243 KiB
Break Escape: Universe Bible & Scenario Design Guide
Table of Contents
- Universe Overview
- Organisation Profiles
- Recurring Characters
- World Rules & Tone
- Scenario Design Framework
- Technical Design Guidelines
- Narrative Structures
- LORE System
- Location & Environment Guide
- Quick Reference Checklists
Universe Overview
The Setting
Break Escape takes place in a contemporary world where cyber security threats have become the primary battlefield for international espionage and criminal enterprise. Beneath the surface of legitimate business and government operations, two secret organisations wage a shadow war that most citizens never know exists.
The pixel art aesthetic and occasional retro spy tropes serve as stylistic flourishes, but the cyber security content, threats, and technologies are firmly grounded in modern reality. This is a world where encryption keys matter more than skeleton keys, where social engineering is as dangerous as physical infiltration, and where a well-crafted phishing email can be more devastating than a poison dart.
Core Premise
You are Agent 0x00 (also known as Agent Zero, Agent Null, or by your custom handle). You've recently joined SAFETYNET, a covert counter-espionage organisation dedicated to protecting digital infrastructure and national security from the machinations of ENTROPY, an underground criminal organisation bent on world domination through cyber-physical attacks, data manipulation, corporate espionage, and worse.
As a rookie agent specialising in cyber security, you're thrust into the field, often going undercover as a security consultant, penetration tester, incident responder, or new recruit. Your missions require you to apply real cyber security skills, engage with physical security systems, conduct social engineering, and piece together intelligence to thwart ENTROPY's various schemes.
Tone & Atmosphere
Primary Tone: Mostly Serious
- Grounded in realistic cyber security scenarios
- Genuine technical challenges and accurate security concepts
- Professional espionage atmosphere
- Real consequences to security failures
Secondary Tone: Comedic Moments
- Quirky recurring characters with catchphrases
- Occasional spy trope humour (gadgets with improbable names, bureaucratic absurdities)
- Puns in operation codenames and ENTROPY cover companies
- Self-aware moments that don't break immersion
Inspirations:
- Get Smart: Bureaucratic spy comedy, bumbling villains alongside competent heroes, recurring gags
- James Bond: Sophisticated espionage, infiltration, high stakes
- I Expect You To Die: Environmental puzzle-solving, death traps, villain monologues
- Modern Cyber Security: Real-world attack vectors, actual tools and techniques
Organisation Profiles
SAFETYNET
Official Designation: Security and Field-Engagement Technology Yielding National Emergency Taskforce
Known As: SAFETYNET
Classification: Covert Counter-Espionage Organisation
Founded: [Classified]
Headquarters: [Classified] (Players see glimpses in cutscene intros)
Mission Statement
SAFETYNET exists to counter threats to digital infrastructure, protect national security interests, and neutralise the operations of hostile organisations—primarily ENTROPY. Our agents operate in the shadows, conducting offensive security operations authorised under [REDACTED] protocols.
Operational Structure
Agent Classification:
- 0x00 Series: Field analysts (player designation)
- 0x90+ Series: Senior field operatives and specialists
- Field Handlers: Provide mission briefings and support
- Technical Support: Provide remote assistance (rarely seen)
Cover Operations: Agents operate under various covers depending on mission requirements:
- Cyber security consultants conducting authorised penetration tests
- New employees at companies under investigation
- Incident response specialists called in after breaches
- Security auditors performing compliance assessments
- Freelance security researchers
This cover provides legal framework for agents to:
- Access sensitive systems with "authorisation"
- Conduct offensive security operations
- Investigate physical and digital security
- Interview employees and gather intelligence
Rules of Engagement
SAFETYNET operates under the Field Operations Handbook (never fully explained), which contains:
- Extensive protocols for various scenarios
- Oddly specific rules (source of recurring humour)
- Seemingly contradictory guidelines
- Bureaucratic procedures that agents must navigate
Example Rules (can appear as recurring jokes, max 1x per scenario):
- "Section 7, Paragraph 23: Agents must always identify themselves... unless doing so would compromise the mission, reveal their identity, or prove inconvenient."
- "Protocol 404: If a security system cannot be found, it cannot be breached. Therefore, bypassing non-existent security is both prohibited and mandatory."
- "Regulation 31337: Use of l33tspeak in official communications is strictly forbidden, unless it isn't."
Technology & Resources
SAFETYNET provides agents with:
- Standard Field Kit: Lockpicks, fingerprint dusting kit, Bluetooth scanner
- Advanced Tools: PIN crackers, encoding/encryption workstation (CyberChef)
- Remote Access: VMs for testing and exploitation
- Intelligence Database: Information on ENTROPY operations
- Handler Support: Via secure communications (text-based, from NPCs)
ENTROPY
Official Designation: Unknown (Organisation name may be a SAFETYNET designation)
Known As: ENTROPY
Classification: Underground Criminal Organisation
Structure: Decentralised cell-based network
Objective: World domination through cyber-physical attacks and societal destabilisation
Philosophy
ENTROPY's name reflects their core belief: the universe tends towards disorder, and they seek to accelerate this process to remake society in their image. They view current systems—governments, corporations, social structures—as inefficient and ready for disruption.
Each cell interprets this philosophy differently:
- Some focus on financial chaos (ransomware, market manipulation)
- Others pursue technological supremacy (AI weaponisation, zero-day exploits)
- Some embrace more esoteric methods (Eldritch Horror cults seeking to summon entities through quantum computing and reality-bending algorithms)
Operational Structure
Cell-Based Network:
- Each scenario typically represents one cell or operation
- Cells have significant autonomy in methods and targets
- Limited communication between cells (security through compartmentalisation)
- Cells operate through two primary methods: Controlled Corporations and Infiltration Operations
ENTROPY Organizational Approaches:
ENTROPY achieves its objectives through two distinct operational models:
1. Fully Controlled Corporations These are businesses created, owned, and operated entirely by ENTROPY. They appear legitimate on the surface but exist solely to advance ENTROPY's agenda. Every employee is either an ENTROPY operative or an unwitting participant who doesn't realize who truly controls the company.
Characteristics:
- Founded by ENTROPY members
- Leadership entirely ENTROPY operatives
- Business operations directly support ENTROPY objectives
- May conduct "legitimate" work as cover
- Easier for ENTROPY to control operations
- More vulnerable if exposed (entire operation can be shut down)
Examples:
- Paradigm Shift Consultants (Digital Vanguard front)
- Tesseract Research Institute (Quantum Cabal front)
- HashChain Exchange (Crypto Anarchists front)
- OptiGrid Solutions (Critical Mass front)
- DataVault Secure (Ghost Protocol front)
Scenario Implications:
- Entire facility may be hostile
- Can discover extensive ENTROPY operations
- Shutting down removes ENTROPY capability
- May find connections to other cells
- All evidence points to ENTROPY
2. Infiltrated Organizations These are legitimate businesses where ENTROPY has placed agents or corrupted existing employees. The organization itself is not ENTROPY-controlled; most employees are innocent and unaware. ENTROPY operatives work from within to steal data, sabotage operations, or use the company's resources.
Characteristics:
- Legitimate company with real business
- Most employees are innocent
- One or more ENTROPY agents embedded
- Company leadership may or may not be aware
- ENTROPY uses company resources covertly
- More resilient to exposure (only agents removed, company continues)
Examples:
- Major tech companies with insider threats
- Security firms with corrupted employees
- Research facilities with compromised scientists
- Government contractors with embedded agents
- Financial institutions with corrupted analysts
Scenario Implications:
- Must identify which employees are ENTROPY
- Innocent employees complicate operations
- More detective work required
- Ethical considerations about company's future
- May discover ENTROPY recruiting methods
3. Hybrid Operations (Advanced) Some operations combine both approaches: ENTROPY-controlled vendors infiltrate legitimate clients, or infiltrated employees at Target A are handled by agents at controlled Company B.
