Moving through a high-security complex?

By kingpin000, in Game Masters

Hi there,

for the next game I planning a heist mission for the PCs. This will take place in a Sinar Fleet Systems R&D Skyscraper on Coruscant. There will be, maybe, only 5-6 smaller areas which have a map, but for the ways between the areas they have to move through the highly secured building with surveillance, patrols and traps on the way to the next area.

Any ideas how I could handle it rules-wise?

Stealth v Perception of the system guards. Maybe Computers v Perception if they are slicing systems to baffle them.

Stealth v Perception of the system guards. Maybe Computers v Perception if they are slicing systems to baffle them.

Only one roll or multiple?

Your call. Maybe one of each for multiple PCs to be highlighted. One for the Slicer. One for the Ninja. Maybe one for the face guy to BS someone over a comm or something.

It all depends on what your players are trying to do.

Just make sure that each roll has meaning. Getting the players to roll a bunch of times just to roll dice is pretty useless (like doing 4 stealth checks to sneak into the base).

- Use Skulduggery to pop the lock on an air vent.

- Use Coordination to crawl into the air vent and down the shaft.

- Use Computers to deactivate the pressure grid in the main hallway.

- Use Athletics (or cool -go at the exact time- or vigilance -to time your dash-) to dash under a security cam while it's facing the other way.

- Use stealth to go around a security guard doing his watch.

Maybe have the players split up to have each shine like 2P51 said.

- A security cam can't be avoided, have someone knock on the door and distract the guard while the other passes in front of the cam (charm or deception).

Have a look at your players sheets and tailor the encounter to your team. Force them to split up to pull this off, have each player make 2 rolls, the main roll going for his character's strength, and the second roll going for his character's average skills (don't go for their weakness or they'll feel cheated, but something in the middle group, maybe YG or GGG or something like that). Since each roll is meaningful, have something planned for failures, threat and advantages. Also make sure that one player's bad roll can be saved by another players roll.

Hope it helps.

Edited by JP_JP

Theres also the option of group checks; basically take the difficulty, up it by one, roll.

Though I really like JP's suggestion.

I generally consider each system breached to be an individual check. So every time they change security levels, it's a new check. Going from Insecure Area 1 to Secure Area 2, check. Going from Secure Area 2 to Higher Security Area 3, check. Going from Higher Security Area 3 to Ultra Security Area 4, check.

The skill for each check should be appropriate to the chosen infiltration method: charm/deception to talk their way in, computers to loop systems and insert authorization, skulduggery to do sneaky thief stuff, stealth to simply avoid being seen.

If areas are secured by multiple redundant systems, each system could conceivably have its own check (take a look at some of the Leverage episodes where they break into secure buildings) if you'd like to diversify the skills needed by the infiltration team.

Yeah, I would probably do it sort of like a flow-chart, with each "node" or encounter or area mapped relative to one another, and a skill check required to get from one to another. Mulitiple tests (or maybe a more challenging one) would be required only if they want to circumvent a specific node and "go the long way around."

You might also require certain elements to get from one node to another.

Using the Death Star in A NEW HOPE as an example, the crew starts in the Docking Bay (Node 1), but needs a plan of some kind to leave. They move to the Control Room (Node 2) safely, then have an encounter there. Once in control of Node 2, some of them move to the Detention Center (Node 3), which requires a distinct plan to enter, while Kenobi goes to the Tractor Beam Shut-Down Point (Node 4), In theory, Kenobi has a clear shot back to Node 1 from here, but I'm assuming he's come a pretty long distance, must make two tests, and fails the second, leading to his encounter with Vader.

Running through the hallways doesn't much matter... it's where you're running to and from. (Although security is less of a concern, we see the same model in a way at Bespin, when everyone is racing th rescue Han).

while Kenobi goes to the Tractor Beam Shut-Down Point (Node 4), In theory, Kenobi has a clear shot back to Node 1 from here, but I'm assuming he's come a pretty long distance, must make two tests, and fails the second, leading to his encounter with Vader.

Running through the hallways doesn't much matter... it's where you're running to and from. (Although security is less of a concern, we see the same model in a way at Bespin, when everyone is racing th rescue Han).

What do you think about a "spending [symbols] during infiltration"-table? Maybe "(success)[Despair]" could be set the whole base on high alert and "(fail)[Despair]" could be " and meeting your arch enemy in the hallway"...

I think, they made a successful Stealth check if they saw the patrol with Han in carbonite.

I has some players dress in security outfits and just brazen it out like they belonged there. I had a mix of Stealth checks to stay out of the main view of security cams, and Cool checks when interacting with personnel.