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Sometime the easiest way to get inside an organization is to walk in through the front door. A team of thieves may pass themselves off as the new janitors to case a building. A police officer might go deep undercover as a fence to crack a smuggling ring. A bold con artist might walk up to a billionaire industrialist in the lobby of his biggest hotel and remind him of their college days together — days that never happened. A clever character can find openings into any organization, stealing its secrets or shaping its actions from within.

This type of Dramatic Conflict begins when 1 or more characters (the Predator(s)) insinuate themselves into an organization (the Prey).

Predator Skill: Bureaucracy (Int). This check possesses the Bribe, Disposition, and Language tags.

Prey Skill: Security (Int). The organization’s Security skill bonus is equal to 2 × (its Sites or Tools Rating, whichever is higher). This check possesses no tags.

Basics

Approach

The Predator’s most important decision when setting out to infiltrate an organization is choosing his approach. There are two basic approaches: high profile and low profile.

The high profile approach involves the character making himself known to the organization’s major figures — often with showy gestures of friendship. This grants swift access to the organization’s real power and deepest secrets, but exposes the character to intense scrutiny throughout the infiltration.

The low profile approach works through the organization’s personnel. The Predator joins up as a rank-and-file employee, trying to blend in and accomplish minor tasks “under the radar.” This approach is time-consuming, but also reasonably safe and reliable.

Once an approach is chosen, it’s difficult to change, requiring a special Strategy.

The duration of each Conflict round, as well as modifiers to both participants’ opposed checks and their error ranges, are listed on Table 6.8: Infiltration Approaches.
6.8 Infiltration Approaches

Infiltration Lead

During an infiltration, Lead represents the Prey’s suspicions that the organization has been compromised, as well as the clues pointing to the true infiltrator. Each point of Lead gained brings the Predator closer to the Prey’s attention, while each point lost allows him to burrow deeper into the organization’s ranks.

Starting Lead

If the Predator opens with a low profile approach, the starting Lead is equal to the organization’s Image Rating (see page 392).

If the Predator opens with a high profile approach, the starting lead is equal to the organization’s History Rating (see page 390).

Multiple Infiltration Participants

When more than two characters work together to infiltrate an organization, they become a single “Predator group.” This group makes a single opposed cooperative check during Step 2 of each Conflict round.

Likewise, when more than two characters work together to secure an organization, they become a single “Prey group.” This group makes a single opposed cooperative check during Step 2 of each Conflict round.

Infiltration Timing

During an infiltration, each Conflict round takes 4 hours (if a high profile approach is used), or 2 days (if a low profile approach is used). The Predator must be present and involved for this entire time, while the Prey need only be present and involved for a minimum of 1/2 this time.

Out in the Cold

Operating under cover is extremely isolating, preventing a character from communicating or trading gear with his teammates. The Predator may alleviate this by contacting his allies outside the organization, though this is dangerous and increases the likelihood that the organization’s security forces will discover him.

At the end of each Conflict round, the Predator may contact the outside world through discreet or emergency channels assumed to be already in play. For every 5 minutes or fraction thereof the Predator spends in communication with the outside world, the Prey gains a +4 bonus with the opposed skill check made during the following Conflict round.

Infiltration Strategies

Available Strategies are determined by the current Lead, as well as the Power Rating of the Predator’s cover identity and the organization’s Goals, as shown on Table 6.9: Infiltration Strategies. In some cases, a participant’s choice of Strategy changes the skill he uses to make the Conflict round’s opposed skill check.

6.9 Infiltration Strategies

After Hours

The Predator tries to slip into the organization’s facilities during a period of relative quiet.

Background Checks

The Prey runs a series of background checks, beginning with recent inductees. This directly targets the Predator’s front — namely any cover identity he possesses.

Bald-Faced Lie

The Predator’s gift for making the most incredible deceptions seem plausible gives him an edge over the organization’s security forces. If a character possessing the bald-faced lie class ability wins an opposed skill check using this Strategy, he may spend 1 use of the ability to choose any 1 Advantage, plus 1 additional Advantage per 4 by which he wins the check. He may not choose the Victory Advantage as part of this package.

“Before I Kill You…”

The organization’s understanding of common infiltration techniques allows its security forces to toy with most invaders. If a character possessing the big brother or global search class ability wins an opposed skill check using this Strategy, he may spend 1 use of the ability to choose any 1 Advantage, plus 1 additional Advantage per 4 by which he wins the check. He may not choose the Victory Advantage as part of this package.

Break-In

With knowledge of the organization’s most closely guarded resources, the Predator prepares a covert attack.