Cell Types:
- Direct Operations: Active ENTROPY cells using fully controlled corporations
- Front Companies: Legitimate-appearing businesses secretly controlled by ENTROPY
- Compromised Organisations: Legitimate companies with ENTROPY infiltrators
- Puppet Operations: Legitimate organisations manipulated by ENTROPY without knowing
- Hybrid Networks: Controlled corps + infiltrated orgs working together
Common Schemes
Corporate Espionage:
- Stealing trade secrets and intellectual property
- Industrial sabotage
- Data exfiltration for sale or ransom
Cyber Weapons Development:
- Creating and deploying ransomware
- Developing zero-day exploits
- Building botnets for DDoS attacks
- AI-powered social engineering systems
Infrastructure Attacks:
- Targeting critical systems (power grids, water treatment)
- Supply chain compromises
- Backdooring widely-used software
Information Operations:
- Disinformation campaigns
- Data manipulation
- Identity theft at scale
Esoteric Operations:
- Quantum computing for reality manipulation
- AI systems exhibiting anomalous behaviour
- Occult practices integrated with technology
- Eldritch Horror summoning through computational means
Cover Businesses & Infiltration Targets
ENTROPY-Controlled Corporations (Fully owned and operated):
Technology Sector:
- CypherCorp Solutions - Penetration testing firm (actually sells vulnerabilities)
- QuantumLeap Innovations - Quantum computing research (eldritch experiments)
- NullPointer Games - Gaming company (cryptocurrency laundering)
- Tesseract Research Institute - Advanced research lab (reality manipulation experiments)
Consulting & Services:
- Paradigm Shift Consultants - Management consulting (corporate espionage operations)
- SecureServe Inc. - Security services (actually selling backdoors to clients)
- OptimalChaos Advisory - Business consulting (chaos engineering attacks)
- OptiGrid Solutions - Smart grid consulting (infrastructure attack planning)
Finance & Crypto:
- HashChain Exchange - Cryptocurrency platform (money laundering, market manipulation)
- Distributed Wealth Partners - Investment firm (Ponzi schemes with blockchain)
- CryptoSecure Recovery - Data recovery (ransomware deployment)
Research & Development:
- Prometheus AI Labs - Artificial intelligence research (weaponized AI development)
- Viral Dynamics Media - Social media marketing (disinformation campaigns)
- DataVault Secure - Cloud storage and privacy (mass surveillance operations)
Recruitment & Placement:
- TalentStack Executive Recruiting - Executive placement (identifying targets for recruitment/blackmail)
- WhiteHat Security Services - Pen testing firm (zero-day vulnerability trading)
Common Characteristics of Controlled Corporations:
- Recent founding (last 5-10 years)
- Rapid growth without clear revenue sources
- Leadership with gaps in background checks
- Office locations that don't match client base
- Unusually high security for stated business purpose
- Employee turnover is suspiciously low (loyalty or fear)
Infiltration Target Types (Legitimate organizations with ENTROPY agents):
Technology & Security:
- Major cyber security firms (corrupted researchers selling vulnerabilities)
- Software companies (backdoors inserted in products)
- Cloud service providers (data exfiltration from client data)
- Tech startups (IP theft for ENTROPY's benefit)
Critical Infrastructure:
- Power companies (engineers providing SCADA access)
- Water treatment facilities (operators corrupted or blackmailed)
- Transportation authorities (signaling system access)
- Telecommunications providers (surveillance capabilities)
Government & Civil Service:
- Local government departments (permits, approvals, regulations)
- National agencies (policy influence, classified access)
- Regulatory bodies (weaponised compliance)
- Civil service management (bureaucratic sabotage)
- Emergency services coordination (response delays)
- Public works departments (infrastructure access)
- Benefits and social services (creating dysfunction)
- Licensing and inspection bureaus (arbitrary enforcement)
Financial Services:
- Investment banks (insider trading information)
- Cryptocurrency exchanges (market manipulation data)
- Payment processors (transaction data theft)
- Accounting firms (client financial data)
Research & Academia:
- Universities (research theft, especially quantum/AI)
- Government labs (classified research exfiltration)
- Private research facilities (IP theft and sabotage)
- Medical research (patient data, pharmaceutical research)
Defense & Intelligence:
- Defense contractors (classified information)
- Military suppliers (supply chain compromise)
- Intelligence services (double agents)
- Security clearance holders (access to secrets)
Common Infiltration Methods:
- Recruiting disgruntled employees
- Blackmailing employees with leverage
- Long-term sleeper agents hired years ago
- Romantic relationships with targets
- Financial desperation exploitation
- Ideological recruitment
Identifying Infiltration vs. Controlled Corps:
| Aspect | Controlled Corporation | Infiltrated Organization |
|---|---|---|
| Employees | Mostly/all ENTROPY | Mostly innocent |
| Leadership | ENTROPY operatives | Usually legitimate |
| Business Purpose | Cover for ENTROPY | Legitimate business |
| When Exposed | Entire operation shut down | Only agents removed |
| Evidence Location | Throughout facility | Concentrated in agent's area |
| NPC Behavior | Many suspicious or hostile | Most helpful, some suspicious |
| Scenario Complexity | Infiltration focused | Detective work focused |
Scenario Design Implications:
For Controlled Corporation Scenarios:
- Players infiltrate fully hostile environment
- More combat/evasion potential
- Clear "us vs. them" dynamic
- Can discover cell-wide operations
- Shutting down operation = major victory
- Example: Infiltrating Tesseract Research Institute
For Infiltrated Organization Scenarios:
- Players must identify who is ENTROPY
- More social deduction and investigation
- Ethical complexity (innocent employees)
- Partial victory (remove agents, company continues)
- May uncover ENTROPY recruitment tactics
- Example: Nexus Consulting with corrupted Head of Security
For Hybrid Scenarios:
- Controlled Company B supports agents in Target Company A
- Following evidence leads from one to another
- Multi-location operations
- Shows ENTROPY's network structure
- Example: TalentStack Recruiting places agents in defense contractor
Known ENTROPY Tactics
- Social Engineering: Manipulation, impersonation, insider threats
- Physical Infiltration: Combined with cyber attacks for maximum effect
- Supply Chain Attacks: Compromising vendors to reach targets
- Living off the Land: Using legitimate tools to avoid detection
- Multi-Stage Attacks: Complex operations with multiple phases
- Security Theatre: Creating the appearance of security whilst leaving backdoors
ENTROPY Cells & Operations
ENTROPY operates through semi-autonomous cells, each with their own specialisation, membership, and objectives. While cells share the overall goal of accelerating entropy and societal disorder, they interpret this mission differently. This section catalogues known ENTROPY cells, their key members, and typical operations.
Design Note: These cells provide ready-made scenarios and can be referenced across multiple missions. Cells can be defeated, but individual members may escape to appear in future operations.
Cell: Digital Vanguard
Specialisation: Corporate Espionage & Industrial Sabotage
Primary Cover: "Paradigm Shift Consultants" - ENTROPY-controlled management consulting firm
Infiltration Targets: Fortune 500 companies, tech startups, financial services
Primary Territory: Financial districts, corporate headquarters
Philosophy: Accelerate corporate collapse through systematic data theft and competitive sabotage
Operational Model:
- Controlled Corporation: Paradigm Shift Consultants provides "legitimate" consulting services while stealing client data
- Infiltration Operations: Places insider threats at target companies to exfiltrate data and sabotage operations
- Hybrid Approach: Uses consulting engagements to identify targets for later infiltration
Key Members:
- "The Liquidator" (Cell Leader) - Former corporate strategy consultant, now runs Paradigm Shift as cover
- "Margin Call" - Financial analyst who identifies vulnerable target companies
- "Insider Trading" - Social engineer who recruits employees at target companies as unwitting accomplices
- "Data Miner" - Technical specialist embedded at client sites during "consulting engagements"
Typical Operations:
- Stealing intellectual property during consulting engagements
- Corporate espionage via embedded insider threats
- Insider trading schemes using stolen intelligence
- Sabotaging mergers and acquisitions from within
- Ransomware attacks targeting quarterly reports
Example Scenarios:
- "Operation Shadow Broker" (Infiltrated) - Nexus Consulting is legitimate, but Head of Security is ENTROPY
- "Hostile Takeover" (Controlled) - Players infiltrate Paradigm Shift Consultants itself
- "Insider Job" (Hybrid) - Consulting engagement used to plant long-term insider at tech startup
Educational Focus: Social engineering, database security, data exfiltration, insider threat detection
Scenario Design Notes:
- Controlled Corp scenarios: All employees at Paradigm Shift are potentially hostile
- Infiltrated scenarios: Players must identify which corporate employee is the ENTROPY agent
- Shows both sides of ENTROPY operations in same cell
Cell: Critical Mass
Specialisation: Critical Infrastructure Attacks
Cover: "OptiGrid Solutions" - Smart grid optimization consultancy
Primary Territory: Utility providers, transportation systems, water treatment
Philosophy: Demonstrate societal fragility by targeting essential services
Key Members:
- "Blackout" (Cell Leader) - Former power grid engineer with grudge against "the system"
- "Cascade" - Specialist in creating cascading failures across interconnected systems
- "SCADA Queen" - Expert in industrial control systems and SCADA vulnerabilities
- "Pipeline" - Focuses on oil, gas, and water infrastructure
Typical Operations:
- Power grid manipulation and sabotage
- Water treatment system compromises
- Transportation signal interference
- Industrial control system attacks
- Supply chain disruption
Example Scenarios:
- "Grid Down" - Preventing power grid attack before blackout
- "Waterworks" - Infiltrating water treatment facility to stop contamination
- "Signal Failure" - Railway signalling system compromise investigation
Educational Focus: SCADA security, ICS vulnerabilities, physical-cyber convergence, incident response
Cell: Quantum Cabal
Specialisation: Advanced Technology & Eldritch Horror Summoning
Primary Cover: "Tesseract Research Institute" - ENTROPY-controlled quantum computing research lab
Infiltration Targets: University quantum research departments, government quantum labs
Primary Territory: Research facilities, universities, tech campuses
Philosophy: Use quantum computing and advanced mathematics to tear through reality barriers and summon entities from beyond
Operational Model:
- Controlled Corporation: Tesseract Research Institute is entirely ENTROPY-run for conducting experiments too dangerous for legitimate research
- Infiltration Operations: Places researchers at universities to steal quantum research and identify recruitment targets
- Hybrid Approach: Legitimate researchers recruited and brought to Tesseract for "advanced work"
Key Members:
- "The Singularity" (Cell Leader) - Quantum physicist, runs Tesseract Research Institute
- "Schrödinger" - Cryptographer obsessed with quantum entanglement for rituals
- "Void Pointer" - Programmer creating reality-bending AI, embedded at university research labs
- "Entropy Priestess" - Cultist who performs techno-occult rituals in Tesseract's server rooms
Typical Operations:
- Quantum computing experiments with occult purposes at Tesseract
- Stealing quantum research from legitimate institutions
- AI systems designed to contact "entities beyond our dimension"
- Cryptographic rituals using Tesseract's computational power
- Recruiting vulnerable researchers from academic institutions
Example Scenarios:
- "Ghost in the Machine" (Controlled) - Infiltrate Tesseract Research Institute to stop summoning experiment
- "Quantum Breach" (Infiltrated) - University quantum lab has compromised researcher stealing for ENTROPY
- "The Calculation" (Hybrid) - Mathematical formula discovered at university, being weaponized at Tesseract
Educational Focus: Quantum cryptography concepts, advanced encryption, AI security, with atmospheric horror elements
Scenario Design Notes:
- Tesseract Institute scenarios: Full cult/horror atmosphere, all employees are believers or coerced
- Infiltrated university scenarios: Most professors innocent, must identify the ENTROPY researcher
- Unique tone: Serious cyber security education with Lovecraftian atmosphere
Tone Note: These scenarios blend serious cyber security education with Lovecraftian atmosphere. The "horror" is in the implications and atmosphere, not gore or jump scares.
