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-VARIABLES PAGE (DO NOT PRINT)

NAMES
The Agency Name: Invisible Shadow
The Nemesis Agency Name: Snake Eyes
Master Mind Name: Master Mind
Field Agent Name: Field Agent
Hacker Agent Name: Hacker Agent
Impersonator Agent Name: Impersonator Agent
Saboteur Agent Name: Saboteur Agent
Physique Name: Physique
Spirit Name: Spirit
Intellect Name: Intellect
Requisition Points Name: Requisition Points
ROLLS
Awareness Roll Name: Awareness Roll
Attempt Roll Name: Attempt Roll
Hit Roll Name: Hit Roll
Damage Roll Name: Damage Roll
GAME WORLD
Time per Turn: 10 seconds
Distance per Tile: 5 feet
MECHANICS
Bleedout Timer: 10
Bleedout Consciousness Trigger Turn: 5
Charm Check Reduction: 20
Default AP per turn: 3
Default RP on creation: 3000
Default turns for equipment call: 5
Bonus points to Physique, Spirit, Intellect stats for player character creations: 5

Shadow Peacekeepers Rulebook

GAT 212 Spring 2015

Shadow Peacekeepers Rulebook


Final Draft
Kevin Giang
GAT 212 Spring 2015
Champagne

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Table of Contents
The World...................................................................................................................................................1
The Agents.................................................................................................................................................1
The Crew....................................................................................................................................................1
Snake Eyes.................................................................................................................................................1
The Master Mind........................................................................................................................................1
Creating a Character...................................................................................................................................2
1. Gender...............................................................................................................................................2
2. Generating Stats................................................................................................................................2
Health Roll...................................................................................................................................2
Physique Roll...............................................................................................................................2
Spirit Roll.....................................................................................................................................2
Intellect Roll.................................................................................................................................2
Character Weight..........................................................................................................................2
Extra Effects.................................................................................................................................3
3. Agent Class Selection........................................................................................................................3
Field Agent...................................................................................................................................3
Saboteur Agent.............................................................................................................................3
Impersonator Agent......................................................................................................................3
Hacker Agent...............................................................................................................................3
4. Character Background.......................................................................................................................4
Character Traits............................................................................................................................4
Requisition Points (RP)..............................................................................................................................5
Earning Points.......................................................................................................................................5
Spending Points.....................................................................................................................................5
Agent Ranks......................................................................................................................................5
Gaining Ranks..............................................................................................................................5
Skills.................................................................................................................................................6
Weapon Skills..............................................................................................................................6
Field Agent Skills.........................................................................................................................6
Saboteur Agent Skills...................................................................................................................7
Impersonator Agent Skills............................................................................................................7
Hacker Agent Skills.....................................................................................................................7
Invisible Shadow Shop.....................................................................................................................8
Buying Items from the Field........................................................................................................8
Receiving Items...........................................................................................................................8
Available Items............................................................................................................................8
Game World Time Scale............................................................................................................................9
Action Points (AP) Turn System................................................................................................................9
Movement..............................................................................................................................................9
Trivial Actions (1 AP)...........................................................................................................................9
Major Actions (2 AP)............................................................................................................................9
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The Combat System.................................................................................................................................10


Weapons..............................................................................................................................................10
Hit Roll Check.....................................................................................................................................10
Damage Roll Check.............................................................................................................................10
Weapon Hit Roll and Damage Roll Chart...........................................................................................11
Conversations...........................................................................................................................................12
Information..........................................................................................................................................12
Idle Chatter..........................................................................................................................................12
Negotiation..........................................................................................................................................12
Intimidation.........................................................................................................................................13
Charming (Impersonator Agents Only)...............................................................................................13
Breaking out of Charm...................................................................................................................13
Sabotaging (Saboteur Agents Only).........................................................................................................14
Cutting Power......................................................................................................................................14
Disarming............................................................................................................................................14
Pickpocketing......................................................................................................................................14
Hacking (Hacker Agents Only)................................................................................................................14
Roll Types................................................................................................................................................15
Hit Roll................................................................................................................................................15
Damage Roll........................................................................................................................................15
Attempt Roll........................................................................................................................................15
Awareness Roll....................................................................................................................................15
Dealing with 0 HP (Bleedout)..................................................................................................................16
Bleedout Penalties...............................................................................................................................16
Recovering from Bleedout..................................................................................................................16
Applying First Aid to Characters in Bleedout.....................................................................................16
Taking Damage During Bleedout........................................................................................................16
Bleedout Recovery Failure..................................................................................................................16
Master Mind Guide..................................................................................................................................17
For new Master Minds/Game Masters................................................................................................18
Pre-Game Preparations........................................................................................................................18
1. Characters...................................................................................................................................18
2. Shopping.....................................................................................................................................18
3. Scenarios.....................................................................................................................................18
Starting a Scenario...............................................................................................................................18
1. Player Positions..........................................................................................................................18
2. NPC Positions.............................................................................................................................19
3. Turn Orders.................................................................................................................................19
Resolving Ties............................................................................................................................19
The Game Cycle..................................................................................................................................19
1. Briefing.......................................................................................................................................19
2. Non-Combat Engagement..........................................................................................................19
3. Combat Engagement...................................................................................................................20
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4. Debriefing...................................................................................................................................20
Creating Custom Scenarios.................................................................................................................20
1. Fun..............................................................................................................................................20
2. Difficulty.....................................................................................................................................20
Deus Ex Machina.......................................................................................................................20
3. Theme.........................................................................................................................................21
Interrogations (Passive or Aggressive)......................................................................................21
Hacking......................................................................................................................................21
Charming....................................................................................................................................21
Scoping......................................................................................................................................21
Snooping................................................................................................................................22
Conversations.............................................................................................................................22
Awareness Checking...........................................................................................................................22
Combat Awareness..........................................................................................................................23
Guidelines for Attempt/Awareness Rolls............................................................................................23
Equipment Calls from Players.............................................................................................................24
Delivery Time.................................................................................................................................24
Delivery Success/Failure................................................................................................................24
Stock Adventure Chainmail..................................................................................................................25
Operation Tulip Scenario #1........................................................................................................26
Operation Tulip - Briefing ........................................................................................................26
Operation Tulip - Map...............................................................................................................28
Operation Tulip - Debriefing.....................................................................................................29
Operation Tulip - Non-Combat Success (+12,000 RP to all players)...................................29
Operation Tulip - Non-Combat Fail (+5000 RP to all players).............................................29
Operation Tulip - Combat Success (+10,000 RP to all players)...........................................29
Operation Tulip - Combat Fail (+3000 RP to all players).....................................................29
RP modifiers..........................................................................................................................29
Operation Rose Scenario #2........................................................................................................30
Operation Rose Briefing.........................................................................................................30
Operation Rose Map...............................................................................................................32
Operation Rose Debriefing.....................................................................................................33
Operation Rose Success (+10,000 RP to all players).........................................................33
Operation Rose Failure (No RP)........................................................................................33
RP modifiers..........................................................................................................................33
Operation Sweat Pea Scenario #3 (Finale)..................................................................................34
Operation Sweat Pea Briefing.................................................................................................34
Operation Sweat Pea Game Overview....................................................................................35
Operation Sweat Pea How to Play.....................................................................................35
Operation Sweat Pea Setting up.........................................................................................35
Operation Sweat Pea If an NPC Wins................................................................................35
Operation Sweat Pea Reaching the Finish Line.................................................................36
Operation Sweat Pea If there are 2 players........................................................................36
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Operation Sweat Pea Interacting with other players..........................................................36