Change of Pace

The Predator tries to fade into the background after a splashy effort, or rise to the organization leaders’ attention after a period of low-key work.

Counter-Intelligence

The organization’s primary security experts catch the Predator’s scent, and start up or continue a file.

Data Run

The Predator makes a dangerous play to acquire more information about the organization.

Haven

Concerned about being discovered or simply needing to bide his time, the Predator falls back to a prepared location or routine.

Heightened Security

The Prey steps up security measures to smoke out any infiltrators.

Inner Circle Trial

With the Predator steps away from the heart of the organization, its security details run him through one last loyalty test…

Lockdown

The organization suspends all non-essential activities, trying to limit any infiltrator’s access.

Mantrap

Suspicious of the Predator in particular, the organization’s security forces arrange a little ‘incident.’

Murder Scheme

The Predator uses his position and his allies within the organization to arrange an attack upon one of its major figures.

New Procedures

The organization alters its routine, and unless the Predator’s careful, he might be forced into a position for which he isn’t ready.

Quick Peek

Rather than try to completely subvert the organization, the Predator simply seeks to gather a little intelligence and flee.

Restructuring

Suspicious of security leaks or simply on schedule, the organization reorganizes, possibly leaving the Predator back at Square One.

Rising Quotas

The organization accelerates its activities, forcing its people to work harder just to stay where they are. This likely hurts the Predator’s cause, leaving him less and less time to further his infiltration.

Risky Declaration

The Predator tries to construct a scene intended to convince the organization’s security forces — or perhaps even its leaders — that he’s one of their staunchest supporters, and worthy of their most guarded secrets.

Rotten Apples

The Predator goes to work on some of the organization’s weak links, trying to build a power base inside the organization.

Run of the House

The organization gives any infiltrators plenty of room to operate, hoping they’ll get cocky or make a mistake.

Rush Job

The Predator picks up the pace, hoping to gain ground quickly.

Security Sweep

The organization’s regular security sweeps are liable to catch the Predator by surprise, leading to a deadly confrontation.

Show of Loyalty

The Predator tries to ingratiate himself with the organization’s leadership and advance through the ranks.

Show of Strength

The organization puts on a show for the Predator, seeking to solidify its control over its people with the classics: Money, Ideology, Compromise, and Ego. As a byproduct, the Predator may become entranced.

Step Out

The Predator tries to give any organization watchers the slip so he can confer with his teammates and allies on the outside.

Infiltration Advantages

Access Point

The Predator finds a computer terminal not being closely observed, and may use it to hack the organization’s system with Internal Access for up to 1 hour (see page 371). Every 2 times this Advantage is chosen beyond the first during the same round, the Predator gains 1 additional hour of uninterrupted hacking time (maximum 4 hours).

Conspiracy

The Predator may persuade 1 standard organization character or 1 squad of organization minions to question their loyalties. He makes an Impress (Cha) check (DC 10 + 5 × the organization’s History Rating). This check possesses the Bribe, Disposition, and Language tags. With success, the target’s character or squad’s disposition toward both the organization and the Predator becomes neutral, and the target refuses to participate in any combat or chase on behalf of the organization for the duration of the current mission. With failure, the Lead increases by 1.

Each time this Advantage is chosen beyond the first during the same round, the Prey may target 1 additional character or squad. Alternately, he may target a character or squad that already possesses a neutral disposition toward him and the organization, in which case the target’s disposition toward him improves to Friendly, its disposition toward the organization worsens to Unfriendly, and it willingly joins him during any combat or chase. These effects last until the end of the current mission.

Convert

The Prey begins or continues a seduction Conflict targeting the Predator. Each time this Advantage is chosen during the same infiltration, 1 seduction Conflict round is resolved. The seduction doesn’t progress in any other fashion. The Prey’s Impress (Cha) and other skill bonuses used in the seduction Conflict are equal to 2 × (the organization’s Image or Tools Rating, whichever is higher). Finally, if the Prey wins the seduction Conflict, the Predator joins its ranks as a loyal servant until the end of the current mission. At the end of each scene while this effect lasts, the Predator may make a Will save (DC equal to the Prey’s total Impress skill bonus). With success, the Predator breaks free of the conversion.

Crisis

The infiltration comes to a head as the Predator’s loyalty to the organization and the Prey’s suspicions about the intruder are simultaneously put to the test. The Predator makes an Impress (Cha) check with a DC of 25 + the organization’s two highest Ratings and the Prey makes a Security (Int) check with a DC of 25 + the Predator’s career level. Each time this Advantage is chosen beyond the first during the same round, the opposed check winner’s Crisis DC decreases by 4, minimum 20 (his opponent’s Crisis DC remains unchanged). If only one participant fails this check, his opponent wins the Conflict (i.e. the Predator convinces the Prey of his loyalty, or the Prey discovers the Predator’s duplicity); otherwise, the crisis is averted without tipping the scales in either direction and the Conflict continues as standard. Each participant may skip this skill check, but the Lead shifts by 3 in his opponent’s favor as he blunders through the situation.

