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3 years ago  ::  May 30, 2010 - 5:18PM #1
MechaPilot
Date Joined: Oct 5, 2007
Posts: 9,372

Infiltration


The  PCs are required to insinuate themselves into a society or an  organization for the purpose of spying, stealing something, or inciting a  revolt. Infiltration of some societies or organizations may require the  PCs to disguise themselves as members of another gender or race (see  Disguise below). An infiltration challenge should last at least one day  or one week per level of complexity, but it can last for years, if need  be.


If  the purpose of the challenge is to start a revolt, this challenge  should be run concurrently with the Mutiny or Coup challenge. If the  purpose of the challenge is to steal something, this challenge should be  run concurrently with the Burglary challenge. If the purpose of this  challenge is to spy on the society or organization, This challenge can  be run concurrently with some kind of social skill challenge to extract  the desired information.


Level: PC Level +0 (or as needed)


Complexity: 5 (requires 12 successes before 3 failures).


Primary  Skills: Bluff, Diplomacy, Insight, Intimidate, Streetwise,  Thievery.


Appearance: The PCs dress in a way indicative of members of the society or  organization, making it easier to walk among them. This is good for a  single success during this skill challenge. If the infiltration requires  disguises for the PCs, this option for success is replaced by the  disguises. Unless the group being infiltrated is known for a style of  dress, the PCs must first succeed at a Streetwise check to learn how to  dress.


Bluff  (Moderate DC): The PC actively tries to pass as a member of the  organization or society. A Bluff check can be used to fake your way  through oaths you are expected to know, secret handshakes, etc. A failed  check can result in the PC being disciplined for getting it wrong  (often with a lashing or by forcing the PC to perform physically  demanding or menial tasks for several hours), or attracting the  attention of a doubter. This is good for a maximum of one success per  character.


Bluff  (Moderate DC): The PC attempts to fast-talk his way out of a failed  Bluff. A successful check removes one failure accrued from a failed  Bluff check. Each PC is able to remove one Bluff failure in this manner.


Diplomacy  (Moderate DC): The PC attempts to keep a low profile, blending in  to the organization or society instead of attracting attention. Each PC  is able to get one success from making Diplomacy checks.


Diplomacy  (Moderate DC): The PC attempts to smooth over a social faux pas  made while attempting to fit in. A successful check removes one failure  accrued from a failed Diplomacy check. Each PC is able to remove one  Diplomacy failure in this manner.


Diplomacy  & Bluff: This challenge relies heavily on the Diplomacy and  Bluff skills. The party may need to make extensive use of Aid Another to  get through the challenge.


Disguise: If the PCs are required to disguise themselves as members of another  gender or race to participate in the infiltration, only one Bluff check  (at a moderate DC) is required for each disguise. Each successful  disguise adds a success to the challenge. A failed Bluff check will  result in the disguise coming undone, in a meaningful way, at some point  during the infiltration (this is at the DM's discretion).


Doubter: The PC's failure to to Bluff his way through handshakes or oaths has  made someone in the society or organization suspicious or doubtful of  them. A doubter will watch the PCs very carefully, imposing a -2 penalty  to any Stealth or Thievery checks they attempt. If the PCs are  successful at the challenge despite the presence of a doubter, he may  target the PCs for revenge.


Insight  (Moderate DC): The PC spots those who are new members of the  organization, or are otherwise easier for the PCs to blend in with.  A  successful check grants a +2 bonus to the next three Diplomacy and Bluff  checks in the challenge. This check may only be used once during the  challenge.


Intimidate  (Moderate DC): The PC menaces the doubter convincing him to back  off. The doubter will not be dissuaded by intimidation, but he will make  himself scare for a time. This check removes the doubter's presence for  the next three checks.


Streetwise  (Moderate DC): The PC gathers information about the society or  organization they are going to infiltrate. This skill grants no  successes to the challenge, but a successful check gives the PCs  reliable information they can use to affect their appearance, or that  grants each PC a +2 bonus to their next Bluff or Diplomacy check.


Thievery  (Moderate DC): The PC doses the doubter with something that makes  him terribly ill but won't kill him. This check removes the doubter's  presence for the next three checks.

Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


taking an argument too far Show

Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



Fencing & Swashbuckling as Armor.

D20 Modern Toon PC Race.

Mecha Pilot's Skill Challenge Emporium.

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