Spy
Spy
2 Part 1 | Rules
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
SKILLS D ec epti o n (C h a r i s m a )
Each ability covers a broad range of capabilities, both Deception is the skill of fooling others, and assuming
physical and mental. A skill represents a specific another identity. Use Deception to:
training or vocation of an ability score—a focused, §§ Pretend to be an alias
learnt, field of expertise. Each skill relates to an ability §§ Talk your way past security guards
score, such as Acrobatics based on Dexterity, or §§ Misdirect a line of questioning
Perception on Wisdom. §§ Spread disinformation over a radio
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E s pi o n a g e (I ntelli g en c e ) M ed i c i n e (W i s d o m )
Espionage is the skill of surveillance, logically applying Medicine is the skill of healing others, and researching
evidence, and the gathering of covert information of biological viruses and disease. Use Medicine to:
interest. Use Espionage to: §§ Provide first aid
§§ Listen and interpret audio from a wiretap §§ Assess the symptoms of a patient
§§ Connect seemingly unrelated events §§ Recognize a strain of chemical weapons
§§ Interrogate a prisoner §§ Obtain the DNA of an enemy agent
§§ Disseminate false information
P er c epti o n (W i s d o m )
I n fi ltr ati o n (W i s d o m ) Perception is the skill of identifying threats and
Infiltration is the skill for covert placement and situational awareness, using all the senses available
insertion of agents into a location or organization. Use to an agent: sight, sound, touch, smell, taste. Use
Infiltration to: Perception to:
§§ Find a path past security cameras §§ Observe a guard’s pattern of movement
§§ Designate an extraction location §§ Search for a prisoner
§§ Target a possible dissident enemy operative §§ Discover a hidden entrance or exit
§§ Evaluate a guard’s patrol route §§ Eavesdrop on a conversation
I n fotec h (I ntelli g en c e ) P ers u a s i o n (C h a r i s m a )
Infotech, or Information & Communication Persuasion is the skill of using reasoned arguments to
Technology, is the skill of manipulating computing and convince others. Use Persuasion to:
telecommunication systems. Use Infotech to: §§ Turn an enemy agent
§§ Break into an enemy database §§ Convince someone to help
§§ Clear up a satellite video feed §§ Influence a high ranking official
§§ Download a virus onto a server §§ Leverage someone on which you have intel
§§ Tap a phone, microphone, or webcam
S lei g ht of hand (D exter ity )
I n s i g ht (W i s d o m ) Sleight of Hand is the skill for manual trickery and
Insight is the skill of reading other people, judging covertly manipulating small items on your person. Use
their social or political views, and perceiving lies and Sleight of Hand to:
underlying emotion. Use Insight to: §§ Pick a lock
§§ Detect lies during an interrogation §§ Conceal small objects
§§ Assess a person’s political attitude §§ Hand off a package to another agent
§§ Make a cold reading §§ Pickpocket a mark
§§ Identify a target through body language
I nti m i d ati o n (C h 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
M ec h a n i cs (I ntelli g en 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
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S te a lth (D exter ity )
Stealth is the skill of remaining hidden, moving
ARMOR
undetected and evading capture. Use Stealth to: The armor table below shows the cost, weight, and
other properties of the common types of armor worn
§§ Slip past a guard
§§ Lose a tail in a crowd by paramilitary, military, policing and security forces
§§ Crawl unseen into a firing position around the world.
§§ Camouflage yourself
S u rviva l (W i s d o m ) Armor pr o fi c i en cy
Your class or background gives you proficiencies with
Survival is the skill of bushcraft and operating in the certain types of armor. If you wear armor that you
field, in a hostile area of operation, or cut off from lack a proficiency for, you have disadvantage on any
supplies or conveniences. Use Survival to: ability check, saving throw, or attack roll that involves
§§ Camouflage a base camp in the local environment Strength or Dexterity.
§§ Endure heat, cold, or dangerous weather
§§ Navigate through the wilderness Armor c la ss (AC)
§§ Forage food and water from the natural world
Armor protects its wearer from attacks. The armor you
T a cti cs (I ntelli g en c e ) wear, and any shield you wield, determines your base
Tactics is the skill used to formulate and execute a Armor Class, abbreviated to AC.
military operation, applying knowledge of military
assets and equipment to provide the most effective S tr en gth r eq u i r em ent
small scale victory over an enemy. Use Tactics to: The armor table shows the minimum Strength score
§§ Plan an attack you must have to wear the armor effectively, or your
§§ Find a choke point speed is reduced by 10 ft.
§§ Set up an ambush
§§ Recognize an objective S te 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 Stealth Weight Special
Req.
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
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G u i d ed
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.
L i g ht
A light weapon is small and easy to handle, making it
ideal for use when fighting with two weapons.
Lo a d i 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.
Range
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.
Reach
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.
R elo a d
When the weapon has the Reload property, each time
you use the weapon it expends ammunition. The entry
WEAPONS describes the number of ranged attacks the weapon
can make before it needs to be reloaded. Reloading
The weapons table opposite shows the cost, weight, requires an action.
and other properties of the common types of weapons
Any weapons provided by your class receive 3 reloads
used around the world.
of ammunition, or ‘clips’, that replenish between
missions. If you buy any additional ammunition to
WEAPON PROFICIENCY supplement this, it gets used up first, so you always
start a mission with a minimum of 3 reloads.
Your class or background grants proficiency with
certain weapons, reflecting your training and the
weapons you have most likely utilized during your Counting Bullets
career. The weapons table shows common types of
weapons, rather than getting bogged down in the While modern firearm clips have a capacity between
different makes and manufacturers of those weapons. 5 and 200 rounds, depending on the firearm, The
Spy Game has created an ambiguity with the values
B la st of ammunition properties, to reflect the dramatic
choice of when to attack and reload, and the act
Weapons with the blast property cause damage to all of firing several bullets at once as part of an attack
targets in a radius around the impact of the shot. The action. The ammunition quality tells you how many
range of this blast is shown in feet, and damages all attacks you can make before you need to reload, not
characters that can be targeted by line of sight if they how many bullets you fire.
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. S pec i a l : a r m o r pi er c i n g
F i n ess e Attacks with this weapon ignore any resistances
to piercing damage, and reduce any immunity to
When making an attack with a finesse weapon, you piercing damage to a resistance.
use your choice of your Strength or Dexterity modifier
for the attack and damage rolls. You must use the
same modifier for both rolls.
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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 2d10 piercing 28 lb. Reload (4 attacks), Range 40/160 ft, two-handed, special:
gun 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 3d6 slashing 15 lb. Reload (1 attack), Range 40/160 ft, Blast (20)
grenade
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) 3d8 piercing 50 lb. Reload (1 attack), special: Guided
launcher
Anti-air (AA) 3d8 fire 34 lb. Reload (1 attack), Blast (10), special: Guided
launcher
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S pec i a l : g r a ppli n g
When you succeed an attack roll with this weapon, you
also grapple the target.
S pec i a l : s pr e a d
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.
T h 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.
S pec i a l : b u rst fi r e
You can spray a 10 ft square with a burst of bullet fire T wo h a n d ed
within range. Each character, friendly or enemy, needs You must use both hands to attack with this weapon.
to make a DC 15 Dexterity saving throw or suffer the
damage as normal. This attack takes up two attacks of V ers ati le
ammunition.
This weapon can be used with one or both hands.
S pec i a l : fu ll a uto A damage value in parentheses appears with the
property, which is the damage inflicted when the
As a ranged attack, you can fire this weapon using its weapon is used with two hands.
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.
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GADGETS VEHICLES
Gadgets are unique pieces of equipment. They may
look like ordinary objects but have extraordinary VEHICLE PROFICIENCY
properties, or they may be completely new inventions
If you have proficiency with a certain type of vehicle
that are unrecognizable to those who don’t know how
you can add your proficiency bonus to any actions
they work.
you take to operate that vehicle. The types of vehicles
are motorbikes, cars, heavy goods vehicles, tanks,
USING GADGETS helicopters, planes, ships and unmanned.
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Vehicles
Size Space Squares Crew Positions Example
Tiny 2.5ft x 2.5 ft 1x1 See Entry Aerial Drone
DVP (Diver
Small 5 ft x 5 ft 1x1 See Entry Propulsion Vehicle)
Medium 5 ft x 5 ft 1x1 1 Motorcycle
Large 10 ft x 10 ft 2x2 2 Car
Huge 15 ft x 15 ft 3x3 3 APC
Gargantuan 20 ft x 20 ft 4x4 3+ Tank
S peed than the vehicle’s mph speed (up to its top speed),
A vehicle’s speed shows two values. The first, in deduct double the distance travelled from the
feet, indicates how far it can move in a single turn in vehicle’s current range.
combat, providing the driver or pilot uses their action
to control the vehicle. The second value shows its C r ew
average speed in miles per hour (mph), with its top Each vehicle will have at least one crew position listed
speed being double that. in its profile. The positions are:
Driver/Pilot: The driver or pilot position allows the
Range character to use their action to move the vehicle.
A vehicle’s range describes the maximum distance it Gunner: The gunner position allows the character to
can travel with a full tank of fuel, at its speed in miles use their action to make attacks using the vehicle’s
per hour (mph). If you travel at least 1 mile, travelling weapons.
up to the vehicle’s mph speed, deduct that distance
from the vehicle’s current range. If you travel faster Commander: The commander position allows the
character to use their action to make Wisdom
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(Perception) checks using the vehicle’s visual
systems. If the vehicle contains any special vision
this is conferred to the character in the command Vehicle Damage
position. Size Sideswipe Ram Damage
Passenger: The passenger position allows the Damage
character to be moved the vehicle’s speed, inside
Medium 2d8 4d8
the vehicle. If the passenger position has a window,
the character can make attacks and Wisdom Large 3d10 6d10
(Perception) checks as normal.
