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Espionage · d20 rulebook

Iron Curtain

  • 3–5 players
  • Difficulty 3 of 3
  • Not recommended under 14
  • Available in: Français, English, Español, Deutsch, Italiano

Berlin, November 1961. A physicist to get across to the West before dawn, a network of five agents who know each other only by their cover names, and the Stasi waiting for one mistake. A single night.

The rulebook at a glance

  • d20 + attribute
  • 4 attributes
  • Loyalties
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  • One-shot

    The Extraction

    1 session · betrayal, tension, a locked room under the open sky

    Cost: 1 Die for the whole table

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll 1d20 and add the attribute modifier: 11 or more succeeds, 14 in front of a patrol, 17 against a Stasi officer.
  2. A natural 20 goes completely unnoticed; a natural 1 succeeds but leaves a trace — a witness, a piece of paper, a fingerprint.

Initiative : 1d20 + Stealth modifier

Attributes

Composure COM
Lie at a checkpoint, hold out under interrogation, not run.
Stealth STL
Tail someone, blend in, get through a checkpoint with fake papers.
Tech TEC
Radios, microfilm, locks, engines that start in winter.
Network NET
Contacts, favors, safe houses, a door that opens in Kreuzberg as well as in Pankow.

Special rules

Loyalties
In a network, you never know everything about the person next to you. Once per session, a player can publicly accuse a teammate of working for the other side: if the accusation is right, the Storyteller confirms it and the agent is neutralized; if it is wrong, the accuser loses the network's trust (−2 to their Network rolls until the end). Accusing is never free.
Cover
Every agent has a cover (name, job, papers). A failure in front of an authority "burns" the cover one notch: at two notches, the agent is wanted and must change identity — if they have a contact for that.
Whispers
Whispering to the Storyteller is how agents normally work: coded messages, suspicions, quiet sabotage. The Storyteller answers in private and plays out the consequences without saying who did what.

Character creation

Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3

Origins

East Berliner
Knows every courtyard and every tunnel; +1 to Network.
Western officer
Trained in London or Langley, too clean for this city; +1 to Composure.
Defector
Has already crossed once, the other way; +1 to Stealth.

Vocations

Radio operator
Airwaves, codes, and a suitcase that weighs a ton.
Forger
Papers, stamps, visas: nothing is real, everything gets through.
Smuggler
Knows the way out of East Berlin this week.
Society agent
Embassies, cocktail parties, pillow talk.

Derived values

Hit points
8 + Composure modifier
Defense
10 + Stealth modifier
Initiative
1d20 + Stealth modifier

Starting equipment

  • Fake papers in your cover name
  • A Minox camera
  • A wad of East German marks

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • sexual violence
  • torture
  • executions