel at least 1 mile, travelling up to the vehicle’s mph speed, deduct that distance from the vehicle’s current range. If you travel faster than the vehicle’s mph speed (up to its top speed), deduct double the distance travelled from the vehicle’s current range. Cr ew Each vehicle will have at least one crew position listed in its profile. The positions are: Driver/Pilot: The driver or pilot position allows the character to use their action to move the vehicle. Gunner: The gunner position allows the character to use their action to make attacks using the vehicle’s weapons. Commander: The commander position allows the character to use their action to make Wisdom Vehicles Size Space Squares Crew Positions Example Tiny 2.5ft x 2.5 ft 1 x 1 See Entry Aerial Drone Small 5 ft x 5 ft 1 x 1 See Entry DVP (Diver Propulsion Vehicle) Medium 5 ft x 5 ft 1 x 1 1 Motorcycle Large 10 ft x 10 ft 2 x 2 2 Car Huge 15 ft x 15 ft 3 x 3 3 APC Gargantuan 20 ft x 20 ft 4 x 4 3+ Tank Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 11 (Perception) checks using the vehicle’s visual systems. If the vehicle contains any special vision this is conferred to the character in the command position. Passenger: The passenger position allows the character to be moved the vehicle’s speed, inside the vehicle. If the passenger position has a window, the character can make attacks and Wisdom (Perception) checks as normal. Ca r g o c a p a c ity A vehicle’s cargo capacity indicates the weight the vehicle can bear before its speed becomes inhibited, including any passengers (each assumed to weigh up to 250 lbs). If a vehicle carries more weight than its capacity, its speed drops by 10 feet (or 20 mph). If a vehicle carries weight in excess of double its cargo capacity, its speed is halved and the pilot or driver has disadvantage on ability checks to control the vehicle in any way, including saving throws. Many vehicles can carry extra passengers instead of cargo, but doing so is usually cramped, uncomfortable, and often an unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 250lbs of unused cargo capacity. Ve h i c le p e r c e pti o n Some vehicles are equipped with electronic systems that scan and detect the environment around them. These systems allow the pilots and commanders inside to perceive objects outside the vehicle, even if they cannot see them. OPERATING A VEHICLE Ente r i n g a nd e x iti n g a v e h i c le Once during your move, you can take a position in a vehicle, whether that’s as an crew or a passenger, that is within 5 feet of you, or you may vacate the position. Doing either costs an amount of movement equal to half your speed. Co ntr o lli n g a v e h i c le While you are in a moving vehicle, and you are the driver or pilot, you have two options. You can either control the vehicle using the Control Vehicle action, or maintain the same course and speed if you decide to take another action on your turn, based on your last action to control the vehicle. If you take another action, that action is resolved with disadvantage. When you take the Control Vehicle action you may move up to the vehicle’s speed, or move up to double the vehicle’s speed if in your previous turn you moved the vehicle. A controlled vehicle cannot move on the turn that you enter it. If the movement of your vehicle provokes an opportunity attack while you’re inside it, the attacker can target you or the vehicle—you cannot dodge or disengage using a vehicle. Tu r n i n g a v e h i c le Most vehicles need to move forward to also turn left or right, known as a turning circle. A vehicle can turn a maximum of 90° while moving up to its speed, or 45° if moving double its speed. Ra m m i n g a n oth e r v e h i c le A driver may decide to target an enemy vehicle using their own. As a Control Vehicle action, you can move the vehicle you drive or pilot into another and cause damage to the vehicle you impact. You deal ram damage depending on the size of your vehicle, see the Vehicle Damage table, above. If your direction of movement opposes the target vehicle’s direction, you deal maximum damage. As part of the collision, your vehicle also takes the same amount of damage. If that damage would reduce your vehicle’s hit points to 0, it is wrecked and can no longer be operated. Passengers in a collision suffer force damage. Each passenger in the vehicle suffers 1d6 bludgeoning damage for every 10 feet of movement before the collision, or 1d6 bludgeoning damage for every 10 mph. If any passengers weren’t strapped into a seat, they suffer the same damage as the vehicle. Fa lli n g da m a g e f r o m a m o v i n g v e h i c le Falling from a moving vehicle deals bludgeoning damage to your HP, similar to rules for falling, dependant on the speed of the vehicle. If you fall from a moving vehicle, you suffer 1d6 bludgeoning damage for every 10 feet the vehicle moved before you fell, or 1d6 bludgeoning damage for every 10 mph of the vehicle’s speed when you fell. You land prone. Vehicle Weak points Weak Point AC Fragile HP Resilient HP Tires 13 3 (1d6) 10 (3d6) Tracks 18 4 (1d8) 18 (4d8) Engine 19 4 (1d8) 18 (4d8) Vehicle Damage Size Sideswipe Damage Ram Damage Medium 2d8 4d8 Large 3d10 6d10 Huge 4d12 8d12 Gargantuan 8d12 16d12 Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 12 VEHICLES IN COMBAT Vehicles can be the target of attacks in combat, with their own AC and hit points. They also provide cover for passengers and crew inside, depending on how exposed its passengers are. Fi r i n g f r o m a v e h i c le You may make attacks as normal, with your weapons, from a vehicle providing the normal conditions for combat apply. You may not be able to reach your target with a Melee attack while inside or on the back of a vehicle, but you may be able to shoot through an open window or even through the thin glass of a car’s windows. Atta c k i n g we a k p o i nts Some vehicles have weak points, like tires or engines that can be the target of attacks. When you target a weak point, you make an attack against the object’s own AC and hit points. Moving targets will benefit from a +5 bonus to their AC and be harder to hit. If you cannot see a weak point, you can only target it at the discretion of the game master, depending on the circumstances. Reducing a weak point to 0 HP destroys the object, and makes controlling the vehicle much more difficult, or stops it altogether. Destroying a weak point of propulsion—like an engine—will bring the vehicle to a natural stop (which could be cataclysmic for an aircraft), and destroying its tires or tracks will confer disadvantage on its driver’s ability checks. Atta c k i n g c r ew o r p a s s e n g e r s If you are targeted by a ranged attack, the vehicle provides half cover, increasing your AC by +2, likewise for anyone you target inside a vehicle. Make an attack and damage roll as normal, as described in Making An Attack (p.17). VEHICLES IN A CHASE A chase should take a number of rounds based on distance between the parties and the comparison in top speeds. If the speed of the persuer is double that of the pursued, then the chase is usually over in one round. If the pursued has double the maximum speed or their persuer, they have advantage on their rolls. Chases are structured like combat, with rounds and turns, with each round representing a portion of time where pilots jostle for position while crew members assist them, or take actions of their own. If the vehicles only has one crew position, for the driver, then you only have to worry about the contest of the chase, but if the crew can make attacks, navigate, or otherwise benefit the chase they each need to take an action too, during each round. If there are multiple characters in each vehicle’s crew positions, make an Initiative roll to establish an Initiative order. Ch a s e s a s a c o nte st If the drivers or pilots of the vehicles are the only people involved, then the chase is a simple contest— each driver makes a chase maneuver, applying their vehicle proficiency to the check if it applies. The winner of the contest gains ground, based on their relative speeds—the pursued moving away from their pursuer, or the pursuer gaining ground on their mark. Continue the contests until the chase comes to an end. Ch a s e s with i n iti ati v e If the vehicles are crewed by several people, they each take a turn in the Initiative order. Crew can take actions to assist the chase, like navigating, or attacking a vehicle’s weak points. Drivers and pilots take their turns as normal in the Initiative order, and their results compared at the end of the round, where the game master resolves the relative distances of the chase. Ch a s e m a n e u v e r s Proceed: You focus on the terrain ahead, pushing the vehicle as fast as it will go while maintaining control over it. You make a Wisdom check, applying any vehicle proficiency, contested by your opponent. If you succeed and you are pursuing another vehicle, you close distance. If you succeed, and you are being chased you gain some distance from your pursuers. If you fail, you are one step closer to the chase ending in favor of your opponent. Weave: You weave in and out of traffic, avoid an obstacle in your path, or swap lanes without changing direction to find a quicker path. Make a Dexterity check, applying any applicable vehicle proficiency. A weave maneuver gives you a bonus of 2 to your AC and gives your pursuer disadvantage on their next ability check to chase you, or lets you avoid incoming damage from an obstacle. You don’t gain any distance using this maneuver. If you fail the check, you lose control of your vehicle. Sideswipe: If you there is no distance between you and the vehicle you’re chasing, you can attempt to sideswipe a vehicle or other target to deal damage to it or to cause another driver to lose control of their vehicle. Make a Dexterity check, applying your vehicle proficiency if it applies. If you win the contest, you deal Sideswipe damage equal to the size of the vehicle (p.11) and the target’s driver must make a DC 15 Dexterity saving throw or lose control of their vehicle. Ram: You can attempt a full collision with the target vehicle in order to damage it significantly or bring it to a stop. Make a Wisdom check, applying your vehicle proficiency if it applies. If you win the contest and close the distance completely, your vehicle both deals and takes Ram damage equal to the size of the ramming vehicle (p.11). Both drivers must make a DC 15 Dexterity saving throw, or their vehicle comes to a stop - and if the stop is abrupt enough, like a head-on collision, then deal damage to every crew member and passenger in both vehicles as described in Falling Damage From a Vehicle. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 13 Lo s i n g c o ntr o l o f th e v e h i c le If you lose control of your vehicle, for any reason, your ability checks to control the vehicle have disadvantage, until you succeed a DC 15 Dexterity check. By succeeding your ability check, you regain control of the vehicle and make ability checks as normal. You can lose control of your vehicle by either being the target of a successful attack or maneuver, or by rolling a 1 on a driving check. HACKING Hacking allows you to infiltrate, edit, and manipulate targeted operating systems, allowing you to access the data contained on a device or server. From there you can do a number of things to change or even delete the applications and data stored on the device. Ha c k i n g p r o f i c i e n c i e s When you are hacking, you add your proficiency bonus from the Infotech skill, or if you’re using a hacking tool you can add your proficiency bonus if you are proficient with hacking tools. OPERATING SYSTEM Each device’s core management is done by an operating system—a piece of software that interfaces between the programs installed on the OS and the device’s hardware. Each operating system has its own integrity and vulnerabilities. Every OS has an armor class (AC) representing its inherent security features, and hit points (HP) that represent how much damage it can endure before it is rendered corrupt and unusable. Atta c k i n g s o ftwa r e When a hacking tool allows you to make a Hacking attack against a firewall, OS, or other piece of software, you make an attack as if you would attacking a character or object, but instead of using Strength or Dexterity, you use your hacking ability, which is based on your Intelligence score. Hacking attack modifier = your proficiency bonus + your Intelligence modifier. When you use a hacking tool to make an attack, you do not add your Intelligence modifier to the damage. HACKING TOOLS There are several types of hacking tool, each with a specific function. Brute-Force Attack: A brute-force tool attacks a password firewall, attempting to break it by submitting all possible password combinations until it finds the right one. This is done either by submitting all possible character combinations or using a dictionary attack where common words are submitted. Brute-force attacks target password firewalls exclusively, and require you to make a hacking attack. Keylogger: A keylogger records the input of a keyboard to the device it is installed on. Using this information, a hacker could bypass password firewalls by inputting the correct password, or gather intelligence typed into the computer by its user. Rootkit: A rootkit is a software package that, once installed, can access areas of an operating system that is usually off limits. Scanner: A scanner is a type of tool that looks for and identifies particular software, including firewalls, so that you can effectively deploy and install other tools. Spyware: Spyware monitors and transmits data from a target device, without the system or user’s knowledge. It can track users’ internet movements, application use, and other pertinent system data. De li v e r y Each hacking tool will have a delivery method, a way in which the tool is installed or interacts with the targeted system. Manual: The hacking tool is installed by the hacker in person, using its operating system. Download: The hacking tool is downloaded or opened by a third party user, using the targeted system. Hacking tools such as this often appear as something legitimate like an e-mail attachment, software update, or download from a website. Getting a user to download a hacking tool this way may either involve a Charisma (Deception) check, or may involve the target making a Wisdom saving throw to try and see through the ploy. Remote: The hacking tool isn’t installed on a target operating system, but instead communicates and interacts with it remotely via an internet connection, or local network connection, while installed on the hacker’s own device. Operating System OS Level Armour Class (AC) Hit Points 1st 11 5 (1d8+1) 2nd 12 12 (2d8+4) 3rd 15 18 (3d8+6) 4th 17 30 (4d8+12) 5th 21 38 (5d8+15) Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 14 HACKING ACTIONS Most agents can use a computer as per its intended user experience, but it takes a real hacker to manipulate an operating system’s core programming. Every agent can engage in the basic hacking actions below, while only Hacker class agents can do everything. Ba s i c h a c k i n g a cti o n s access: Enter an operating system to use its applications, or break through a password protected log in. DC varies. Install: You can install software onto computer systems that can facilitate an operation you want to complete or complete tasks within the system on your behalf. The base DC is 5, modified depending on the complexity of the software you are installing, the operating system, or any firewalls present. Delete: You can remove, or uninstall, software from a system with relative ease, so long as you have the permissions to do so. With a base DC of 10, the test may be modified due to not having the right permissions, or the test may only be attempted once the GM agrees you have the necessary permission. Ha c k e r a cti o n s Attack: Some programs allow you to attack systems or firewalls, against their AC and hit points. All hacking attacks deal coding damage. You can make a hacking attack manually, a successful attack deals 1d4 coding damage. Encrypt: Encryption is the scrambling of data by using an algorithm that turns plaintext into ciphertext. So long as you have the encryption algorithm you can decrypt the information. When encrypting information, you choose a DC to test against, and if you pass your Intelligence (Infotech) test the DC becomes the DC to decrypt the data. Decrypt: Decrypting data involves unscrambling information from is ciphertext state into its normal plaintext format. If you have the encryption algorithm the DC is 0 and a roll is not required, however if you do not have the algorithm then the DC varies based on the complexity of the cypher. Modify: You can rewrite software in order to change its function within an operating system. Doing so may also alter the function, or disable other pieces of software. The base DC is 15, modified depending on the complexity of the software and how many other pieces of software use it within the operating system, as well as any firewalls present. Disable: You can disable software, stopping it from functioning entirely, either by sabotaging its code or switching it off manually. The base DC is 15 and is modified depending on the complexity of the software, or any firewalls present, and whether the GM agrees you have the necessary permission. COMBAT ORDER OF PLAY A combat encounter is a more structured part of the game, broken down into turns and rounds. During each round every character in the encounter gets a turn to act, taking a fixed number of actions. These actions include attacking an enemy, moving around the encounter area, hacking computers, climbing over cover, and more. 1. Determine Surprise - The game master determines whether the agents have been spotted, or currently have surprise over their enemy, choosing the infiltration phase or the initiative phase. 2. Establish Positions - the game master determines the starting positions of the agents, and the enemy NPCs. In f i ltr ati o n p h a s e 3. Agents Take Turns - The players then take turns, in any order they wish, completing actions with their agents, until all the player characters have finished their turns. 4. Enemy NPCs Take Turns - The game master then takes actions with the NPCs present, either moving them around the area of operation in their regular routine or making skill checks. 5. Repeat Steps 3 & 4 - Player agents take turns, then all NPCs. If a player agent is detected by an enemy NPC, all player agents left to act take their turn before moving to step 6. In iti ati v e p h a s e 6. Roll Initiative - Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns. 7. Take Turns - All characters act in initiative order, moving and taking actions. 8. Begin the Next Round - When everyone involved in the combat has had a turn, the round ends. Repeat step 7 until the fighting stops. SURPRISE AND DETECTION If the agents have successfully infiltrated the area of operation without the enemy becoming aware of their presence, then the players have surprise over the guards or enemy agents within the area of operation, and begin the infiltration phase. If some of the agents are hidden from the enemy, but others are detected, the first round in the initiative phase is a surprise round. In these situations, any character that hasn’t noticed a threat is surprised and doesn’t take a turn in the first round of combat. Once the surprise round is over, a new round begins, and all characters can act normally. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 15 In f i ltr ati o n During the first few turns of combat, enemy NPCs may be unaware of the agents’ presence. If all player characters are hidden at the beginning of combat, they all take their turns, moving and taking actions as normal in any order they wish, taking their turn, moving and completing all their actions before handing over to another player character, until all the player characters have taken a turn. Then, the NPCs take turns moving along their regular patrol routes and taking any actions that are part of their routine. Should a player character agent be detected by an enemy NPC, the remaining player characters yet to take a turn in this round each take a turn, before rolling for initiative. Line of Sight People do not have 360 degree vision, and as such it may be possible to sneak up on them, or around guards’ patrol routes. It is always the GM’s discretion when you need to make a Dexterity (Stealth) check, for example if you move from a quiet footing onto a loud surface, or are caught in an enemy’s peripheral vision, but the direction an enemy is facing is an important consideration when infiltrating a location. INITIATIVE Initiative determines the order of turns in the combat. If, during the infiltration phase, you are detected by the enemy, the remaining agents left to act take a turn, then all participants in the combat make a Dexterity check to determine their place in the Initiative order. The GM makes one roll for each type of identical NPC, so each member of a group acts at the same time. The GM ranks the combatants in order from the one with the highest Dexterity check total to the lowest. This is the order they act during each round. If a tie occurs, the GM can have the tied characters each roll a d20, highest going first, or can choose to let the player characters go first. Su r p r i s e r o u nd If the combat starts with the initiative phase, any character that doesn’t notice a threat is surprised at the start of the initiative phase. If you’re surprised, you can’t move or take an action on your first turn of the combat, known as a surprise round, and you can’t take a reaction until that round ends. A member of a group can be surprised even if the other members aren’t. Once all characters who were aware of the threat have taken their turns, the next round begins and all characters take turns in Initiative order. YOUR TURN Each turn an agent can move up to their speed in feet and take one action. Players can always decide whether to move first, or take their action first and move after. The most common actions are described in the Actions in Combat section, while other class abilities may grant you additional options or unique actions. The Movement and Positioning section describes in detail the rules for moving around an area of operation. You can always decide to forego your turn, let another player go first, or even delay your turn using the Ready action. B o n u s a cti o n s Various class features or special abilities allow agents to take bonus actions during their turn. These bonus actions have limiting circumstances that describe when these bonus actions are granted and can be used. Otherwise, agents that have these abilities do not have a bonus action and are still limited to a move and take an action as described above. Only one bonus action can be granted in a single turn, meaning an agent can accomplish a maximum of two actions in their turn. If two different class features would grant a bonus action each, the player must choose which class feature to apply and which bonus action to take. Any time a rule deprives you from taking actions, bonus actions are also lost. Oth e r a cti v ity During actions or moving, you may also include other activities that don’t require much effort. Agents may communicate short instructions to each other, raise or draw a weapon, open a door loudly or operate a simple keypad. If you want to interact with a second object in the area of operation, you must take an action to do so. More complex objects, like using a computer or picking a lock always require an action, as does anything that requires an ability check to accomplish. It is always the game master’s discretion as to what interactions require an action to undertake. Re a cti o n s A reaction is an action taken outside of your turn, when a particular circumstance triggers the reaction. Class abilities, combat actions and other circumstances provide reactions. An opportunity attack is the most common form of reaction, allowing the reactive character to make an attack action against an opponent leaving their melee reach (5ft). When you take a reaction, you can’t take another until the beginning of your next turn. If the reaction interrupts a character’s turn then they continue either moving or taking their action, if they are still able. MOVEMENT AND POSITIONING In combat movement and positioning are important for staying hidden, reaching the objective, or flanking an opponent. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 16 During you turn, your agent can move up to their movement speed, given in feet. You may move any distance up to your modified speed, and may choose to stop at any point. Movement can include jumping, climbing, crawling, swimming, comprising the whole of the move or part of it. You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. Mo v i n g b etwe e n atta c k s If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a Soldier who can make two attacks with the Extra Attack feature and who has a speed of 30 feet could move 10 feet, make an attack, move 20 feet, and then attack again. Di f f i c u lt te r r a i n It’s rare that wetwork takes place on a perfectly even surface or out the way of hazardous terrain features. Every foot of movement in difficult terrain costs 1 additional foot. This rule is true even if multiple sources of difficult terrain are present in a space. Be i n g p r o n e Combatants often find themselves lying on the ground, to steady a shot, or get behind low cover, or because they are knocked down. If this is the case, they are prone, a condition described below: § A prone character’s only movement option is to crawl, unless they stand up, ending the condition. § The character has disadvantage on melee attack rolls. § A melee attack roll against the character has advantage, while ranged attacks against the character have disadvantage. You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. To move while you are prone, you must crawl. Each foot of movement costs 1 additional foot. So, moving while prone and on difficult terrain, costs 3 ft for every 1 ft moved. Mo v i n g Ar o u nd Oth e r s You can move through non-hostile characters’ spaces, however you cannot move through spaces occupied by enemies. You may never end your move in the same space as another character. If you leave an enemy’s reach during your move you provoke an opportunity attack. SIZE Agents and vehicles have a size, based on the size categories below. Their size represents the space they take up around them, not necessarily their exact dimensions. A character’s space is the area in feet that they effectively control in combat, not an expression of their physical dimensions. An agent’s space is 5 ft, but they aren’t 5 ft wide. If an enemy stands in a 5-footwide doorway, other agents can’t get through unless the enemy lets them. A space also reflects the area an agent needs to fight effectively. For that reason, there’s a limit to the number of combatants that can surround another in combat. Eight combatants can fit around 1 other combatant, in the eight spaces surrounding the central 5ft space. S q u e e z i n g i nto s p a c e s Agents can squeeze into small spaces down to half their normal space — so agents can squeeze through gaps down to 2.5ft wide. Each foot of movement while squeezing costs 1 additional foot of movement, and attacks rolls and Dexterity saving throws have disadvantage while in a small space. Melee attack rolls have advantage against targets that are squeezed. ACTIONS IN COMBAT When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or special feature, or an action that you can improvise. When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. Atta c k The most common combat action is to make a melee or ranged attack. See Making an Attack. Co ntr o l v e h i c le You move a vehicle up to its speed expressed in feet, or move up to double the vehicle’s speed if in your previous turn you moved the vehicle. Da s h By taking the Dash action, you can move up to double your speed this turn, after applying any modifiers. With a speed of 30 feet, for example, you can Dash up to 60 feet. Any increase or decrease to your speed changes this additional movement by the same Size Size Space Squares Example Tiny 2.5ft x 2.5 ft 1 x 1 Aerial Drone Small 5 ft x 5 ft 1 x 1 Cat Medium 5 ft x 5 ft 1 x 1 Person Large 10 ft x 10 ft 2 x 2 Car Huge 15 ft x 15 ft 3 x 3 APC Gargantuan 20 ft x 20 ft 4 x 4 Tank Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 17 amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you Dash. If you take the Dash action while hidden, you are detected, and guards may investigate your position, or attack you in their turn. De s i g n ate a ta r g et When you mark a target that you can see, you make an attack using a close air support or fire support gadget’s weapon. Designating a target requires an action, and line of sight at any range, although this does not count as an Attack action. Di s e n g a g e If you take the disengage action, your movement doesn’t provoke opportunity attacks until the end of your next turn. D o dg e Until the start of your next turn, attacks made against your are at disadvantage, and you may make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or your speed drops to 0. He lp You can assist another agent in the completion of a task. When you take a Help action, the agent you aid gains advantage on the next ability check or Melee attack they make to perform the task you are helping with, providing they attempt the check before the beginning of your next turn. Hide You attempt to hide, making a Dexterity (Stealth) check while you are obscured from sight. If successful, guards will no longer target you but will search your last known location in order to attack you again. Re ady When you Ready an action on your turn, you can act using your reaction before the start of your next turn. First, you decide the trigger to your reaction. Then, you choose the action you will take in response. When the trigger occurs, you may instead choose to, as a reaction, move your speed. When the trigger occurs you can either decide to take your reaction or ignore it. You can only take one reaction per round. Re lo ad If you have made a number of attacks with a ranged weapon equal to its “Reload (attacks)” value, you must spend an action reloading that weapon before it can be fired again. Se a r c h You devote your action to searching for an object. Depending on the nature of your search, the game master may ask you to make a Wisdom (Perception) check. Se c o nd wi nd As an action, you can spend 1 hit die to heal hit points. Roll your hit die and add your Constitution modifier, healing a number of hit points equal to the result. Spent hit dice from this action count toward your spent hit dice total, until you complete a long rest. Us e a n o bj e ct You normally interact with an object while moving, such as drawing a weapon or opening a door. When an object requires an action, you take the Use an Object action. This may be because the object requires more concentrated or complex operation, such as a computer, or the game master may decide you have interacted with too many objects to be justified alongside your move action. MAKING AN ATTACK Whether you’re striking with a melee weapon, firing a gun, or making an attack roll from a gadget, an attack has a simple structure. 1. Choose a target - Pick a target within your weapon’s range: an enemy agent, object, or location. 2. Determine modifiers - The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, special abilities and other effects can apply penalties or bonuses to your attack. 3. Resolve the attack - You make the attack roll. On a hit, you roll damage, unless the attack has specific rules otherwise. Some attacks cause effects in addition to, or instead of, damage. ATTACK ROLLS When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a target is determined by their Dexterity modifier and armor they are wearing. MODIFIERS When you make an attack roll, the two most common modifiers to the roll are the ability modifier and the agent’s proficiency bonus. When an enemy makes an attack roll, they use whatever modifier is in their stat block. Ab i lity m o di f i e r The ability modifier used for melee weapon attacks is Strength, and the ability modifier used for ranged attacks is Dexterity. Weapons that have the finesse or thrown property break this rule, as described in the Weapons section (p.6). Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 18 Pr o f i c i e n c y b o n u s You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency. Adv a nta g e While having advantage isn’t a modifier, it allows you to roll two d20s and take the better result. ROLLING 1 OR20 Sometimes even a rookie can hit a target, or a veteran can miss. If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit. If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC. This is called a critical miss. TARGETING UNSEEN ENEMIES Combatants often try to escape their foes’ notice by concealing themselves in a camouflaged position. When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s position or firing at a target you can hear but not see. If the target isn’t in the space you targeted, you automatically miss, but the GM may inform you that the attack missed—not that the target is not in the space you targeted. When an enemy can’t see you, you have advantage on your attack roll against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location, whether the attack hits or misses. RANGED ATTACKS Ranged combat involves the firing of small arms— pistols, submachine guns, rifles—and throwing grenades. As the most common form of combat between two opposing sides it’s important to understand its fundamental mechanics. Li n e o f s i g ht Line of sight is the term used to describe the imaginary line that can be drawn between the origin of the attack and its target. If you can draw this line uninterrupted from your weapon to your target, you can make a ranged attack against them. Ra n g e You can only make ranged attacks against targets within a specified range. If a ranged attack has a single range, you can’t attack a target beyond this range. Some ranged attacks, such as those made with a firearm, have two ranges, a long range and a short range. Your attack roll has disadvantage when your target is beyond short range, and you can’t attack a target beyond the long range. Designating a Target When you mark a target that you can see, you make an attack using a close air support or fire support gadget’s weapon. Designating a target requires an action, and line of sight at any range, although this does not count as an Attack action. Ra n g ed atta c k s i n c lo s e c o m b at Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a ranged weapon, you have disadvantage on the attack roll if you are within reach of an enemy who can see you and who isn’t incapacitated. Equally, if you target an enemy who occupies the space next to you with a ranged attack, instead of a melee attack, you have disadvantage on the attack roll. Firearms that are used to make melee attacks count as improvised melee weapons. Fi r i n g with two g u n s If you wield two firearms with the light property, you can choose which gun to make a ranged attack with. You may use a bonus action to attack with the other light firearm in your other hand, but you do not add your proficiency bonus or Dexterity modifier to the bonus attack. MELEE ATTACKS Melee attacks allow you to physically strike an opponent within reach, and several unarmed techniques and melee weapons have been developed since prehistoric times in order to incapacitate or kill an opponent. Agents have a 5ft reach, unaided, and can therefore attack enemies in the space next to them when making a melee attack. Instead of using a weapon to make a melee attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are always proficient with your unarmed strikes. Op p o rtu n ity atta c k s You can make an opportunity attack when an enemy combatant moves out of your reach—more than 5 feet away. To make the opportunity attack, you use your reaction to make one melee attack against the provoking enemy. The attack occurs right before the enemy leaves your reach. You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when moving to an adjacent space within an opponent’s reach, or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of an enemy’s reach or if gravity causes you to fall out of an enemy’s reach. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 19 Two we a p o n f i g hti n g When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in your off hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. Gr a p p li n g a nd r e str a i n i n g When you want to grab an opponent and wrestle them, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be within your reach. Using one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you grab hold of the opponent and they are subject to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). If you use both hands to attempt the grapple, and you succeed, you grab hold of the opponent and they are subject to the restrained condition. The restraint condition ends if anything that would end a grapple come into play, and you can release the target whenever you like (no action required). Condition: Grappled A grappled person’s speed becomes 0, and they cannot benefit from any bonus to their speed. The condition ends if the grappler is incapacitated (see p.23). The condition also ends if an effect removes the grappled person from the reach of the grappler or grappling effect, such as a fall or the person being hurled away by an explosion. If you have restrained an enemy you are holding you can attempt to take a weapon they are holding. As an action, you must succeed a Strength (Athletics) check contested by their Strength (Athletics) or Dexterity (Acrobatics). This is not an attack, and as per the restrained condition, advantage or disadvantage is not automatically applied. Whether or not this action succeeds, you release your opponent. Grappling While Hidden: While infiltrating an area, it may be pertinent to grab a guard or enemy agent while sneaking. If are hidden and grapple an opponent, you make a Strength (Athletics) check against their passive Strength -5 (as if they had disadvantage). If you succeed, you are considered to have silenced them temporarily, by covering their mouth. If you do so, they will not alert their allies. The normal grappling and restraint rules still apply. Escaping a Grapple: A grappled oppnent can use their action to try and escape. To do so, they must succeed a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. Condition: Restrained A restrained person’s speed becomes 0, and they cannot benefit from any bonus to their speed. Attack rolls against the restrained person have advantage, while the restrained person’s attack rolls have disadvantage. The restrained person has disadvantage on Dexterity saving throws. Mo v i n g a g r a p p led o p p o n e nt When you move, you can drag a grappled opponent with you, but movement while holding an opponent costs 1 extra foot per foot moved, in addition to any other difficult terrain. You may only move with a grappled opponent if you are standing or crouching. Sh o v i n g a n o p p o n e nt Using the Attack action, you can make a special melee attack to shove an opponent either to knock them prone or push it away from you. If you’re able to make Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 20 multiple attacks with the Attack action, this attack replaces one of them. The target must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push them 5 feet away from you. COVER Cover is a vital part of small arms tactics, providing additional protection from incoming enemy fire and also providing a tactical advantage to teams of agents who wish to avoid being flanked. Walls, furniture, trees, dugouts, pillboxes and shoothouses can all help provide cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies—the degrees aren’t added together. A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half its body. The obstacle might be a low wall, large piece of furniture, a sandbag wall, or another person. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has threequarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be the wall surrounding a window, a thick tree trunk, or a concrete tank trap. A target with total cover can’t be directly targeted by an attack, though some attacks can reach the target if they have an area of effect. A target has total cover if it is completely obscured by an obstacle. Sta n c e It’s possible to increase the degree of cover provided by an object by altering your stance. As part of your move, you can alter your stance to take advantage of cover, such as crouching behind boxes, or going prone behind a dirt mound. AREAS OF EFFECT Weapons with blast or other special properties, and some gadgets, cover an area that allows them to affect multiple targets at once. The weapon’s description specifies its area of effect, typically measured in a radius of feet from its point of origin—a location from which the weapon or effect is centered. For an explosion it might be the point of impact, or for a gadget it might be the gadget itself. An area of effect expands in a straight line from its origin in all directions. To benefit from cover against an area of effect, you must have total cover. DAMAGE AND HEALING Injuries are a constant threat to operatives out in the field, be that from bullet wounds, animal bites, or blunt force trauma. Even death is a risk during wet work, and there is rarely a chance to recover an ally if an operation goes wrong. HIT POINTS Hit points (HP) represent physical endurance, stamina, and mental conditioning. They are used in combat to determine how much fortitude an agent has to incoming attacks. Agents with more hit points are more difficult to kill or neutralize, while those with fewer hit points are easier to take out. Your current hit points can be any number from your maximum to 0. This number changes throughout combat, as you take damage or catch your breath. Whenever you take damage you subtract hit points from your current total. Losing hit points has no effect on your capabilities in combat, until you drop to 0 HP. DAMAGE ROLLS Whenever you successfully attack a target, in melee or at range, you roll the damage dice, add any modifiers, and reduce your target’s hit points by the result. Certain weapons or ammunition may grant a bonus to the damage. Some penalties to the damage roll may apply, bringing the damage down to a minimum of 0. When attacking with a weapon, you add your ability modifier to the damage roll—normally the same modifier you applied to the attack roll. If a weapon targets more than one person at the same time, roll damage once and apply that result to each target. Cr iti c a l h its When you score a critical hit, by rolling a 20 on your attack die, you get to roll extra dice for the attack’s damage. Roll all of the attack’s damage dice twice and add them all together, then add any relevant modifiers as normal. You only add modifiers once you’ve totalled the damage roll. For example, the normal damage for a pistol is 1d10 + Dexterity modifier. If a critical hit is scored on an attack using that pistol, roll 2d10 and add your Dexterity modifier. If the attack involves other damage dice, from certain class features, roll these dice twice as well. DAMAGE TYPES Different attacks deal different types of damage. Certain equipment may apply a modifier to a damage type, or make the target immune from it altogether. These damage types have no rules of their own, but damage resistances rely on these categories. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 21 Acid: Corrosive substances deal acid damage. Bludgeoning: Blunt force attacks, such as hammers, truncheons, unarmed attacks, and landing from a fall, deal bludgeoning damage. Cold: Snow storms, exposure to freezing temperatures, and technology that rapidly cools the body deal cold damage. Electrical: Any weapon that uses an electrical charge causes electrical damage. Fire: Fire, and any object or weapon that uses a flame as its source, deals fire damage. Force: Whenever an explosive is detonated it causes force damage from the shockwave it creates. Piercing: Bullets, the thrust of knives, or wild animal bites all inflict piercing damage. Radiation: Weapons that are in some way radioactive, or radioactive environments, cause radiation damage. Slashing: Axes, machetes and other edged weapons deal slashing damage. Toxic: Chemical weapons or nerve agents that attack the internal organs cause toxic damage. Da m a g e r e s i sta n c e, i m m u n iti e s a nd v u ln e r a b i liti e s Human targets aren’t especially resistant or vulnerable to any type of damage, though mechanical or electronic targets, or different animals, may have their own resistances or vulnerabilities. Protective equipment, like riot shields, or ballistic armor may provide the wearer with damage resistances. § If an object or piece of equipment has resistance to a damage type, that damage type is halved against it, rounding up. § If an object or agent has a vulnerability against a damage type, that damage type is doubled against it, rounding down. § If equipment or an object is immune to a damage type, it takes no damage from the attack. § Resistances or vulnerabilities that affect the same damage type are only applied once, even if the damage has multiple types and the target is resistant or vulnerable to more than one of them. For example, if an agent has protective gear making them resistant to piercing and radioactive damage, the damage of an irradiated bullet is only reduced by half, not by threequarters. If a target would be vulnerable to a damage type, but has some equipment giving them resistance to the same damage type, then damage is rolled and applied as normal. If an attack has two damage types, such as bludgeoning and electrical, equipment that provides an immunity to one of these damage types but not the other does not provide an immunity to the incoming damage, and the damage is rolled and applied as normal. HEALING Unless it results in death, damage isn’t permanent. Rest can restore an agent’s hit points, and medical substances can heal some damage in an instant. In addition, you can take the Second Wind action to spend a hit die to heal hit points during combat. When an agent receives healing of any kind, hit points are recovered and added to their current total. An agent’s hit points cannot be increased above their maximum hit points, so any hit points left over from healing are lost. If an agent has died, they cannot regain hit points until life saving first aid has succeeded. DROPPING TO 0 HIT POINTS When you drop to 0 hit points, you fall unconscious and are dying. Fa lli n g u n c o n s c i o u s If damage reduces you to 0 hit points, you fall unconscious. This unconsciousness ends if you regain any hit points. Condition: Unconscious An unconscious person is incapacitated (see p.23), they can’t move or speak, and is unaware of their surroundings. They drop whatever they are holding, and fall prone. They automatically fail Strength and Dexterity saving throws. Attack rolls against them have advantage. Any attack that hits the person is a critical hit if the attacker is within 5 feet of them. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 22 In sta nt de ath A massive amount of damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if that remaining damage equals or exceeds your hit point maximum. For example, an agent with 12 maximum hit points currently has 6 hit points. If they take 18 damage from an attack, they are reduced to 0 hit points. There are 12 points of damage remaining, which equals their maximum hit points, and so the agent would die immediately. De ath s a v i n g th r ows Whenever you start your turn, and you have 0 hit points, you must make a death saving throw to determine whether your injuries worsen or you are stable. Unlike other saving throws, this one isn’t tied to any ability score. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect itself. On the third success, you become stable. On your third failure, you die. The successes and failures do not have to be consecutive—keep track of both until you roll three of a kind. The number of successes and failures is reset to zero when you regain any hit points or become stable by some other means. Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point and are conscious again. Damage at 0 hit points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure immediately. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. Sta b i li z i n g a n a g e nt The best way to save an agent with 0 hit points is to heal them. If healing is unavailable, you can at least stabilize them so they aren’t killed by a failed death saving throw. You can use your action to administer first aid to an unconscious agent in an attempt to stabilize them. This requires a successful DC 10 Wisdom (Medicine) check. A stable agent doesn’t make death saving throws, even though they have 0 hit points, but does remain unconscious. The agent stops being stable if they take any damage, and must start making death saving throws again. Death saving throw totals are reset to zero when an agent is stabilized. A stable agent regains consciousness after 1d4 hours, with 1 hit point. Th e e n e m y a nd de ath Most game masters have an enemy operative die when their hit points drop to 0, rather than have them fall unconscious and make death saving throws. Important villains or ranking non-player characters are common exceptions, and the GM might have them fall unconscious instead, following the same rules as player characters. Kn o c k i n g s o m e o n e o ut Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces an enemy to 0 hit points with a melee attack, the attacker can knock them out instead. The attacker can make this choice the instant the damage is applied. The enemy falls unconscious and is stable. TEMPORARY HIT POINTS Some equipment or class features confer temporary hit points to an agent. Temporary hit points aren’t actual hit points—they are a buffer against damage, a pool of hit points that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over and is applied to your current hit points. For example, if you have 5 temporary hit points, and take 7 damage, you lose the temporary hit points and then take 2 damage. Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, have hit points at their maximum total and receive temporary hit points. Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and then receive more from another source you must decide whether to keep the current temporary hit points or gain the new ones. For example, if a medical substance grants you 12 temporary hit points, when you already have 10 temporary hit points, you must choose between 10 or 12, you cannot have 22. If you have 0 hit points, temporary hit points do not restore you to consciousness or stabilize you, but they still protect you from damage. Prepared exclusively for [email protected] Transaction: 1308