Huge 4d12 8d12
Cargo c a pa c ity Gargantuan 8d12 16d12
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 or maintain the same course and speed if you decide
its capacity, its speed drops by 10 feet (or 20 mph). If to take another action on your turn, based on your
a vehicle carries weight in excess of double its cargo last action to control the vehicle. If you take another
capacity, its speed is halved and the pilot or driver has action, that action is resolved with disadvantage.
disadvantage on ability checks to control the vehicle When you take the Control Vehicle action you may
in any way, including saving throws. move up to the vehicle’s speed, or move up to double
Many vehicles can carry extra passengers instead the vehicle’s speed if in your previous turn you moved
of cargo, but doing so is usually cramped, the vehicle. A controlled vehicle cannot move on the
uncomfortable, and often an unsafe experience for turn that you enter it. If the movement of your vehicle
those passengers. As a rule of thumb, one additional provokes an opportunity attack while you’re inside it,
passenger can be carried for each 250lbs of unused the attacker can target you or the vehicle—you cannot
cargo capacity. dodge or disengage using a vehicle.
Vehicle Weak points mph. If any passengers weren’t strapped into a seat,
they suffer the same damage as the vehicle.
Weak AC Fragile HP Resilient
Point HP F a lli n g d a m a g e fr o m a m ovi n g veh i c le
Tires 13 3 (1d6) 10 (3d6) Falling from a moving vehicle deals bludgeoning
damage to your HP, similar to rules for falling,
Tracks 18 4 (1d8) 18 (4d8) dependant on the speed of the vehicle. If you fall from
a moving vehicle, you suffer 1d6 bludgeoning damage
Engine 19 4 (1d8) 18 (4d8)
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.
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VEHICLES IN COMBAT C h a s es a s a c o ntest
If the drivers or pilots of the vehicles are the only
Vehicles can be the target of attacks in combat, with
people involved, then the chase is a simple contest—
their own AC and hit points. They also provide cover
each driver makes a chase maneuver, applying their
for passengers and crew inside, depending on how
vehicle proficiency to the check if it applies. The
exposed its passengers are.
winner of the contest gains ground, based on their
relative speeds—the pursued moving away from their
Firing fr o m a veh i c le pursuer, or the pursuer gaining ground on their mark.
You may make attacks as normal, with your weapons, Continue the contests until the chase comes to an
from a vehicle providing the normal conditions for end.
combat apply. You may not be able to reach your
target with a Melee attack while inside or on the back C h a s es with i n iti ative
of a vehicle, but you may be able to shoot through an
If the vehicles are crewed by several people, they
open window or even through the thin glass of a car’s
each take a turn in the Initiative order. Crew can take
windows.
actions to assist the chase, like navigating, or attacking
a vehicle’s weak points. Drivers and pilots take their
A tta c k i n g we a k po i nts turns as normal in the Initiative order, and their results
Some vehicles have weak points, like tires or engines compared at the end of the round, where the game
that can be the target of attacks. When you target a master resolves the relative distances of the chase.
weak point, you make an attack against the object’s
own AC and hit points. Moving targets will benefit Chase m a n euvers
from a +5 bonus to their AC and be harder to hit. If
Proceed: You focus on the terrain ahead, pushing the
you cannot see a weak point, you can only target it at
vehicle as fast as it will go while maintaining control
the discretion of the game master, depending on the
over it. You make a Wisdom check, applying any
circumstances.
vehicle proficiency, contested by your opponent. If
Reducing a weak point to 0 HP destroys the object, you succeed and you are pursuing another vehicle,
and makes controlling the vehicle much more difficult, you close distance. If you succeed, and you are
or stops it altogether. Destroying a weak point of being chased you gain some distance from your
propulsion—like an engine—will bring the vehicle to pursuers. If you fail, you are one step closer to the
a natural stop (which could be cataclysmic for an chase ending in favor of your opponent.
aircraft), and destroying its tires or tracks will confer Weave: You weave in and out of traffic, avoid an
disadvantage on its driver’s ability checks. obstacle in your path, or swap lanes without
changing direction to find a quicker path. Make a
A tta c k i n g c r ew o r pa ss en g ers Dexterity check, applying any applicable vehicle
If you are targeted by a ranged attack, the vehicle proficiency. A weave maneuver gives you a bonus of
provides half cover, increasing your AC by +2, likewise 2 to your AC and gives your pursuer disadvantage
for anyone you target inside a vehicle. Make an attack on their next ability check to chase you, or lets you
and damage roll as normal, as described in Making An avoid incoming damage from an obstacle. You don’t
Attack (p.17). gain any distance using this maneuver. If you fail the
check, you lose control of your vehicle.
VEHICLES IN A CHASE Sideswipe: If you there is no distance between you
and the vehicle you’re chasing, you can attempt to
A chase should take a number of rounds based on sideswipe a vehicle or other target to deal damage
distance between the parties and the comparison in to it or to cause another driver to lose control of
top speeds. If the speed of the persuer is double that their vehicle. Make a Dexterity check, applying
of the pursued, then the chase is usually over in one your vehicle proficiency if it applies. If you win the
round. If the pursued has double the maximum speed contest, you deal Sideswipe damage equal to the
or their persuer, they have advantage on their rolls. size of the vehicle (p.11) and the target’s driver must
Chases are structured like combat, with rounds and make a DC 15 Dexterity saving throw or lose control
turns, with each round representing a portion of time of their vehicle.
where pilots jostle for position while crew members Ram: You can attempt a full collision with the target
assist them, or take actions of their own. If the vehicles vehicle in order to damage it significantly or bring
only has one crew position, for the driver, then you it to a stop. Make a Wisdom check, applying your
only have to worry about the contest of the chase, but vehicle proficiency if it applies. If you win the contest
if the crew can make attacks, navigate, or otherwise and close the distance completely, your vehicle both
benefit the chase they each need to take an action too, deals and takes Ram damage equal to the size of
during each round. If there are multiple characters in the ramming vehicle (p.11). Both drivers must make
each vehicle’s crew positions, make an Initiative roll to a DC 15 Dexterity saving throw, or their vehicle
establish an Initiative order. 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.
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L os i n g c o ntr o l o f th e veh i c le Hacking attack modifier = your proficiency bonus +
If you lose control of your vehicle, for any reason, your Intelligence modifier.
your ability checks to control the vehicle have When you use a hacking tool to make an attack, you
disadvantage, until you succeed a DC 15 Dexterity do not add your Intelligence modifier to the damage.
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
HACKING TOOLS
being the target of a successful attack or maneuver, or There are several types of hacking tool, each with a
by rolling a 1 on a driving check. specific function.
Brute-Force Attack: A brute-force tool attacks
D elivery
Operating System Each hacking tool will have a delivery method, a way
in which the tool is installed or interacts with the
OS Level Armour Class Hit Points targeted system.
(AC)
Manual: The hacking tool is installed by the hacker in
1st 11 5 (1d8+1) person, using its operating system.
2nd 12 12 (2d8+4) Download: The hacking tool is downloaded or
opened by a third party user, using the targeted
3rd 15 18 (3d8+6)
system. Hacking tools such as this often appear as
4th 17 30 (4d8+12) something legitimate like an e-mail attachment,
software update, or download from a website.
5th 21 38 (5d8+15) 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
A tta c k i n g s o ftwa r e throw to try and see through the ploy.
When a hacking tool allows you to make a Hacking Remote: The hacking tool isn’t installed on a target
attack against a firewall, OS, or other piece of operating system, but instead communicates and
software, you make an attack as if you would attacking interacts with it remotely via an internet connection,
a character or object, but instead of using Strength or or local network connection, while installed on the
Dexterity, you use your hacking ability, which is based hacker’s own device.
on your Intelligence score.
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HACKING ACTIONS
Most agents can use a computer as per its intended
COMBAT
user experience, but it takes a real hacker to
manipulate an operating system’s core programming.
ORDER OF PLAY
Every agent can engage in the basic hacking actions A combat encounter is a more structured part of the
below, while only Hacker class agents can do game, broken down into turns and rounds. During
everything. each round every character in the encounter gets a
turn to act, taking a fixed number of actions. These
Basic h a c k i n g a cti o n s actions include attacking an enemy, moving around
access: Enter an operating system to use its the encounter area, hacking computers, climbing over
applications, or break through a password cover, and more.
protected log in. DC varies. 1. Determine Surprise - The game master determines
Install: You can install software onto computer whether the agents have been spotted, or currently
systems that can facilitate an operation you want to have surprise over their enemy, choosing the
complete or complete tasks within the system on infiltration phase or the initiative phase.
your behalf. The base DC is 5, modified depending
on the complexity of the software you are installing, 2. Establish Positions - the game master determines
the operating system, or any firewalls present. the starting positions of the agents, and the enemy
NPCs.
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 I n fi ltr ati o n ph a s e
test may be modified due to not having the right 3. Agents Take Turns - The players then take turns, in
permissions, or the test may only be attempted once any order they wish, completing actions with their
the GM agrees you have the necessary permission. agents, until all the player characters have finished
their turns.
H a c k er a cti o n s
Attack: Some programs allow you to attack systems 4. Enemy NPCs Take Turns - The game master then
or firewalls, against their AC and hit points. All takes actions with the NPCs present, either moving
hacking attacks deal coding damage. You can make them around the area of operation in their regular
a hacking attack manually, a successful attack deals routine or making skill checks.
