Rules Index | GM Screen


Mastering Intrigue / Heists / Infiltration

Scope

Source Ultimate Intrigue pg. 128
An infiltration has a scope just like a heist, though it functions a little differently. The GM is typically dealing with a smaller number of characters at a time and doesn’t need to provide as many obstacles. In addition, an infiltration always has a specific scope. There are two possible scopes for infiltration: fast or long-term.

Fast: The PC or PCs need to get in quickly and take care of their task. The infiltration usually takes no more than a few hours in game time and 10–15 minutes or so at the game table. This requires one to three obstacles for a single PC or one obstacle per PC if multiple PCs are involved. If you find yourself needing more than three obstacles, use a heist instead so all the characters get involved.

Long-Term: This covers long-term espionage, and requires the PC to create a cover story or alternate identity. It plays out over the course of several sessions, but usually takes up 10 minutes or less per session. Rather than having a set number of obstacles to obtain a single goal, put two obstacles in front of the PC as she tries to infiltrate the organization or befriend the target. Then provide a single obstacle or two each session in which the PC attempts to get something out of the infiltration. Provide a minor piece of useful information for each obstacle overcome, or a more important piece at certain intervals (typically after the PC has overcome four or five obstacles). Structure the secrets of the organization in layers from the least secret to the most secret, so the PC gets closer and closer to the innermost levels of the organization. People from the organization the PC is infiltrating might encounter the PC elsewhere, in which case she might need to quickly adopt her cover or avoid being noticed. Long-term espionage can go on indefinitely, but each time the PC fails to overcome an obstacle, the organization or target becomes more suspicious of her true agenda. After three failures (or one egregious failure), the interloping character’s motivation is revealed unless she takes extraordinary steps to repair her reputation.