Part 1 | Rules 23 Unless the equipment or feature has a duration (normally a number of turns), they last until they are depleted or you finish a long rest. CONDITIONS Conditions alter an character’s capabilities in a variety of different ways. Most conditions, such as blinded, are impairments, but a few can be advantageous. A condition lasts either until it’s countered by an action or its duration has expired. If multiple effects impose the same condition, each instance of the condition has its own duration, but the condition’s effect doesn’t get worse. You either have a condition or don’t. Bli nded § A blinded character can’t see and automatically fails any ability check that requires sight. § Attack rolls against the character have advantage, and the character’s attack rolls have disadvantage. De a f e n ed § A deafened character can’t hear and automatically fails any ability check that requires hearing. Fr i g hte n ed § A frightened character has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. § Characters can’t willingly move closer to their source of fear. Gr a p p led § A grappled person’s speed becomes 0, and they cannot benefit from any bonus to their speed. § The condition ends if the grappler is incapacitated. § The condition also ends if an effect removes the grappled person from the reach of the grappler or grappling effect, such as a fall or the person being hurled away by an explosion. In c a p a c itated § An incapacitated character can’t take actions or reactions. Pa r a lyz ed § A paralyzed character is incapacitated (see above) and can’t move or speak. § They automatically fail any Strength and Dexterity saving throws. § Attack rolls against the character have advantage. § Any attack made within 5 feet thats hits the character is a critical hit. Po i s o n ed § A poisoned character has disadvantage on attack rolls and ability checks. Pr o n e § A prone character’s only movement option is to crawl, unless they stand up, ending the condition. § The prone character has disadvantage on melee attack rolls. § A melee attack roll against the character has advantage, while range attacks against the character have disadvantage. Re str a i n ed § A restrained person’s speed becomes 0, and they cannot benefit from any bonus to their speed. § Attack rolls against the restrained person have advantage, while the restrained person’s attack rolls have disadvantage. § The restrained person has disadvantage on Dexterity saving throws. Stu n n ed § A stunned character is incapacitated, can’t move, and can only speak falteringly. § The character automatically fails Strength and Dexterity saving throws. § Attack rolls against the target have advantage. Un c o n c i o u s § An unconscious character is incapacitated, can’t move or speak, and is unaware of their surroundings. § They immediately drop any objects they are holding and fall prone. § They automatically fail Strength and Dexterity saving throws. § Attack rolls against the character have advantage. § Any attack within 5 feet that hits the character is a critical hit. EXHAUSTION Survival considerations, like dehydration and starvation, sleep deprivation, or the lasting effects of hypothermia or hyperthermia can lead to levels of exhaustion. Each effect gives a character 1 level of exhaustion, with more effects or further exposure to an effect increase levels of exhaustion. If an already exhausted character suffers from another effect, their current level of exhaustion increases. A character suffers the effect of its current level of exhaustion as well as all lower levels. Actions, such as eating, drinking, or sleeping, that remove exhaustion reduce its level as specified or determined by the game master. Exhaustion Level Effect 1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 24 Up Down Elevators Elevators Bar Bar Bar Counting Room Cage Dry Store Cleaning Closet Bar Store Room Loading Bay Sta Changing Room Security Oce Night Vault Restrooms Elevators Elevators Blackjack Tables Roulette Tables Lobby To Street First Floor Second Floor Craps Tables To Second Floor Rooms 1 Square = 5’ GRAND MINATO HOTEL Floors 1+2 HOW TO USE THIS ADVENTURE Tectonic Shift is a three-act adventure for The Spy Game, engaging players in a story of espionage, stealth, car chases, and explosive sabotage! The game is designed so that you can run it for a group of two to six 3rd-level player characters to try out the game and enjoy a taste of the covert world it offers! If you’re reading this it's likely you are the game master for the group, who’ll be running this adventure, acting as the spies’ handler and playing all the bad guys! You’ll need to have a good idea of how the rules outlined in Part 1 work, as well as have an understanding of the plot described below—take some time before your first gaming session to read both parts of this quickstart. When you’re ready, assemble your players and let them decide which of the characters in the back of this quickstart they would like to play. Wh o i s ‘c o ntr o l’ ? The handler for this mission is you—a non-player character that you roleplay as, that has contact with the player characters and helps them with their mission. Ask the group to define who that is, and how they keep in touch. If you’re stuck, use some or all of the questions below to decide who their handler is. Remember you’ll be playing this character, so you always have a veto and should be comfortable playing that character. § What’s their gender? Do the players know? Are they even a person at all? § How do they get in contact? Are they always available, or do they hand out the missions and then cease contact? § What is their codename? This adventure will assume the agency the player characters are working for is a mercenary organization that’s been hired by the Japanese Ministry of Defense to investigate Jijin and her shady company, but if you want you can decide to work for a real intelligence agency, like Japan’s Public Security Intelligence Agency (kōanchōsa-chō), the United States’ CIA (Central Intelligence Agency), or the United Kingdom’s Secret Intelligence Service (MI6). If you want, ask the group who their agency is, and what their overall goals are, to add a little more to their characters and backstory. § What is the agency's name? § Where do they operate? § How and who do they recruit? § What are the agency's goals? Tectonic Shift Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 25 SYNOPSIS This section is for the handler only, to give you an idea of the plot points and where the story is going. Don’t read it to your players or you’ll spoil it! Tectonic Shift is a spy story where the safety of the entire Japanese island chain is at stake, as Jijin—a megalomaniac businesswoman—conspires to agitate the Japanese Median Tectonic Line and cause a volcanic eruption on a remote Japanese island, all so her profiteering dirty power industry can smeer green power generation as a dangerous and ill-prepared option in the eyes of the Japanese government. At the beginning of this adventure, the agency doesn’t have much to go on. They’ve been told about an exchange of data going on in the Grand Minato Hotel casino, in downtown Tokyo. The information has been passed to the agency via a whistleblower, whose identity has been kept anonymous by the Japanese authorities. The agents’ first objective is to get more intelligence on the threat, by identifying the drop’s contact, and getting a trace on them. If they’re particularly lucky they could even get the dead drop item itself—a microchip embedded in a ¥50000 (yen) casino chip containing magma analysis for an island off the Japanese coast. The agents have one identity to follow, that of Dr. David Andreou, a seismologist with the earthquake research institute at the University of Tokyo. The only other information they have is that Andreou will meet with someone called “Jijin”. Jijin will “win” the chip from Andreou, then make her way to Tokyo bay where a boat is waiting for her. Returning to her facility on the island of Hachijō-jima, she’ll use the data to launch her mining drone that has an explosive payload big enough to destabilize the volcano on the island, which she’ll use to lobby the Japanese government away from the growing green energy initiatives so her vested interests in ailing “dirty” energy production can profit. She sees the 7000 deaths this will cause as nothing other than a price she is more than willing to pay. BRIEFING Read or deliver this briefing to your agents. This is your chance to set the tone, by delivering the briefing in character as the handler. Take a moment to frame the scene, whether that's in a briefing room, via remote conference call, or via a message en route to the casino. Welcome agents. We've been informed by a whistleblower from the University of Tokyo that Dr. David Andreou, a seismologist with the earthquake research institute at the university, is providing a private contact with the institute’s research. We've identified Andreou, and have a file on him here. The only information we have on his contact is a codename: Jijin. We believe they are a threat, and the information is potentially dangerous. You must find and gather intel on Jijin’s identity, track their location, and if possible secure the data. The exchange will take place in the Grand Minato Hotel casino. The agency doesn’t want any trouble in Tokyo, so violence inside the casino itself is not sanctioned. Outside the casino building or in the street is allowed if absolutely necessary, but the agency will frown on it and will not lend aid if alarms are raised or the police called. This is about infiltration and espionage, not run-and-gun battles in the streets. Show the group the intelligence file on Dr. Andreou and the casino. The intel tells them: § Dr. Andreou’s identity and description. § The layout and details of the casino. It does not tell them: § Anything about Jijin. § How the research data will be delivered. Th e g adg et p a c k In The Spy Game, players get an opportunity to requisition equipment and gadgets from available gadget slots or a budget before a mission, in addition to whatever equipment their class gives them. For the purposes of this quickstart, we've given you a pick of appropriate gadgets that will help overcome the obstacles in the mission. More equipment and gadgets will become available as the mission progresses. Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 26 The requisitioned equipment is as follows, and is reproduced at the back of the quickstart for the players’ reference. Luxury Hotel, three-night stay: Each player is given an alias as a guest inside the hotel for the night before, the night of, and the night after, the exchange (Friday to Sunday). That gives the agents time to prepare for their mission on the Saturday. As part of their stay, a ¥1000 chip package is complimentary, for gambling on the casino floor. Sedan Car: The agents are given the use of a 4-door sedan for getting around town if needs be. It’s up to them where it’s parked. Attache Case, Surveillance: This leather briefcase contains cover identities for everyone, one pair of binoculars, a contact microphone, ¥30000 in cash, and a single GPS tracking device. Civilian Uniforms: One set of 6 outfits, as chosen and defined by the player agents. A civilian uniform is one worn by any professional that doesn’t belong to an emergency service, such as chef whites, security guard uniforms, press jackets, service uniforms, even just simple high visibility garments. Babel Earphone: This covert earbud can translate foreign languages in real time. When you are wearing the babel earbud you can understand any language as if you know it, and can speak any language by reciting the earpiece instructions. Radios, Covert Earpieces: This tiny earbud sits in the ear like one of a pair of earphones, but is wireless and colored nude to the wearer so it is not easily visible. Act 1: The Exchange THE GRAND MINATO HOTEL The casino inside the Grand Minato Hotel is split over its first and second floors—the lobby leads into the main gambling floor straight ahead, while off to the right of the lobby another entrance leads to the downstairs bar. The bar loops round and joins the gambling floor on the south side, where the cage is and where staff gain access to the back-of-house areas. The second floor has a mezzanine balcony overlooking the gambling floor and leads to guest rooms and more lobbies, while an upstairs bar serves guests directly above the first floor bar. The back of house area hugs the gambling floor on the south and east sides, with a counting room and a night vault behind the cage on the south side, and staff facilities and security offices on the east side, leading to a loading bay. The hotel is twelve stories tall, with rooms from the third floor up. Casinos in Japan It was only in July 2018 that Japanese legislators approved a bill to allow casinos within the country, and the Grand Minato Hotel represents what might happen should their integration become more commonplace. Within the act, the Japanese Diet approved a ¥4000 entrance fee to citizens visiting, as well as a restrictions on the number of visits per month, so most gamblers at the hotel’s casino are tourists staying there who aren’t restricted in this way. As part of their stay at the hotel, a complementary ¥1000 is provided for our spies to play at the casino if they wish. Sp e c i a l g u e sts As guests at the hotel, players can spend a bit of time preparing for their infiltration of the casino before the exchange takes place. Read aloud, or paraphrase: You all arrive on Friday evening, booking into your plush rooms on the 7th floor. You all have aliases for the weekend, and you're perfectly incognito as tourists, businesspeople, or whatever you decide. You have around 24 hours before Jijin and Dr. Andreou are due to meet, and it's been a long flight. Any weapons, equipment, or gadgets have been checked in inside your luggage and so you all have full access to your gear inside your rooms. You have 24 hours to case the casino and put plans in place, but doing anything that might blow your cover is going to jeopardize your chance to witness the exchange on Saturday night. What would you like to do? Se c u r ity m e a s u r e s The casino provides the usual civilian security procedures for unruly customers and anyone trying to steal chips from back of house, or cheat at its tables. Bouncers: There are civilian security 24/7 in the casino, as the gambling hall and bars are open all day. There is one bouncer in position at each door and staircase, as well as two walking the gambling floor. They’re dressed in black suits, with a black collarless shirt. CCTV: The hotel employs a standard closed circuit television surveillance system, that records video of the gambling floor, bars, balcony, counting room, night safe, security room, and loading bay. It's monitored live, and there's no remote access, so hacking into the system must be done from inside the security room. Each gambling table also has its own camera, to spot cheating and clear up any arguments over results. Key cards: Every staff member in the casino is given a key card that allows them entry into the back of house areas. They work using radio-frequency identification (RFID), so staff just have to touch their key cards on the panels next to a door to unlock Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 27 it. Doors from the gambling floor to the back of house areas all have a key card lock. As soon as the door closes it locks again, and each key card is personalized so security know who unlocked the doors. Not all key cards open all the doors—only management staff get access to everything. Sta f f The staff inside the hotel are regular workers, contracted bouncers, hospitality staff and housekeeping. The Pit Bosses: Each group of tables (called a "pit") is overseen by a couple of supervisors and a manager—the "pit boss". Each supervisor can access the cashier’s cage, while the pit boss’s key card can access the cage and the night safe. Bouncers: The bouncers can’t access the cashier’s cage, but they can freely access the security office and camera servers. Hospitality: The hospitality staff focus on serving drinks in the bars, where the hotel provides table service, but they can also bring drinks over to any table on the gambling floor. There are temporary staff on almost every night from an