1d4 coding damage.
5. Repeat Steps 3 & 4 - Player agents take turns, then
Encrypt: Encryption is the scrambling of data by using all NPCs. If a player agent is detected by an enemy
an algorithm that turns plaintext into ciphertext. NPC, all player agents left to act take their turn
So long as you have the encryption algorithm you before moving to step 6.
can decrypt the information. When encrypting
information, you choose a DC to test against, and
if you pass your Intelligence (Infotech) test the DC I n iti ative ph a s e
becomes the DC to decrypt the data. 6. Roll Initiative - Everyone involved in the combat
Decrypt: Decrypting data involves unscrambling encounter rolls initiative, determining the order of
information from is ciphertext state into its normal combatants’ turns.
plaintext format. If you have the encryption 7. Take Turns - All characters act in initiative order,
algorithm the DC is 0 and a roll is not required, moving and taking actions.
however if you do not have the algorithm then the
DC varies based on the complexity of the cypher. 8. Begin the Next Round - When everyone involved in
Modify: You can rewrite software in order to change the combat has had a turn, the round ends. Repeat
its function within an operating system. Doing so step 7 until the fighting stops.
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 SURPRISE AND DETECTION
other pieces of software use it within the operating If the agents have successfully infiltrated the area of
system, as well as any firewalls present. operation without the enemy becoming aware of their
Disable: You can disable software, stopping it from presence, then the players have surprise over the
functioning entirely, either by sabotaging its code guards or enemy agents within the area of operation,
or switching it off manually. The base DC is 15 and and begin the infiltration phase.
is modified depending on the complexity of the If some of the agents are hidden from the enemy, but
software, or any firewalls present, and whether the others are detected, the first round in the initiative
GM agrees you have the necessary permission. 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.
14 Part 1 | Rules
I n fi ltr ati o n in the Actions in Combat section, while other class
During the first few turns of combat, enemy NPCs abilities may grant you additional options or unique
may be unaware of the agents’ presence. If all player actions.
characters are hidden at the beginning of combat, The Movement and Positioning section describes
they all take their turns, moving and taking actions in detail the rules for moving around an area of
as normal in any order they wish, taking their turn, operation.
moving and completing all their actions before
handing over to another player character, until all the You can always decide to forego your turn, let another
player characters have taken a turn. Then, the NPCs player go first, or even delay your turn using the Ready
take turns moving along their regular patrol routes action.
and taking any actions that are part of their routine.
Should a player character agent be detected by an B o n us a cti o n s
enemy NPC, the remaining player characters yet Various class features or special abilities allow agents
to take a turn in this round each take a turn, before to take bonus actions during their turn. These bonus
rolling for initiative. actions have limiting circumstances that describe
when these bonus actions are granted and can be
used. Otherwise, agents that have these abilities do
Line of Sight not have a bonus action and are still limited to a move
People do not have 360 degree vision, and as such and take an action as described above.
it may be possible to sneak up on them, or around Only one bonus action can be granted in a single turn,
guards’ patrol routes. It is always the GM’s discretion meaning an agent can accomplish a maximum of two
when you need to make a Dexterity (Stealth) check, actions in their turn. If two different class features
for example if you move from a quiet footing onto a would grant a bonus action each, the player must
loud surface, or are caught in an enemy’s peripheral choose which class feature to apply and which bonus
vision, but the direction an enemy is facing is an action to take.
important consideration when infiltrating a location.
Any time a rule deprives you from taking actions,
bonus actions are also lost.
INITIATIVE O th er a ctivity
Initiative determines the order of turns in the combat. During actions or moving, you may also include other
If, during the infiltration phase, you are detected by activities that don’t require much effort. Agents may
the enemy, the remaining agents left to act take a turn, communicate short instructions to each other, raise
then all participants in the combat make a Dexterity or draw a weapon, open a door loudly or operate a
check to determine their place in the Initiative order. simple keypad.
The GM makes one roll for each type of identical NPC,
If you want to interact with a second object in the area
so each member of a group acts at the same time.
of operation, you must take an action to do so. More
The GM ranks the combatants in order from the one complex objects, like using a computer or picking a
with the highest Dexterity check total to the lowest. lock always require an action, as does anything that
This is the order they act during each round. If a tie requires an ability check to accomplish. It is always
occurs, the GM can have the tied characters each roll a the game master’s discretion as to what interactions
d20, highest going first, or can choose to let the player require an action to undertake.
characters go first.
R e a cti o n s
S u r pr i s e round A reaction is an action taken outside of your
If the combat starts with the initiative phase, any turn, when a particular circumstance triggers the
character that doesn’t notice a threat is surprised at reaction. Class abilities, combat actions and other
the start of the initiative phase. If you’re surprised, you circumstances provide reactions. An opportunity
can’t move or take an action on your first turn of the attack is the most common form of reaction, allowing
combat, known as a surprise round, and you can’t the reactive character to make an attack action against
take a reaction until that round ends. A member of a an opponent leaving their melee reach (5ft).
group can be surprised even if the other members
When you take a reaction, you can’t take another
aren’t. Once all characters who were aware of the
until the beginning of your next turn. If the reaction
threat have taken their turns, the next round begins
interrupts a character’s turn then they continue either
and all characters take turns in Initiative order.
moving or taking their action, if they are still able.
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15
During you turn, your agent can move up to their M ovi n g A r o u n d O th ers
movement speed, given in feet. You may move any You can move through non-hostile characters’
distance up to your modified speed, and may choose spaces, however you cannot move through spaces
to stop at any point. Movement can include jumping, occupied by enemies. You may never end your move
climbing, crawling, swimming, comprising the whole in the same space as another character. If you leave
of the move or part of it. an enemy’s reach during your move you provoke an
You can break up your movement on your turn, using opportunity attack.
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.
SIZE
Agents and vehicles have a size, based on the size
M ovi n g b etween atta c ks categories below. Their size represents the space
they take up around them, not necessarily their exact
If you take an action that includes more than one
dimensions.
weapon attack, you can break up your movement
even further by moving between those attacks. For A character’s space is the area in feet that they
example, a Soldier who can make two attacks with the effectively control in combat, not an expression of
Extra Attack feature and who has a speed of 30 feet their physical dimensions. An agent’s space is 5 ft, but
could move 10 feet, make an attack, move 20 feet, and they aren’t 5 ft wide. If an enemy stands in a 5-foot-
then attack again. wide doorway, other agents can’t get through unless
the enemy lets them. A space also reflects the area
D i ffi c u lt ter r a i n an agent needs to fight effectively. For that reason,
It’s rare that wetwork takes place on a perfectly even there’s a limit to the number of combatants that can
surface or out the way of hazardous terrain features. surround another in combat. Eight combatants can
Every foot of movement in difficult terrain costs fit around 1 other combatant, in the eight spaces
1 additional foot. This rule is true even if multiple surrounding the central 5ft space.
sources of difficult terrain are present in a space.
S q u eezi n g i nto s pa c es
Agents can squeeze into small spaces down to half
Size their normal space — so agents can squeeze through
gaps down to 2.5ft wide. Each foot of movement
Size Space Squares Example while squeezing costs 1 additional foot of movement,
and attacks rolls and Dexterity saving throws have
Tiny 2.5ft x 2.5 ft 1x1 Aerial disadvantage while in a small space. Melee attack rolls
Drone have advantage against targets that are squeezed.
Small 5 ft x 5 ft 1x1 Cat
Medium 5 ft x 5 ft 1x1 Person ACTIONS IN COMBAT
Large 10 ft x 10 ft 2x2 Car When you take your action on your turn, you can take
one of the actions presented here, an action you
Huge 15 ft x 15 ft 3x3 APC gained from your class or special feature, or an action
Gargantuan 20 ft x 20 ft 4x4 Tank 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
B ei n g pr o n e failure.
Combatants often find themselves lying on the
ground, to steady a shot, or get behind low cover, or A tta c k
because they are knocked down. If this is the case, The most common combat action is to make a melee
they are prone, a condition described below: or ranged attack. See Making an Attack.
§§ A prone character’s only movement option is to crawl,
unless they stand up, ending the condition. C o ntr o l veh i c le
§§ The character has disadvantage on melee attack rolls.
You move a vehicle up to its speed expressed in feet,
§§ A melee attack roll against the character has
advantage, while ranged attacks against the character or move up to double the vehicle’s speed if in your
have disadvantage. previous turn you moved the vehicle.
You can drop prone without using any of your speed. Dash
Standing up takes more effort; doing so costs an
By taking the Dash action, you can move up to double
amount of movement equal to half your speed. To
your speed this turn, after applying any modifiers.
move while you are prone, you must crawl. Each foot
With a speed of 30 feet, for example, you can Dash
of movement costs 1 additional foot. So, moving while
up to 60 feet. Any increase or decrease to your speed
prone and on difficult terrain, costs 3 ft for every 1 ft
changes this additional movement by the same
moved.
16 Part 1 | Rules
amount. If your speed of 30 feet is reduced to 15 feet, S ec o n d wi n d
for instance, you can move up to 30 feet this turn if you As an action, you can spend 1 hit die to heal hit points.
Dash. Roll your hit die and add your Constitution modifier,
If you take the Dash action while hidden, you are healing a number of hit points equal to the result.
detected, and guards may investigate your position, Spent hit dice from this action count toward your
or attack you in their turn. spent hit dice total, until you complete a long rest.
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17
P r o fi c i en cy b o n us Designating a Target
You add your proficiency bonus to your attack roll When you mark a target that you can see, you make
when you attack using a weapon with which you have an attack using a close air support or fire support
proficiency. gadget’s weapon. Designating a target requires an
action, and line of sight at any range, although this
A dva nta g e does not count as an Attack action.
