Infiltration Combat

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Infiltration combat is a system for mechanically handling infiltration, exfiltration, assassination, and larceny in Exalted 2nd Edition.

Scenes and Events

Like most of the Exalted game the basic unit of Infiltration Combat is the Infiltration Scene, which is divided into a number of Events. An example of an infiltration scene would be sneaking into a castle to get into the Prince's bedchamber without his mother finding out. The scene might consist of:

  1. Climbing up a vine-covered wall
  2. Sneaking past a group of guards
  3. Avoiding the Queen's dinner guests in the corridor
  4. Breaking through a locked door into an abandoned room without being spotted
  5. Jumping from balcony to balcony to reach the prince's bed-chamber.

Each of these is an Event.

Joining Infiltration

Infiltration combat begins when a character declares that he is Joining Infiltration. This works much like Join Battle except that the roll is Wits + Stealth. Time in Infiltration combat is measured in ticks. The character who declares the start of Infiltration Combat is automatically considered to be an infiltrator, as are any other allied characters who join at the same time. All infiltrators begin the scene unobserved.

Events, Goals, and Complications

Each even will have a Goal, which is the task which the infiltrators must complete during the event. This goal has a difficulty which is the number of successes they need to amass in order to complete the event and move along to the next event in the scene. The goal will normally also specify what pool these successes need to come from, but a good stunt or an appropriate charm can certainly allow a different pool to apply. Some goals are such that the successes applied against their difficulty are kept in a common pool and any infiltrator may contribute, others are such that each infiltrator must achieve the goal independently.

Unfortunately for the infiltrators each even will also include complications: things which make achieving the goal more difficult. Complications are treated like characters, and at the start of the Event they Join Infiltration using an appropriate pool depending upon what kind of complication they are (see below). They can take actions when it is their action, but have a slightly different selection of actions open to them than Infiltrators do. Examples of complications include Guards, Traps, Alarms, and Obstacles. Each complication can be an Observer, an Obstacle, or an Attacker, some may be all three. A Guard or an Alarm is normally an Observer, a wall to climb or suchlike is an Obstacle, whilst a trap is normally an Attacker. Guards are very rarely attackers (but see raising the alarm, below).

Normally when an event is completed all obstacles in that event are left behind, but this may vary if the GM feels it is appropriate for them to continue on into the next event.

Some events even have more than one goal. In that case it is possible that achieving different goals would lead to different subsequent events.

Actions in Infiltration Combat

Infiltrate (5, -3) [Infiltrator Only]

Make a roll using the appropriate pool for one of the goals in the scene and count your successes towards achieving its victory.

Distraction Attack (5, -1) [Infiltrator Only]

Make an attack based upon Charisma or Manipulation plus Presence to distract a guard or other sentient complication. The target defends using MDV and on a success the guard is stunned for an action.

Surpise Attack (varies, -1) [Infiltrator Only]

An infiltrator who is unobserved may make a surprise attack against a guard exactly as if they were in combat.

Hide (3, 0) [Infiltrator Only]

Taking the hide action allows a character to stay still and hide, it is equivalent to guarding in combat. Some charms might enhance this action.

Disable (5, -3) [Infiltrator Only]

This action allows an infiltrator to make an attack against any mechanical complication (such as a trap or alarm system). The attack is normally based upon Wits+Craft or Wits+Larceny, and does raw damage equal to the attacker's Inteligence+Equipment Bonuses. Mechanical obstructions normally have soak and health-levsl listed in their stats.

Spot (5, -1) [Observer Complication Only]

An observer complication may make a spot attack against any unobserved infiltrator. The attack roll is normally Perception + Awareness and the infiltrator defends with their Stealth DV (SDV), which is calculated as (Dexterity + Stealth + Equipment bonuses)÷2. If the attack succeeds then the Observer gets raw damage equal to their Intelligence + any Equipment Bonuses. The defender gets a basic Soak equal to their Wits, and has a track of seven "Stealth Levels" unless a charm gives them more. Any character who runs out of Stealth Levels becomes observed.

Hinder (5, -1) [Obstacle complication only]

An obstacle complication may make a hinder attack against any infiltrator who has already made an Infiltrate Action during this event. The Obstacle and the Infiltrator roll and opposed roll (with the defender using whatever pool they used to make their Infiltrate Action). If the attacker wins then any excess successes are deducted from the defender's success pool towards their chosen goal.

Attack (5, -1) [Attacker complications only]

An attacker complication may may an ordinary combat attack against any character (infiltrator or complication) even if they are unobserved. Many attacker complications in fact have to make such an attack against every present character any time their action comes round (pits full of spikes, acid baths, etc ...).

Join Battle (varies, varies) =

Any infiltrator may join battle, and any Observer type complication may do so if they have successfully observed one of the infiltrators.

Raise the Alarm (5, -1)

Some complications are capable of raising the alarm. This can only be done by an Observer type complication which has observed at least one infiltrator. If the alarm is raised then all observers become aware of the infiltrator in question.