employment agency, and the uniform isn't difficult to replicate — a simple white shirt with a thin black tie, and black smart-casual trousers and shoes. Temporary staff aren’t given any clearance, so they need to be let through to the back corridor for access to the lockers, toilets, and showers by a permanent member of staff or a bouncer. Hospitality staff only have access to the non-sensitive back of house areas mentioned, but most staff smoke so they are constantly heading out to the loading bay. Croupiers: Each croupier works one hour, maximum, before taking a 20-minute break to keep attention levels up while adjudicating their table. If they smoke, their break is usually out in the loading bay, where security is a lot more relaxed. Ba c k o f h o u s e The back of house areas contain a couple of locations that could benefit the player’s surveillance operation. Security Office: The security office contains the CCTV servers and at any one time contains a supervising pit boss and two bouncers monitoring video feeds. Getting access to this, even temporarily, could allow the agents to intercept CCTV imagery by planting bugs or monitoring software. Loading Bay: The loading bay usually has 1 to 2 croupiers and hospitality staff smoking out the back while on their break, allowing the agents an insecure point of entry to the back of house areas by impersonating a member of temporary staff. CASINO BOUNCER Challenge 1/2 (100 XP) Armor Class 14 (undercover vest) Hit Points 17 (2d12+4) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1) Skills Perception +3, Insight +2, Intimidation +2, Senses passive Perception 13 Languages Japanese, English. Vigilance. Bouncers add +2 bonus to their Dexterity check when rolling for Initiative inside the casino. ACTIONS Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage. CASINO STAFF Challenge 1/8 (25 XP) Armor Class 10 Hit Points 5 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 11 (+0) 11 (+0) 12 (+1) 10 (+0) Skill Perception +3, Sleight of Hand +3 Senses passive Perception 13 Language Japanese, English ACTIONS Unarmed Strike. Melee Weapon Attack. +2 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 28 Jij i n’s p la n Jijin’s plan is to win the counterfeit chip that contains the data, at blackjack. That hand will contain the ¥50000 (yen) chip that has the microchip baked into it. Andreou is providing the counterfeit chip by secreting it in a complimentary tray of casino chips bought for him as part of his stay. He’ll lose a high-stakes hand at the same table Jijin’s party is playing, who will then try and win it and walk out with it. It’s as easy as that. If the players don't get involved here's how things will go down: § Jijin and her decoy start at the upper bar. She is disguised as her own bodyguard. In her place, her decoy is drinking on the balcony playing the role of a ‘high roller’. § Andreou enters the casino by the front door, and then nervously waits around in the ground-floor bar, clearly anxious about his involvement with the exchange. § Jijin and her party take up position at the closest blackjack table to the cashier’s cage. § After one drink, perfectly on time for 7pm, Andreou will then go to the cashier’s cage and hand in the voucher he’s had on his person, receive a tray of chips, and on his way to Jijin’s blackjack table secrete his ¥50000 forgery with the microchip into the stack of ¥50000 chips. § He’ll sit opposite Jijin’s party and play some hands to get comfortable. Then, he’ll begin to bet more and more, purposefully losing, eventually losing the chip with the data on it. § Jijin’s decoy, directed by her secretly, will then bet more aggressively to win the chip—and do so. § Jijin and her decoy will then take the chip outside where they parked a sports car. Jijin gets in the driver’s seat, and heads for Tokyo harbor. G o i n g lo ud If any violence is started before the chip has been handed off, Jijin and her guard will go to wherever the chip is, and attempt to grab it in the confusion before running and gunning to the entrance of the hotel to escape in their sports car. Spy i n g o n dr. a ndr e o u For a full bio on Dr. Andreou, look at the hand out at the back of the quickstart, and use it to give the agents intel about him at the beginning of the mission. Everything they could know about him is contained there. Andreou is very nervous about what's going to happen, but he's being handsomely paid by Jijin. He's been bought a casino package by Jijin as payment, so that the money Andreou receives from the cashier is legitimate and untraceable—basically laundered. She buys him the package; he cashes the chips, and no one can trace the transaction. When Andreou enters the casino he's visibly nervous to anyone who makes a DC 10 Wisdom (Insight) check, and carries the fake casino chip with him, as well as a voucher for a tray of chips. The first place he heads is to the downstairs bar for a drink to settle his nerves. While he sits at the bar, he can't help but nervously fiddle with the fake ¥50000 chip from time to time, and any agent can get a good look at the chip if they are near him and make a DC 10 Wisdom (Perception) check, while a failure tells them he's fiddling with something they can't make out. JIJIN’S DECOY Challenge 1 (200 XP) Armor Class 12 (Suit/padded clothing) Hit Points 30 (4d12+4) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 12 (+1) 10 (+0) 14 (+2) 11 (+0) Skills Athletics +5, Deception +2, Perception +4, Intimidation +2 Senses passive Perception 14 Languages Korean, Japanese Fake. Jijin’s second in command is masquerading as her to throw off any suspicions. He is dressed as a wealthy businessman, with Jijin as his bodyguard. His passive Dexterity (Stealth) is 11, while his passive Charisma (Deception) is 12. ACTIONS Multiattack. Jijin’s decoy makes two unarmed strike attacks. Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5ft., one target. Hit: 1d4 bludgeoning damage. Pistol, Light. Ranged Weapon Attack. +3 to hit, range 40/160 ft, Hit: 7 (1d8+2) piercing damage. JIJIN Challenge 1 (200 XP) Armor Class 14 (undercover vest) Hit Points 38 Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 15 (+2) Skills Deception +5, Infotech +6, Insight +4, Persuasion +5 Senses passive Perception 11 Languages Korean, Japanese, English. Disguised. Jijin is disguised as a bodyguard. Her passive Charisma (Deception) is 15. Authority. Jijin has advantage on saving throws against being frightened or intimidated. ACTIONS Unarmed Strike. Melee Weapon Attack. +4 to hit, reach 5ft., one target. Hit: 2 bludgeoning damage. Pistol, Light. Ranged Weapon Attack. +5 to hit, range 40/160 ft, Hit: 7 (1d8+2) piercing damage. Hacker Reaction. As a reaction Jijin can attempt an Intelligence (Infotech) check in an attempt to stop a hack on her systems, so long as she knows the attempt is being made and she has access to a device on the network within reach. Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 29 Se c r eti n g th e c h i p When you're ready, or 7pm comes around, read aloud or paraphrase: After constantly checking his watch, and finishing his vodka tonic, Andreou gets up from the bar. He heads over to the cashier and claims his tray of chips, using a driving license as ID. He gets handed a tray of chips, a quick glance from afar lets you see it's a large amount. As he makes his way over to the blackjack tables, just before he reaches the pit, he stumbles and almost drops his chips. He glances around, and sets them right, before steadying himself and sitting down at the nearest table. Now ask anyone running surveillance on him to make a DC 12 Wisdom (Perception) check. If they succeed, they spot Andreou putting in another ¥50000 chip— the counterfeit—and now the stacks are very slightly uneven. Spy i n g o n j ij i n Jijin is disguised as a bodyguard. Her decoy looks completely different, but this is on purpose—her stunt double presents as a ‘high roller’ businessman, while Jijin can pay close attention to the exchange. Her decoy is dressed in a designer grey suit, while Jijin as the bodyguard wears a simple black suit with an undercover vest. She is Korean, tall, with black hair that’s been pulled back into a tight bun. Both Jijin and her decoy arrive about an hour before the exchange, in a red sports car, which they park directly outside the front of the hotel. They make their way through lobby security without issue. Inside, they first make their way to the upstairs bar, where her decoy drinks fruit juices and Jijin takes some water while playing the role of bodyguard. She'll be vigilant for anyone trying to make them, so use her passive Wisdom (Perception) score of 11 as the difficulty of any Charisma (Deception) or Dexterity (Stealth) checks around her. If the agents fail these checks they can probably still do what they want, but Jijin becomes suspicious of them and will eventually make them as covert operatives. Depending on the players’ actions, this could lead Jijin to decide to go loud (see Going Loud opposite) at your discretion. He adi n g f o r th e e x c h a n g e About ten minutes to 7pm, Jijin and her decoy make their way downstairs and take their place at the blackjack table. Jijin stands behind her decoy, directing his gameplay with subtle touches to his back, with simple “stick, hit, double down” commands. The two of them settle into this arrangement at the table, testing out their signals. Detecting these signals is a DC 12 Wisdom (Insight) or (Perception) check—a successful Wisdom (Insight) check would tell someone that the gamblers’ decisions are not his own, while a successful Wisdom (Perception) check would show someone the subtle tapping the “bodyguard” is administering to her principal. At th e b la c kj a c k ta b le Once 7pm hits, Dr. Andreou makes his way to the blackjack table. Describe the following to the agents observing: At the table, Dr. Andreou takes a seat opposite a high roller in a grey suit and with a bodyguard. There’s a white American couple—a man and a woman—at the table too, playing loudly and having fun. The stoic, female croupier eyes them all without comment and just deals the cards. As a few rounds go by, people are winning and losing without much going on. Dr. Andreou suddenly begins betting more money with every hand. Once a few more high stake hands have been played, read the following aloud to describe the exchange: Dr. Andreou stakes his stack of ¥50000 chips—¥250000 in total—to the pot against the dealer. In his hand, he’s dealt a King and a 3, while the dealer’s face up card shows a 7. Andreou plays too recklessly, and hits on a 19 and goes bust on a 29. The dealer cleans up with a 20—out matching everyone else at the table. In the next hand, the high roller with the bodyguard tries his luck and surprisingly plays quite aggressively, betting ¥150000, and is able to stand on a 19. If the players are involved in the game, tell them: You are dealt a 9 and a 6, totalling 15. How would you like to play? The next cards are a 2, a 3, and a Queen. If they hold at 20 (with the 2 and 3) they beat the dealer, who will hand the chip to them first, if they’ve bet enough, making them a target for Jijin! If the players aren’t involved in the game: The dealer hits on a 17, and goes bust with a 5—totaling 22. She hands ¥150000 in ¥50000 chips to the high roller. Jijin has the chip! DR. ANDREOU Challenge 1/8 (20xp) Armor class 10 (suit) Hit Points 9 (2d8) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1) Skills Infotech +4 Senses passive Perception 11 Languages English, French. ACTIONS Unarmed Strike. Melee Weapon Attack. +2 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 30 How to Play Blackjack in a Casino The aim of blackjack is to make a hand of cards that will beat the dealer’s total. You win if you have a hand that exceeds the dealer’s total or by not going over 21 if the dealer does. Each player at the table is only playing against the dealer—not each other. Before cards are dealt to each player, they must all put in a minimum bet. Cards are dealt face up, while the dealer deals themselves one card face up and another face down. Each player, in turn, either “hits” for another card or “stands” to keep their total. If you beat the dealer without going “bust” (over 21), you win! A q u i c k e x it If Jijin and her decoy win the chip, they stop playing and go to cash out. Before her decoy makes his way to the cashier to cash out, he’ll hand Jijin the microchipped counterfeit. Once they’ve cashed out they’ll head straight for the red sports car parked directly outside and leave for Tokyo harbor. Jij i n b r e a k i n g c o v e r Should a player agent end up with the chip, Jijin and her decoy will try to steal the chip back. First, she will order her decoy—who is much stronger—to covertly recover the chip, via intimidation, bribery, or thievery. You can stage a Dexterity (Sleight of Hand) contest as the decoy tries to grab the chip, or a Charisma (Intimidation) contest if you want her decoy to try and impose threats on the player agent to give up the chip. Their attempts will get more desperate, up to the point of both of them attacking the player agent who they suspect has this chip. They'll start with unarmed strikes and grappling, before moving on to using their concealed pistols, and flee as soon as they have the chip. Act 2: The Pursuit Following Jijin into the Tokyo streets isn’t a necessity, but if the player agents haven’t got any means to identify Jijin, track her location, or they desperately want the chip, they can pursue Jijin as she and her decoy rush to Tokyo harbor. This is a chase scene, with a definite advantage to Jijin in her sports car. The players could either try to follow her discreetly or they could be chasing her after she stole the chip back. Depending on when you feel it’s appropriate, Jijin will begin to run from the agents—or any car she thinks is following her, in fact. If there’s no doubt she’s being followed she’ll begin to drive without any regard for the law. To begin the chase scene: § Establish the lead Jijin has, in feet, based on the starting position of the cars. § Each contest that Jijin wins gains her 15 feet, while each contest the players’ win gains them only 5 feet because of the difference in speed. R o u nds i n th e c h a s e Each round in the chase, the drivers make an ability check based on their chosen maneuver, applying their relevant ability modifier and proficiency with cars if they have it. At the top of the round describe how the contested roll has changed the chase, and how the road is any different based on the distance travelled. Le a v i n g m i n ato The casino is on the corner of a busy downtown avenue, with two lanes each way. Jijin heads south, with the red and white Tokyo tower in the rear view mirror. Downtown evening traffic clogs up the intersections giving drivers a difficult choice of where to maneuver—staying on the road will mean their Proceed maneuver has disadvantage while the Weave maneuver let's them straddle the sidewalk and skip any red lights in their way. Jijin Weaves, and it's unlikely any distance is gained by anyone this round. Ra i n b ow b r idg e Heading further south towards the shoreline, Jijin merges onto the spiralling onramp to the Rainbow suspension bridge lit in beautiful colors against the Tokyo night. A barrier divides the opposite side of the road, with two lanes that allow both drivers to slip past other vehicles. Speeding across the bridge, suspended over Tokyo Bay, this is the chance to gain ground and is a cool location—spend two rounds here seeing if either party gain ground. If the player agents are being obvious in their pursuit, Jijin’s decoy (if present) will begin firing on the players’ vehicle to try and slow them down. Into to ky o h a r b o r As the two cars pull into one of Tokyo’s freight and shipping areas, the narrow lanes of the bridge make way for big intersections with soft verges bordering offices and warehouses. Spend a round navigating the larger roads entering the harbor, and then a second round narrowing the scope of the chase as the roads turn into single lanes divided by barriers. With less room to maneuver, drivers will need to be careful not to lose control of their vehicle, or crash into any obstacles—hitting any of these causes falling damage based on the vehicle's speed. To ky o h a r b o r—f i n a l de sti n ati o n Jijin skids into a wide car park entrance: Tokyo harbor car park, where a large amount of freight enters and leaves the capital. The car park provides the finale of the chase, and a last chance to get good enough intel on the chip. Once Jijin and her decoy reach the dockside, they ditch the sports car for a speedboat, and sail out at top speed into Tokyo Bay. Without any way to pursue Jijin from here, the agency had better hope that their operatives have enough intelligence to identify their target. Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 31 Endi n g th e c h a s e What happens if Jijin gets away? What happens if the agents’ car explodes? There are a few options for resolving this scene, so it’s worth describing a few scenarios. Jijin Gets Away: If Jijin gets away, from the agents then imagine how long it would take her to reach the harbor and drive the speedboat out into the bay. If the agents miss all opportunities to get closer intel, they’ll have to report back to your NPC handler with the information they’ve got. If they don’t have any surveillance that would identify Jijin and her decoy then, unfortunately, they’ve failed. If they do, and you don’t want to wrap up there, then you can always invent some new intel coming in to get them to Hachijō-jima island (either Andreou turned himself in, or maybe the Japanese authorities can give them the intel). Jijin is Caught and Stopped: It’s not the agents’ objective to capture Jijin—the agency or the Japanese Intelligence don’t have enough information on what Jijin’s up to. If they apprehend her, they’ve acted against orders. However, if you don’t want to stop here then Jijin could confess to her plan, and the agents are tasked with securing her facility. Run the final act, but instead of the jeopardy of the mining drone being prepared, the agents have to sneak in, take out the guards, secure the information in her computer network and take over the facility. Jijin’s Car is Destroyed: Provided Jijin survives her car being wrecked, she could make it to the harbor on foot or even steal a car to get there. Again, by stopping Jijin like this the agents are acting out and could fail the mission. Jijin is Killed: By killing Jijin, the agents have most likely failed the mission because they won’t be able to learn where she goes, even though they may glean a little about her plan. If you don’t want to stop here, you could start an eruption on Hachijō-jima island—maybe one of her subordinates has triggered her plan anyway, in a much more improvised way. That way, the agents have to go onto the island with lava jeopardizing their infiltration! IDENTIFYING JIJIN Let Them Do the Work! If the Hacker is being played, you can make this scene more involved for the players by getting them to dig out the intelligence for themselves, asking them to make Intelligence (Espionage) or (Infotech) checks to use the intel they’ve gathered to form a profile of the pair in the casino. If they do so, then use the information below to answer their questions or provide them with information from their ability checks. Either by getting enough intelligence during the exchange, or following Jijin to Tokyo harbor and seeing her boat leave the bay, the handler (your NPC) will be in touch to get some information on the two people who took—or tried to take—the chip. Th e de c o y: c h o n g s u n g-h o o n If the agents focused on Jijin’s decoy, then your handler will deliver that intelligence to them first. Read or paraphrase: The male target is a long-term security detail, contracted out from the South Korean private security firm Korea Secure Protection Services. His name is Chŏng Sung-hoon, 35, a father with three children living in Busan, on the south-east coast of South Korea. His current contract is with Advanced Geothermics as personal security, he’s been there about four months on this current term, and has a history of several six-month contracts in the last few years before this permanent contract in the current period. Digging around online doesn’t find much else— Chŏng’s social media accounts were deleted a couple of months ago, but all online evidence points to a family man with a specialist private security job. What is important to conclude is he is not Jijin, based on the fact he’s contracted security. Jij i n: k u y u-j i n Her real name is Ku Yu-jin; she is Korean, tall, with black shoulder length hair. She is a very intelligent and practical individual who has established Advanced Geothermics as a leading sustainable energy institute on the Korean peninsula. Her intentions are malicious, however, as seen in the data on the counterfeit chip. SPORTS CAR Large vehicle Armor Class 15 Hit Points 33 (6d10) Damage Threshold 5 Resistances - Speed 40 ft / 60 mph Crew Positions Driver, Passenger (1) Cargo Capacity 2400 lb. Perception Lights (bright light 40 ft.) SEDAN Large vehicle Armor Class 14 Hit Points 36 (8d10) Damage Threshold 5 Resistances - Speed 25 ft / 50 mph Crew Positions Driver, Passenger (4) Cargo Capacity 1550 lb. Perception Lights (bright light 40 ft.) Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 32 Read or paraphrase: The accompanying bodyguard at the casino, though, we’ve managed to trace via a link to Chŏng’s employment with Advanced Geothermics. She is Ku Yu-jin, founder and CEO of Advanced Geothermics and the person we believe to be “Jijin”. A quick google has revealed Jijin translates from Korean to “earthquake”, which I can only assume to be quite foreboding. Ku Yu-jin is a energy industry mogul, with business interests in several areas—including coal and gas—but has recently taken an interest in greener initiatives, exploring geothermal power generation. Advanced Geothermics’ closest secure facility is on the island of Hachijō-jima, roughly 200 miles from your current location. Th e data c h i p The data chip contains data on the analysis of several volcanic rock samples Advanced Geothermics delivered to Andreou to determine the pressure at which it was formed. By giving Jijin this data, Andreou will be able to tell her how far to release an explosive payload to destabilize the Japanese fault lines and threaten the island of Hachijō-jima with devastation. ACT 3: THE INFILTRATION New o bj e cti v e: i n f i ltr ate th e r e s e a r c h f a c i lity Jijin has been busy, instigating Project Archon, a secret mission to detonate an explosive device below the island of Hachijō-jima, a Japanese island in the Indonesian ocean. She's doing this to politically sabotage the green power industry and make her own company's dirty industries the only “safe” alternative. On the surface the research facility held under the Advanced Geothermics company is focused on harnessing geothermal energy, but based on the gathered intel their noble exterior is just a front. Jijin has developed a subterranean mining drone that can deliver an incredibly powerful explosion deep into the crust, destabilizing the plate beneath Hachijo, wrecking the town and its island. Inside the mining lab section of the complex, her scientists and engineers have been probing and drilling for the last few months, ready for Andreou’s work to give them the missing piece of the puzzle. Deep below the facility and the the volcano it clings to like a tic, they have opened a deep borehole into the magma chamber— ready at any moment to set Jijin’s plans in motion. They’ve also built her an explosive mining drone that will complete an independant excavation once at the bottom of the borehole. This will cause a massive explosion as it detonates, creating a shockwave that will cause Nishi-yama to erupt and tear the island in two, destroying much of the island’s infrastructure, and even her facility—but she doesn’t care, she’s got boats ready and waiting to whisk her and her scientists away. When you’re ready, read or paraphrase: We’ve tracked Jijin’s boat to the island of Hachijō-jima, and the agency’s threat assessment dictates a simple but risky mission: infiltrate the research facility on the island, held by Advanced Geothermics, and investigate their real operation there. Depending on what you find, we may need to act fast—you are authorized to use any means necessary to disable the facility should you discover a threat and are able to act on it. Good luck. Th e r e s e a r c h f a c i lity The research facility is located on the island of Hachijō-jima, one of the Izu islands off the southern coast of Japan. It is a humid, subtropical island with a town of around 7,000 inhabitants in the shadow of a volcano—Nishi-yama. The facility is based around several buildings as seen on the map. The office building, the mining lab, and the generator. Read or paraphrase the following: The Advanced Geothermics facility is surrounded by a wire chain fence, and consists of three large buildings. In the center of the complex looks to be an office block, with all but the reception lights turned off tonight. On the western side there is a generator building—an industrial shed with a large steam chimney next to it. On the east side there’s another building, larger than the industrial shed but with similar architecture. A single security guard with a single torch patrols the perimeter of the generator building, as heavy rain comes down all around you. You can try to bend the fence at any point, or you can try to sneak in the main driveway entrance. What would you like to do? A DVA NCED GEOTH ERM ICS SECU RITY GUARD Challenge 1/4 (50 XP) Armor Class 14 (stab vest) Hit Points 9 (1d12+2) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0) Skills Perception +3 Senses passive Perception 13 Languages Japanese ACTIONS Unarmed Strike. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. Taser. Ranged Weapon Attack. +2 to hit, range 20 ft., one target. Hit: 4 (1d6) damage. Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 33 In f i ltr ati n g th e f a c i lity If the agents get close enough to a guard’s patrol route, you may want to use the Infiltration Phase rules for combat encounters to create a turn order where all the players each take a turn, followed by your non-player characters (NPCs). This means if they’re detected because of where they move or by failing a Dexterity (Stealth) check, they can at least get a surprise round in before guards engage them in combat. It’s all the more pertinent to use these rules inside the mining lab, because there are lots of guards patrolling and any unfortunate step could alert them to the player agents. Th e o f f i c e b u i ldi n g s Located in the center of the complex, the office building is clean and orderly. Used by the civilian workers of the geothermal plant, the first floor has a reception, at which a security guard sits for the night with CCTV, two toilets behind, a general storage room, and a conference room. The second floor contains administrative offices for the staff of the geothermal plant. Both the reception and the offices only have information on the generator building, and the legitimate Advanced Geothermics business here on the island. The non-security employees here fall into one of two categories in this facility—power station workers and researchers. The power station employees know nothing about the drilling and research going on, while the research team are under strict instruction to keep their work secret. If the player agents snoop around offices then only give them information pertaining to the generator and the Advanced Geothermics public business. What Can Be Done Here? • Hacking the receptionist's computer can give players access to the employee-facing information, like the layout of the facility. • Use the CCTV monitors at reception to remotely view the generator building and the outside areas of the whole facility. Th e g e n e r ato r The actual generator is comprised of a main warehouse that contains the generators and the large cooling tower. Access is restricted to employees only, and is secured by an old swipe-card system. Civilian security keep an eye on the generator shed at night using the CCTV system at reception, and occasionally patrol around the outside of the building. Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 34 Security will be cautious but civil in their approach. They'll investigate and question people rather than start a fight immediately, and even if attacked they'll attempt to restrain and subdue rather than kill. If things go really bad for the security guards they'll call the local police for help — unknown to them, they'll be reinforced by Jijin’s private security team, equipped with submachine guns. What Can Be Done Here? • Destroying the generator stops the power to the whole facility, including the mining lab’s operation, but it also cuts the power to the whole island. It can be hacked or physically sabotaged. Th e m i n i n g la b From here, Jijin just needs to input the correct trajectory and distance for her mining drone to deliver its payload into Nishi-yama’s magma chamber. Doing so will mean she can prove to the Japanese legislature that green industries are dangerous, ravaging the island and it’s people in the process. Read or paraphrase: The floor of the mining lab is a large open area, with diggers and excavation machinery used to drill deep into the magma chamber below. Hanging above the chamber is the mining drone, on a crane, being prepared from a mezzanine for its operation down into the bore hole. Overseeing the operation is a glass-fronted mission control, complete with consoles, screens, and information on the operation. Depending on how the previous parts of the mission went, one of two things will be happening: § The drone is being launched if Jijin got the data from the counterfeit casino chip, and the agents will be too late if they don't stop the drone. § Jijin will be pushing her researchers to work out the proper trajectory if the players got the chip from the casino. It won't be perfect, and it'll take longer, but Jijin wants results and will push through with an imperfect test run with the drone—a smaller disaster may still be enough to fit her purposes. There are several armed guards within the mining laboratory, concentrated around the perimeter of the open first floor, with a couple up at mission control. They will patrol as indicated on the map. Jijin and her scientists are hard at work either preparing the drone for launch, or making their own calculations in preparation. What Can Be Done Here? • Disabling the mining drone and exiting the facility will complete the mission. This can be done by dismantling it, hacking mission control, or powering down the facility (see The Generator). Dismantling the drone takes time and a successful DC 15 Intelligence (Mechanics) check to complete. If in combat, it’ll take 5 rounds to complete (at roughly 6 seconds each). It’s mid-level bomb-defusing, as the agents must disarm the payload and dismantle enough of the drone’s drilling mechanisms to stop its operation. Hacking Mission Control takes more effort, but is an alternative to getting dangerously close to the explosive drone. Jijin’s system can be hacked from any terminal inside the mining laboratory, as they’re all networked (separate from the office building computers). The network has two firewalls: § Password: (Trigger: Access action) Requests for a password and/or username to be submitted to a prompt, before allowing completion of the access action (AC 13, HP 11). § Authorization Policy: (Trigger: Any hacking action after the password is cracked) Whenever any hacking action targets the system, the hacker must succeed a Intelligence (Infotech) saving throw, at disadvantage, unless they are using a specific user account stolen from one of the scientific personnel. If they fail, their action is stopped (AC11, HP 5). Due to the firewalls, the Intelligence (Infotech) DC is 15 to use the computer systems inside the mining lab. MINING LAB SECURITY Challenge 1/2 (100 XP) Armor Class 15 (stab vest) Hit Points 15 (2d12+2) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0) Skills Athletics +3, Perception +5 Senses passive Perception 15 Languages Japanese ACTIONS Unarmed Strike. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage. Submachine gun. Ranged Weapon Attack. +5 to hit, range 40/160 ft., one target, Hit: 9 (1d10+3) piercing damage. Burst Fire. Ranged Weapon Attack. 10 ft. square within range, DC15 Dexterity saving throw. Hit: 9 (1d10+3) piercing damage. Prepared exclusively for [email protected] Transaction: 1308