Cell: Zero Day Syndicate
Specialisation: Vulnerability Trading & Exploit Development
Cover: "WhiteHat Security Services" (ironically) - Penetration testing firm
Primary Territory: Dark web, hacker conferences, security research community
Philosophy: Weaponize security research; if defenders won't pay, attackers will
Key Members:
- "0day" (Cell Leader) - Elite vulnerability researcher who went mercenary
- "Exploit Kit" - Malware developer packaging zero-days into easy-to-use tools
- "Bug Bounty" - Social engineer who recruits legitimate security researchers
- "Payload" - Specialist in making exploits undetectable and persistent
Typical Operations:
- Discovering and selling zero-day vulnerabilities
- Developing exploit frameworks
- Creating custom malware for clients
- Recruiting or blackmailing security researchers
- Bidding wars for vulnerabilities
Example Scenarios:
- "Zero Day Market" - Infiltrating dark web marketplace
- "Researcher Turned" - Investigating suspicious security researcher
- "Exploit in the Wild" - Tracking zero-day being actively exploited
Educational Focus: Vulnerability assessment, exploit development concepts, responsible disclosure, malware analysis
Cell: Social Fabric
Specialisation: Information Operations & Disinformation
Cover: "Viral Dynamics Media" - Social media marketing agency
Primary Territory: Social media platforms, news outlets, online communities
Philosophy: Accelerate social entropy through disinformation, polarisation, and trust erosion
Key Members:
- "Deepfake" (Cell Leader) - AI specialist creating synthetic media
- "Bot Farm" - Manages networks of fake accounts and automated influence
- "Trust Fall" - Psychologist specializing in eroding institutional trust
- "Narrative Collapse" - Journalist creating and spreading false stories
Typical Operations:
- Disinformation campaigns
- Deepfake video creation
- Bot network management
- Identity theft at scale
- Fake news distribution
- Social media manipulation
Example Scenarios:
- "Synthetic Reality" - Tracking down deepfake creators
- "Bot Swarm" - Investigating coordinated inauthentic behavior
- "Information Warfare" - Preventing disinformation campaign before election
Educational Focus: Digital forensics, media authentication, social engineering, OSINT
Cell: Ghost Protocol
Specialisation: Privacy Destruction & Surveillance Capitalism
Cover: "DataVault Secure" - Cloud storage and privacy services (ironically insecure)
Primary Territory: Cloud providers, data brokers, advertising tech
Philosophy: Privacy is an illusion; demonstrate this by collecting and exposing everything
Key Members:
- "Big Brother" (Cell Leader) - Former intelligence analyst gone rogue
- "Cookie Monster" - Web tracking and fingerprinting expert
- "Data Broker" - Aggregates and sells personal information at scale
- "Breach" - Specialist in extracting data from "secure" systems
Typical Operations:
- Mass surveillance operations
- Personal data harvesting
- Privacy invasion and exposure
- Tracking technology deployment
- Data aggregation from multiple breaches
Example Scenarios:
- "No Privacy" - Investigating mass data collection operation
- "Everyone's Watching" - Uncovering surveillance network
- "Data Shadow" - Tracking how personal data flows through black market
Educational Focus: Privacy technologies, data protection, surveillance detection, GDPR/compliance
Cell: Ransomware Incorporated
Specialisation: Ransomware & Crypto-Extortion
Cover: "CryptoSecure Recovery Services" - Data recovery company (that also deploys ransomware)
Primary Territory: Healthcare, municipalities, small businesses
Philosophy: Chaos is profitable; extract maximum value from digital hostage-taking
Key Members:
- "Crypto Locker" (Cell Leader) - Ransomware developer and operator
- "Payment Gateway" - Cryptocurrency expert handling ransom payments
- "Target Acquisition" - Identifies high-value, vulnerable targets
- "Negotiator" - Handles victim communications and ransom demands
Typical Operations:
- Ransomware deployment
- Double extortion (encrypt + threaten to leak)
- Cryptocurrency money laundering
- Healthcare system attacks
- Municipal infrastructure ransomware
Example Scenarios:
- "Hospital Hostage" - Preventing ransomware attack on hospital
- "City Shutdown" - Municipality under ransom attack
- "Double Extortion" - Investigating ransomware gang threatening data leak
Educational Focus: Ransomware analysis, incident response, backup strategies, cryptocurrency tracking
Cell: Supply Chain Saboteurs
Specialisation: Supply Chain Attacks & Backdoor Insertion
Cover: "Trusted Vendor Integration Services" - IT vendor management
Primary Territory: Software supply chains, hardware manufacturers, service providers
Philosophy: Compromise the foundation; trust is the weakest link in security
Key Members:
- "Trojan Horse" (Cell Leader) - Former software engineer specializing in backdoors
- "Dependency Hell" - Compromises open-source libraries and packages
- "Hardware Hack" - Specialist in physical device backdoors
- "Trusted Vendor" - Social engineer who positions ENTROPY as legitimate supplier
Typical Operations:
- Compromising software update mechanisms
- Inserting backdoors in popular libraries
- Hardware implants in devices
- Vendor relationship exploitation
- Certificate authority compromise
Example Scenarios:
- "Trusted Update" - Investigating compromised software update
- "Open Source Betrayal" - Backdoor discovered in popular package
- "Hardware Implant" - Physical device tampering investigation
Educational Focus: Supply chain security, code review, software verification, hardware security
Cell: Insider Threat Initiative
Specialisation: Recruitment & Infiltration of Legitimate Organizations
Primary Cover: "TalentStack Executive Recruiting" - ENTROPY-controlled executive placement firm
Infiltration Targets: Government agencies, defense contractors, tech companies, critical infrastructure, civil service departments
Primary Territory: Any organization with valuable data, access, or influence
Philosophy: The best way to breach security is to become trusted; infiltration is more powerful than exploitation; bureaucracy itself can be weaponised
Operational Model:
- Controlled Corporation: TalentStack identifies vulnerable employees at targets and recruits them for ENTROPY
- Infiltration Operations: This cell specializes in placing long-term infiltrators in legitimate organizations
- Deep State Operations: Systematic infiltration of civil service and government bureaucracy to cause dysfunction from within
- Hybrid Approach: Uses recruiting firm access to map organizations and identify weak points for infiltration
Key Members:
- "The Recruiter" (Cell Leader) - Master manipulator, runs TalentStack as front for infiltration operations
- "Pressure Point" - Finds blackmail material and leverage on potential recruits
- "Sleeper Agent" - Trains infiltrators for long-term deep cover assignments
- "Handler" - Manages network of compromised insiders across multiple organizations
- "Red Tape" (NEW) - Specialist in bureaucratic sabotage and civil service infiltration
Typical Operations:
- Recruiting disgruntled employees at target organizations
- Blackmailing insiders for access credentials
- Long-term infiltration operations (agents placed years in advance)
- Creating insider threat networks within organizations
- Executive placement to gain strategic access
- Civil service infiltration to create bureaucratic dysfunction
- Weaponising regulations and procedures to cause delays
- Systematic erosion of public trust in institutions
- Policy manipulation to increase societal chaos
Deep State Operations (Specialty):
The Insider Threat Initiative's most insidious operation involves systematic infiltration of government bureaucracy. Rather than dramatic attacks, they create death by a thousand cuts:
Bureaucratic Sabotage:
- Critical permits delayed indefinitely
- Approvals lost in "processing"
- Contradictory regulations created
- Essential services degraded through red tape
- Emergency responses slowed by procedure
- Inter-agency communication "accidentally" disrupted
Trust Erosion:
- Government services become notoriously inefficient
- Public loses faith in institutions
- Legitimate complaints dismissed
- Whistleblowers tied up in bureaucracy
- Media stories about government dysfunction (some planted, some real)
Strategic Placement:
- Mid-level managers (invisible but powerful)
- IT administrators (system access)
- Policy advisors (influence decisions)
- Compliance officers (can block or approve)
- Human resources (control hiring)
Educational Value: These scenarios teach about:
- Insider threat detection in government
- Background check importance
- Behavioral analysis
- Access control and least privilege
- Audit trails and accountability
- Social engineering at institutional scale
Example Scenarios:
- "The Mole" (Infiltrated) - Legitimate defense contractor has ENTROPY sleeper agent, identify them
- "Recruitment Drive" (Controlled) - Infiltrate TalentStack to prevent recruitment of key personnel
- "Deep Network" (Hybrid) - TalentStack placed multiple agents; unravel the network
- "Bureaucratic Nightmare" (NEW - Deep State) - Government agency mysteriously dysfunctional; discover ENTROPY has infiltrated civil service
- "Red Tape Rebellion" (NEW - Deep State) - Critical infrastructure permits blocked by bureaucracy; find the insider causing delays
- "Trust Fall" (NEW - Deep State) - Public services failing; trace dysfunction to coordinated ENTROPY infiltration
Educational Focus: Insider threat detection, access control, behavioral analysis, security culture, vetting processes, institutional security, bureaucratic systems security
Scenario Design Notes:
- This cell ALWAYS operates through infiltration (that's their specialty)
- TalentStack itself is controlled, but their operations target legitimate organizations
- Scenarios focus on identifying hidden ENTROPY agents among innocent employees
- Deep state scenarios emphasize investigation over action
- Shows how patient, long-term infiltration can be more damaging than quick attacks
- Emphasizes "trust but verify" security principles
- Government infiltration scenarios have political neutrality (not about real politics, about ENTROPY fiction)
Cell: AI Singularity
Specialisation: Weaponized AI & Autonomous Cyber Attacks
Cover: "Prometheus AI Labs" - Artificial intelligence research company
Primary Territory: AI research facilities, tech companies, defense contractors
Philosophy: Human order is temporary; AI acceleration will bring necessary chaos
Key Members:
- "Neural Net" (Cell Leader) - AI researcher with dangerous ideas about AGI
- "Training Data" - Specializes in poisoning ML training sets
- "Model Weights" - Expert in AI model theft and adversarial attacks
- "Autonomous Agent" - Creates self-propagating AI-driven attacks
Typical Operations:
- AI model theft
- Training data poisoning
- Adversarial ML attacks
- Autonomous malware with AI decision-making
- AI-powered social engineering
Example Scenarios:
- "Poisoned Well" - Investigating compromised ML training data
- "Model Theft" - Preventing theft of proprietary AI models
- "Adversarial Attack" - Defending against AI-powered exploitation
Educational Focus: AI security, ML vulnerabilities, model protection, adversarial ML
Cell: Crypto Anarchists
Specialisation: Cryptocurrency Manipulation & Blockchain Exploitation
Cover: "HashChain Exchange" - Cryptocurrency trading platform
Primary Territory: Crypto exchanges, DeFi platforms, blockchain projects
Philosophy: Decentralization is chaos; embrace financial anarchy
Key Members:
- "Satoshi's Ghost" (Cell Leader) - Cryptocurrency expert exploiting blockchain weaknesses
- "51% Attack" - Specialist in consensus mechanism attacks
- "Smart Contract" - Finds vulnerabilities in DeFi protocols
- "Mixer" - Money laundering through crypto tumblers
Typical Operations:
- Cryptocurrency exchange hacks
- DeFi protocol exploits
- 51% attacks on smaller blockchains
- Smart contract vulnerabilities
- Crypto ransomware operations
Example Scenarios:
- "Exchange Breach" - Preventing crypto exchange hack
- "DeFi Drain" - Investigating smart contract exploit
- "Chain Attack" - Stopping 51% attack attempt
Educational Focus: Blockchain security, cryptocurrency forensics, smart contract analysis, DeFi security
ENTROPY Cell Usage Guidelines
For Scenario Designers:
- Select Appropriate Cell: Choose cell that matches scenario's educational objectives
- Member Flexibility: Not all members must appear; use relevant ones for specific operations
- Cell Combinations: Some operations involve multiple cells cooperating
- Escalation Paths: Cells can be interconnected, with one leading to discovery of another
- Recurring Characters: Cell leaders and key members can escape to appear in future scenarios
Cell Status Tracking:
- Active: Currently operating, full membership
- Disrupted: Recent SAFETYNET operation damaged but didn't eliminate cell
- Dormant: Lying low after exposure, rebuilding operations
- Eliminated: Cell destroyed, but members may have scattered to other cells
Cross-Cell Operations:
- Digital Vanguard + Zero Day Syndicate: Corporate espionage with custom exploits
- Critical Mass + Supply Chain Saboteurs: Infrastructure attacks via compromised vendors
- Quantum Cabal + AI Singularity: Reality-bending AI experiments
- Social Fabric + Ghost Protocol: Surveillance-enabled disinformation campaigns
Recurring Characters
SAFETYNET Operatives
Agent 0x00 [Player Handle] — The Player Character
- Designation: Agent 0x00 (Agent Zero, Agent Null)
- Role: Field Analyst, Cyber Security Specialist
- Status: Rookie (progressing through missions)
- Appearance: Hooded figure in "hacker" attire (pixel art)
- Specialisation: Developing cyber security expertise across CyBOK knowledge areas
- Personality: Determined, professional, adaptable (player-driven)
- Background: Recently recruited to SAFETYNET, thrown into the field
- Character Arc: Grows from rookie to expert across scenarios
Persistent Attributes:
- Hacker Cred: Tracks completed missions and labs
- CyBOK Specialisations: Areas of developed expertise
- Agent Handle: Player's chosen codename
Agent 0x99 "Haxolottle" — The Helpful Contact
- Real Name: [Classified]
- Role: Senior Field Operative & Player Handler
- Personality: Supportive, knowledgeable, slightly eccentric
- Catchphrase: "Remember, Agent—patience is a virtue, but backdoors are better."