Extraction

The Predator escapes the organization and the Prey may not trigger any events as a result.

Fade

The lowest cover identity Power Rating possessed by the Predator increases by 1 (maximum 7). If the Predator possesses no cover identities, he gains 1 cover identity with a Power Rating of 2. Every 2 times this Advantage is chosen beyond the first during the same round, the lowest cover identity Power Rating possessed by the Predator increases by an additional 1.

Free Time

The Predator arranges to be unobserved by the Prey for 1 hour, allowing him to meet with his teammates, pick up gear, and perform other activities inside the organization or out before returning to his assumed existence. Every 2 times this Advantage is chosen beyond the first during the same round, the Predator may act without observation for 1 additional hour (maximum 3 hours).

If the Predator leaves the organization, and does not return by the end of the allotted time, he must make a successful Bluff (Cha) check (DC 20 + (4 × the organization’s Goals Rating)) to contrive an excuse to cover his absence. This check possesses the Bribe, Disposition, and Language tags. With failure, the organization’s security forces deduce that the Predator is a mole, at which point the Prey wins the Conflict and gains a number of action dice equal to the current Lead that may only be spent to trigger a Surprise Chase, Surprise Combat, or Wanted event targeting the Predator (see page 399).

Haste

The duration of the following Conflict round is reduced to 1/2 standard (rounded down, minimum 5 minutes). Each time this Advantage is chosen beyond the first during the same round, the duration is halved again (e.g. if this Advantage is chosen 3 times during a low profile approach, the following Conflict round takes only 6 hours).

Intelligence

The Predator learns 1 of the following pieces of information (his choice).

  • One previously unknown organization goal of the Prey’s choice.
  • The organization’s full history.
  • The Origin, Attribute scores, qualities, feats, and class abilities of 1 of the organization’s player or special characters of the Prey’s choice.

Every 2 times this Advantage is chosen beyond the first during the same round, the Predator learns 1 additional piece of information.

For more information about organizations, see page 389, and for more information about NPCs, see page 441.

Lead

The Lead is adjusted by 1 in the opposed check winner’s favor. Every 2 times this Advantage is chosen beyond the first during the same round, the Lead is adjusted by an additional 1 in the opposed check winner’s favor.

New Approach

The Predator’s approach shifts from high profile to low profile, or vice-versa.

Pause

The infiltration is “put on hold.” The Lead remains the same and no steps are resolved during the following Conflict round. Each time this Advantage is chosen beyond the first during the same round, the infiltration is paused for 1 additional round. The action continues during this time (i.e. the participants continue to test one another and take other actions during Step 4 of each Conflict round), but no one — including the opposed check winner — makes any progress.

Raid

The Predator may steal or destroy any 1 of the organization’s Site benefits at his current location. The Predator must then escape and the Prey gains a number of action dice equal to the current Lead that may only be spent to trigger a Surprise Chase, Surprise Combat, or Wanted event targeting the Predator (see page 399).

Reconnaissance

The Predator learns 1 of the following pieces of information (his choice).

  • The location and nature of 1 previously unknown organization Site of the Prey’s choice.
  • One previously unknown organization Rating of the Prey’s choice (Goals, History, Image, Sites, or Tools).
  • The full stat block for 1 of the organization’s standard characters of the Prey’s choice.

Every 2 times this Advantage is chosen beyond the first during the same round, the Predator learns 1 additional piece of information.

For more information about organizations, see page 389, and for more information about NPCs, see page 441.

Relocate

Suspicious that outsiders have compromised the organization, the Prey moves 1 of its Sites to a new location unknown to the Predator. Every 2 times this Advantage is chosen beyond the first during the same round, the Prey moves 1 additional Site.

Revelation

The Prey may deliberately reveal 1 of the following pieces of information to gain 1 bonus action die.

  • His organization’s full history.
  • One of his organization’s goals that his opponent does not know.
  • One of his organization’s Ratings that his opponent does not know (Goals, History, Image, Sites, or Tools).
  • The location and nature of 1 of his organization’s Sites that his opponent does not know.
  • The Origin, Attribute scores, qualities, feats, and class abilities of 1 of the organization’s player characters or special characters of his choice (see page 393).
  • The full stat block for 1 of the organization’s standard characters of his choice (see page 393).