Part 2 | Mission 35 Inte lli g e n c e g ath e r i n g If the agents are doing well and want to gather more information on Jijin and what Advanced Geothermics are up to, they can investigate the offices on the first floor of the mining lab, as well as hacking computers and stealing tablets in the area. Getting access to the data provides information on Project Archon. From the information available, player agents can conclude a lot about Jijin’s plans and how she means to implement them. What is that information…? This mission describes the overall planning and application of Jijin’s schemes but you're free to flesh out the details based on the player's questions. That could be details of their research, the secret facility itself, or connections to dirty industries. Jijin wants to hold Japan ransom because she wants to monopolise power production in the Korean peninsula (and then beyond). After this disaster she'll use the political will to remove sustainable industries and concentrate again on older, more environmentally damaging power production — coal, gas, and oil. She's got this far by creating Advanced Geothermics in order to secretly detonate her mining drone in the magma chamber below the island, erupting the volcano and splitting the island. She's putting her own greed above the lives of thousands, and feels no guilt or responsibility at all. They are in the way of what she wants, and she always gets what she wants. Fi g ht a nd f li g ht If the player agents are overt in their operation and try to stop Jijin by confronting her, she will be a tough fight with her private security detail. With them covering her, she and her scientists will try to launch the mining drone regardless. To launch the drone, Jijin and two other scientists need to all insert and turn their keycards into the central console in mission control. Security will give them covering fire, and Jijin will even fight off the agents herself if she must. If Jijin does manage to launch the drone, everyone has just three minutes to get off the island—alert klaxons sound and they will make a fighting retreat for the cars in front of the office building and race down to the shore to scramble onto boats. Rushing to stop the drone being launched under fire from Jijin’s personal armed security team can form a thrilling finale to the mission, and prompts heroism and daring from the player agents as they try to foil Jijin by hacking her system, getting their hands dirty, or stopping her by force. Prepared exclusively for [email protected] Transaction: 1308