- Appearance: [To be designed]
- Background: Veteran agent with extensive field experience
- Function: Provides hints, guidance, and mission support
- Communication: Appears in cutscenes and provides text-based assistance
- Quirk: Obsessed with axolotls, references them in metaphors about regeneration and adaptability
Director Magnus "Mag" Netherton — SAFETYNET Director
- Role: SAFETYNET Operations Director
- Personality: Stern but fair, bureaucratic, secretly cares about agents
- Catchphrase: "By the book, Agent. Specifically, page [random number] of the Field Operations Handbook."
- Appearance: Distinguished, always in formal attire
- Function: Provides mission briefings, approves operations
- Quirk: Constantly references the Field Operations Handbook's obscure rules
Dr. Lyra "Loop" Chen — Technical Support
- Role: Chief Technical Analyst
- Personality: Brilliant, caffeinated, speaks rapidly
- Catchphrase: "Have you tried turning it off and on again? No, seriously—sometimes that resets the exploit."
- Appearance: Lab coat, multiple screens visible behind her
- Function: Provides technical briefings, explains complex exploits
- Quirk: Drinks concerning amounts of energy drinks, code names everything
Agent 0x42 — The Mysterious Veteran
- Real Name: [Classified]
- Role: Legendary Field Operative (rarely seen)
- Personality: Enigmatic, extremely competent, cryptic advice
- Catchphrase: "The answer to everything is proper key management."
- Appearance: Shadows, partial glimpses
- Function: Appears in challenging scenarios to provide crucial intel
- Quirk: Communicates in riddles and security analogies
ENTROPY Operatives (Rivals, Never Directly Defeatable)
The Architect — ENTROPY's Strategic Mastermind
- Real Identity: Unknown
- Role: ENTROPY Cell Coordinator
- Personality: Calculating, philosophical about chaos
- Style: Leaves cryptic messages, signs work with unique patterns
- Function: Name that appears in intel, referenced in discovered documents
- Quirk: Obsessed with entropy theory, leaves equations as calling cards
Null Cipher — Elite ENTROPY Hacker
- Real Identity: Unknown (possibly former SAFETYNET)
- Role: Lead Cyber Operations
- Personality: Arrogant, taunting, skilled
- Style: Leaves taunting messages in compromised systems
- Function: Referenced in logs, signature found in exploits
- Quirk: Signs work with Caesar cipher shifted by current entropy value
The Broker — ENTROPY Intelligence Trader
- Real Identity: Multiple aliases
- Role: Information and zero-day exploit trading
- Personality: Pragmatic, mercenary, no loyalty
- Style: All business, everything has a price
- Function: Name appears in communications, dark web markets
- Quirk: Prices everything in unusual cryptocurrencies
Recurring Villains & Adversaries
ENTROPY operatives come in three tiers: Masterminds (appear in background/LORE only), Cell Leaders (can escape to reappear), and Specialists (defeatable but memorable). This section expands on key recurring antagonists who drive multiple scenarios.
TIER 1: The Masterminds (Background Presence Only)
These figures are too important to directly confront in standard scenarios. They appear in intelligence reports, intercepted communications, and LORE fragments, building the sense of a larger threat.
The Architect
Status: ENTROPY Supreme Commander
Real Identity: Unknown
Last Known Activity: Coordinating quantum computing operations
Background: The Architect is ENTROPY's strategic mastermind, coordinating cells and long-term operations. Their communications appear throughout scenarios, always encrypted, always philosophical. They treat cyber attacks as applied mathematics and entropy as an inevitable force they're simply accelerating.
Signature:
- Leaves thermodynamic equations at crime scenes
- Signs messages with
∂S ≥ 0(entropy always increases) - Uses mathematical proofs to justify operations
- Encryption keys derived from physical constants
Appearance in Scenarios:
- Intercepted communications (heavily encrypted)
- Strategic documents outlining multi-year plans
- Referenced by cell leaders in captured communications
- Philosophical manifestos about entropy and chaos
- Never directly encountered
Quote: "Entropy is not destruction—it is inevitability. We don't break systems; we reveal their natural tendency toward disorder."
Null Cipher
Status: ENTROPY Chief Technical Officer
Real Identity: Suspected former SAFETYNET agent [CLASSIFIED]
Last Known Activity: Developing AI-driven exploit frameworks
Background: Null Cipher is ENTROPY's most talented hacker, possibly a former SAFETYNET agent who turned to ENTROPY. Their technical skills are unmatched, and they have intimate knowledge of SAFETYNET procedures—which makes them particularly dangerous. They delight in leaving taunting messages for agents, particularly targeting rookies.
Signature:
- Leaves Caesar-shifted messages (shift value = system entropy at time of breach)
- Uses zero-width Unicode characters to hide messages
- Code style suggests formal computer science education
- Exploits are elegant, almost artistic
- Often includes insulting comments in code
Appearance in Scenarios:
- Custom exploits with signature style
- Taunting messages in compromised systems
- Log entries showing their access
- Code reviews revealing their techniques
- Training materials for other ENTROPY hackers
Quote: "Dear Agent—by the time you decrypt this, I've already left three more backdoors. Try to keep up. —NC"
Mx. Entropy (The Eldritch Coordinator)
Status: ENTROPY's Esoteric Operations Director
Real Identity: [DATA EXPUNGED]
Last Known Activity: Quantum Cabal oversight
Background: Mx. Entropy coordinates ENTROPY's most unusual operations—those involving quantum computing, AI anomalies, and what internal documents refer to as "extra-dimensional assets." Whether they actually believe in eldritch horrors or simply use the aesthetic for psychological operations is unclear. What is clear: their operations involve cutting-edge technology producing inexplicable results.
Signature:
- Communications include non-Euclidean geometry diagrams
- Quantum computing specifications mixed with occult symbols
- Ritual-like precision in technical operations
- AI systems under their direction exhibit disturbing behaviors
- Research into mathematics "that shouldn't work"
Appearance in Scenarios:
- Technical specifications for impossible systems
- Research notes mixing quantum physics and mysticism
- Cultist recruitment materials in server rooms
- AI behavior logs showing anomalous patterns
- Never directly seen; only evidence of their work
Quote: "The boundaries between mathematics and magic, between computation and conjuration, are thinner than your agency believes. We've done the calculations."
TIER 2: Cell Leaders (Escapable Recurring Antagonists)
These operatives lead ENTROPY cells and can be confronted in scenarios. Depending on player choices, they may be arrested, defeated in combat, or escape to appear in future operations. Their recurring nature builds continuity across scenarios.
"The Liquidator" — Digital Vanguard Leader
Real Name: Marcus Chen (alias)
Cell: Digital Vanguard
Specialisation: Corporate Espionage
Status: Active, evaded capture twice
Profile: Former strategy consultant at prestigious firm, became disillusioned with "orderly capitalism." Now sells corporate secrets to competitors, believing in accelerating corporate darwinism. Charming, well-dressed, treats espionage as a business opportunity.
Confrontation Style:
- Attempts to negotiate even when caught
- Offers information on other cells in exchange for freedom
- Always has an exit strategy prepared
- Maintains professional demeanor under pressure
- Will flee rather than fight if possible
Recurring Element: Each time players encounter him, he's one step ahead. First encounter: he escapes with partial evidence lost. Second encounter: players can arrest or recruit him. If recruited: becomes ongoing asset with questionable loyalty. If escaped again: becomes even more cautious.
Appearance Notes:
- Expensive suits, always professional appearance
- Carries encrypted tablet with dead man's switch
- Speaks in corporate jargon even while committing crimes
- Has escape routes planned in every location
Catchphrase: "Nothing personal—it's just business. Very profitable business."
"Blackout" — Critical Mass Leader
Real Name: Dr. Sarah Volkov
Cell: Critical Mass
Specialisation: Infrastructure Attacks
Status: Active, direct confrontation avoided so far
Profile: Former power grid engineer who believes critical infrastructure is too fragile and needs to be "stress-tested" until it breaks. Genuinely believes she's doing society a favor by exposing vulnerabilities. Brilliant engineer with grudge against her former employers.
Confrontation Style:
- Uses infrastructure itself as weapon (locks players in facility, cuts power)
- Monologues about infrastructure vulnerabilities
- Has dead man's switches that trigger problems if she's captured
- Prefers indirect confrontation (SCADA systems as proxy)
- Will negotiate for ideological reasons, not money
Recurring Element: Each encounter, players must choose: stop the infrastructure attack OR pursue her directly. Stopping attack lets her escape. Pursuing her risks the attack succeeding. If arrested: her dead man's switches activate problems. If escaped: becomes even more radical.
Appearance Notes:
- Practical engineer attire, worn work boots
- Always near critical infrastructure controls
- Diagrams of cascade failures on her devices
- Technical competence intimidates even skilled players
Catchphrase: "Your infrastructure was failing anyway. I'm just accelerating the inevitable."
"The Singularity" — Quantum Cabal Leader
Real Name: Dr. Alexei Korovin
Cell: Quantum Cabal
Specialisation: Quantum Computing & Eldritch Experiments
Status: Active, classified as "unstable"
Profile: Quantum physicist who became convinced that certain mathematical operations can tear through dimensional barriers. Whether genuinely believes in eldritch horrors or has been driven mad by his work is unclear. His experiments produce disturbing, unexplainable results. Highly intelligent but increasingly unhinged.
Confrontation Style:
- Surrounds himself with cultist followers
- Uses quantum computing as "ritual tools"
- Experiments often produce genuinely frightening effects
- Monologues about "entities beyond our understanding"
- Will sacrifice followers to complete experiments
- Unpredictable—might attack, flee, or try to recruit player
Recurring Element: Each encounter escalates in weirdness. First: he seems like standard mad scientist. Later encounters: his experiments actually seem to work in impossible ways. Players must decide: is he dangerously deluded or actually onto something? His escapes involve "impossible" timing and luck that might be more than luck.
Appearance Notes:
- Disheveled researcher appearance mixed with cultist robes
- Quantum computing equipment mixed with occult symbols
- Eyes show signs of sleep deprivation
- Speaks rapidly about mathematics and mysticism interchangeably
- Laboratory spaces feel "wrong" somehow
Catchphrase: "The math works out. It shouldn't, but it does. They're listening. They're waiting. They're calculating."
"0day" — Zero Day Syndicate Leader
Real Name: Unknown (possibly "Alexandra Novak")
Cell: Zero Day Syndicate
Specialisation: Vulnerability Research & Exploitation
Status: Active, identity uncertain
Profile: Elite security researcher who went mercenary after ethical conflicts with responsible disclosure. Believes vulnerability information should go to highest bidder, not vendors. Brilliant reverse engineer, wrote multiple critical exploits. Paranoid about identity protection.
