| d36 | Result |
|---|---|
1 |
The guard rotation is delayed and the current patrol is doubled back toward the entry point. |
2 |
The Agent is forced to hide in a tight vent or closet as a patrol stops right outside, talking loudly. |
3 |
A trained guard dog is loose on this level and begins to bark and track the Agent's scent. |
4 |
The target room is unexpectedly occupied by a senior, sleeping official or scientist. |
5 |
The primary exit is manned by a fresh patrol who are actively checking ID passes at the gate. |
6 |
The Agent's exit is blocked by a patrol seeking a different intruder (who is actually the Agent). |
7 |
A crucial ladder rung or handhold breaks during the Agent's ascent or descent. |
8 |
A crucial floorboard or grate gives way loudly under the Agent's weight, making a crash. |
9 |
A pipe bursts or heavy object falls, creating a loud crash that alerts the guards nearby. |
10 |
The final door to the target room has been welded shut or has an extra, improvised lock. |
11 |
A recent building alteration has closed off the Agent's planned escape route (e.g., a new wall). |
12 |
The compartment holding the artefact is unstable and threatens to collapse the entire shelving unit. |
13 |
The cleaning crew arrives 1 hour early and is actively working at the entry point. |
14 |
The night watchman decides to eat his midnight meal in the Agent's exact concealment spot. |
15 |
A technician is performing unscheduled maintenance on the utility line the Agent must use for cover. |
16 |
The target official decides to return to the office to retrieve a forgotten item. |
17 |
The morning shift staff start arriving early and congregate near the exit point to smoke. |
18 |
The item needed for the mission is out for loan/cleaning and is not in its expected place. |
19 |
The door handle is rigged to a silent chemical tracer that marks the Agent's hand for later ID. |
20 |
An unmarked pressure plate triggers a subtle change in the ventilation or lighting. |
21 |
The Agent triggers a tripwire connected to a high-decibel audible alarm. |
22 |
The door lock is rigged with an electrical charge intended to incapacitate intruders. |
23 |
The Agent trips a magnesium flare/light trap designed to blind and mark intruders for pursuit. |
24 |
The artefact is coated in a chemical irritant or slow-acting poison that affects the Agent's sight/breathing. |
25 |
A hostile security mirror or camera is positioned directly to identify anyone entering the zone. |
26 |
The Agent's clothing is caught on a piece of machinery, making a distinct and identifiable ripping sound. |
27 |
The Agent's distinctive cologne or smoke scent is noticed by a sensitive guard or animal. |
28 |
The Agent's lock-picking tools break, forcing them to switch to a louder, cruder method. |
29 |
The Agent's disguise is partially ruined (e.g., grease smudges) during the extraction phase. |
30 |
The Agent realises the target artefact has a micro-tracker that is now active and on their person. |
31 |
The Agent finds the entry point already tampered with by a third, unknown party. |
32 |
The Agent finds a confidential map detailing the exact location of all surveillance posts and microphones. |
33 |
The Agent finds a live, fully functional bomb placed near the target's location, requiring disposal. |
34 |
The target room is empty; the critical artefact or person has already been moved. |
35 |
The Agent discovers a second, more valuable artefact that cannot be left behind. |
36 |
The Agent finds a hidden kill switch that, if pressed, wipes all the organisation's data. |