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- {
- "breadcrumbs": [
- "Chapter 3: Subsystems",
- "Infiltration",
- "Building an Infiltration",
- "Obstacles"
- ],
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- "category": "rules",
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- "id": "rules-1227",
- "markdown": "<title level=\"1\" right=\"Rules\">[Sample Obstacles](/Rules.aspx?ID=1227)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points. \n\n<title level=\"3\" right=\"\">Guard Post Obstacle</title> **Infiltration Points** 2 (individual); **Overcome** standard, hard, or very hard Deception, Diplomacy, or Stealth\n\n---\n\n Guards cluster at a checkpoint, alert for unusual activity. \n\n<title level=\"3\" right=\"\">Locked Door Obstacle</title> **Infiltration Points** 1 (group); **Overcome** hard or very hard Athletics or Thievery\n\n---\n\n A locked door separates the heroes from their target. \n\n<title level=\"3\" right=\"\">Trap Obstacle</title> **Infiltration Points** 3 (group); **Overcome** hard or very hard Thievery A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure. \n\n**Critical Failure** The PCs accrue 2 AP as normal, and the PC who critically fails the Thievery check also triggers the trap. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Sample Obstacles",
- "next_link": {
- "label": "Awareness Points",
- "url": "/Rules.aspx?ID=1228"
- },
- "previous_link": {
- "label": "Pacing",
- "url": "/Rules.aspx?ID=1226"
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- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration / Obstacles\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 161"
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- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>",
- "speed": {},
- "text": " Sample Obstacles Source Gamemastery Guide pg. 161 While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points. Guard Post Obstacle Infiltration Points 2 (individual); Overcome standard, hard, or very hard Deception, Diplomacy, or Stealth --- Guards cluster at a checkpoint, alert for unusual activity. Locked Door Obstacle Infiltration Points 1 (group); Overcome hard or very hard Athletics or Thievery --- A locked door separates the heroes from their target. Trap Obstacle Infiltration Points 3 (group); Overcome hard or very hard Thievery A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure. Critical Failure The PCs accrue 2 AP as normal, and the PC who critically fails the Thievery check also triggers the trap. ",
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- "url": "/Rules.aspx?ID=1227",
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