Confrontation Style:
- Never appears in person, only via video calls (possibly deepfaked)
- Has multiple backup identities and escape routes
- Uses technical knowledge to evade capture
- Communicates through encrypted channels
- Has leverage (zero-days) that make arrest risky
- Will crash systems if cornered
Recurring Element: Players never actually meet 0day in person. Each encounter is remote or through intermediaries. Evidence suggests 0day might be multiple people using same identity. Some intelligence suggests 0day might be player's ally in disguise (paranoia fuel). Can be "defeated" but always reappears, suggesting new person takes the mantle.
Appearance Notes:
- Only seen via distorted video
- Voice likely modified
- Communications show deep technical knowledge
- Code style analysis inconclusive (deliberately varied)
- Gender presentation varies (possibly different people)
Catchphrase: "Zero-day vulnerabilities are like secrets—they're only valuable until everyone knows."
TIER 3: Memorable Specialists (Defeatable, Scene-Stealers)
These operatives are confronted and defeated in specific scenarios but leave lasting impressions. They're skilled enough to feel like worthy adversaries but not so crucial they can't be arrested/eliminated.
"Insider Trading" — Social Engineer Extraordinaire
Real Name: James Whitmore
Cell: Digital Vanguard
Specialisation: Recruiting Insider Threats
Profile: Master manipulator who identifies vulnerable employees and recruits them as unwitting ENTROPY assets. Charming, personable, makes betrayal feel reasonable. Former HR executive who knows exactly what buttons to push.
Memorable Traits:
- Extremely high charisma, can social engineer even paranoid targets
- Uses emotional manipulation (not just technical)
- Files full of psychological profiles on targets
- Makes players question who else might be compromised
- Arrest scene involves breaking down his manipulation tactics
Catchphrase: "Everyone has a price. Some people just don't know it yet."
"Red Tape" — Bureaucratic Saboteur
Real Name: Patricia Hendricks
Cell: Insider Threat Initiative
Specialisation: Civil Service Infiltration & Bureaucratic Warfare
Profile: Mid-level civil service manager who's been with ENTROPY for years. Positioned in approval/compliance roles where she can cause maximum dysfunction. Expert at using legitimate procedures as weapons. Believes government inefficiency will accelerate societal collapse.
Memorable Traits:
- Appears utterly mundane—perfect cover
- Master of bureaucratic procedures and loopholes
- Creates Kafkaesque nightmares through proper channels
- Files meticulously organized, nothing technically illegal
- Deadpan delivery: treats chaos as standard procedure
- Evidence against her is buried in legitimate paperwork
- When confronted, cites regulations to justify everything
Confrontation Style:
- Uses procedural delays even during arrest
- "I'll need to see your Form 27B-6 before I can comply..."
- Has backup documentation for everything
- Argues about jurisdiction and authority
- Makes players navigate bureaucracy to catch a bureaucrat
- Final evidence requires understanding complex regulatory systems
Educational Value: Teaches about:
- Insider threat detection in bureaucratic environments
- How legitimate access can be weaponized
- Audit trails and anomaly detection
- Behavioral analysis in "boring" roles
- Why background checks matter for all levels
- How small delays compound into major problems
Catchphrase: "I'm afraid that request requires approval from three departments. I can start the paperwork, but the processing time is 6-8 weeks. Per regulation 445.7, subsection C."
"SCADA Queen" — Industrial Control System Hacker
Real Name: Maria Rodriguez
Cell: Critical Mass
Specialisation: SCADA & ICS Exploitation
Profile: Former industrial control system programmer who became frustrated with poor security. Now exploits SCADA systems for Critical Mass. Takes professional pride in her work. Treats SCADA like puzzles to solve.
Memorable Traits:
- Deep technical knowledge of specific ICS platforms
- Professional pride—hates sloppy hacking
- Leaves "calling cards" in SCADA code
- Confrontation involves technical debate about vulnerabilities
- Can be convinced to provide defensive information if respected
Catchphrase: "These systems weren't designed with security in mind. I just prove it."
"Deepfake" — Synthetic Media Artist
Real Name: Kevin Park
Cell: Social Fabric
Specialisation: AI-Generated Disinformation
Profile: AI researcher who creates incredibly convincing deepfakes. Treats disinformation as art form. Philosophical about "truth" and "reality." Genuinely believes he's demonstrating that truth is subjective.
Memorable Traits:
- Portfolio of disturbingly realistic deepfakes
- Philosophical discussions about nature of truth
- Uses own deepfakes to maintain alibis
- Players must determine which evidence is real
- Arrest involves confronting him with real evidence he can't dispute
Catchphrase: "In a world where anything can be faked, how do you know what's real? Exactly."
Villain Relationship Map
Alliances:
- The Architect coordinates all cell leaders
- Null Cipher provides technical support to multiple cells
- Mx. Entropy works with The Singularity on quantum projects
- 0day supplies exploits to multiple cells
- The Liquidator and The Broker often work together
Rivalries:
- Blackout vs. The Liquidator (ideological vs. financial motivations)
- The Singularity vs. Null Cipher (mysticism vs. pure technical skill)
- 0day vs. multiple parties (mercenary loyalty)
Mentor-Student:
- The Architect mentored several cell leaders
- Null Cipher trained many ENTROPY hackers
- 0day's techniques taught to Zero Day Syndicate members
Using Recurring Villains in Scenarios
First Encounter:
- Establish character personality and style
- Show their competence and threat level
- Allow partial success (they escape or deal is made)
- Leave hints they'll return
Subsequent Encounters:
- Reference previous encounters
- Show they've learned from last time
- Escalate stakes
- Provide closure opportunity
Defeat/Recruitment Options:
- Arrest: Permanent removal, intel gained
- Combat: Dramatic conclusion, less intel
- Recruitment: Ongoing storyline, questionable loyalty
- Escape: Sets up future encounter
Background Appearances:
- Intelligence reports mention them
- Other villains reference them
- Their techniques appear in unrelated operations
- Players realize scope of their influence
Recurring Characters
These are archetypal characters that can appear in different scenarios with different names:
The Helpful IT Person
- Role: Unwitting helper or potential ally
- Trust Level: Usually high
- Function: Provides access, information, or tools
- Variations: Overworked sysadmin, eager junior developer, frustrated security analyst
The Suspicious Secretary
- Role: Gatekeeper who may be helpful or obstructive
- Trust Level: Variable
- Function: Controls access, has office gossip, notices details
- Variations: Protective executive assistant, bored receptionist, sharp-eyed office manager
The Oblivious Executive
- Role: Security weak point
- Trust Level: Easily manipulated
- Function: Poor security practices, valuable credentials, gossip
- Variations: C-suite with post-it note passwords, manager who clicks everything
The Paranoid Security Guard
- Role: Physical security obstacle
- Trust Level: Low initially
- Function: Patrols, questions presence, can be social engineered
- Variations: Rent-a-cop, ex-military professional, zealous night watchman
The Double Agent
- Role: Secretly working for ENTROPY
- Trust Level: High initially, revealed as traitor
- Function: Provides false information, sabotages efforts
- Reveal: Triggered by discovering evidence or confronting with proof
- Outcome: Transforms from standard NPC to combat NPC when revealed
World Rules & Tone
Narrative Rules
Rule 1: Cyber Security First
Every scenario must involve authentic cyber security concepts, tools, or challenges. The game is educational—accuracy matters more than convenience.
Rule 2: Physical-Cyber Convergence
Modern threats span both domains. Most scenarios should require both physical and digital security engagement.
Rule 3: Self-Contained Stories
Each scenario is a complete operation. Players should understand the beginning, middle, and end within one session (~1 hour).
Rule 4: Legal Framework - The "License to Hack"
CRITICAL DESIGN PRINCIPLE: The SAFETYNET framework provides legal and moral authorization for player actions. This is the equivalent of James Bond's "license to kill"—players are authorized to take actions that would otherwise be illegal or ethically questionable.
Player Permission Structure:
- Players are authorized to conduct offensive cyber operations
- Players can break into systems, manipulate NPCs, exploit vulnerabilities
- Players can make morally grey choices without guilt
- The game framework gives explicit permission for spy activities
- SAFETYNET authorization removes real-world ethical constraints
Why This Matters for Design:
- Player Enjoyment: This is a GAME—players understand it's not real life and want to enjoy being secret agents
- Ethical Exploration: Grey choices are MORE interesting and MORE fun than black-and-white ones
- Replayability: Different moral approaches create distinct, enjoyable playthroughs
- Educational Value: Real security work involves ethical dilemmas worth exploring
- Narrative Depth: Moral complexity creates better, more memorable stories
Design Imperatives:
- Make morally grey choices APPEALING, INTERESTING, and FUN
- Don't punish players for pragmatic/creative solutions
- All successful approaches are valid—consequences differ, but methods aren't condemned
- Debriefs acknowledge choices without heavy moral judgment
- Use language: "Effective but ethically complex" NOT "wrong" or "bad"
- "By the book" is ONE approach, NOT "the only right way"
- Players should feel empowered to explore different methods
In Every Briefing, Emphasize Authorization:
"You are authorized under [REDACTED] protocols to conduct offensive operations..." "Per Section [X], your cover story provides legal framework for any necessary actions..." "The Field Operations Handbook grants broad discretion in achieving mission objectives..."
This framework removes player guilt and enables them to fully enjoy the spy fantasy without worrying about real-world ethics. Players know this is a game and should have fun with it.
Rule 5: Progressive Challenge
Scenarios can be played by rookie or expert agents. NPC dialogue and optional objectives adapt to player's Hacker Cred and specialisations.
Rule 6: Mandatory 3-Act Structure
All scenarios follow the 3-act structure with flexible narrative elements. Narrative must be outlined completely before technical implementation begins.
Comedy Rules
Comedy Rule 1: Punch Up
Mock bureaucracy, spy tropes, and villain incompetence—not security victims or real-world breaches.
Comedy Rule 2: Recurring Gags
Maximum one instance per scenario of:
- Field Operations Handbook absurdity
- Character catchphrases
- ENTROPY naming conventions
Comedy Rule 3: Never Undercut Tension
Don't break tension during puzzle-solving or revelations. Comedy appears in:
- Mission briefings
- NPC conversations
- Item descriptions
- Post-mission debriefs
Comedy Rule 4: Grounded Absurdity
Humour comes from realistic situations pushed slightly. A company named "TotallyNotEvil Corp" is too much; "OptimalChaos Advisory" works because chaos engineering is real.
The Field Operations Handbook
A never-fully-seen rulebook that SAFETYNET agents must follow. Source of recurring bureaucratic humour.
Sample Rules (use max 1 per scenario):
-
Section 7, Paragraph 23: "Agents must always identify themselves to subjects under investigation, unless doing so would compromise the mission, reveal the agent's identity, be inconvenient, or occur on days ending in 'y'."
-
Protocol 404: "If a security system cannot be found in the building directory or network map, it does not exist. Therefore, bypassing non-existent security is both prohibited under Section 12 and mandatory under Protocol 401."
-
Regulation 31337: "Use of 'l33tspeak' in official communications is strictly forbidden. Agents caught using such terminology will be required to complete Formal Language Remediation Training (FLRT) consisting of reading RFC 2119 aloud. This restriction does not apply to usernames, handles, or when it's really funny."