TECTONIC SHIFT - HANDOUT 1 Prepared exclusively for [email protected] Transaction: 1308


TECTONIC SHIFT - HANDOUT 2 Prepared exclusively for [email protected] Transaction: 1308


Up Down Elevators Elevators Bar Bar Bar Counting Room Cage Dry Store Cleaning Closet Bar Store Room Loading Bay Sta Changing Room Security Oce Night Vault Restrooms Elevators Elevators Blackjack Tables Roulette Tables Lobby To Street First Floor Second Floor Craps Tables To Second Floor Rooms 1 Square = 5’ GRAND MINATO HOTEL Floors 1+2 Prepared exclusively for [email protected] Transaction: 1308


Containers Barrels Dirt Pile Up Bore Hole Drill Unit Excavator Barrels Administration Oce Metal Gangway Mining Drone Mission Control Restrooms Cleaning Closet Store Room Oce Oce First Floor Second Floor 1 Square = 5’ The Mining Lab Floors 1+2 Up Down Down Prepared exclusively for [email protected] Transaction: 1308


Generator Transformers Cooling Tower Control Room 1 Square = 5’ 1 Square = 5’ The Generator Office Building Storage Closet Sta Room Oce Board Room Reception Restrooms Server Room Security Oce Room Prepared exclusively for [email protected] Transaction: 1308


Generator Transformers Cooling Tower Control Room 1 Square = 5’ 1 Square = 5’ The Generator Office Building Storage Closet Sta Room Oce Board Room Reception Restrooms Server Room Security Oce Room 1 Square = 5’ Chainlink Fence Gate Advanced Geothermics Facility Generator Mining Lab Oce Building Prepared exclusively for [email protected] Transaction: 1308


Guard Positions Gadget Pack Luxury Hotel, three-night stay: Each player is given an alias as a guest inside the hotel for the night before, the night of, and the night after, the exchange (Friday to Sunday). That gives the agents time to prepare for their mission on the Saturday. As part of their stay, a ¥1000 chip package is complimentary, for gambling on the casino floor. Attache Case, Surveillance: This leather briefcase contains cover identities for everyone, one pair of binoculars, a contact microphone, ¥30000 in cash, and a single GPS tracking device. Babel Earphone: This covert earbud can translate foreign languages in real time. When you are wearing the babel earbud you can understand any language as if you know it, and can speak any language by reciting the earpiece instructions. Radios, Covert Earpieces: This tiny earbud sits in the ear like one of a pair of earphones, but is wireless and colored nude to the wearer so it is not easily visible. Civilian Uniforms: One set of 6 outfits, as chosen and defined by the player agents. A civilian uniform is one worn by any professional that doesn’t belong to an emergency service, such as chef whites, security guard uniforms, press jackets, service uniforms, even just simple high visibility garments. SEDAN Large vehicle Armor Class 14 Hit Points 36 (8d10) Damage Threshold 5 Resistances - Speed 25 ft / 50 mph Crew Positions Driver, Passenger (4) Cargo Capacity 1550 lb. Perception Lights (bright light 40 ft.) Prepared exclusively for [email protected] Transaction: 1308


Armour Class (AC): 14 (Undercover Vest) 30ft Speed: Initiative: +2 Passive Perception: 12 Passive Insight: 13 Death Saves: Successes: Failures: Max Hit Points: 18 Current Hit Points: Hit Dice Total: 3d8 Current Hit Dice: ABILITY SCORES STR +0 10 INT +1 12 DEX +2 14 WIS +1 12 CON +0 10 CHA +3 16 SAVING THROWS STR +0 INT +1 DEX +4 WIS +1 CON +0 CHA +5 Advantage SKILLS Acrobatics (Dex) +3 Athletics (Str) +1 Deception (Cha) +5 Espionage (Int) +3 Infiltration (Wis) +2 Infotech (Int) +2 Insight (Wis) +3 Intimidation (Cha) +4 Mechanics (Int) +2 Medicine (Wis) +2 Perception (Wis) +2 Persuasion (Cha) +5 Sleight of Hand (Dex) +3 Stealth (Dex) +3 Survival (Wis) +2 Tactics (Int) +2 ROLE: THE FACE meet your objectives. talk your way to your target, and abuse your enemy’s trust to Face class if you want to wear disguises to slip past the guards, Masters of disguise, and using their wits as a weapon, play the their marks, and manipulate situations to gain an advantage. misdirection enables them to confuse their enemies, beguile The Face is the agent at the social front line, whose expertise in 3rd-level Master Manipulator. PROFICIENCIES Proficiency Modifier: +2 Armor: Light armor Ranged: Simple ranged weapons Melee: Simple melee weapons Tools: Disguise kits, forgery kits Vehicles: Cars ATTACKS Unarmed Strike. Melee Weapon Attack. +2 to hit, reach 5 ft., Hit: 1 Garrote String. bludgeoning damage. Melee Weapon Attack. +4 to hit, reach 5 ft., Hit: 1d4+2 bludgeoning damage (finesse, special: grappling) Pistol, light. Ranged Weapon Attack. +4 to hit, range. 40/160 ft., Hit: 1d8+2 piercing damage (reload: 9 attacks, light) EQUIPMENT undercover vest and a garrote string. A light pistol, an Undercover Pack, a disguise kit, an Undercover Pack: Civilian uniform, a change of clothes, a and personal two-way radio, and a torch. license, notepad and pen, a burner cell phone, a covert earbud messenger bag, forged identity documents, local driving AGENCY PERSONNEL DOSSIER: THE FACE Prepared exclusively for [email protected] Transaction: 1308