While having advantage isn’t a modifier, it allows you
to roll two d20s and take the better result. R a n g ed atta c ks i n c los e c o m b at
Aiming a ranged attack is more difficult when a foe is
ROLLING 1 OR20 next to you. When you make a ranged attack with a
ranged weapon, you have disadvantage on the attack
Sometimes even a rookie can hit a target, or a veteran roll if you are within reach of an enemy who can see
can miss. If the d20 roll for an attack is a 20, the attack you and who isn’t incapacitated.
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 Equally, if you target an enemy who occupies the
1, the attack misses regardless of any modifiers or the space next to you with a ranged attack, instead of a
target’s AC. This is called a critical miss. melee attack, you have disadvantage on the attack
roll. Firearms that are used to make melee attacks
count as improvised melee weapons.
TARGETING UNSEEN ENEMIES
Combatants often try to escape their foes’ notice by Firing with two g u n s
concealing themselves in a camouflaged position. If you wield two firearms with the light property, you
When you attack a target that you can’t see, you have can choose which gun to make a ranged attack with.
disadvantage on the attack roll. This is true whether You may use a bonus action to attack with the other
you’re guessing the target’s position or firing at a light firearm in your other hand, but you do not add
target you can hear but not see. If the target isn’t in your proficiency bonus or Dexterity modifier to the
the space you targeted, you automatically miss, but bonus attack.
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
MELEE ATTACKS
attack roll against it. If you are hidden—both unseen Melee attacks allow you to physically strike an
and unheard—when you make an attack, you give away opponent within reach, and several unarmed
your location, whether the attack hits or misses. techniques and melee weapons have been developed
since prehistoric times in order to incapacitate or kill
RANGED ATTACKS an opponent.
Agents have a 5ft reach, unaided, and can therefore
Ranged combat involves the firing of small arms—
attack enemies in the space next to them when
pistols, submachine guns, rifles—and throwing
making a melee attack.
grenades. As the most common form of combat
between two opposing sides it’s important to Instead of using a weapon to make a melee attack,
understand its fundamental mechanics. you can use an unarmed strike: a punch, kick,
head-butt, or similar forceful blow (none of which
Li n e o f s i g ht count as weapons). On a hit, an unarmed strike deals
Line of sight is the term used to describe the bludgeoning damage equal to 1 + your Strength
imaginary line that can be drawn between the origin modifier. You are always proficient with your unarmed
of the attack and its target. If you can draw this line strikes.
uninterrupted from your weapon to your target, you
can make a ranged attack against them. O ppo rtu n ity atta c ks
You can make an opportunity attack when an enemy
Range combatant moves out of your reach—more than 5
You can only make ranged attacks against targets feet away. To make the opportunity attack, you use
within a specified range. If a ranged attack has a single your reaction to make one melee attack against the
range, you can’t attack a target beyond this range. provoking enemy. The attack occurs right before the
Some ranged attacks, such as those made with a enemy leaves your reach. You can avoid provoking an
firearm, have two ranges, a long range and a short opportunity attack by taking the Disengage action.
range. Your attack roll has disadvantage when your You also don’t provoke an opportunity attack when
target is beyond short range, and you can’t attack a moving to an adjacent space within an opponent’s
target beyond the long range. 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.
18 Part 1 | Rules
T wo we a po n fi 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.
G r a ppli n g a n d r estr 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).
against their passive Strength -5 (as if they had
If you use both hands to attempt the grapple, and disadvantage). If you succeed, you are considered
you succeed, you grab hold of the opponent and to have silenced them temporarily, by covering their
they are subject to the restrained condition. The mouth. If you do so, they will not alert their allies.
restraint condition ends if anything that would end a The normal grappling and restraint rules still apply.
grapple come into play, and you can release the target Escaping a Grapple: A grappled oppnent can use
whenever you like (no action required). their action to try and escape. To do so, they
must succeed a Strength (Athletics) or Dexterity
Condition: Grappled (Acrobatics) check contested by your Strength
(Athletics) check.
A grappled person’s speed becomes 0, and they
cannot benefit from any bonus to their speed.
Condition: Restrained
The condition ends if the grappler is incapacitated
A restrained person’s speed becomes 0, and they
(see p.23).
cannot benefit from any bonus to their speed.
The condition also ends if an effect removes the
Attack rolls against the restrained person have
grappled person from the reach of the grappler or
advantage, while the restrained person’s attack rolls
grappling effect, such as a fall or the person being
have disadvantage.
hurled away by an explosion.
The restrained person has disadvantage on
Dexterity saving throws.
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 M ovi n g a g r a ppled o ppo n ent
contested by their Strength (Athletics) or Dexterity When you move, you can drag a grappled opponent
(Acrobatics). This is not an attack, and as per the with you, but movement while holding an opponent
restrained condition, advantage or disadvantage is costs 1 extra foot per foot moved, in addition to
not automatically applied. Whether or not this action any other difficult terrain. You may only move with a
succeeds, you release your opponent. grappled opponent if you are standing or crouching.
Grappling While Hidden: While infiltrating an area,
it may be pertinent to grab a guard or enemy S h ovi n g a n o ppo n ent
agent while sneaking. If are hidden and grapple an Using the Attack action, you can make a special melee
opponent, you make a Strength (Athletics) check attack to shove an opponent either to knock them
prone or push it away from you. If you’re able to make
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19
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
DAMAGE AND HEALING
Injuries are a constant threat to operatives out in the
Strength (Athletics) check contested by the target’s field, be that from bullet wounds, animal bites, or blunt
Strength (Athletics) or Dexterity (Acrobatics) check force trauma. Even death is a risk during wet work,
(the target chooses the ability to use). If you win the and there is rarely a chance to recover an ally if an
contest, you either knock the target prone or push operation goes wrong.
them 5 feet away from you.
HIT POINTS
COVER Hit points (HP) represent physical endurance,
stamina, and mental conditioning. They are used in
Cover is a vital part of small arms tactics, providing
combat to determine how much fortitude an agent
additional protection from incoming enemy fire and
has to incoming attacks. Agents with more hit points
also providing a tactical advantage to teams of agents
are more difficult to kill or neutralize, while those with
who wish to avoid being flanked. Walls, furniture,
fewer hit points are easier to take out.
trees, dugouts, pillboxes and shoothouses can all help
provide cover. Your current hit points can be any number from your
maximum to 0. This number changes throughout
There are three degrees of cover. If a target is behind
combat, as you take damage or catch your breath.
multiple sources of cover, only the most protective
degree of cover applies—the degrees aren’t added Whenever you take damage you subtract hit points
together. from your current total. Losing hit points has no effect
on your capabilities in combat, until you drop to 0 HP.
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 DAMAGE ROLLS
might be a low wall, large piece of furniture, a
Whenever you successfully attack a target, in melee or
sandbag wall, or another person.
at range, you roll the damage dice, add any modifiers,
A target with three-quarters cover has a +5 bonus to and reduce your target’s hit points by the result.
AC and Dexterity saving throws. A target has three- Certain weapons or ammunition may grant a bonus to
quarters cover if about three-quarters of it is covered the damage. Some penalties to the damage roll may
by an obstacle. The obstacle might be the wall apply, bringing the damage down to a minimum of 0.
surrounding a window, a thick tree trunk, or a concrete
When attacking with a weapon, you add your ability
tank trap.
modifier to the damage roll—normally the same
A target with total cover can’t be directly targeted by modifier you applied to the attack roll. If a weapon
an attack, though some attacks can reach the target if targets more than one person at the same time, roll
they have an area of effect. A target has total cover if it damage once and apply that result to each target.
is completely obscured by an obstacle.
C r iti c a l h its
S ta n c e When you score a critical hit, by rolling a 20 on your
It’s possible to increase the degree of cover provided attack die, you get to roll extra dice for the attack’s
by an object by altering your stance. As part of your damage. Roll all of the attack’s damage dice twice and
move, you can alter your stance to take advantage add them all together, then add any relevant modifiers
of cover, such as crouching behind boxes, or going as normal. You only add modifiers once you’ve totalled
prone behind a dirt mound. the damage roll.
For example, the normal damage for a pistol is 1d10
AREAS OF EFFECT + Dexterity modifier. If a critical hit is scored on
an attack using that pistol, roll 2d10 and add your
Weapons with blast or other special properties, and
Dexterity modifier. If the attack involves other damage
some gadgets, cover an area that allows them to affect
dice, from certain class features, roll these dice twice
multiple targets at once.
as well.
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
DAMAGE TYPES
is centered. For an explosion it might be the point of Different attacks deal different types of damage.
impact, or for a gadget it might be the gadget itself. Certain equipment may apply a modifier to a damage
type, or make the target immune from it altogether.
An area of effect expands in a straight line from its
These damage types have no rules of their own, but
origin in all directions. To benefit from cover against
damage resistances rely on these categories.
an area of effect, you must have total cover.
20 Part 1 | Rules
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.
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21
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 en emy a n d d e 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
I n sta nt d e ath common exceptions, and the GM might have them
A massive amount of damage can kill you instantly. fall unconscious instead, following the same rules as
When damage reduces you to 0 hit points and there player characters.
is damage remaining, you die if that remaining
damage equals or exceeds your hit point maximum. Knocking s o m eo n e o ut
For example, an agent with 12 maximum hit points
Sometimes an attacker wants to incapacitate a foe,
currently has 6 hit points. If they take 18 damage from
rather than deal a killing blow. When an attacker
an attack, they are reduced to 0 hit points. There are
reduces an enemy to 0 hit points with a melee attack,
12 points of damage remaining, which equals their
the attacker can knock them out instead.
maximum hit points, and so the agent would die
immediately. The attacker can make this choice the instant the
damage is applied. The enemy falls unconscious and
is stable.
