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- "markdown": "<title level=\"1\" right=\"Rules\">[Building an Infiltration](/Rules.aspx?ID=1222)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen creating an infiltration, you’ll want to start with the party’s broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building an Infiltration</title>\r\n\r\nFor most infiltrations, you’ll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization—or, most likely, both. You likely need to know the party’s objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Setting Infiltration Skills and DCs</title>\r\n\r\nMany of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 10–6: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for Stealth (because it’s easier to scout when unnoticed), a hard one for Perception (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for Society (because walking in like you belong is difficult if you don’t have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1223\" />\r\n\r\n<document level=\"2\" id=\"rules-1224\" />\r\n\r\n<document level=\"2\" id=\"rules-1228\" />\r\n\r\n<document level=\"2\" id=\"rules-1229\" />\r\n\r\n<document level=\"2\" id=\"rules-1230\" />",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\nChapter 3: Subsystems / Infiltration\r\n</additional-info>",
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- "text": " Building an Infiltration Source Gamemastery Guide pg. 160 When creating an infiltration, you’ll want to start with the party’s broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table. Building an Infiltration For most infiltrations, you’ll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization—or, most likely, both. You likely need to know the party’s objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected! Setting Infiltration Skills and DCs Many of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 10–6: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for Stealth (because it’s easier to scout when unnoticed), a hard one for Perception (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for Society (because walking in like you belong is difficult if you don’t have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise. ",
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