Operation Sweat Pea Moving out-of-bounds.....................................................................36
Operation Sweat Pea Debriefing.............................................................................................36
RP Modifiers.........................................................................................................................36
Operation Sweat Pea Map.......................................................................................................37
Blood Alcohol Content (BAC)...................................................................................................38
BAC Levels...........................................................................................................................38
Alcohol Poisoning.................................................................................................................39
How Much to Increment BAC per Shot................................................................................39
Real-World BAC Charts........................................................................................................40
Player Guide.............................................................................................................................................43
What You Need for Play......................................................................................................................44
Reading Dice Rolls..............................................................................................................................44
Interpreting 2d10's..........................................................................................................................44
Keeping Track of Turns.......................................................................................................................45
Your Goal............................................................................................................................................45
Role-Playing........................................................................................................................................45
Calling for Rolls..................................................................................................................................46
Attempt Rolls..................................................................................................................................46
Awareness Rolls..............................................................................................................................46
Calling for Equipment.........................................................................................................................46
Glossary...................................................................................................................................................47
Character Sheet - Template......................................................................................................................48
Pre-Generated Characters Field Agent.............................................................................................49
Pre-Generated Characters Hacker Agent..........................................................................................50
Pre-Generated Characters Saboteur Agent.......................................................................................51
Pre-Generated Characters Impersonator Agent................................................................................52

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The World
It is modern day with all its wonders and technologies. Invisible Shadow is a secret organization with
several elite personnel. Invisible Shadow keeps a close watch on America to keep its peace and quells
any threats they learn about. You will be an agent that belongs to Invisible Shadow and complete
missions for them. They may send you out to retrieve critical data deep within enemy territory or to
assassinate key personnel. The agents' jobs are not for the feint of heart. Invisible Shadow mostly acts
independently from the government, but will occasionally accept requests. They believe in what they
do and believe that they are always right. Their goal is to keep America safe from all threats from
within its shadow. Their nemesis and nearly-equal power, Invisible Shadow, is a constant threat in
America. Invisible Shadow frequently exchanges bullets with them on missions.

The Agents
Agents are highly trained specialists in Invisible Shadow. They are the best of the best and work closely
with the Master Mind. They are sent on a wide variety of missions ranging from intelligence stealing to
assassinating key figures deep within hostile territory.

The Crew
The crew is a group of non-player characters that support Invisible Shadow at their headquarters and on
missions. They can provide field assistance to Agents during missions with transportation and supplies.
Some crew members are trained in airdrops, so that they may transport by air or drop supplies from the
air. Crew members generally try to avoid combat as they only have basic combat training.

Snake Eyes
As the nemesis agency of Invisible Shadow, Snake Eyes constantly tries to disrupt America's security.
They will steal top secret information and sell it to foreign countries for very high profits. They will
even assassinate key figures if paid enough. Their organization structure is very similar to Invisible
Shadow, except they have no honor if money is involved.

The Master Mind


The Master Mind is the game master of the game. game masters are players who do not directly
participate in the adventures, but take control of any non-player characters and build worlds for the
players to experience.

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Creating a Character
1. Gender
You will need to select a gender for your character: Male or Female.

2. Generating Stats
You will need to roll for your character's stat values. It is recommended that you use the character sheet
found at the end of the rulebook to store this information or on a piece of paper.
Health Roll

Roll a 2d10 for your character's starting health. Add 5 points to the total.
Physique Roll

Roll a 3d10 for your character's Physique value. Add 5 points to the total.
Spirit Roll

Roll a 3d10 for your character's Spirit value. Add 5 points to the total.
Intellect Roll

Roll a 3d10 for your character's Intellect value. Add 5 points to the total.
Character Weight

Add up your Health value + Physique value to see what weight class you can be a part of:

51 60: Very fit (130lbs - 180lbs)

36 50: Average (140lbs 160lbs)

21 35: Heavy (160lbs 200lbs)

15 20: Overweight (200lbs 250lbs)

After you have identified your weight class, then select a weight that is within the range of your weight
class for your character.

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Extra Effects

Refer to the chart below and write down on your character sheets any extra effects your character has
based on the values rolled.

3. Agent Class Selection


You will need to select from 4 different agent classes to play as for your character.
Field Agent

Field Agent (FA) jobs involve a lot of shooting. Field Agents are the grunts of Invisible Shadow and are
responsible for protecting their allies.
Saboteur Agent

Saboteur Agents (SA) are usually one of the first agents to attack. They are masters of crippling
defenses and exposing weaknesses before other agents engage.
Impersonator Agent

Impersonator Agents (IA) are masters of information gathering. They are able to disguise themselves
almost perfectly as their enemies. They have the unique ability to charm and control other people.
Hacker Agent

Hacker Agents (HA) can hack almost any electronic lock, given enough time. They are also capable of
reprogramming electronic machines such as auto-turrets.

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4. Character Background
Come up with a character background for your character. This can be as simple as "my character just
wants to keep peace in check and keeps to himself most of the time", or as complex as "my character
was a victim of Snake Eyes's activities and wants vengeance".
Character Traits

Your characters may start with up to 3 traits. Once traits are chosen, they cannot be changed unless
something significant occurs during an adventure. After you have chosen your traits, you will need to
present them to the Master Mind so that bonuses or penalties may be applied.
Only one of each type of trait can be chosen during character creation (negative trait must be created if
a positive trait is created):

Positive: Only has beneficial effects

Neutral: Has both beneficial and negative effects

Negative: Only has negative effects

Some ideas for traits:

(Positive) Witty: +15 to Attempt Rolls during conversation actions.