D e ath s avi n g th r ows
Whenever you start your turn, and you have 0 hit
points, you must make a death saving throw to TEMPORARY HIT POINTS
determine whether your injuries worsen or you are Some equipment or class features confer temporary
stable. Unlike other saving throws, this one isn’t tied to hit points to an agent. Temporary hit points aren’t
any ability score. actual hit points—they are a buffer against damage, a
Roll a d20. If the roll is 10 or higher, you succeed. pool of hit points that protect you from injury.
Otherwise, you fail. A success or failure has no effect When you have temporary hit points and take
itself. On the third success, you become stable. On damage, the temporary hit points are lost first, and
your third failure, you die. The successes and failures any leftover damage carries over and is applied to
do not have to be consecutive—keep track of both your current hit points. For example, if you have 5
until you roll three of a kind. The number of successes temporary hit points, and take 7 damage, you lose the
and failures is reset to zero when you regain any hit temporary hit points and then take 2 damage.
points or become stable by some other means.
Because temporary hit points are separate from
Rolling 1 or 20. When you make a death saving throw your actual hit points, they can exceed your hit point
and roll a 1 on the d20, it counts as two failures. If you maximum. A character can, therefore, have hit points
roll a 20 on the d20, you regain 1 hit point and are at their maximum total and receive temporary hit
conscious again. points.
Damage at 0 hit points. If you take any damage while Healing can’t restore temporary hit points, and they
you have 0 hit points, you suffer a death saving throw can’t be added together. If you have temporary hit
failure immediately. If the damage is from a critical hit, points and then receive more from another source you
you suffer two failures instead. If the damage equals must decide whether to keep the current temporary
or exceeds your hit point maximum, you suffer instant hit points or gain the new ones. For example, if a
death. medical substance grants you 12 temporary hit points,
when you already have 10 temporary hit points, you
S ta b i lizi n g a n a g ent must choose between 10 or 12, you cannot have 22.
The best way to save an agent with 0 hit points is to If you have 0 hit points, temporary hit points do not
heal them. If healing is unavailable, you can at least restore you to consciousness or stabilize you, but they
stabilize them so they aren’t killed by a failed death still protect you from damage.
saving throw.
22 Part 1 | Rules
Unless the equipment or feature has a duration Pron e
(normally a number of turns), they last until they are §§ A prone character’s only movement option is to crawl,
depleted or you finish a long rest. unless they stand up, ending the condition.
§§ The prone character has disadvantage on melee attack
CONDITIONS rolls.
§§ A melee attack roll against the character has
Conditions alter an character’s capabilities in a variety advantage, while range attacks against the character
of different ways. Most conditions, such as blinded, have disadvantage.
are impairments, but a few can be advantageous.
A condition lasts either until it’s countered by an
R estr a i n ed
action or its duration has expired. §§ A restrained person’s speed becomes 0, and they
cannot benefit from any bonus to their speed.
If multiple effects impose the same condition, each §§ Attack rolls against the restrained person have
instance of the condition has its own duration, but the advantage, while the restrained person’s attack rolls
condition’s effect doesn’t get worse. You either have a have disadvantage.
condition or don’t. §§ The restrained person has disadvantage on Dexterity
saving throws.
B li n d ed S tu n n ed
§§ A blinded character can’t see and automatically fails §§ A stunned character is incapacitated, can’t move, and
any ability check that requires sight. can only speak falteringly.
§§ The character automatically fails Strength and
§§ Attack rolls against the character have advantage, and
Dexterity saving throws.
the character’s attack rolls have disadvantage. §§ Attack rolls against the target have advantage.
D e a fen ed U n c o n c i o us
§§ A deafened character can’t hear and automatically fails §§ An unconscious character is incapacitated, can’t move
any ability check that requires hearing. or speak, and is unaware of their surroundings.
§§ They immediately drop any objects they are holding
F r i g hten ed and fall prone.
§§ A frightened character has disadvantage on ability §§ They automatically fail Strength and Dexterity saving
throws.
checks and attack rolls while the source of its fear is
§§ Attack rolls against the character have advantage.
within line of sight. §§ Any attack within 5 feet that hits the character is a
§§ Characters can’t willingly move closer to their source of critical hit.
fear.
G r a ppled EXHAUSTION
§§ A grappled person’s speed becomes 0, and they Survival considerations, like dehydration and
cannot benefit from any bonus to their speed. starvation, sleep deprivation, or the lasting effects
§§ The condition ends if the grappler is incapacitated. of hypothermia or hyperthermia can lead to levels of
§§ The condition also ends if an effect removes the exhaustion. Each effect gives a character 1 level of
grappled person from the reach of the grappler or exhaustion, with more effects or further exposure to
grappling effect, such as a fall or the person being an effect increase levels of exhaustion.
hurled away by an explosion.
If an already exhausted character suffers from
I n c a pa c itated another effect, their current level of exhaustion
§§ An incapacitated character can’t take actions or increases. A character suffers the effect of its current
reactions. level of exhaustion as well as all lower levels.
P a r a lyzed Actions, such as eating, drinking, or sleeping, that
§§ A paralyzed character is incapacitated (see above) and remove exhaustion reduce its level as specified or
can’t move or speak. determined by the game master.
§§ 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
Exhaustion
Level Effect
a critical hit.
1 Disadvantage on ability checks
P o i s o n ed 2 Speed halved
3 Disadvantage on attack rolls and saving
§§ A poisoned character has disadvantage on attack rolls throws
and ability checks.
4 Hit point maximum halved
5 Speed reduced to 0
6 Death
Part 1 | Rules
23
y
urit
Sec ce
Tables Offi
kjack
Blac Bay
ding
Loa
bles
s Ta
rs Crap
vato
Staffing
ng
Cha oom
R
le s
Tab Up
lette
Rou
m
Dry e e Roo
Stor Stor
Bar
ning
Clea set
Clo
ms Cag
e
troo
Res
m
g Roo
ntin
Cou
ht
Nig lt
A N D M
R
Vau
G HO
s
Bar ator
Elev
loor
nd F
eco s
To S Room
s
and enjoy a taste of the covert world it offers! If you’re §§ What is their codename?
reading this it's likely you are the game master for the
group, who’ll be running this adventure, acting as the This adventure will assume the agency the player
spies’ handler and playing all the bad guys! characters are working for is a mercenary organization
You’ll need to have a Bgood idea of how the that’s been hired by the Japanese Ministry of Defense
ar
rules outlined in Part 1 work, as well as have an to investigate Jijin and her shady company, but if you
understanding of the plot described below—take want you can decide to work for a real intelligence
or before your first gaming session to read
Floparts
some time agency, like Japan’s Public Security Intelligence
o n d
both of this quickstart. When you’re ready, Agency (kōanchōsa-chō), the United States’ CIA
Sec assemble your players and let them decide which of (Central Intelligence Agency), or the United Kingdom’s
the characters in the back of this quickstart they would Secret Intelligence Service (MI6). If you want, ask the
like to play. group who their agency is, and what their overall
goals are, to add a little more to their characters and
backstory.
Wh o i s ‘ c o ntr o l ’?
The handler for this mission is you—a non-player §§ What is the agency's name?
character that you roleplay as, that has contact with §§ Where do they operate?
§§ How and who do they recruit?
the player characters and helps them with their
§§ What are the agency's goals?
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
24 Part 2 | Mission
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!
Part 2 | Mission
25
The requisitioned equipment is as follows, and is Casinos in Japan
reproduced at the back of the quickstart for the
It was only in July 2018 that Japanese legislators
players’ reference.
approved a bill to allow casinos within the country,
Luxury Hotel, three-night stay: Each player is and the Grand Minato Hotel represents what might
given an alias as a guest inside the hotel for the happen should their integration become more
night before, the night of, and the night after, the commonplace. Within the act, the Japanese Diet
exchange (Friday to Sunday). That gives the agents approved a ¥4000 entrance fee to citizens visiting,
time to prepare for their mission on the Saturday. as well as a restrictions on the number of visits
As part of their stay, a ¥1000 chip package is per month, so most gamblers at the hotel’s casino
complimentary, for gambling on the casino floor. are tourists staying there who aren’t restricted
Sedan Car: The agents are given the use of a 4-door in this way. As part of their stay at the hotel, a
sedan for getting around town if needs be. It’s up to complementary ¥1000 is provided for our spies to
them where it’s parked. play at the casino if they wish.
Attache Case, Surveillance: This leather briefcase
contains cover identities for everyone, one pair of S pec i a l g u ests
binoculars, a contact microphone, ¥30000 in cash, As guests at the hotel, players can spend a bit of time
and a single GPS tracking device. preparing for their infiltration of the casino before the
Civilian Uniforms: One set of 6 outfits, as chosen and exchange takes place.
defined by the player agents. A civilian uniform is Read aloud, or paraphrase:
one worn by any professional that doesn’t belong to
an emergency service, such as chef whites, security You all arrive on Friday evening, booking into your
guard uniforms, press jackets, service uniforms, plush rooms on the 7th floor. You all have aliases
even just simple high visibility garments. for the weekend, and you're perfectly incognito as
Babel Earphone: This covert earbud can translate tourists, businesspeople, or whatever you decide.
foreign languages in real time. When you are You have around 24 hours before Jijin and Dr.
wearing the babel earbud you can understand Andreou are due to meet, and it's been a long
any language as if you know it, and can speak any flight.
language by reciting the earpiece instructions. Any weapons, equipment, or gadgets have been
Radios, Covert Earpieces: This tiny earbud sits in the checked in inside your luggage and so you all have
ear like one of a pair of earphones, but is wireless full access to your gear inside your rooms. You
and colored nude to the wearer so it is not easily have 24 hours to case the casino and put plans
visible. 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?
