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GM Core / Chapter 4: Subsystems / Infiltration / Building an Infiltration

Obstacles

Source GM Core pg. 196 2.0
Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a character's progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome—typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways—usually through a skill or Perception check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacle's Overcome entry. Unlike obstacles for chases, these use a difficulty range for the PCs' level instead of set DCs.

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 guildhall for clues, and once one PC has picked 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

Source GM Core pg. 197 2.0
On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle—or whether they instead raise suspicions and accrue Awareness Points!
Critical Success The PC gains 2 Infiltration Points.
Success The PC gains 1 Infiltration Point.
Failure The PCs accrue 1 Awareness Point.
Critical Failure The PCs accrue 2 Awareness Points.

If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly helpful actions.

Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 198) allow PCs to spend their turn helping others overcome a tricky obstacle.

Pacing

Source GM Core pg. 197 2.0
The number of obstacles you require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for.

Sample Obstacles

Source GM Core pg. 197 2.0
While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 195 as starting points.

Guard Post Obstacle

Infiltration Points 2 (individual); Overcome standard, hard, or very hard Deception, Diplomacy, or Stealth
Guards cluster at a checkpoint, alert for unusual activity.

Locked Door Obstacle

Infiltration Points 1 (group); Overcome hard or very hard Athletics or Thievery
A locked door separates the heroes from their target.

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.
Critical Failure The PCs accrue 2 AP as normal, and the PC who critically fails the Thievery check also triggers the trap.