(Neutral) Nervous Trainwreck: -15 to Attempt Rolls, Awareness Rolls, and Hit Rolls. +1 to
Damage Rolls.

(Negative) Poor Vision: -10 to Awareness Rolls and Attempt Rolls.

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Requisition Points (RP)


Requisition Points are the agents' resources for obtaining equipment from Invisible Shadow and for
increasing their rank.
All players should start with 3000 RP by default. This value may be modified by the Master Mind
before a session begins.

Earning Points
Requisition Points are earned from completing missions. Some missions may have reduced Requisition
Points if players do not perform well. For example, in a hostage mission, the players failed to save one
hostage, so they receive less Requisition Points for performance.

Spending Points
During debriefs, players may spend their Requisition Points to buy various items and skills. There is an
exception for buying from Invisible Shadow's shop during a mission. Players may request an item from
them, but will have to wait a couple turns before it is delivered to the area.

Agent Ranks
Agents are ranked from D, C, B, A, S in ascending order of superiority. They will affect what they may
request from Invisible Shadow and crew members.
Gaining Ranks

Agents can increase their ranks by accruing enough RP to buy a license during briefings.

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Skills
Skills are what makes each agent unique. They can turn the tides of battle with critical modifiers.
Agents will need to exchange Requisition Points in order to learn skills from Invisible Shadow during
briefings. Players can only learn each skill once, i.e., players cannot buy multiples of the same skill.
Class-specific skills have a minimum rank requirement in order to learn them. Example: a rank D Field
Agent cannot learn a Rank S Field Agent skill, unless that Field Agent becomes a rank S later on in the
game.
Weapon Skills

These are general skills that all classes can learn. The Master Mind may decide to generate more skills
for the adventure.

Field Agent Skills

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Saboteur Agent Skills

Impersonator Agent Skills

Hacker Agent Skills

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Invisible Shadow Shop


Buying Items from the Field

Players will need access a communication device (phones, computers, etc.) to contact Invisible
Shadow. Players should take caution when making requests on compromised devices.
Receiving Items

Depending on the combat state players are in, the delivery method, and total weight of equipment,
deliveries will take several turns. Deliveries may also be intercepted and raided by enemies. By default,
item deliveries on ground should take 4 turns, while air should take 3 turns.
Available Items

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Game World Time Scale


Each turn represents 10 seconds passing at the end of it.

Action Points (AP) Turn System


Each character has a total of 3 action points at the start of each of their turns. Each action will consume
a set amount. When a character is out of action points, they can no longer perform actions and must
wait for their next turn.

Movement
Each character will have these 2 movement options available to them:
1. Move within the same region (1 AP)
2. Move to an adjacent region (1 AP)
Characters can only use up to 2 AP per turn for movement.

Trivial Actions (1 AP)


Examples:

Looking around

Doing an awareness check

Scratching an itch

Major Actions (2 AP)


Combat Action Examples:

Assaulting another character

Disarming a character

Charming a character

Non-Combat Action Examples:

Hacking a mainframe computer

Negotiating with a character

Pick pocketing a character

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The Combat System


Weapons
Weapons are categorized into weapon classes that share the same stats.
Example: Glocks, Deagles, Berettas, etc, would all be considered pistols and share the same stats.

Hit Roll Check


When attacking, players will be rolling a 2d10 to do a Hit Roll check between 0 and 99. A Hit Roll
value must be equal to or higher than the value listed on the weapon's respective chart for a success
based on the number of tiles away the target is. Weapons have an increased required Hit Roll depending
on the number of regions the target is away from the attacker. Refer to the Weapon Hit Roll and
Damage Roll Chart on the next page.
Here are a list of other things to consider for applying benefits/penalties to Hit Rolls:

Target in same region? (+5 Hit Roll)

Target in adjacent region? (-5 Hit Roll)

Target is multiple regions away? (-5 Hit Roll per region)

Target is in cover? (-5 Hit Roll)

Target is prone? (-5 Hit Roll)

Target is standing in the open? (+5 Hit Roll)

Does your character have bonuses to Hit Rolls?

Does the target have benefits that reduce Hit Rolls?

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Damage Roll Check


Players will be rolling a 1d10 Damage Roll to check how much damage is dealt after a successful Hit
Roll. This Damage Roll will be capped based the number of regions the target is away from the
attacker. Damage modifiers can increase the damage dealt past the cap. Example: a player rolls a 10 for
damage against a target in the same region, and has a +2 Damage Roll modifier for a final damage of
12.

Weapon Hit Roll and Damage Roll Chart

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Conversations
Players may engage in conversation with other characters in during the game, in-combat or out-ofcombat.
If a conversation is being used in order to gain something, then the initiator will need to do an Attempt
Roll versus the target's Awareness Roll. If the initiator's final Attempt Roll value is greater than the
target's final Awareness Roll value, then the initiator succeeds, and the target will release the
information that the initiator was seeking.

Information
Information conversations are simple. If successful, then the target will reveal the information that the
initiator seeked.

Idle Chatter
Idle chatter does not require any rolls from players. The Master Mind may use this to make NPC's slip
and reveal critical information.

Negotiation
Negotiations are a non-violent conversations with characters. They are generally used to make a trade.
Example: Negotiating for a reduced price for a car in exchange for information.

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Intimidation
Intimidations are aggressive conversations. They get a bonus +10 to Attempt Rolls, but will also trigger
combat if it fails if the target is either a Snake Eyes agent or a character that doesn't like to get pushed
around. If a Snake Eyes gets triggered into combat, then they will quickly alert nearby Snake Eyes to
get them into combat.
Example: You intimidate a character to get him to give you his keys. The intimidation fails and he
draws his weapon against you.

Charming (Impersonator Agents Only)


Non-player characters can be charmed to aid the player. Only one non-player character can be charmed
by an Impersonator Agent at a time. If a character is successfully charmed, then the charmer gains
control of the character.

Breaking out of Charm


When a successful charm occurs, write down the value rolled from the Attempt Roll. Subtract 20 points
from this value. This value cannot go below 1. The charmed character will then roll an Awareness Roll
at the end of each of its turns. If it rolls higher than the modified Attempt Roll value, then it breaks out
of charm and regains control.
Example: A player rolls an Attempt Roll of 50 against the target's Awareness Roll of 10. The target is
now charmed and must roll an Awareness Roll of 30 or higher to break out of it.

