1. Declare goals, which triggers an infiltration
  2. The GM determines:
    • Legs, the number of areas to infiltrate (1 to 5). Getting out undetected essentially doubles this.
    • Detection Dice (d4 to d12). Detection dice results reduce the Rating. The GM determines the alert state of each leg. Detection usually starts at a D6.
  3. Describe: The GM describes the area, route, sentries, and obstacles
  4. Approach: The PC picks one of six approaches and describes how it fits. The PC picks an approach (rush, sneak, hold, position, avoid, or blend).
  5. Check: 1d20+Approach Modifier. The result is the infiltration's Rating.
  6. Resolve: The GM rolls the Detection Dice.
    • Detection dice results reduce the rating. A PC is caught at 0 or below.
    • A PC that gets through all legs with at least 1 rating achieves their goal
  7. Rechecks! At the start of every leg or measure, the PC can choose to roll a new infiltration check. If it is less than the current rating, you are caught. If it's equal or higher, you can use the new result for this infiltration.

Approaches

RUSH (STR)

Swiftly cover distance to minimize the amount you’re noticed. Needs physical obstacles, rooftops, hallways, and similar to go undetected. RUSH adds +STR mod.
  • Sprint across when their back’s turned
  • Leap over the alley between two roofs
  • Run, jump, and swiftly climb up the tower
  • Outrun the guard coming to investigate
  • Run while balancing on a tightrope
  • Kick off pillars/walls to run “on the air”

SNEAK (DEX)

Typical skulking, sticking to shadows, being quiet, etc. The easiest to justify (cover or concealment). SNEAK adds +DEX mod.
  • Crouch, creep, and minimize your posture
  • Move so slowly it’s almost imperceptible
  • Slither like a snake, crawling on hands
  • Stick to the shadows, dodging torches
  • Delicately place each silent step
  • Only move when they do, masking sound

HOLD (CON)

Holding breath underwater, cramming into a cupboard, hanging over a door frame. Remain absolutely still and silent in a very difficult position. HOLD adds +CON mod.
  • Hanging upside down in the rafters
  • Submerging into sewage, holding breath
  • Cramming into an incredibly small space
  • Change your body shape and hold still
  • Remaining utterly motionless for hours
  • Halting breathing for minutes to be silent

POSITION (INT)

Using tactics, architecture, and pathways to maximize the amount of time you’re alone. Best in urban environments and takes time. POSITION adds +INT mod.
  • Using defilade to always block your path
  • Reasoning the most likely place for guards
  • Timing movements with the environment
  • Moving through homes/alternate paths
  • Striking at the most opportune time
  • Creating and leveraging a distraction

AVOID (WIS)

Anticipating what others can detect and avoiding it. Using insight, intuition, and perception. AVOID adds +WIS mod.
  • Following the guard’s patrol route
  • Avoiding the most visible, scrutinized spot
  • Estimating the focus, aptitude of guards
  • Following your innate “gut feeling”
  • Remaining aware of sentries’ locations
  • Timing based on enemy movements

BLEND (CHA)

Acting like you belong, blending in with a crowd, appearing inconspicuous or typical. BLEND adds +CHA mod.
  • Donning the enemy’s uniform or look
  • Pretending to be here on official business
  • Bluffing your way past any guards
  • Looking like an innocent bystander
  • Utilizing crowds or large distractions
  • Forging documents, seals, or regalia

Getting Caught

When a rating drops to 0 or below, the PCs involved are CAUGHT. Being caught doesn’t mean that the PCs “lose” or are without options; instead it means that the covert, stealthy choice is unavailable. The most common options after getting caught are to surrender, escape, negotiate, or fight. 

SURRENDER

The PCs give up, and are escorted away. The NPCs are in control and the infiltration ends.

ESCAPE

The GM might prefer to run an escape essentially as a reverse infiltration, with a rating and an amount of pursuit dice. The infiltration approaches are instead replaced by whatever checks and modifiers the GM deems contextually relevant. 

NEGOTIATE

A combination of freeform dialogue and the occasional CHA check if necessary. This is only possible if the party possesses some leverage (a hostage, treasure, intel, etc). 

FIGHT

Regular combat rules. Generally the longer the fight, the more reinforcements arrive.

Solo or Group

SPLIT INFILTRATION

The INFILTRATION is split between each PC individually, with the entire process being handled one player at a time. The PCs can bunch into smaller groups (one per LEG) or split up across multiple parallel LEGs. This is ideal for nonlinear INFILTRATIONs that allow the PCs’ efforts to be done simultaneously. Certain goals and missions lend themselves well to this type of multi-pronged effort (especially complex heists that require many simultaneous events to be effective).

GROUP INFILTRATION

A single PC is the infiltration’s LEAD, and the party moves as a unit. The rules function exactly as normal, except for each extra individual in the INFILTRATION reduces the infiltration check modifier by 1 (e.g. the LEAD’s 3 comrades reduces their SNEAK mod from the LEAD’s +4 to +1 [4 - 3 = 1]).

However, if other non-lead PCs are able to “help” the infiltration in a way that is more beneficial than not, then this penalty can be removed (e.g., they don enemy guard uniforms and help the lead PC blend in). This has to be justified in the fiction for each PC.

Example

Example

Geralt decides to avoid through 3 legs. He rolls 1d20+3 = rating 18.
The DM decides that there are three legs:
  • Outer Perimeter: d8.
  • Garden: d6.
  • Mansion: d10.
The DM then rolls the Detection Dice for the 3 legs and subtracts it from the rating.
  • Leg 1: d8. 4 = 14
  • Leg 2: d6. 6  (explodes), 11 = 3.
  • Leg 3: d10. 2! = 1.