Act 1: The Exchange S ec u r ity m e a s u r es
The casino provides the usual civilian security
THE GRAND MINATO HOTEL procedures for unruly customers and anyone trying to
The casino inside the Grand Minato Hotel is split steal chips from back of house, or cheat at its tables.
over its first and second floors—the lobby leads into Bouncers: There are civilian security 24/7 in the
the main gambling floor straight ahead, while off to casino, as the gambling hall and bars are open all
the right of the lobby another entrance leads to the day. There is one bouncer in position at each door
downstairs bar. The bar loops round and joins the and staircase, as well as two walking the gambling
gambling floor on the south side, where the cage floor. They’re dressed in black suits, with a black
is and where staff gain access to the back-of-house collarless shirt.
areas. The second floor has a mezzanine balcony CCTV: The hotel employs a standard closed circuit
overlooking the gambling floor and leads to guest television surveillance system, that records video of
rooms and more lobbies, while an upstairs bar serves the gambling floor, bars, balcony, counting room,
guests directly above the first floor bar. night safe, security room, and loading bay. It's
The back of house area hugs the gambling floor on monitored live, and there's no remote access, so
the south and east sides, with a counting room and hacking into the system must be done from inside
a night vault behind the cage on the south side, and the security room. Each gambling table also has
staff facilities and security offices on the east side, its own camera, to spot cheating and clear up any
leading to a loading bay. arguments over results.
The hotel is twelve stories tall, with rooms from the Key cards: Every staff member in the casino is given
third floor up. 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
26 Part 2 | Mission
it. Doors from the gambling floor to the back of
house areas all have a key card lock. As soon as CASINO STAFF
the door closes it locks again, and each key card is Challenge 1/8 (25 XP)
personalized so security know who unlocked the Armor Class 10
doors. Not all key cards open all the doors—only Hit Points 5 (1d8)
management staff get access to everything. Speed 30 ft.
ACTIONS
Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5 ft.,
one target. Hit: 4 bludgeoning damage.
Part 2 | Mission
27
J ij i n ’ s pla n
JIJIN’S DECOY
Jijin’s plan is to win the counterfeit chip that contains
the data, at blackjack. That hand will contain the Challenge 1 (200 XP)
¥50000 (yen) chip that has the microchip baked into it. Armor Class 12 (Suit/padded clothing)
Andreou is providing the counterfeit chip by secreting Hit Points 30 (4d12+4)
it in a complimentary tray of casino chips bought for Speed 30 ft.
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 STR DEX CON INT WIS CHA
and win it and walk out with it. It’s as easy as that. 16 (+3) 13 (+1) 12 (+1) 10 (+0) 14 (+2) 11 (+0)
If the players don't get involved here's how things will Skills Athletics +5, Deception +2, Perception +4,
go down: Intimidation +2
§§ Jijin and her decoy start at the upper bar. She is Senses passive Perception 14
disguised as her own bodyguard. In her place, her Languages Korean, Japanese
decoy is drinking on the balcony playing the role of a
Fake. Jijin’s second in command is masquerading as her to
‘high roller’.
throw off any suspicions. He is dressed as a wealthy busi-
§§ Andreou enters the casino by the front door, and then nessman, with Jijin as his bodyguard. His passive Dexterity
nervously waits around in the ground-floor bar, clearly (Stealth) is 11, while his passive Charisma (Deception) is 12.
anxious about his involvement with the exchange.
§§ Jijin and her party take up position at the closest ACTIONS
blackjack table to the cashier’s cage.
§§ After one drink, perfectly on time for 7pm, Andreou Multiattack. Jijin’s decoy makes two unarmed strike attacks.
will then go to the cashier’s cage and hand in the Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5ft.,
voucher he’s had on his person, receive a tray of chips, one target. Hit: 1d4 bludgeoning damage.
and on his way to Jijin’s blackjack table secrete his Pistol, Light. Ranged Weapon Attack. +3 to hit, range 40/160
¥50000 forgery with the microchip into the stack of ft, Hit: 7 (1d8+2) piercing damage.
¥50000 chips.
§§ He’ll sit opposite Jijin’s party and play some hands to
get comfortable. Then, he’ll begin to bet more and Going lo u d
more, purposefully losing, eventually losing the chip If any violence is started before the chip has been
with the data on it. handed off, Jijin and her guard will go to wherever the
§§ Jijin’s decoy, directed by her secretly, will then bet chip is, and attempt to grab it in the confusion before
more aggressively to win the chip—and do so. running and gunning to the entrance of the hotel to
§§ Jijin and her decoy will then take the chip outside
escape in their sports car.
where they parked a sports car. Jijin gets in the driver’s
seat, and heads for Tokyo harbor.
S pyi n g o n d r . a n d r eo u
For a full bio on Dr. Andreou, look at the hand out
JIJIN at the back of the quickstart, and use it to give the
Challenge 1 (200 XP) agents intel about him at the beginning of the mission.
Everything they could know about him is contained
Armor Class 14 (undercover vest)
Hit Points 38
there.
Speed 30 ft. Andreou is very nervous about what's going to
happen, but he's being handsomely paid by Jijin. He's
STR DEX CON INT WIS CHA
been bought a casino package by Jijin as payment, so
12 (+1) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 15 (+2)
that the money Andreou receives from the cashier is
legitimate and untraceable—basically laundered. She
Skills Deception +5, Infotech +6, Insight +4, Persuasion +5
buys him the package; he cashes the chips, and no
Senses passive Perception 11
one can trace the transaction.
Languages Korean, Japanese, English.
When Andreou enters the casino he's visibly nervous
Disguised. Jijin is disguised as a bodyguard. Her passive Cha- to anyone who makes a DC 10 Wisdom (Insight) check,
risma (Deception) is 15.
and carries the fake casino chip with him, as well as a
Authority. Jijin has advantage on saving throws against being
frightened or intimidated. voucher for a tray of chips.
The first place he heads is to the downstairs bar for a
ACTIONS drink to settle his nerves. While he sits at the bar, he
Unarmed Strike. Melee Weapon Attack. +4 to hit, reach 5ft., can't help but nervously fiddle with the fake ¥50000
one target. Hit: 2 bludgeoning damage. chip from time to time, and any agent can get a good
Pistol, Light. Ranged Weapon Attack. +5 to hit, range 40/160 look at the chip if they are near him and make a DC 10
ft, Hit: 7 (1d8+2) piercing damage. Wisdom (Perception) check, while a failure tells them
Hacker Reaction. As a reaction Jijin can attempt an Intel- he's fiddling with something they can't make out.
ligence (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.
28 Part 2 | Mission
covert operatives. Depending on the players’ actions,
DR. ANDREOU this could lead Jijin to decide to go loud (see Going
Challenge 1/8 (20xp) Loud opposite) at your discretion.
Armor class 10 (suit)
Hit Points 9 (2d8) Heading fo r th e exc h a n g e
Speed 30ft. About ten minutes to 7pm, Jijin and her decoy
make their way downstairs and take their place at
STR DEX CON INT WIS CHA
the blackjack table. Jijin stands behind her decoy,
16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1) directing his gameplay with subtle touches to his back,
with simple “stick, hit, double down” commands.
Skills Infotech +4
Senses passive Perception 11 The two of them settle into this arrangement at the
Languages English, French. table, testing out their signals. Detecting these signals
is a DC 12 Wisdom (Insight) or (Perception) check—a
ACTIONS successful Wisdom (Insight) check would tell someone
Unarmed Strike. Melee Weapon Attack. +2 to hit, reach 5ft., that the gamblers’ decisions are not his own, while a
one target. Hit: 1 bludgeoning damage. successful Wisdom (Perception) check would show
someone the subtle tapping the “bodyguard” is
S ec r eti n g th e c h i p administering to her principal.
When you're ready, or 7pm comes around, read aloud
or paraphrase:
At th e b la c kj a c k ta b le
Once 7pm hits, Dr. Andreou makes his way to the
After constantly checking his watch, and finishing blackjack table. Describe the following to the agents
his vodka tonic, Andreou gets up from the bar. observing:
He heads over to the cashier and claims his tray
of chips, using a driving license as ID. He gets At the table, Dr. Andreou takes a seat opposite
handed a tray of chips, a quick glance from afar a high roller in a grey suit and with a bodyguard.
lets you see it's a large amount. There’s a white American couple—a man and
a woman—at the table too, playing loudly and
As he makes his way over to the blackjack tables,
having fun. The stoic, female croupier eyes them
just before he reaches the pit, he stumbles and
all without comment and just deals the cards.
almost drops his chips. He glances around, and
sets them right, before steadying himself and As a few rounds go by, people are winning and losing
sitting down at the nearest table. without much going on. Dr. Andreou suddenly begins
betting more money with every hand.
Now ask anyone running surveillance on him to make
a DC 12 Wisdom (Perception) check. If they succeed, Once a few more high stake hands have been played,
they spot Andreou putting in another ¥50000 chip— read the following aloud to describe the exchange:
the counterfeit—and now the stacks are very slightly
uneven. 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
S pyi n g o n j ij i n
the dealer’s face up card shows a 7. Andreou plays
Jijin is disguised as a bodyguard. Her decoy looks too recklessly, and hits on a 19 and goes bust on a
completely different, but this is on purpose—her stunt 29. The dealer cleans up with a 20—out matching
double presents as a ‘high roller’ businessman, while everyone else at the table.