FEATURES Background Feature: Bilingual You grew up speaking two languages. Select a bonus language (included, left). Class Feature: Cover Identities You have a multitude of working identities, including your own true identity, that function exactly like real identities, with practical living conditions and official documentation. You begin with 1 cover identity, and you decide the background for this identity, as well as its profession and vocations. This identity functions as if it were true, and is an almost infallible disguise. Class Feature: Theme You may establish a pattern of behavior in a public space, known as a “theme,” in order to safely observe a location. Make an Infiltration check, and add your Charisma bonus to blend into the scene and gain intelligence about the location. Your ability check result becomes the DC for enemy agents to discover your presence. Class Feature: Jack of All Trades You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Archetype Feature: Befriend You can befriend a target through natural charisma, and misdirection. Befriending a target takes an appropriate setting and time—the target must make a Charisma saving throw or be lured into the false friendship. While the target is befriended any further saving throws against you are at disadvantage, and any Charisma checks against the target gain a +2 bonus. BACKGROUND: DIPLOMATIC Choose one or fill in the blank: Codename: Thornberry Nationality: Languages: (Choose 3): Double Life: I’m an aide to the __________________________ embassy I’m an international hostage negotiator Secret: I know who is responsible for the assassination of Ideal: A diplomat’s work continues even while others fight Diplomacy is the velvet glove that disguises the fist of power. Bond: I negotiated the freedom of ______________________________ has done my dirty work for me. Cover Identity: ________________ Academic Criminal Diplomatic Government Military Sport Prepared exclusively for [email protected] Transaction: 1308


Armour Class (AC): 12 30ft Speed: Initiative: +2 Passive Perception: 11 Passive Insight: 11 Death Saves: Successes: Failures: Max Hit Points: 14 Current Hit Points: Hit Dice Total: 3d6 Current Hit Dice: ABILITY SCORES STR +1 12 INT +1 13 DEX +1 12 WIS +1 12 CON +0 11 CHA +1 12 SAVING THROWS STR +1 +3 INT DEX +1 (Advantage) WIS +1 CON +0 CHA +3 SKILLS Acrobatics (Dex) +1 Athletics (Str) +1 Deception (Cha) +3 Espionage (Int) +3 Infiltration (Wis) +2 Infotech (Int) +3 Insight (Wis) +1 Intimidation (Cha) +1 Mechanics (Int) +1 Medicine (Wis) +1 Perception (Wis) +1 Persuasion (Cha) +1 Sleight of Hand (Dex) +2 Stealth (Dex) +1 Survival (Wis) +1 Tactics (Int) +1 ROLE: THE HACKER and sabotage enemy infrastructure from a remote location. measures, slip in and out of operating systems undetected the Hacker class if you want to crack government security users. With their ability to manipulate digital systems, play and communication technology far surpasses normal The Hacker is the tech expert, whose ability with information 3rd-level Black Hat. PROFICIENCIES Proficiency Bonus: +2 Armor: Light armor Ranged: Simple ranged weapons Melee: Simple melee weapons Tools: Hacking tools and thieves tools Vehicles: Cars ATTACKS Unarmed Strike. Melee Weapon Attack. +3 to hit, reach 5 ft., Hit: 2 Pistol, light. bludgeoning damage. Ranged Weapon Attack. +3 to hit, range 40/160 ft., Hit: 1d8+1 piercing damage (reload: 9 attacks, light) EQUIPMENT pack, hacking tools (see reverse), and thieves tools. A tablet, a light pistol, leather clothing, an investigation Investigation Pack: Briefcase, dictaphone, maps, smartphone, evidence bags, vinyl gloves, torch, magnifying glass. notepad and pen, a high-vis jacket, dust suit, clipboard, AGENCY PERSONNEL DOSSIER: THE HACKER Prepared exclusively for [email protected] Transaction: 1308


FEATURES Background Feature: Escape Notice During a chase, as a bonus action you can make a Hide action, if the normal rules for hiding apply: you have concealment from all of your pursuers’ line of sight. Successfully hiding may end the scene as the pursuers move past you, or lose you altogether. Class Feature: Hacking As a programer and skilled computer user, you have a laptop containing hacking tools that allow you to intrude into and manipulate operating systems and computer networks. At 1st level, you know the basic actions of any hacker, listed below: • Access: Enter an operating system or break through a password protected log in. DC varies. • Encrypt: Encrypt plain-text information into cypher-text, making it unreadable. Choose a DC to test against, and if you pass your Intelligence (Infotech) test the DC becomes the DC to decrypt the data. • Decrypt: Decrypt data into readable information. If you have the encryption algorithm the DC is 0 and a roll is not required, however if you do not have the algorithm then the DC varies based on the complexity of the cypher. • Install: Install software onto a targeted operating system. The base DC is 5, modified depending on the complexity of the software you are installing, the operating system, or any firewalls present. • Modify: Rewrite software to alter the function, or disable other pieces of software. The base DC is 15, modified depending on the complexity of the software and how many other pieces of software use it within the operating system, as well as any firewalls present. • Disable: Stop software from functioning entirely, either by sabotaging its code or switching it off manually. The base DC is 15 and is modified depending on the complexity of the software, or any firewalls present, and whether the GM agrees you have the necessary permission. • Delete: Remove software from an OS. With a base DC of 10, the test may be modified due to not having the right permissions, or the test may only be attempted once the GM agrees you have the necessary permission. • Attack: Attack systems or firewalls, against their AC and hit points. All hacking attacks deal coding damage. You can make a hacking attack manually, a successful attack deals 1d4 coding damage. Class Feature: Personal OS You have a tablet containing two 1st-level hacking tools. Your personal operating system is a repository of hacking tools you have personally developed, and can use to hack computers or install in target operating systems. It also allows you to have a number of hacking tools operating at the same time, equal to your proficiency bonus. Your operating system is also vulnerable to attacks, with an AC and HP that increase as your abilities increase. Operating system AC: 11 Operating system HP: 15 Class Feature: Hacking Ability Intelligence is your hacking ability for your hacking tools, since you code your tools through dedicated study and skill. You use your Intelligence whenever a hacking tool refers to your hacking ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hacking tool you install and when making an attack roll with one. Hacking save DC: 11 Hacking attack modifier: +3 When you make a hacking attack, you do not add your Intelligence modifier to the damage. Archetype Feature: Script Kiddie The cost to purchase and install level 1 hacking tools from the gear list is halved. HACKING TOOLS DNS Attack: 1st-level Brute Force Attack. Remote delivery. You target a device, using a combination of other devices connected to a network, to make repeated data requests of the target device to effectively “spam” it, making it inaccessible to the networks it’s connected to. Make an Access action, if successful the target device can no longer be used for 1d12 minutes. Dave’s Tool: 1st-level Brute Force Attack. Manual delivery. Use dictionary and incremental attacks to find a password and gain access. Make a hacking attack targeting a password firewall, if successful deal 1d8 coding damage. Shellcode: 1st-level Rootkit. Manual delivery. A shellcode provides the hacker with high-privileged processes on the target OS, allowing more hacking actions to be attempted on the target device such as modify, disable, or delete. Screen Logger: 1st-level Spyware. Manual/Remote delivery. A screen logger transmits a visual copy of the target device’s display (or screen) to the hacker, letting them record and monitor what the device shows its user. I.R.User: 2nd-level Rootkit. Manual delivery. You can confuse a device to recognize you as a valid user of its operating system. Make an Install action, if successful you have advantage on further Install and Modify actions targeting this device. BACKGROUND: Criminal Choose one or fill in the blank: Codename: Xiphias Nationality: Languages: (Choose 2): Double Life: I'm wanted by the government for hacking their restricted databases Secret: I know is still alive. Ideal: Exposing the powerful is true democracy. Every encryption I break I do for fun. Bond: protects me offline, and I protect them online. Prepared exclusively for [email protected] Transaction: 1308


Armour Class (AC): 15 (Leather Armor) 30ft Speed: Initiative: +3 Passive Perception: 12 Passive Insight: 12 Death Saves: Successes: Failures: Max Hit Points: 18 Current Hit Points: Hit Dice Total: 3d8 Current Hit Dice: ABILITY SCORES STR -1 8 INT +1 12 DEX +3 17 WIS +2 15 CON +0 10 CHA +0 11 SAVING THROWS STR -1 INT +1 DEX +5 Advantage WIS +2 CON +0 CHA +2 SKILLS Acrobatics (Dex) +5 Athletics (Str) -1 Deception (Cha) +0 Espionage (Int) +1 Infiltration (Wis) +7 Infotech (Int) +3 Insight (Wis) +2 Intimidation (Cha) +0 Mechanics (Int) +1 Medicine (Wis) +2 Perception (Wis) +2 Persuasion (Cha) +0 Sleight of Hand (Dex) +5 Stealth (Dex) +5 Survival (Wis) +2 Tactics (Int) +1 ROLE: THE INFILTRATOR your enemies with the precision of an assassin. guards to take them out quietly, move silently out of sight, kill side, play the Infiltrator class if you want to sneak up behind shadows and sneaking past their foes. With stealth on their The Infiltrator is the agile, silent soldier, striking from the 3rd-level Thief. PROFICIENCIES Proficiency Modifier: +2 Armor: Light and medium armor Ranged: Simple and explosive ranged weapons Melee: Simple melee weapons Tools: Thieves’ tools, hacking software Vehicles: Motorcycles, cars ATTACKS Unarmed Strike. Melee Weapon Attack. +1 to hit, reach 5 ft., Hit: 1 bludgeoning damage. Baton. Melee Weapon Attack. +1 to hit, reach 5 ft., Hit: 1d4 bludgeoning damage Knife. Melee Weapon Attack. +5 to hit, reach 5 ft., Hit: 1d4+3 piercing damage (light, finesse, thrown (range 20/60)) Taser. Ranged Weapon Attack. +5 to hit, range 20 ft., Hit: 1d6+3 electrical damage (reload: 1 attack, light) EQUIPMENT knives, and thieves’ tools A baton, a taser, an infiltration pack, leather armor, two Infiltration Pack: Includes a backpack, burglary clothing, a grappling hook strapped to the side of it. lighter, and a canteen. The pack also has 50 feet of rope and a crowbar, a hammer, 10 pitons, a torch, 5 days rations, a bag of 1,000 ball bearings, 10 feet of wire, red headlamp, AGENCY PERSONNEL DOSSIER: THE INFILTRATOR Prepared exclusively for [email protected] Transaction: 1308


FEATURES Background Feature: Escape Notice During a chase, as a bonus action you can make a Hide action, as long as you are out of your pursuers’ line of sight. Successfully hiding may end the scene as the pursuers move past you, or lose you altogether. Class Feature: Expertise Your proficiency bonus is doubled for any ability check you make with Wisdom (Infiltration) or thieves’ tools. Class Feature: Sneak Attack You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Class Feature: Thieves at Work From 2nd level, you can recognize the work of other infiltrators, thieves, or master criminals. When faced with a door or object that has been tampered with or removed you can recognize it as the work of a thief and gain an appreciation of their competence and abilities. If you have previously identified the work of an individual, you can recognize more of their work that you come across. Class Feature: Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act faster. You can take the Dash, Disengage, or Hide action as a bonus action in your turn. Archetype Feature: Fast Hands Starting at 3rd level, you can use a bonus action to make a Dexterity (Sleight of Hand) check using your thieves’ tools to disarm a trap, open a lock, or take the Use an Object action. BACKGROUND: CRIMINAL Choose one or fill in the blank: Codename: Nightshade Nationality: Languages: (Choose 2): Double Life: I’m the infamous _______________________ the: Cat Burglar Heist Planner Armed Robber Car Booster Secret: I know the location of the real: Mona Lisa Ideal: Why earn things when you can take them? Thievery is an art and I am a master Bond: I'm stealing to pay the ransom on my: Son Daughter Partner in Crime Prepared exclusively for [email protected] Transaction: 1308


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