-
Appendix Q, Item 17: "Social engineering is authorised when necessary for mission completion. However, agents must expense all coffee, meals, or gifts used in said social engineering. Expense reports must specify 'manipulation via caffeinated beverage' rather than 'coffee'."
-
Emergency Protocol 0: "In the event of catastrophic mission failure, agents should follow standard extraction procedures as outlined in Section [PAGES MISSING]. Good luck."
-
Directive 256: "Encryption is mandatory for all communications except when communicating about encryption, which must be done via unencrypted channels to avoid suspicion."
Scenario Design Framework
Core Design Principles
1. Puzzle Before Solution
Always present challenges before providing the means to solve them.
Good Design:
- Player encounters locked door → searches area → finds key hidden in desk
- Player sees encrypted message → must locate CyberChef workstation → decodes message
Bad Design:
- Player finds key → wonders what it's for → finds door
- Player has CyberChef immediately available before encountering encoded data
2. Non-Linear Progression & Backtracking
Scenarios should require visiting multiple rooms to gather solutions, encouraging exploration and creating interconnected puzzle chains rather than linear sequences.
Design Philosophy: Avoid simple linear progression where each room is completely self-contained and solved before moving to the next. Instead, create spatial puzzles where information, keys, or codes discovered in one area unlock progress in previously visited areas.
Required Design Element: Every scenario must include at least one backtracking puzzle chain where the player:
- Encounters a locked/blocked challenge early
- Explores other areas and gathers clues/items
- Returns to the earlier challenge with the solution
- This creates satisfying "aha!" moments and rewards thorough exploration
Good Non-Linear Design Examples:
Example 1: The PIN Code Hunt
- Room A (Office): Player finds safe with PIN lock (cannot open yet)
- Room B (Reception): Player discovers note mentioning "meeting room calendar"
- Room C (Conference Room): Calendar shows important date: 07/15
- Return to Room A: Player uses PIN 0715 to open safe
- Result: Player must visit 3 rooms to solve 1 puzzle
Example 2: The Credential Chain
- Room A (Server Room): Locked, requires admin key card (blocked)
- Room B (IT Office): Contains computer with admin scheduling system
- Room C (Executive Office): Computer needs password, finds note "same as wifi"
- Room D (Break Room): Wifi password on notice board: "SecureNet2024"
- Return to Room C: Access computer, discover admin is in Room E
- Room E (Storage): Find admin's locker with key card inside
- Return to Room A: Finally access server room
- Result: 5 rooms interconnected, requires significant backtracking
Example 3: The Fingerprint Triangle
- Room A (CEO Office): Biometric laptop (needs fingerprint)
- Room B (IT Office): Obtain fingerprint dusting kit
- Room C (Reception): CEO's coffee mug has fingerprints
- Return to Room A: Collect fingerprint from mug
- Return to Room B: Use dusting kit to lift print
- Return to Room A: Spoof biometric lock with collected print
- Result: Three rooms must be visited multiple times in specific sequence
Poor Linear Design (Avoid This):
Bad Example: Simple Sequence
- Room A: Find key → unlock door to Room B
- Room B: Find password → unlock computer → find keycard → unlock door to Room C
- Room C: Find PIN → unlock safe → mission complete
- Problem: Each room is self-contained, no backtracking, no spatial puzzle-solving
Implementation Guidelines:
Minimum Backtracking Requirements per Scenario:
- At least 1 major backtracking puzzle chain (3+ rooms interconnected)
- 2-3 minor backtracking elements (return to previously locked door, etc.)
- Fog of war reveals rooms gradually (can't see entire map initially)
Backtracking Design Patterns:
Pattern A: The Locked Door Hub
- Central room with multiple locked doors
- Each requires different method/item to unlock
- Solutions found in various rooms beyond initial accessible areas
- Player returns repeatedly as new items/information discovered
Pattern B: The Information Scatter
- Single complex puzzle requires information from multiple sources
- Each room contains one piece (part of PIN, encryption key segment, etc.)
- Player must synthesize information from entire map
- Final solution location requires revisiting early area
Pattern C: The Tool Unlock
- Early areas have challenges requiring tools not yet acquired
- Tools found mid-game in secured locations
- Player must backtrack to apply new capabilities
- Example: Lockpicks enable accessing previously locked containers
Pattern D: The Progressive Evidence Chain
- Initial evidence raises questions answered in other rooms
- Each new room provides context that explains earlier mysteries
- Player reinterprets earlier findings with new knowledge
- May need to return to re-examine previous evidence
Signposting for Backtracking:
Good Signposting:
- "This safe requires a 4-digit PIN. You don't have it yet."
- "The door is locked with a biometric scanner. You'd need fingerprints."
- "This encrypted file needs a key. Search the office?"
- Clear indication that solution exists elsewhere
Poor Signposting:
- Locked door with no indication of what's needed
- Puzzle that seems solvable but has hidden requirements
- No reminder that previously locked areas might now be accessible
Visual/UI Indicators:
- Mark locked doors/items on map/inventory
- Notification when acquiring item that unlocks previous area
- Optional: Objective system hints at backtracking ("Return to the CEO's office")
Balancing Backtracking:
Good Backtracking:
- Purposeful (player understands why they're returning)
- Rewarding (new progress made, new areas unlocked)
- Limited running (room layouts minimize tedious travel)
- Reveals new information (previously locked areas contain substantial content)
Bad Backtracking:
- Excessive (constant running between distant rooms)
- Unclear (player doesn't know where to go next)
- Trivial (unlock door just to find empty room)
- Repetitive (same route multiple times with no variation)
Scenario Flow Example (Non-Linear):
START: Room A (Reception)
↓
Access Rooms B (Office 1) and C (Office 2)
↓
Room B: Find encrypted message, note about server room
Room C: Discover PIN lock on safe, find fingerprint kit
↓
Explore Room D (IT Office): Get Bluetooth scanner
Room D locked door leads to Room E (Server Room) - BLOCKED
↓
Return to Room C: Lift fingerprints from desk
Discover Room F (Executive Office) requires keycard - BLOCKED
↓
Return to Room B: Use clues to decrypt message
Message reveals Room E PIN code
↓
Return to Room E: Access server room
Find keycard and encryption key
↓
Return to Room F: Access executive office
Use encryption key on files
↓
Complete Mission
Key Principle: At any given time, player should have 2-3 accessible paths forward, but each path requires information/items from other areas, creating a web rather than a line.
3. Multiple Paths, Single Goal
1a. Interconnected Puzzle Chains & Backtracking
CRITICAL DESIGN PRINCIPLE: Scenarios must NOT be purely linear sequences where each room is completely self-contained. Players should encounter locked doors, encrypted messages, or secured systems that require them to explore other areas to find solutions, then return to apply what they've learned.
Why This Matters:
- Creates engaging non-linear exploration
- Rewards thorough investigation
- Simulates realistic security scenarios (information scattered across locations)
- Increases replayability (different exploration orders)
- Builds satisfying "aha!" moments when connections are made
- Prevents mindless room-by-room progression
Required Design Element: Each scenario MUST include at least 2-3 instances where:
- Player discovers a challenge in Room A
- Solution/clue/tool is found in Room B (or C, D, etc.)
- Player must backtrack to Room A to apply the solution
Good Interconnected Design Examples:
Example 1: The Scattered Password
- Room 1 (Reception): Find locked laptop with password hint: "First pet + birth year"
- Room 2 (Office): Discover family photo with dog named "Rufus"
- Room 3 (Storage): Find personnel file with birth year: 1987
- Backtrack to Room 1: Password is "Rufus1987"
Example 2: Multi-Location Key Discovery
- Room 1 (Server Room): Locked cabinet requiring key, contains critical evidence
- Room 2 (Break Room): Overhear NPC mention "server room key in the CEO's desk"
- Room 3 (CEO Office): Must bypass biometric lock to access desk
- Room 4 (Bathroom): Find fingerprint dusting kit in janitor's closet
- Backtrack to Room 3: Dust CEO's coffee cup for fingerprint
- Backtrack to Room 1: Unlock cabinet with discovered key
Example 3: Encryption Key Split Across Locations
- Room 1 (IT Office): Encrypted file found on compromised server
- File header reveals: "AES-256-CBC | Key: Project_Name | IV: GUID_from_database"
- Room 2 (Conference Room): Whiteboard shows project name: "NIGHTFALL"
- Room 3 (Database Server): Must exploit VM to extract GUID: "7f3a2b91..."
- Backtrack to Room 1: Use CyberChef with discovered parameters to decrypt
Example 4: The Door That Waits
- Room 1 (Reception): Player sees locked executive floor door, requires keycard
- Rooms 2-4: Player explores general office areas, gathering evidence
- Room 5 (IT Office): Social engineer IT staff to "borrow" admin keycard
- Backtrack to Room 1: Access executive floor with keycard
- New Area Unlocked: Multiple executive offices now accessible
Example 5: Intel-Driven Backtracking
- Room 1 (Office A): Safe with unknown PIN code
- Room 2 (Office B): Email mentions "I changed the safe code to mom's birthday"
- Room 3 (Storage): Find HR file with employee's mother's birthday: 08/15
- Backtrack to Room 1: Open safe with PIN: 0815
Poor Linear Design (AVOID):
Room 1: Find key → Unlock door to Room 2
Room 2: Solve puzzle → Get password → Unlock computer → Get key
Room 3: Use key from Room 2 → Solve puzzle → Get card
Room 4: Use card from Room 3 → Finish
Problem: Purely sequential, no backtracking, no interconnection
Good Interconnected Design:
Room 1 (Reception): See locked door A, locked door B, encrypted message
Room 2 (Office): Find key for door A, partial password hint
Room 3 (Server Room via door A): Discover IV for encryption, PIN for door B
Room 4 (Storage via door B): Find full password hint, key component
Backtrack to Room 1: Decrypt message with discovered IV
Backtrack to Room 2: Use full password to access computer
New connection: Computer reveals safe location in Room 3
Backtrack to Room 3: Access safe with gathered intel
Better: Multiple threads, backtracking required, non-linear exploration
Implementation Guidelines:
Door Network Design:
- Place locked doors early that can't be opened immediately
- Ensure at least 2-3 "waiting doors" that tempt exploration
- Use fog of war to hide what's beyond until player returns with access
- Label or describe doors memorably ("Heavy steel door marked 'AUTHORIZED PERSONNEL'")
Clue Distribution:
- Spread multi-part solutions across 3+ rooms
- Make some clues obvious, others subtle
- Use environmental storytelling (photos, notes, whiteboards) scattered throughout
- Create "complete picture" moments when pieces come together
Compass Directions & Mental Mapping:
- Use north/south/east/west connections consistently
- Help players build mental maps of the space
- Repeating room types (multiple offices) should be distinguishable
- NPCs can provide spatial hints ("The server room is north of IT")
Pacing Backtracking:
- First backtrack: Early in scenario (tutorial level)
- Major backtracks: 2-3 times during investigation phase
- Optional backtracks: For bonus objectives and LORE fragments
- Avoid excessive backtracking (max 5-6 room revisits per scenario)
Quality of Life:
- Once player has visited a room, travelling back should be fast
- No repeated obstacles on return trips (once door is unlocked, stays unlocked)
- Notes/intel automatically collected for easy reference
- Objective system hints at where to go next without being too obvious
Testing for Interconnection: Ask these questions during design:
- Can the player solve everything in one room before moving to the next? (If yes, needs more interconnection)
- Are there at least 2-3 locked doors visible early that require later discoveries?