Jijin can pay close attention to the exchange.
In the next hand, the high roller with the
Her decoy is dressed in a designer grey suit, while bodyguard tries his luck and surprisingly plays
Jijin as the bodyguard wears a simple black suit with quite aggressively, betting ¥150000, and is able to
an undercover vest. She is Korean, tall, with black hair stand on a 19.
that’s been pulled back into a tight bun.
If the players are involved in the game, tell them: You
Both Jijin and her decoy arrive about an hour before are dealt a 9 and a 6, totalling 15. How would you like
the exchange, in a red sports car, which they park to play?
directly outside the front of the hotel. They make their
way through lobby security without issue. Inside, they The next cards are a 2, a 3, and a Queen. If they hold
first make their way to the upstairs bar, where her at 20 (with the 2 and 3) they beat the dealer, who will
decoy drinks fruit juices and Jijin takes some water hand the chip to them first, if they’ve bet enough,
while playing the role of bodyguard. She'll be vigilant making them a target for Jijin!
for anyone trying to make them, so use her passive If the players aren’t involved in the game: The dealer
Wisdom (Perception) score of 11 as the difficulty of hits on a 17, and goes bust with a 5—totaling 22. She
any Charisma (Deception) or Dexterity (Stealth) checks hands ¥150000 in ¥50000 chips to the high roller.
around her. If the agents fail these checks they can
probably still do what they want, but Jijin becomes Jijin has the chip!
suspicious of them and will eventually make them as
Part 2 | Mission
29
How to Play Blackjack in a Casino §§ Each contest that Jijin wins gains her 15 feet, while
each contest the players’ win gains them only 5 feet
The aim of blackjack is to make a hand of cards that because of the difference in speed.
will beat the dealer’s total. You win if you have a
hand that exceeds the dealer’s total or by not going Rounds i n th e c h a s e
over 21 if the dealer does. Each player at the table is Each round in the chase, the drivers make an ability
only playing against the dealer—not each other. check based on their chosen maneuver, applying their
relevant ability modifier and proficiency with cars if
Before cards are dealt to each player, they must all
they have it. At the top of the round describe how the
put in a minimum bet. Cards are dealt face up, while
contested roll has changed the chase, and how the
the dealer deals themselves one card face up and
road is any different based on the distance travelled.
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 L e avi n g m i n ato
win! 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
A q u i c k ex it view mirror. Downtown evening traffic clogs up
If Jijin and her decoy win the chip, they stop playing the intersections giving drivers a difficult choice of
and go to cash out. Before her decoy makes his where to maneuver—staying on the road will mean
way to the cashier to cash out, he’ll hand Jijin the their Proceed maneuver has disadvantage while the
microchipped counterfeit. Once they’ve cashed out Weave maneuver let's them straddle the sidewalk and
they’ll head straight for the red sports car parked skip any red lights in their way. Jijin Weaves, and it's
directly outside and leave for Tokyo harbor. unlikely any distance is gained by anyone this round.
J ij i n b r e a k i n g c over R a i n b ow bridge
Should a player agent end up with the chip, Jijin and Heading further south towards the shoreline, Jijin
her decoy will try to steal the chip back. First, she will merges onto the spiralling onramp to the Rainbow
order her decoy—who is much stronger—to covertly suspension bridge lit in beautiful colors against the
recover the chip, via intimidation, bribery, or thievery. Tokyo night. A barrier divides the opposite side of
You can stage a Dexterity (Sleight of Hand) contest the road, with two lanes that allow both drivers to
as the decoy tries to grab the chip, or a Charisma slip past other vehicles. Speeding across the bridge,
(Intimidation) contest if you want her decoy to try and suspended over Tokyo Bay, this is the chance to gain
impose threats on the player agent to give up the chip. ground and is a cool location—spend two rounds here
seeing if either party gain ground. If the player agents
Their attempts will get more desperate, up to the
are being obvious in their pursuit, Jijin’s decoy (if
point of both of them attacking the player agent who
present) will begin firing on the players’ vehicle to try
they suspect has this chip. They'll start with unarmed
and slow them down.
strikes and grappling, before moving on to using their
concealed pistols, and flee as soon as they have the
chip. I nto to kyo 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
Act 2: The Pursuit way for big intersections with soft verges bordering
offices and warehouses. Spend a round navigating the
Following Jijin into the Tokyo streets isn’t a necessity, larger roads entering the harbor, and then a second
but if the player agents haven’t got any means to round narrowing the scope of the chase as the roads
identify Jijin, track her location, or they desperately turn into single lanes divided by barriers. With less
want the chip, they can pursue Jijin as she and her room to maneuver, drivers will need to be careful
decoy rush to Tokyo harbor. not to lose control of their vehicle, or crash into any
obstacles—hitting any of these causes falling damage
This is a chase scene, with a definite advantage to Jijin
based on the vehicle's speed.
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. T o kyo h a r b o r — fi n a l d esti n ati o n
Jijin skids into a wide car park entrance: Tokyo harbor
Depending on when you feel it’s appropriate, Jijin will car park, where a large amount of freight enters and
begin to run from the agents—or any car she thinks is leaves the capital. The car park provides the finale
following her, in fact. If there’s no doubt she’s being of the chase, and a last chance to get good enough
followed she’ll begin to drive without any regard for intel on the chip. Once Jijin and her decoy reach the
the law. dockside, they ditch the sports car for a speedboat,
To begin the chase scene: and sail out at top speed into Tokyo Bay.
§§ Establish the lead Jijin has, in feet, based on the Without any way to pursue Jijin from here, the agency
starting position of the cars. had better hope that their operatives have enough
intelligence to identify their target.
30 Part 2 | Mission
Jijin is Killed: By killing Jijin, the agents have most
SPORTS CAR likely failed the mission because they won’t be able
Large vehicle to learn where she goes, even though they may
Armor Class 15
glean a little about her plan. If you don’t want to stop
Hit Points 33 (6d10) here, you could start an eruption on Hachijō-jima
Damage Threshold 5 island—maybe one of her subordinates has triggered
Resistances - her plan anyway, in a much more improvised way.
Speed 40 ft / 60 mph That way, the agents have to go onto the island with
Crew Positions Driver, Passenger (1) lava jeopardizing their infiltration!
Cargo Capacity 2400 lb.
Perception Lights (bright light 40 ft.) IDENTIFYING JIJIN
SEDAN Let Them Do the Work!
Large vehicle If the Hacker is being played, you can make this
Armor Class 14 scene more involved for the players by getting them
Hit Points 36 (8d10) to dig out the intelligence for themselves, asking
Damage Threshold 5 them to make Intelligence (Espionage) or (Infotech)
Resistances - checks to use the intel they’ve gathered to form a
Speed 25 ft / 50 mph profile of the pair in the casino. If they do so, then
Crew Positions Driver, Passenger (4) use the information below to answer their questions
Cargo Capacity 1550 lb. or provide them with information from their ability
Perception Lights (bright light 40 ft.) checks.
Part 2 | Mission
31
Read or paraphrase: When you’re ready, read or paraphrase:
The accompanying bodyguard at the casino, We’ve tracked Jijin’s boat to the island of
though, we’ve managed to trace via a link to Hachijō-jima, and the agency’s threat assessment
Chŏng’s employment with Advanced Geothermics. dictates a simple but risky mission: infiltrate the
She is Ku Yu-jin, founder and CEO of Advanced research facility on the island, held by Advanced
Geothermics and the person we believe to be Geothermics, and investigate their real operation
“Jijin”. A quick google has revealed Jijin translates there.
from Korean to “earthquake”, which I can only Depending on what you find, we may need to
assume to be quite foreboding. act fast—you are authorized to use any means
Ku Yu-jin is a energy industry mogul, with necessary to disable the facility should you
business interests in several areas—including coal discover a threat and are able to act on it.
and gas—but has recently taken an interest in Good luck.
greener initiatives, exploring geothermal power
generation. Th e r es e a r c h fa c i lity
Advanced Geothermics’ closest secure facility is The research facility is located on the island of
on the island of Hachijō-jima, roughly 200 miles Hachijō-jima, one of the Izu islands off the southern
from your current location. coast of Japan. It is a humid, subtropical island with a
town of around 7,000 inhabitants in the shadow of a
Th e d ata c h i p volcano—Nishi-yama.
The data chip contains data on the analysis of several
The facility is based around several buildings as seen
volcanic rock samples Advanced Geothermics
on the map. The office building, the mining lab, and
delivered to Andreou to determine the pressure at
the generator.
which it was formed. By giving Jijin this data, Andreou
will be able to tell her how far to release an explosive Read or paraphrase the following:
payload to destabilize the Japanese fault lines and
The Advanced Geothermics facility is surrounded
threaten the island of Hachijō-jima with devastation.
by a wire chain fence, and consists of three large
buildings. In the center of the complex looks to be
ACT 3: THE INFILTRATION an office block, with all but the reception lights
turned off tonight. On the western side there is
N ew o bj ective : i n fi ltr ate th e r es e a r c h fa c i lity a generator building—an industrial shed with a
Jijin has been busy, instigating Project Archon, a large steam chimney next to it. On the east side
secret mission to detonate an explosive device below there’s another building, larger than the industrial
the island of Hachijō-jima, a Japanese island in the shed but with similar architecture.