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Sabotaging (Saboteur Agents Only)


Other classes are not very good at sabotaging, so they will almost always fail if attempted.

Cutting Power
By locating the power box in a facility, the players may attempt to cut the power. Some power boxes
are trivial, while others are strong boxes that require an Attempt Roll.

Disarming
Characters may be disarmed with an Attempt Roll. If disarming a Snake Eyes agent during noncombat, then the Snake Eyes agent will roll an Awareness Roll. If the player succeeds, then the Snake
Eyes agent is neutralized and becomes unconscious. If the player fails, then the Snake Eyes agent will
engage in combat and try to quickly alert nearby Snake Eyes agents.

Pickpocketing
Characters may be pick pocketed. The Saboteur Agent will do an Attempt Roll against the target's
Awareness Roll. If the Saboteur Agent rolls higher, then the pick pocket is successful. Only small items
may be pick pocketed.

Hacking (Hacker Agents Only)


Most hacks will require an Attempt Roll. Some hacks may be trivial and will not require an Attempt
Roll. The Master Mind will decide what information to reveal when a player's hack is successful as
well as what a successful attempt roll will be.

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Roll Types
There are only 4 different types of rolls the player will ever be doing throughout the entire game.

Hit Roll
Hit Rolls are 2d10 rolls for values between 0 to 99.
Hit Rolls occur whenever a combat action is performed by a player. (See Hit Roll Check, p. 10)
Note: Hit Rolls cannot be reduced below 0, but may be increased to infinity.

Damage Roll
Damage Rolls are 1d10 rolls for values between 1 and 10. (0 represents a 10 on this die)
Damage Rolls happen right after any successful Hit Rolls. Damage Rolls may be modified by many
things such as: player skills, target's skills, and region distance.
Example: a player successfully hits a target and rolls a 10 for the Damage Roll. The distance penalty
brings the Damage Roll down to 7. The Master Mind brings it down another point because the NPC is
wearing body armor, and another point because they are in cover. This brings the final damage down to
5 points of damage to the target.

Attempt Roll
Attempt Rolls are 2d10 rolls for values between 0 and 99. Attempt Rolls are rolled whenever a
character tries to perform an action for some sort of personal gain, such as conversing for information,
or pickpocketing. Trivial actions will not require attempt rolls.
Examples of trivial actions: opening an unlocked door, flipping a switch, etc.

Awareness Roll
Awareness Rolls are 2d10 rolls for values between 0 and 99.
Awareness Rolls occur when the Master Mind or a player calls for it. If a player calls for it, the Master
Mind may decide to deny it if does not make sense in the context of the current situation.
Example: a player calls for an Awareness Roll to check if an enemy across the map is calling in
reinforcements. The Master Mind may reason with the player and say that something like that isn't
realistically possible because of how far the target is and deny the roll.

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Dealing with 0 HP (Bleedout)


When a character falls down to 0 HP during any turn, that character will bleed out after 10 of its turns.
It is recommended to place a die starting at 10 on the character to keep track of the turns. This will
represent the bleedout timer.

Bleedout Penalties

Cannot move to another region.

Only pistol weapons may be used


Has a -30 Hit Roll penalty as well as a -4 Damage Roll penalty.

Character will need to start rolling Attempt Rolls to stay conscious if the timer is at 5 or below.
The roll must be higher than 30 to stay conscious.
If failed, then the player will have 0 AP for the rest of bleedout.

Recovering from Bleedout


The only way to recover from bleedout is if another character applies first-aid to your character in
bleedout. When first-aid is used, the character immediately recovers with 1 HP and will no longer be in
bleedout.

Applying First Aid to Characters in Bleedout


In order to apply first aid to characters in bleedout, the nursing character must have a first-aid kit and
be within melee range of the target. This action is a major action, so it will cost 2 AP to perform.

Taking Damage During Bleedout


If a character in bleedout takes damage, then 1 turn is subtracted from the bleedout timer, accelerating
the rate of death.

Bleedout Recovery Failure


If your character fails to recover from bleedout before the timer runs out, then your character is
effectively dead. During this time, you should work on creating a new character that will rejoin the
team during the next mission's briefing.

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Master Mind Guide


Note: For the Master Mind's eyes only!

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For new Master Minds/Game Masters


If you are new to the RPG pen & paper genre, then welcome! The world of pen & paper RPG is a
fantastic place that lets you act out fantasies that would be impossible in the real world or just plain
illegal.
As the Master Mind, your job will be to enable the players and help them have a fun time. Your job is
NOT to beat them.
You will also need to take control of all non-player characters that are not under control of the players
themselves.
Governing successful roles and moderating disputes will also be part of your job.
Since this is your first time as a Master Mind, then you may make poor decisions, but don't worry!
Keep at it and you will get better, making better decisions and in turn better experiences for players.
Don't forget to have fun and generate fun for players!

Pre-Game Preparations
Before the game can begin, there are couple things you will need to do as the Master Mind.

1. Characters
Make sure everyone has their characters set up and ready to go. If they are having trouble making
characters, then recommend the pre-generated characters in the appendix.

2. Shopping
Every player should have an opportunity to spend their initial Requisition Points at the Invisible
Shadow's shop during briefings/debriefings.

3. Scenarios
Have a set of scenarios prepared for the players to engage in once they are done with their characters
and shopping. This can be in the form and adventure with multiple related scenarios, or a group of self
contained scenarios.

Starting a Scenario
1. Player Positions
Once a scenario has be decided on, you will need to designate areas where players may choose to start
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their characters on the map.

2. NPC Positions
Once the players have placed their character tokens on the map, you will need to place down any
required NPC's for the scenario onto the map.

3. Turn Orders
Before engagements begin, all characters will need to roll 2d10's for turn orders. The highest value rolls
go first. Ties are resolved after all characters have rolled. After a 2d10 roll, the character will add its
Physique + Spirit + Intellect values for the final value. Turn order rolls should only happen once before
the mission begins.
Resolving Ties

If a tie occurs, then both characters will be rolling 2d10's against each other. The character with the
higher roll goes first. If a tie occurs, then repeat this step until one character is first.

The Game Cycle


The game cycle will generally follow this order:

1. Briefing
During briefing, you will need to tell the players what scenario they will be playing. You will also need
to tell them what the win and lose conditions are.
During this time, players may also use their Requisition Points to shop, buy skills, or buy ranks.

