Professional Documents
Culture Documents
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
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
2015 DigiPen Institute of Technology
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
2015 DigiPen Institute of Technology
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.
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:
After you have identified your weight class, then select a weight that is within the range of your weight
class for your character.
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.
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.
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):
(Neutral) Nervous Trainwreck: -15 to Attempt Rolls, Awareness Rolls, and Hit Rolls. +1 to
Damage Rolls.
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.
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.
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
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.
Looking around
Scratching an itch
Disarming a character
Charming a character
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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.
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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.
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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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Bleedout Penalties
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.
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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
2015 DigiPen Institute of Technology
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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.
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.
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.
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.
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%.
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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:
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:
Ground transportation through high crime rate area: Add 20 to minimum roll required.
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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 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.
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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"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
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Search the area to see if it's a Snake Eyes base, if so, neutralize it.
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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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.
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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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
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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:
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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.
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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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!
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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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.
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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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
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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Wikipedia's chart:
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Player Guide
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A character token
Eraser
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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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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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.
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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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