Indonesian ocean. She's doing this to politically A single security guard with a single torch patrols
sabotage the green power industry and make her own the perimeter of the generator building, as heavy
company's dirty industries the only “safe” alternative. rain comes down all around you. You can try to
bend the fence at any point, or you can try to
On the surface the research facility held under the
sneak in the main driveway entrance.
Advanced Geothermics company is focused on
harnessing geothermal energy, but based on the What would you like to do?
gathered intel their noble exterior is just a front.
Jijin has developed a subterranean mining drone that
can deliver an incredibly powerful explosion deep
ADVANCED GEOTHERMICS SECURITY
into the crust, destabilizing the plate beneath Hachijo, GUARD
wrecking the town and its island. Inside the mining lab
section of the complex, her scientists and engineers Challenge 1/4 (50 XP)
have been probing and drilling for the last few Armor Class 14 (stab vest)
months, ready for Andreou’s work to give them the Hit Points 9 (1d12+2)
missing piece of the puzzle. Deep below the facility Speed 30 ft.
and the the volcano it clings to like a tic, they have
STR DEX CON INT WIS CHA
opened a deep borehole into the magma chamber—
ready at any moment to set Jijin’s plans in motion. 14 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
32 Part 2 | Mission
I n fi ltr ati n g th e fa c i lity station workers and researchers. The power station
If the agents get close enough to a guard’s patrol employees know nothing about the drilling and
route, you may want to use the Infiltration Phase rules research going on, while the research team are under
for combat encounters to create a turn order where strict instruction to keep their work secret. If the
all the players each take a turn, followed by your player agents snoop around offices then only give
non-player characters (NPCs). This means if they’re them information pertaining to the generator and the
detected because of where they move or by failing Advanced Geothermics public business.
a Dexterity (Stealth) check, they can at least get a
surprise round in before guards engage them in What Can Be Done Here?
combat. • Hacking the receptionist's computer can
It’s all the more pertinent to use these rules inside the give players access to the employee-facing
mining lab, because there are lots of guards patrolling information, like the layout of the facility.
and any unfortunate step could alert them to the • Use the CCTV monitors at reception to remotely
player agents. view the generator building and the outside
areas of the whole facility.
Th e o ffi c e b u i ld i n gs
Located in the center of the complex, the office Th e g en er ato r
building is clean and orderly. Used by the civilian
workers of the geothermal plant, the first floor has a The actual generator is comprised of a main
reception, at which a security guard sits for the night warehouse that contains the generators and the large
with CCTV, two toilets behind, a general storage cooling tower.
room, and a conference room. The second floor Access is restricted to employees only, and is secured
contains administrative offices for the staff of the by an old swipe-card system. Civilian security keep
geothermal plant. an eye on the generator shed at night using the CCTV
Both the reception and the offices only have system at reception, and occasionally patrol around
information on the generator building, and the the outside of the building.
legitimate Advanced Geothermics business here
on the island. The non-security employees here
fall into one of two categories in this facility—power
Part 2 | Mission
33
Security will be cautious but civil in their approach. What Can Be Done Here?
They'll investigate and question people rather than
• Disabling the mining drone and exiting the
start a fight immediately, and even if attacked they'll
facility will complete the mission. This can
attempt to restrain and subdue rather than kill.
be done by dismantling it, hacking mission
If things go really bad for the security guards they'll control, or powering down the facility (see The
call the local police for help — unknown to them, Generator).
they'll be reinforced by Jijin’s private security team,
equipped with submachine guns.
Dismantling the drone takes time and a successful
What Can Be Done Here? DC 15 Intelligence (Mechanics) check to complete. If
in combat, it’ll take 5 rounds to complete (at roughly
• Destroying the generator stops the power to
6 seconds each). It’s mid-level bomb-defusing, as
the whole facility, including the mining lab’s
the agents must disarm the payload and dismantle
operation, but it also cuts the power to the
enough of the drone’s drilling mechanisms to stop its
whole island. It can be hacked or physically
operation.
sabotaged.
Hacking Mission Control takes more effort, but is
Th e m i n i n g la b an alternative to getting dangerously close to the
explosive drone. Jijin’s system can be hacked from
From here, Jijin just needs to input the correct any terminal inside the mining laboratory, as they’re
trajectory and distance for her mining drone to deliver all networked (separate from the office building
its payload into Nishi-yama’s magma chamber. Doing computers). The network has two firewalls:
so will mean she can prove to the Japanese legislature
that green industries are dangerous, ravaging the §§ Password: (Trigger: Access action) Requests for
island and it’s people in the process. a password and/or username to be submitted to a
prompt, before allowing completion of the access
Read or paraphrase: action (AC 13, HP 11).
§§ Authorization Policy: (Trigger: Any hacking action
The floor of the mining lab is a large open area, after the password is cracked) Whenever any hacking
with diggers and excavation machinery used action targets the system, the hacker must succeed a
to drill deep into the magma chamber below. Intelligence (Infotech) saving throw, at disadvantage,
Hanging above the chamber is the mining drone, unless they are using a specific user account stolen
on a crane, being prepared from a mezzanine for from one of the scientific personnel. If they fail, their
its operation down into the bore hole. action is stopped (AC11, HP 5).
Overseeing the operation is a glass-fronted
mission control, complete with consoles, screens, Due to the firewalls, the Intelligence (Infotech) DC is 15
and information on the operation. to use the computer systems inside the mining lab.
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.
MINING LAB SECURITY
§§ Jijin will be pushing her researchers to work out the Challenge 1/2 (100 XP)
proper trajectory if the players got the chip from the
casino. It won't be perfect, and it'll take longer, but Jijin Armor Class 15 (stab vest)
wants results and will push through with an imperfect Hit Points 15 (2d12+2)
test run with the drone—a smaller disaster may still be Speed 30 ft.
enough to fit her purposes.
STR DEX CON INT WIS CHA
There are several armed guards within the mining 12 (+1) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
laboratory, concentrated around the perimeter of the
open first floor, with a couple up at mission control. Skills Athletics +3, Perception +5
They will patrol as indicated on the map. Jijin and Senses passive Perception 15
her scientists are hard at work either preparing the Languages Japanese
drone for launch, or making their own calculations in
preparation. 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.
34 Part 2 | Mission
I ntelli g en c e g ath er i n g F i g ht a n d fli g ht
If the agents are doing well and want to gather more If the player agents are overt in their operation and
information on Jijin and what Advanced Geothermics try to stop Jijin by confronting her, she will be a tough
are up to, they can investigate the offices on the first fight with her private security detail. With them
floor of the mining lab, as well as hacking computers covering her, she and her scientists will try to launch
and stealing tablets in the area. the mining drone regardless.
Getting access to the data provides information on To launch the drone, Jijin and two other scientists
Project Archon. From the information available, player need to all insert and turn their keycards into the
agents can conclude a lot about Jijin’s plans and how central console in mission control. Security will give
she means to implement them. 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
What is that information…?
just three minutes to get off the island—alert klaxons
This mission describes the overall planning and sound and they will make a fighting retreat for the cars
application of Jijin’s schemes but you're free to flesh in front of the office building and race down to the
out the details based on the player's questions. That shore to scramble onto boats.
could be details of their research, the secret facility
Rushing to stop the drone being launched under fire
itself, or connections to dirty industries.
from Jijin’s personal armed security team can form a
Jijin wants to hold Japan ransom because she wants thrilling finale to the mission, and prompts heroism
to monopolise power production in the Korean and daring from the player agents as they try to foil
peninsula (and then beyond). After this disaster Jijin by hacking her system, getting their hands dirty,
she'll use the political will to remove sustainable or stopping her by force.
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.
Part 2 | Mission
35
TECTONIC SHIFT - HANDOUT 1
TECTONIC SHIFT - HANDOUT 2
Elevators
Lobby
Blackjack Tables
Elevators
To Street
Security
Office
Bar Craps Tables
Roulette Tables
Loading Bay
Staff
Changing
Restrooms Room
Up
First Floor
Bar
Elevators
Elevators
GRAND MINATO
To Second Floor
Rooms HOTEL
Floors 1+2
Bar
Second Floor
Down 1 Square = 5’
Barrels
Containers
Bore Hole
Drill Unit
Metal Gangway
Up Down
Excavator
Dirt Pile
Mission Control
Office Office
Up Down
Cleaning Closet
Restrooms
1 Square = 5’
Cooling Tower
Transformers
Generator Control
The Generator
Room
1 Square = 5’
Staff Office
Room
Server
Room
Office
Storage
Closet
Reception
Security
Room Office Building
1 Square = 5’
Mining Lab
Generator
Chainlink Fence
Office Building
Advanced Geothermics
Gate
Facility
1 Square = 5’
Guard Positions
Gadget Pack
Luxury Hotel, three-night stay: Each player is SEDAN
given an alias as a guest inside the hotel for the
Large vehicle
night before, the night of, and the night after,
the exchange (Friday to Sunday). That gives Armor Class 14
the agents time to prepare for their mission on Hit Points 36 (8d10)
the Saturday. As part of their stay, a ¥1000 chip Damage Threshold 5
package is complimentary, for gambling on the Resistances -
Speed 25 ft / 50 mph
casino floor.
Crew Positions Driver, Passenger (4)
Cargo Capacity 1550 lb.
Civilian Uniforms: One set of 6 outfits, as chosen Perception Lights (bright light 40 ft.)
and defined by the player agents. A civilian
uniform is one worn by any professional that Radios, Covert Earpieces: This tiny earbud sits
doesn’t belong to an emergency service, such in the ear like one of a pair of earphones, but is
as chef whites, security guard uniforms, press wireless and colored nude to the wearer so it is
jackets, service uniforms, even just simple high not easily visible.
visibility garments.