2. Non-Combat Engagement
Scenarios will start off in a non-combat state by default. During this time, players may try to engage in
interactions with the NPC's. You will need to do skill checks where appropriate.
Example: A player tries to pickpocket an NPC. The player will need roll an Attempt Roll against the
NPC's Awareness Roll. The player succeeds if his final value is higher and can steal whatever is in the
NPC's pockets. If the player fails, then the NPC should react either aggressively or passively. If
aggressive, the NPC would most likely attack the player. If passive, then the NPC might tell the player
off or alert nearby security.

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3. Combat Engagement
Whenever any enemy in the scenario is alerted and put into a combat state, then the game shifts to
combat mode.
During combat engagement, you should try to evacuate any non-enemy NPC's out of the map (or have
them panic). The goal of having non-enemy NPC's in the scenario is to make players guess who is the
enemy and who is a simple bystander.

4. Debriefing
After a mission succeeds (or fails) you will need to reward some Requisition Points to the players. If
you are running a stock adventure, then the Requisition Points rewards are listed in the debriefing
section of the scenario.

Creating Custom Scenarios


If you want to create custom scenarios, then here are a few things to keep in mind.

1. Fun
To ensure that a scenario is a fun experience for players, you will need to craft it to their playstyles.
What this means is that you will need to have interactions available that allows players to exploit their
skillsets.
Example: If the players consist of 1 Hacker Agent and 1 Field Agent, then you should focus the
scenario with a lot of shooting and a lot of devices to hack. It would not make sense to give them a
scenario that is primarily about social interactions.

2. Difficulty
This is the hard part that requires iterations to balance or lots of prior experience being a Master Mind.
If a scenario proves to be too difficult for players and you notice they are starting to become frustrated
instead of having fun, you may use a "deus ex machina".
Deus Ex Machina

This mechanism should be a last resort if you cannot think of any reasonable way to resolve the current
conflict, as it may have a high probability of taking players out of the experience. Deus ex machina will
allow you to make something up that suddenly puts the scenario in the players' favor.
Example: The players are on their last limbs in a shootout at a night club. Using deus ex machina here
would allow you to have an event where a train that was derailed by Snake Eyes to crash through the
walls, taking out a majority of the enemies.

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3. Theme
Do not forget that this is a spy game. Make sure your scenarios involve interactions that a spy would
have.
If you don't already have a strong gasp on what a spy game would consist of, then here are a couple
things to think about:

Spies are all about being secretive and discreet. They usually have a mission to perform without
being spotted.

Some spies can fight and aren't all about being sneaky, but apply stealth tactics in their
engagements.

Interrogations (Passive or Aggressive)

Have NPC's that are information-holders that will reveal key information if players successfully
converse with them.
Hacking

If players are hacking a computer, then have a skill check to see if an alarm is tripped.
Charming

When NPC's are charmed, then the player will take control of that NPC. Whenever it's the charmed
NPC's turn, roll a skill check to see if the NPC snaps out of it and comes under your control again.
Scoping

As the players roam around the map, you can point out items nearby that the players may interact with.
If the items are something very small and hard to notice, you may trigger an awareness check for the
player to see if they notice it.
Example: A player moves into a room and you say out loud, As you enter the room, you notice there is
a telephone booth nearby and a wooden stick on the floor.

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Snooping

During non-combat, you may roll an awareness check from an NPC to see if they notice the players
snooping around. You should use this in situations that make sense and not at random. Remember: you
are not playing as yourself, but as the characters. Put yourself in their shoes and make your best
judgment on when to do an awareness check.
Example: A player tampers with a computer and you say out loud, As you begin tampering with the
computer, an NPC nearby may have noticed. I will roll an Awareness Roll check against your Attempt
Roll to see if he notices. If the NPC notices, then they may react depending on its character type.
Conversations

When conversations occur, you should take the place of the NPC being conversed with. You may
choose to act them out and say what they would say, or you can paraphrase the dialog if you have
trouble thinking up lines.
Example: You can speak for the NPC and say, "Welcome to the Dancing Tulip! You should check out
our assortment at the bar!" or paraphrase, "The bartender welcomes you to the Dancing Tulip".

Awareness Checking
You may have NPC's trigger awareness checks if there is something of interest to the NPC nearby. If an
enemy NPC rolls a successful awareness check on something that the players have tampered with, then
the enemy NPC will notify all other enemies and trigger combat on its next turn.

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Combat Awareness
If a character moves across the line of sight of an enemy that is in line-of-sight, then the enemy may do
an Awareness Roll against the player's Attempt Roll. If the enemy is successful, they will then fire at
the player using the weapon rules.
Example: An agent runs across the floor and gets within line-of-sight to an enemy character. The
enemy character rolls a successful Awareness Roll against the agent's Attempt Roll. The enemy
character then rolls a Hit Roll to see if there is a hit. If there is a hit, then the enemy rolls for damage
based on its weapon against the agent.

Guidelines for Attempt/Awareness Rolls


Attempt rolls are generally used for 'attempting' an action. Here is a quick reference to figure out where
to set successful roll for Attempt Roll values:

The value set for a successful Attempt Roll is also its failure rate!
Example: if a successful Attempt Roll is 10, then the failure rate would be 10%.

Think of 6 classes of actions players can perform:


Trivial: Must roll 5+ to succeed.
Examples: Spinning a coin on a table, flipping a coin, lighting a cigarette, etc.
Easy: 10+
Examples: Opening a beer with bare hands, catching a ball, reloading a weapon, etc.
Normal: 20+
Examples: Picking a 'normal' lock with no extra security, jumping over a small hole, etc.
Hard: 40+
Examples: Hacking a low-security computer, attempting to disarm an unaware target (if
they do not roll for awareness), etc.
Very Hard: 60+
Examples: Attempting to disarm an attacker (if they do not roll for awareness), hacking
a high-security computer, leaping across a 10-feet gap, etc.
Nearly Impossible: 100+ (note: players can increase the probability with modifiers)
Examples: Aiming a dart at the bulls-eye, leaping a 15-feet gap, etc.

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Equipment Calls from Players


Players have the ability to call for equipment during missions. You may need to roll attempt checks to
see if deliveries are successful. You will also need to set a number of turns the delivery will take when
the call is confirmed.