Each time this Advantage is chosen beyond the first during the same round, the opposed check winner may reveal 1 additional piece of information to gain 1 additional bonus action die.

For more information about organizations, see page 389, and for more information about NPCs, see page 441.

Showdown

The Predator and 1 of the organization’s special NPCs become locked in combat. The GC determines the special NPC and combat’s location based on the opposed check loser’s routine. If any minions are available to the organization, 1 squad accompanies the special NPC. This special NPC may only be the organization’s mastermind if the Predator has managed to get himself transferred to the organization’s HQ. The infiltration continues if the special NPC and all minions are captured or killed (though in this case, the Lead increases by 2); otherwise, the infiltration ends in the Prey’s favor, the Predator must escape, and the Prey gains a number of action dice equal to the current Lead that may only be spent to trigger a Surprise Chase, Surprise Combat, or Wanted event targeting the Predator (see page 399).

Shred

The Power Rating of 1 of the Predator’s cover identities decreases by 1 (if the Predator possesses more than 1 cover identity, this affects the one with the lowest Power Rating). If this reduces the Power Rating to 0, the cover identity is blown (see page 286). Every 2 times this Advantage is chosen beyond the first during the same round, the identity’s Power Rating is reduced by an additional 1 (if the most recently targeted identity’s Power Rating is reduced to 0, this affects the cover identity with the next lowest Power Rating).

Stress

Each participant except the opposed check winner suffers 1d4 stress damage. Each time this Advantage is chosen beyond the first during the same round, this damage increases by +1d4. No character may recover from this damage until the infiltration ends.

Transfer

The Predator discovers the location of 1 known organization Site. If all Site locations are known, he learns the location of the organization’s HQ. Further, he may arrange a transfer to any known organization site. Every 3 times this Advantage is chosen beyond the first during the same round, the Predator learns the location of 1 additional known Site.

Ending an Infiltration

If the Predator wins (i.e. the Lead decreases to 0 or less, the Prey fails a Crisis-prompted check and is convinced of the Predator’s loyalty, or the infiltration otherwise ends in the Predator’s favor), the Predator learns all of the organization’s Ratings and goals, the statistics of all of the organization’s standard NPCs during the current mission, and the code names of each of the organization’s special NPCs during the current mission.

Further, the Predator may choose 1 of the following benefits.

  • The Predator may remain inside the organization. He must continue to spend time maintaining his role per his final approach, but Conflict rounds do not occur unless he seeks a new victory benefit or infiltration Advantage, in which case the Lead is set to 2 and the Conflict continues as standard. So long as the Predator remains inside the organization, he learns of any new goals, henchmen, or Site benefits as they’re acquired. Further, he may make outside contact without winning a Conflict round, and may make Request checks using the organization’s Tools (see page 394). Finally, he may slip away at any time without the possibility of being caught.
  • The Predator may steal or destroy any 1 Site benefit the organization possesses and escape with no possibility of capture during the current scene. In this case, his current cover identity is blown (see page 286), and if he later wishes to re-infiltrate the organization, he must start again from scratch.
  • The Predator may initiate a quick ambush targeting the organization’s mastermind, or a slow ambush targeting any of the organization’s other special NPCs (see page 393). The GC determines the location for this ambush based on the target’s whereabouts and routine.

If the Prey wins (i.e. the Lead increases to 10 or more, the Predator fails a Crisis-prompted check and is identified as a mole, or the infiltration otherwise ends in the Prey’s favor), the organization’s security forces realize that an intruder has penetrated their defenses. All of the Predator’s cover identities are blown (see page 286), and he may not attempt to infiltrate the organization again for the duration of the current mission.

Further, the Prey may choose 1 of the following benefits.

  • The organization may eject the Predator. If it benefits from legal protection, it may also initiate legal action, reducing the Predator’s Reputation by 4 or Net Worth by $200,000 (as appropriate).
  • The organization may string the Predator along, allowing him to remain inside the organization, but keeping him away from vital interests. In this case, the Conflict continues seemingly as normal, with the Lead reset to 8 and the Predator’s error range with all skill checks made as part of the infiltration increased by 1. Further, the Prey gains 2 action dice that may only be spent to defend itself as part of the infiltration. If the Prey wins 2 or more infiltration Conflicts, it may apply this effect multiple times, the effects of each time cumulative with the last (i.e. when chosen a second time, this effect resets the Lead to 8, increases the Predator’s error range with all skill checks made as part of the infiltration by 2, and grants the Prey 4 action dice).
  • The organization may initiate a slow ambush targeting the Predator, gaining 4 free action dice that may only be used during the resulting encounter.


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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