Infiltration
An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs' goal might be sneaking into a crime syndicate's warehouse to relieve them of ill-gotten gains, navigating the winding passages of a prison mining colony to free a friend framed for murder, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the crime syndicate lookouts, the prison's security robots, or the guests at a celebrity's party. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out—in any case, blocked from accomplishing their goal.
An infiltration is fundamentally a roleplaying activity. The players narrate their characters' actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though it's up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different, depending on the story and your group's preferences.
Building an Infiltration
Objective
To achieve an objective, the PCs must overcome a certain number of obstacles—specific challenges the PCs face, such as maneuvering past a laser sensor grid or persistent paparazzi. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several.
It's a good idea to offer more obstacles as options than the characters need to overcome, and the PCs don't all have to choose the same ones. This represents the fact that there's more than one way into a base and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective.
Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success!
While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs' actions and apply to the party as a whole. As the PCs' Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they're found out, and their infiltration fails altogether!
Obstacles
The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a storage unit for clues, and once one PC has disabled a lock, everyone can enter.
A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once.
Obstacles in Play
Pacing
Sample Obstacles
Locked Door Obstacle
Infiltration Points 1 (group); Overcome hard or very hard Athletics, Computers, or Thievery
A locked door separates the heroes from their target.
Security Checkpoint Obstacle
Infiltration Points 2 (individual); Overcome standard, hard, or very hard Deception, Diplomacy, or Stealth
Security officers cluster at a checkpoint, alert for unusual activity.
Surveillance Camera Obstacle
Infiltration Points 1 (group); Overcome standard or hard Acrobatics, Computers, or Stealth
A live camera monitored by security guards is looking out for suspicious activity.
Trap Obstacle
Infiltration Points 3 (group); Overcome hard or very hard Thievery
A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure.
Awareness Points
Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure). Other failed checks during the infiltration typically don't increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion.
The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails.
Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesn't have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way.
This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game.
5 Awareness Points: Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs.
10 Awareness Points: The first time the PCs reach this tier, a complication occurs.
15 Awareness Points: Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs.
20 Awareness Points: The infiltration fails.
Complications
Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of security guards or robots who try to stop, capture, or even kill the PCs. When this happens, the infiltration might briefly shift into encounter mode as the PCs attempt to defeat their assailants. The sounds of battle are loud, and guards often have ways to trigger alarms or call for backup, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat causes them to gain Awareness Points, at the very least.
Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and you'll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a character's turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle.
Don't overwhelm the characters with complications. Typically, you'll want to aim for two complications per AP threshold. Otherwise, the PCs might end up spending more time on the complications than on the infiltration itself, and the chance of failure might be too high.
The following example is a common complication that could occur in almost any infiltration.
Submit Identification Complication
Trigger The PCs reach 5 Awareness Points for the first time.
Overcome standard, hard, or very hard Deception, Computers, Crafting, or Stealth
A security drone confronts the party and demands to see their credentials before asking them to vacate the area.
Opportunities
Some opportunities might be available at almost any time in any infiltration, like this example.
Smooth the PathOpportunity
Requirements The PC has successfully completed an individual objective, and some other PCs haven't.
Having completed your objective, you help an ally who's still trying to reach that goal. Describe how you're helping. This gives the ally the benefits of Following the Expert. In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead.
Edge Points
PC Preparations
Typically, you'll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs aren't entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity—most activities should grant their benefits only once.
You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story.