Delivery Time
A good starting value for how many turns this should take is 5. This number can go up or down
depending on various factors. Here are some to consider:

Ground Transport Rush Hour: +1 turn

Ground Transport Midnight: -1 turn

Ground Transport Bad Weather: +1 turn

Air Transport: +1 turn

Air Transport Bad Weather: +2 turns

Very close to base: -2 turns

Delivery Success/Failure
Deliveries may fail if the route goes through hostile environments. If this is the case, then an attempt
roll will need to be rolled per turn. Keep in mind the context of the location the mission is currently
taking place in. A good starting value to roll for would be 10+ for a no failure.
Some things to consider for modifying Attempt Roll success:

Very bad weather: Add 15 to minimum roll required.

Hostiles en Route: Add 30 to minimum roll required.

Heading into heavily fortified base: Add 40 to minimum roll required.

Ground transportation through high crime rate area: Add 20 to minimum roll required.

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Stock Adventure Chain Mail


Note: For the Master Mind's eyes only!

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Operation Tulip Scenario #1


Invisible Shadow has received a report of Snake Eyes activity at a night club inside of Seattle.
RP rewards are listed in the Debriefing.
Operation Tulip - Briefing

What the player Agents know:

Snake Eyes is active during midnight at the Dancing Tulip night club in Seattle.

They will most likely leave the night club at around 3am after they are finished doing whatever
it is they're doing.

The night club is run-down and old. Not many people visit it, anymore.

The floor plan is known.

The Agents' mission:

The Agents are to infiltrate and get information about what Snake Eyes are up to.

Win Condition: discover why Snake Eyes are here and disrupt their actions.

Lose Condition: Snake Eyes is no longer in the club and the players do not discover why they
were there.

What the Master Mind knows:

The owner, Marcus, will be there during the operation. He is the one who called Snake Eyes. He
is trying to buy some information from them that will help get his night club back up and
running through blackmailing competitors.

There will be 3 Snake Eyes agents already in the club during the operation. Each one of them
has 10 health and a pistol. They have -2 Hit Roll, -1 Damage Roll, and -10 Awareness Roll
penalties.
One of them is holding the documents for Marcus.
The other two are decoys. When the document holder sits down with Marcus at a table, the
other two will be standing near them.

Marcus will be in his office waiting for the call to meet with the dealer. The call will happen on
turn 3.

There are 5 other non-Snake Eyes NPC's currently at the club. Some of them have clues. All of
them have 5 health points.
Marcus is the owner. He is making a deal with Snake Eyes to buy dirt on local night clubs
so he can ruin them. He believes that his night club will be revived once it becomes the only
place left for midnight party-goers to go to after he blackmails everyone.

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He has +20 Awareness Roll bonus.


He will be meeting with the Nemesis crew member with the documents on turn 3 at a
table.
He has a pistol.
Thane is a drunkard. If interrogated successfully, he will point out the Snake Eyes agent
with the information.
He has a -30 Awareness Roll and Attempt Roll penalty.
He will harass the players constantly while still conscious.
He should always have a drink in his hand, otherwise, he will attempt to reach the bar to
get more.
Johnny is a playboy looking to pick up the girl at the bar. He will provide no useful
information.
He has a -10 Awareness Roll penalty.
He has a pocket knife (short blade).
He will keep trying to attempt to charm Elenore at the bar and has a -20 Attempt Roll
against her.
Elenore is a woman being harassed by the playboy, Johnny. She is good friends with
Marcus. She doesn't really agree with what Marcus is trying to do.
She will give the players a side-quest of stopping Johnny from harassing her.
If the player succeeds, she will let the players know that Snake Eyes is here to sell dirt
on local night clubs to Marcus so that he can blackmail them.
Jessie is the bartender on duty. She's been at the club for a very long time and is a very good
friend of Marcus. She knows about the deal and knows they are dealing with a shady crowd.
She reluctantly agreed to go along with the plan. She is on her guard tonight.
She has a +10 Awareness Roll bonus.
If interrogated successfully, she will point out which Snake Eyes crew member has the
documents.
She also has the picture and name of the Snake Eyes agents holding the documents in
her pocket and can be stolen.

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Operation Tulip - Map

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Operation Tulip - Debriefing


Operation Tulip - Non-Combat Success (+12,000 RP to all players)

"Excellent work, agents. It seems Marcus was trying to pay a high sum for very nasty information
about his competition in order to ruin them. We'll leave a tip to the local police about tonight's events."
Operation Tulip - Non-Combat Fail (+5000 RP to all players)

"It seems Snake Eyes is already gone. We won't know what they have just done, but it probably won't
be good for the city."
Operation Tulip - Combat Success (+10,000 RP to all players)

"Excellent work, agents. It seems Marcus was trying to pay a high sum for very nasty information
about his competition in order to ruin them. We'll have to do some cleanup here and leave a tip for the
local police about tonight's events."
Operation Tulip - Combat Fail (+3000 RP to all players)

"Not good. We just showed Snake Eyes a weak point! Get out of there and return to HQ immediately!"
RP modifiers

-500 RP per dead non-Snake Eyes agent.

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Operation Rose Scenario #2


Invisible Shadow is now on high alert in the Seattle area after Operation Tulip. They received another
alert that a large number of Snake Eyes agents have been spotted at another bar called The Bloody
Rose.
Operation Rose Briefing

What the player agents know:

At least 5 Snake Eyes agents in the area.

Marcus might be involved (if alive).

Thane (if alive), the drunkard, is present here.

Might be a Snake Eyes base.

There are many civilians in the bar partying.

The agent's mission:

Identify and neutralize all Snake Eyes agents.

Search the area to see if it's a Snake Eyes base, if so, neutralize it.

The mission fails if all player agents are neutralized.

What the Master Mind knows:

There are actually 10 Snake Eyes agents here. 5 of them are up on the floor, and 5 are in the
basement counting money. Each of them are armed with a pistol. They have the following
penalties: -10 Hit Roll, -1 Damage Roll, and -10 Attempt Roll.
The Snake Eyes agents on the floor are just patrolling and masquerading as guards in the
bar.
They each have 10 health points.
If conversed with, they will have a +30 to Awareness Roll. You only need to tell the player
of this when they attempt to converse with them. This will allow the player to have some
suspicions (or not, because they are guards).

Marcus (if alive) is involved and will do the following depending on the previous scenario's
outcome:
He has the information: he will find The Bloody Rose's owner, James, and show him the
information for blackmail. If this happens, all of the Snake Eyes agents will immediately be
put on alert by James. They will attempt to neutralize Marcus and become aggressive
against anyone, except James and his workers, that are still in the vicinity.
He does not have the information: he will find The Bloody Rose's owner, James, and beg
him for money and help until he gets thrown out. Marcus will need to do an Attempt Roll

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against James' Awareness Roll to succeed.