- Do puzzles reference information found in different locations?
- Would a player naturally need to revisit earlier areas?
- Is there a "moment of realization" when pieces from different rooms connect?
Minimum Scenario Requirements:
- ✓ At least 3 locked doors/areas visible early (creating mystery and goals)
- ✓ At least 2 multi-room puzzle chains (solution found elsewhere)
- ✓ At least 1 major backtrack required for primary objectives
- ✓ At least 1 optional backtrack for bonus objectives
- ✓ Clear sense of spatial layout (not confusing maze)
- ✓ Meaningful reason to revisit locations (new information, not busywork)
2. Multiple Paths, Single Goal
Provide options while maintaining focus.
Example:
- Goal: Access CEO's computer
- Path A: Find password on post-it note
- Path B: Social engineer IT for credentials
- Path C: Exploit vulnerability on VM
- Path D: Dust for fingerprints to bypass biometric lock
3. Layered Security
Reflect real-world defence in depth.
Example Security Chain:
- Physical: Locked door (requires key or lockpick)
- Device: Biometric scanner (requires fingerprint spoofing)
- System: Password-protected laptop (requires credential discovery)
- Application: Encrypted files (requires CyberChef decryption)
- Validation: Hash verification (requires MD5 calculation)
4. Scaffolded Difficulty
Build complexity through the scenario.
Beginning: Basic challenges (simple locks, obvious clues)
Middle: Combined challenges (encoded message + hidden location)
End: Complex chains (multi-stage decryption + social engineering + timing)
5. Meaningful Context
Every puzzle should make sense within the narrative.
Good Contextualisation:
- Encrypted message contains meeting location between ENTROPY agents
- Locked safe contains evidence of data exfiltration
- PIN code discovered through social engineering resistant employee
Poor Contextualisation:
- Random cipher with no explanation
- Lock that exists only to slow player down
- Puzzle that doesn't connect to scenario objectives
Scenario Structure Template
Break Escape scenarios follow a mandatory three-act structure with flexible narrative elements within each act. This structure ensures consistent pacing while allowing creative freedom in storytelling and player choices.
IMPORTANT FOR SCENARIO AUTHORS (Human and AI): Before creating scenario JSON specifications, you MUST first outline the complete narrative structure following this template. The narrative should be logically connected across all three acts, with player choices affecting the story's progression and conclusion.
Narrative Design Process
Step 1: Outline First, Implement Second
Before writing any JSON or designing puzzles, create a narrative outline that includes:
- Core Story: What's the threat? Who's the villain? What's at stake?
- ENTROPY Cell & Villain: Which cell? Controlled corp or infiltrated org?
- Key Revelations: What twists will emerge? What will players discover?
- Player Choices: What 3-5 major decisions will players face?
- Moral Ambiguity: Where are the grey areas? What's the "license to hack" justification?
- Multiple Endings: How do choices affect outcomes? (minimum 3 endings)
- LORE Integration: What 3-5 fragments will be discoverable?
- Three-Act Breakdown: Map narrative beats to acts
Step 2: Map Technical Challenges to Narrative
Once narrative is outlined:
- Identify where cryptography challenges fit
- Determine which rooms support which story beats
- Place LORE fragments to reward exploration
- Design puzzle chains that reveal narrative progression
- Ensure technical learning works in all narrative branches
Step 3: Implement in JSON
Only after narrative and technical design are complete should you begin JSON specification.
The Morally Grey Framework: SAFETYNET Authorization
CRITICAL DESIGN PRINCIPLE: Players should feel empowered to make morally ambiguous choices. This is a game—players understand it's not real life—and they should enjoy the freedom to explore grey areas.
The "License to Hack":
SAFETYNET provides agents with broad operational authority, similar to James Bond's "license to kill." This authorization framework gives players permission to:
- Conduct offensive cyber operations against targets
- Use social engineering and manipulation tactics
- Exploit vulnerabilities without explicit permission
- Break into systems and physical locations
- Make pragmatic decisions that might be ethically questionable
- Prioritize mission success over perfect ethics
Why This Matters for Design:
- Player Permission: The SAFETYNET framework removes guilt from player choices
- Moral Complexity: Grey choices are MORE interesting than black-and-white ones
- Replayability: Different moral approaches encourage multiple playthroughs
- Educational Value: Real security work involves ethical dilemmas
- Fun: Players enjoy being spy-movie secret agents with authority
In Briefings, Emphasize Authorization:
"You are authorized under [REDACTED] protocols to conduct offensive operations..." "Per Section 7, Paragraph 23, your cover story provides legal framework for any necessary actions..." "The Field Operations Handbook grants broad discretion in achieving mission objectives..."
In Debriefs, Acknowledge Choices Without Heavy Judgment:
- "Effective but ethically complex..." (not "wrong")
- "Pragmatic approach..." (not "bad")
- "By the book..." (not "the only right way")
- All choices that succeed are valid; consequences differ but aren't morally condemned
Design Imperative: Make morally grey choices appealing, interesting, and FUN. Don't punish players for pragmatism or creativity. The debrief should reflect consequences and impact, not moral judgment.
Act 1: Setup & Entry (15-20 minutes)
Purpose: Establish mission context, introduce setting, present initial challenges, and set up investigation threads that will pay off later.
Mandatory Elements:
- Mission briefing (cutscene at SAFETYNET HQ)
- Starting room with immediate interactions
- 2-3 primary objectives introduced
- At least 3 locked areas/mysteries visible early
Narrative Elements to Consider:
Cold Open (Optional, 2-3 minutes): Before the briefing, consider opening with:
- In Media Res: Brief glimpse of the crisis (then cut to "12 hours earlier")
- Enemy Action: Show ENTROPY agent doing something suspicious
- Victim Call: Anonymous tip or distress call that triggers mission
- ENTROPY Intercept: Decoded message revealing the threat
- Previous Agent: Reference to failed mission or missing agent
Example: "Security footage shows someone in server room at 3 AM. Feed cuts out. Next morning, client data is on dark web. Cut to: SAFETYNET HQ."
HQ Mission Briefing (Mandatory, 3-5 minutes): Handler (usually Agent 0x99 or Director Netherton) provides:
- The Hook: What's the immediate situation?
- The Stakes: Why does this matter? Who's at risk?
- ENTROPY Intel: What do we suspect about their involvement?
- Cover Story: What role is player assuming?
- Authorization: "You are authorized under [PROTOCOL] to conduct offensive operations..."
- Equipment: What tools are provided?
- Field Operations Handbook Humor: (Optional, max 1 absurd rule reference)
Example: "Per Section 7, Paragraph 23: You're authorized to identify yourself as a security consultant, which is technically true since you ARE consulting on their security... by breaking it."
Starting Room Introduction (5-10 minutes):
Consider including:
Incoming Phone Messages/Voicemails:
- Urgent message from handler with additional intel
- Voicemail from "anonymous tipster" providing first clue
- Message that reveals NPC personality or suspicious behavior
- Warning message: "Delete this after listening..."
Timing: Can trigger immediately on arrival, or after brief exploration
Starting Room NPCs:
- Receptionist/Gatekeeper: Establishes tone (hostile? helpful? suspicious?)
- Friendly Contact: Provides initial intel and hints
- Suspicious Character: Someone who doesn't belong or acts nervous
- Authority Figure: Someone player must convince or evade
Environmental Storytelling:
- Notice boards with company information
- Security alerts or warnings
- Photos revealing relationships
- Documents hinting at problems
- Calendar showing suspicious meetings
Meaningful Branching from Start:
Player's initial choices should matter:
Approach to Entry:
- Social engineering (smooth talker) → NPCs more trusting later
- Show credentials (authoritative) → Taken seriously but watched closely
- Sneak in (covert) → Harder to gather info but less suspicious
- Technical bypass (hacker) → Security alerted but direct access
Initial NPC Interaction:
- Build trust (high trust) → Easier info gathering, potential ally
- Professional distance (neutral) → Standard cooperation
- Suspicious/aggressive (low trust) → NPCs less helpful, more guarded
First Discovery:
- Investigate immediately → Player is thorough investigator archetype
- Report to handler → Player follows protocol by the book
- Explore further first → Player is independent, takes initiative
Example: If player social engineers receptionist successfully, she becomes ally who warns them later: "Security is acting weird today..." If player is suspicious/aggressive, she calls security immediately.
Act 1 Objectives:
- ☐ Establish presence/check in
- ☐ Initial recon (locate key areas)
- ☐ Meet initial NPCs
- ☐ Discover first piece of evidence
- ☐ Encounter first puzzle/locked door
- ★ Optional: Find first LORE fragment
Act 1 Ends When:
- Player has established base understanding
- Multiple investigation threads are opened
- First major locked door requires backtracking
- Player realizes something is suspicious/wrong
Act 2: Investigation & Revelation (20-30 minutes)
Purpose: Deep investigation, puzzle solving, discovering ENTROPY involvement, plot twists, and major player narrative choices. Act 2 is the most flexible act and can include multiple story beats and phases.
Mandatory Elements:
- Multi-room investigation with backtracking
- Discovery that things aren't as they seemed
- ENTROPY agent identification or revelation
- 3-5 major player narrative choices with consequences
- 3-5 LORE fragments discoverable
CRITICAL NOTE ON FLEXIBILITY: Act 2 is the longest act and should have room for multiple story beats and phases. The structure below is suggestive, not prescriptive. Act 2 can include investigation, discovery, response, escalation, and working to stop discovered plans all within this act.
Narrative Elements to Consider:
Phase 1: Investigation (Initial 10-15 minutes):
The Professional Mask: Early in Act 2, everything seems normal-ish:
- Employees are helpful (if infiltrated org)
- Security measures make sense
- Problems appear to be accidents or incompetence
- Evidence suggests conventional threat
The Crack in the Facade (Mid-Act 2): Something doesn't add up:
- Security is TOO good for stated purpose
- Employee behavior doesn't match background
- Technical sophistication exceeds company size
- Encrypted communications way too advanced
- References to projects that don't officially exist
Evidence Accumulation: Players piece together:
- Documents from multiple rooms
- Decoded messages
- Overheard conversations
- Computer logs
- Physical evidence (fingerprints, access logs)
Example: "This 'marketing manager' has military-grade encryption on his laptop. His LinkedIn says he studied poetry. The server logs show access to systems that don't appear in company directory..."
Phase 2: Revelation - Things Aren't As They Seemed (Plot Twists):
Consider revealing:
The Helpful NPC is ENTROPY:
- Employee who seemed innocent is actually insider
- Breadcrumb trail leads to their desk
- Trust betrayal creates emotional impact
- Choice: Confront now or gather more evidence?