Marcus has a -40 Attempt Roll for this action.
James has a +20 Awareness Roll for this action.
If Marcus fails 3 times, then he will be forcibly kicked out of the bar.
If he succeeds, then Marcus and James will head down into the basement where the
other Snake Eyes agents are located.
Marcus has a pistol with him.
Marcus has 5 health points.

James is the owner of The Bloody Rose and is present during the mission. He is working at
the bar serving drinks to guests.
He has a partnership with Snake Eyes where he gives up 40% of his profits in exchange that
they tamper with nearby competitors and bring them to ruin.
He is unarmed.
He has 5 health points.
He has a -10 Awareness Roll penalty, and a +10 Attempt Roll bonus for conversations.
He has the ability to charm characters. (this can be used on players!)
If combat breaks out, James will first try to run into the basement. Otherwise, he will escape
through the back door.

Thane (if he is alive) is present during the mission. Drunk as usual.


He has a pistol with him.
If combat breaks out, Thane will open fire wildly at anyone nearby.
Has -30 Hit Roll, -3 Damage Roll, -20 Attempt Roll penalties.
He is unusually perceptive in his current state with +30 to Awareness Rolls.
If he spots something, he will always shout it out.

Example: He spots a pistol on a player agent and shouts, Hey! Why do you have a
gun here! This in turn will alert the Snake Eyes agents and put them on high alert
against the players.

He should always have a drink in hand and will get more if he is out.

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Operation Rose Map

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Operation Rose Debriefing


Operation Rose Success (+10,000 RP to all players)

The player's mission is a success if they neutralize all Snake Eyes agents and clear out the base. You
will speak these lines to them, Great work, agents! We have successfully neutralized a Snake Eyes
base. Hopefully this will cripple their activities in the area.
Operation Rose Failure (No RP)

The player's mission is a failure if each one of them are neutralized. You will speak these lines to the
players, Today is a grim day... We have lost some very valuable people today, and Snake Eyes
continues to operate. We can't tell how much damage this will cause Seattle, but we do know that it
won't be small.
At this point, the game is over and the players will need to restart the game with new characters.
RP modifiers

-1000 per dead non-Snake Eyes agent.


-500 per Snake Eyes agent that escapes.

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Operation Sweat Pea Scenario #3 (Finale)


This scenario is all about relaxing after the previous mission with some drinking. You will be sending
the agents on a mission to decompress and wind down for a break at a popular bar with all drinks paid
for. You will even put requisition points up for grabs in a drinking game you will make them participate
in.
Operation Sweat Pea Briefing

You will tell the agents, Alright, agents. Excellent work on the Snake Eyes base! You deserve a little
reward, so I'll be sending you guys to a bar for a little fun. We will be having a little drinking game
with requisition points up for grabs if you perform well.
What the player agents know:

Drinking game with RP up for grabs.

No signs of Snake Eyes agents in the area.

The agent's mission:

Earn as many RP before passing out.

May quit the game before passing out.

What the Master Mind knows:

Thane (if alive) will join the game.


He will always take a step whenever he can so he can get a drink.
You will roll a 1d100 to see which direction he will try to move if has not already tried
moving in a direction:
1 10: Down
11 20: Right
21 30: Up
31 40: Left
41 52: Up Left
53 64: Up Right
65 76: Down Right
77 100: Down Left
If he is trying to move into a square where a character already occupies, then he will try to
tackle them. You will need to roll an Attempt Roll for him against the target's Awareness
Roll to see if he succeeds.

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If he succeeds, then both players must take a shot and move 1 grid space in the direction
of the tackle.

Marcus (if alive) will join the game if he did not successfully get the information during
Operation Tulip and did not get help from James during Operation Rose.
He wants to join to blow off steam.
He will constantly attempt to push nearby players instead of trying to win.
You will need to roll an Attempt Roll for him against the target's Awareness Roll to see
if he succeeds. If he does succeed, then the target is forced to take a step and take a shot.

Operation Sweat Pea Game Overview

The game is simple. The players will be competing against each other to walk the furthest. Each step
taken will cost a shot of alcohol. There are only 3 winners for this game: 1st place earns 3000 RP, 2nd
place earns 2000 RP, and 3rd place earns 1000 RP. If ties occur, then the RP prize is split evenly among
the players.
Operation Sweat Pea How to Play

The club will have a large area cleared out for this game, and all players will start from the same side of
the floor before starting.
On a player's turn, they may take a shot of alcohol and take 1 step in any direction.
If at any time a player takes a step while it's not their turn, they will need to take another shot.
If a player passes out or becomes unable to take a shot for a step, then that player is 'out' and their
position will be marked for placement.
Each step requires an Attempt Roll to see if the character actually made progress. The step will still
require a shot of alcohol. If the Attempt Roll fails, then the character stays in the same position.
Operation Sweat Pea Setting up

Each participant can start in any area within the 'Player Start'. The order that players will go in will be
determined by a 1d100 roll. The order will go from the highest roll to the lowest. If a tie occurs, then
the players tied will roll a 1d100 against each other to see who goes first in that slot.
A player may decide to take a shot of alcohol during this time to increase their initiation value by 10
points up to a maximum of 3 times.
Operation Sweat Pea If an NPC Wins

In a scenario where an NPC wins 1st place, the 3000 RP reward will be 'consumed' by the NPC and
players will no longer be able to obtain it. The same goes for 2nd and 3rd place.

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Operation Sweat Pea Reaching the Finish Line

The first player to reach the finish line will automatically be placed in 1st place, the second player to
reach it will be 2nd, and the third player will be 3rd. Once the third player crosses the finish line, then the
game is over.
Operation Sweat Pea If there are 2 players

Then the game will end when either both players cross the finish line or become 'out'.
Operation Sweat Pea Interacting with other players

Physical contact is allowed between other players. No weapons/tools are allowed in the game.
Operation Sweat Pea Moving out-of-bounds

If a character leaves the map and enters out-of-bounds, then they must return to the 'Player Start'
immediately until it is their turn to move again. Players resetting from an out-of-bounds do not need to
take a shot.
Operation Sweat Pea Debriefing

Debriefing occurs when the game ends. This will also be the end of the adventure.
You will say the following to the agents depending on the outcomes:

No Winners: Somehow nobody won. How was that even possible? Oh well.

Thane wins 1st: That was kind of unexpected. Maybe we should hire him!

Marcus wins 1st: He was a jerk, but he won by the rules.

A player wins 1st: Excellent! Now for your next mission.... (Leave them hanging)

RP Modifiers

All players lose 500 RP per non-player character death. RP cannot go below 0.

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Operation Sweat Pea Map

Each grid represents a 5-feet area.

Only 1 player can occupy a grid at a time.

1 step can get a player halfway between the grid spaces.

2 steps are required for stepping completely into an orthogonal grid (up, down, left, and right).

3 steps are required for completely stepping into an adjacent diagonal grid.

The map size should be 10x16 grid spaces.

Character tokens can be placed in between grid spaces to represent that they are in the middle of
stepping into the next square.

The image shown here is a just a snapshot of what the map should look like.

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Blood Alcohol Content (BAC)

http://bloodalcoholcalculator.org/
http://en.wikipedia.org/wiki/Blood_alcohol_content
Blood alcohol content is usually expressed as a percentage of ethanol in the blood in units of mass of
alcohol per volume of blood or mass of alcohol per mass of blood, depending on the country.
As the Master Mind, you will need to keep track of each player's BAC levels and let them know when
they have reached certain BAC thresholds and adjust attempt rolls accordingly.
BAC Levels

Normal (0.001 0.029)


Requires an Attempt Roll of 1 or higher to successfully move.

Buzzed (0.030 0.059)


Requires an Attempt Roll of 10 or higher to successfully move.

Tipsy (0.060 0.099)


Requires an Attempt Roll of 25 or higher to successfully move.

Drunk (0.100 0.199)


Requires an Attempt Roll of 40 or higher to successfully move.

Legally Drunk (0.200 0.299)


Requires an Attempt Roll of 60 or higher to successfully move.

About to Blackout (0.300 0.399)


Requires an Attempt Roll of 80 or higher to successfully move.
Characters in this state must roll an Awareness Roll of 50 or higher to stay conscious. If it
fails, then the character will knock out and become 'out'.

Poisoned (0.400+)
Requires an Attempt Roll of 90 or higher to successfully move.
Characters in this state must roll an Awareness Roll of 70 or higher to stay conscious. If it
fails, then the character will knock out and become 'out'.
Refer to 'Alcohol Poisoning' on the next page.

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Alcohol Poisoning

http://pubs.niaaa.nih.gov/publications/AlcoholOverdoseFactsheet/Overdosefact.htm
Overdosing on alcohol is a thing that can happen if someone drinks too much in a short amount of time.
This may lead to the person passing out or even cause death.
If a character is in this state, then that character will need to roll an Awareness Roll or 10 or higher to
avoid immediate death.
How Much to Increment BAC per Shot

Refer to the chart below to check how much to increase a character's BAC level whenever they take a
shot.

NOTE: values are scaled up to make tracking easier and to have interesting things occur earlier.

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Real-World BAC Charts

Wikipedia's chart:

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BAC Chart from B.R.A.D. (Be Responsible About Drinking)

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Player Guide

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What You Need for Play


As a player, you will need:

At least two 10-sided dice

A character token

Something to write with

Character Sheet (written or printed out)

Some other items you may bring for conveniences:

Extra dice for keeping track of turns

Eraser

Extra Paper for notes

Reading Dice Rolls


The game consists of many dice rolls, so it would be a good idea for you to learn how dice rolls work.
If you see something like 1d10, this means rolling 1 die with 10 sides. The first number is the number
of dice to roll, and the second number after the "d" means how many sides for the dice. Another
example: 3d15 would mean 3 dice with 15 sides.

Interpreting 2d10's
Depending on what set of dice you have, you will need to know how to read the values rolled.
2d10's where both die are numbered 0 9: When rolling a 2d10 with this set, you must first declare
your first digit to roll, then roll it. Then roll the 2nd dice that represents the 2nd digit. Combine both
digits for a value between 0 99 and add 1 to it for a final value of 1 100.
Example: first die is rolled as a 0 and second die is rolled as a 5. This comes out as '05' + 1 = 6 for the
final value.
Example: first die is rolled as a 4 and second die is rolled as a 9. This comes out as '49' + 1 = 50 for the
final value.

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Keeping Track of Turns


There may be situations where turns need to be tracked. The recommended method of tracking these
turns will be to use an extra die.
Set the die value equal to the number of turns to be counted up/down. Depending on the context, you
will be changing the dice number to be the next value either at the start of a round of turns, or at the
beginning/end of a character's turn. When the dice is to be changed when its value is 1, then the turn
tracking is completed, and its action/event occurs.
Example: A player is poisoned and will take 1 point of damage at the start of each turn for 3 turns. That
player will place a die either on their character sheet, or somewhere nearby to keep track. At the start of
each of that player's turn, he will take 1 point of damage, then change the die value from 3 to 2. Then
repeat until he needs to change the die when its value is 1. The player will still take the point of damage
and remove the die.

Your Goal
Your goal as an agent in Shadow Peacekeepers is to immerse yourself. If this is achieved, then fun will
follow.

Role-Playing
As you play the game, you need to keep in mind that your character does not know what you know as a
player. If this is broken, and you have your character acting based on what you know as a player, then
there is a high chance that the other people you are playing with will lose their immersion, and thus
lose their fun and potentially argue.

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Calling for Rolls


Some tips on when you should do some calls for rolling skill checks.

Attempt Rolls
Attempt Rolls should be called when you are performing a difficult action. You can negotiate with the
Master Mind if you think an action is trivial.
Examples of difficult actions: hacking a super computer, disarming someone, interrogating someone
with high awareness, etc.
Examples of trivial actions: opening an unlocked door, jump up 1 feet, etc.

Awareness Rolls
Awareness Rolls should be called if you want your character to notice something within their line of
sight or their vicinity.
Example: call for an Awareness Roll when walking by an NPC to see if they are armed.

Calling for Equipment


Players may buy equipment in the middle of combat if they have a device for contacting a nearby allied
base. In order to do this, the player will need to do the following steps:
1. Use major action (2 AP) to call base with device and place order.
2. The player may ask for a specific delivery method and where to drop off the items.
3. Requisition Points are consumed after call ends.

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Glossary
MM Master Mind
FA Field Agent
IA Impersonator Agent
SA Saboteur Agent
HA Hacker Agent
NPC: Non-Player Character. These are characters controlled by the Master Mind.

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Character Sheet - Template

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Pre-Generated Characters Field Agent

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Pre-Generated Characters Hacker Agent

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Pre-Generated Characters Saboteur Agent

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GAT 212 Spring 2015

Pre-Generated Characters Impersonator Agent

2015 DigiPen Institute of Technology

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