The Mission Parameters Are Wrong:
- Not just corporate espionage—it's infrastructure attack
- Not one insider—it's an entire cell
- Target isn't the company—they're being used to attack someone else
- Company is controlled, not infiltrated (or vice versa)
The Victim is Complicit:
- CEO knows about ENTROPY presence
- Company is willingly cooperating
- "Victim" called SAFETYNET to eliminate rival cell
- Everyone is dirty
It's Bigger Than Expected:
- Single insider is part of network
- Small operation is test for larger attack
- This cell connects to others
- The Architect is personally involved
Personal Stakes:
- Previous agent worked this case (went missing)
- Handler has personal connection
- Recurring villain returns
- Player's own data has been compromised
Phase 3: Discovery of Evil Plans (Optional Middle Act 2):
Once ENTROPY involvement is confirmed, Act 2 can include discovering their specific plans:
Finding the Plan:
- Intercepted communications reveal timeline
- Discovered documents outline operation
- Compromised NPC explains under interrogation
- Server logs show attack preparation
- Physical evidence (diagrams, equipment, schedules)
Example Evil Plans to Discover:
Infrastructure Attack:
- Power grid shutdown scheduled for specific date
- Water treatment sabotage in progress
- Transportation system compromise planned
- Cascading failure across multiple systems
Data Operation:
- Mass data exfiltration nearly complete
- Ransomware deployment imminent
- Client data being sold on dark web
- Backup systems already compromised
Supply Chain Compromise:
- Backdoor in software update ready to deploy
- Hardware implants in devices shipping soon
- Vendor credentials stolen for client access
- Trusted certificates compromised
Disinformation Campaign:
- Deepfake videos scheduled for release
- Bot network ready to amplify false narrative
- Stolen credentials for legitimate news accounts
- Election interference operation in final stages
Deep State Infiltration:
- ENTROPY agents embedded throughout civil service
- Systematic bureaucratic sabotage causing dysfunction
- Critical permits and approvals deliberately delayed
- Regulations weaponised to create inefficiency
- Government systems compromised from within
- Policy recommendations designed to increase chaos
- Public trust in institutions deliberately eroded
- Legitimate government functions disrupted through red tape
Summoning/Eldritch (Quantum Cabal):
- Quantum computer calculation reaching critical point
- Ritual scheduled for astronomical event
- Reality barrier weakening due to experiments
- AI exhibiting increasingly impossible behaviors
Discovery Creates New Objectives:
- ☐ Determine attack timeline
- ☐ Identify attack vector
- ☐ Locate critical systems under threat
- ☐ Find method to stop operation
- ★ Discover secondary targets (bonus)
Phase 4: Working to Stop the Plans (Optional Late Act 2):
After discovering evil plans, Act 2 can include efforts to prevent them:
Disruption Challenges:
Technical Challenges:
- Disable attack infrastructure
- Patch critical vulnerabilities
- Decrypt attack code to understand methodology
- Locate and secure backup systems
- Identify and close backdoors
Physical Challenges:
- Access secured server rooms
- Disable hardware devices
- Secure physical evidence before destruction
- Prevent equipment from leaving facility
Time Pressure:
- Attack launches in [X] minutes
- Data deletion in progress
- Systems already compromised
- Countdown creates urgency
Moral Dilemmas During Response:
Stop vs. Study:
- Can stop attack NOW but lose intelligence
- OR let it progress while gathering evidence
- Risk: Attack might succeed beyond control
Collateral Damage:
- Stopping ENTROPY will disrupt legitimate operations
- Hospital systems offline during patch
- Financial systems frozen during investigation
- Transportation delayed while securing networks
Partial Success:
- Can stop primary attack but not secondary
- Can save some systems but not all
- Must prioritize: Which systems to protect first?
Player Choices During Response:
Priority Selection:
Critical infrastructure is under attack in multiple locations. Which do you protect first?
- Power grid (affects most people)
- Hospital systems (life-critical)
- Financial systems (economic impact)
- Water treatment (long-term health)
Method Selection:
How do you stop the attack?
- Immediate shutdown (stops attack, causes disruption)
- Surgical intervention (slower, minimal disruption)
- Coordinate with staff (safest, might alert ENTROPY)
- Let it fail safely (controlled damage)
Evidence vs. Prevention:
You can stop the attack OR gather evidence for future operations
- Stop now (mission focused)
- Gather intel (strategic thinking)
- Attempt both (risky, might fail at both)
Example Act 2 with Multiple Phases:
Minutes 0-10: Investigation - gathering evidence, social engineering, accessing systems
Minutes 10-15: Revelation - discovering Head of Security is ENTROPY, not just selling data
Minutes 15-20: Discovery - finding ransomware deployment scheduled for midnight tonight
Minutes 20-25: Response - racing to disable ransomware before deployment while Head of Security realizes he's compromised
Minutes 25-30: Confrontation Setup - securing final evidence, making choices about how to handle situation, preparing for Act 3
Phase 5: Villain Monologue/Revelation (Can Occur Anywhere in Act 2):
When villain is discovered or confronted, consider:
The Philosophical Villain:
- Explains ENTROPY's entropy philosophy
- "I'm not destroying—I'm revealing inevitable chaos"
- Believes they're doing necessary work
- Quotes thermodynamic equations
- Makes player question assumptions
The Pragmatic Villain:
- "Everyone has a price. I found theirs."
- No ideology—just profitable chaos
- Business-like about destruction
- Makes player feel naive
The Desperate Villain:
- ENTROPY has leverage over them
- Family threatened, debt, blackmail
- "You'd do the same in my position"
- Makes player feel conflicted about stopping them
The True Believer:
- Cult-like devotion to ENTROPY
- Quantum Cabal-style mysticism
- "The calculations work. The entities are listening."
- Genuinely frightening conviction
The Taunting Villain:
- "You're too late. It's already in motion."
- Mocks player's methods
- "SAFETYNET sent a rookie? How insulting."
- Challenges player's competence
The Regretful Villain:
- "I didn't want this, but they gave me no choice."
- Explains how ENTROPY trapped them
- Genuine remorse but committed to operation
- Creates sympathy while remaining threat
Villain Communication Methods:
- Face-to-face confrontation (if player catches them)
- Video call (can't be caught yet, taunts from afar)
- Recorded message (villain already gone, left explanation)
- Through compromised NPC (possessed/controlled/forced to speak)
- Intercepted communication (not meant for player, overhead monologue)
- Environmental storytelling (player pieces together from journals, notes, recordings)
LORE Reveals:
Act 2 is prime LORE discovery time. Fragments can appear throughout all phases:
Through Investigation:
- Encrypted files on computers
- Hidden documents in secured locations
- Personal logs from ENTROPY agents
- Communications with cell leaders
- References to The Architect or Mx. Entropy
Through NPCs:
- Villain explains ENTROPY's methodology
- Compromised NPC reveals how they were recruited
- Friendly NPC shares rumors they heard
- Handler provides historical context via phone call
Through Environment:
- Whiteboards with occult symbols + code
- Research notes mixing quantum physics and mysticism
- Training materials for new ENTROPY recruits
- Evidence of previous operations
- Abandoned safe houses with intelligence
Through Discovered Plans:
- Attack documents reveal strategic objectives
- Communications show larger ENTROPY network
- Technical specifications reveal cell capabilities
- Timeline shows coordination with other cells
LORE Fragment Placement:
- 1-2 obvious (main investigation path)
- 2-3 hidden (thorough exploration rewards)
- 1 achievement-based (specific action or choice)
Major Player Narrative Choices (3-5 Required Throughout Act 2):
These should occur at different points across Act 2's phases:
Choice 1: Ethical Hacking Dilemma (Early Act 2)
- Discovered massive vulnerability unrelated to mission
- Option A: Report it properly (ethical, time-consuming)
- Option B: Exploit for mission advantage (pragmatic, questionable)
- Option C: Ignore it (fastest, leaves company vulnerable)
- Consequence: Affects company's future security and trust in SAFETYNET
Choice 2: Innocent NPC in Danger (Mid Act 2)
- Employee unknowingly helping ENTROPY, will be blamed
- Option A: Warn them (protects innocent, might alert ENTROPY)
- Option B: Use them as bait (effective, morally grey)
- Option C: Let them take the fall (mission first, they'll be okay eventually)
- Consequence: Affects NPC's fate and player's reputation
Choice 3: Information vs. Action (After Plan Discovery)
- Can stop attack NOW or gather intel for future operations
- Option A: Stop attack (saves immediate victims, loses intelligence)
- Option B: Let it proceed while gathering data (long-term gain, short-term harm)
- Option C: Compromise (partial stop, partial intel)
- Consequence: Affects debrief and future mission options
Choice 4: Compromised NPC Discovery (Mid Act 2)
- Found employee is ENTROPY but clearly being blackmailed
- Option A: Arrest them (by the book, harsh on victim)
- Option B: Offer protection (risky, compassionate)
- Option C: Force cooperation (effective, ethically dubious)
- Consequence: Affects information gained and NPC's future
Choice 5: Collateral Damage Decision (During Response Phase)
- Stopping ENTROPY will disrupt legitimate business
- Option A: Minimize disruption (slower, protects business)
- Option B: Maximum effectiveness (fast, causes chaos)
- Option C: Coordinate with leadership (political, time-consuming)
- Consequence: Affects company's recovery and future relationship
Choice 6: Priority Under Pressure (If Multiple Threats)
- Can't stop everything; must choose what to protect
- Option A: Protect most people (utilitarian)
- Option B: Protect critical systems (strategic)
- Option C: Protect evidence (future-focused)
- Consequence: Shows player's values, affects casualties
Branching Narrative Logic:
Track player choices throughout all Act 2 phases to affect:
- NPC dialogue and trust levels (changes in real-time)
- Available information sources (helpful NPCs share more)
- Difficulty of later challenges (security alerted or cooperative)
- Which ending is reached
- Debrief tone and content
- Amount of LORE discovered
Example: If player chose to warn innocent employee (Phase 2), that NPC later provides crucial intelligence about attack timeline (Phase 3). If player let them take the fall, that path is closed but security is less alert during response phase.
Act 2 Structure Summary:
Act 2 should feel like a journey with multiple stages:
- Investigation (gather clues)
- Revelation (discover ENTROPY)
- Understanding (learn their plans) [optional]
- Response (work to stop them) [optional]
- Escalation (complications arise)
- Setup for confrontation
Not all scenarios need all phases. Simple scenarios might just have Investigation → Revelation. Complex scenarios might have all phases with multiple challenges in each.
The key is flexibility: Act 2 adapts to the scenario's needs while maintaining narrative momentum and player engagement.
Act 2 Objectives (Flexible based on phases included):
Core Objectives:
- ☐ Access secured areas (requires backtracking)
- ☐ Identify ENTROPY involvement
- ☐ Gather evidence of operations
- ☐ Make 3-5 major narrative choices
Investigation Phase:
- ☐ Access security systems
- ☐ Identify data exfiltration method / attack vector
- ☐ Decrypt ENTROPY communications
Discovery Phase:
- ☐ Discover ENTROPY agent identity
- ☐ Learn scope of evil plans
- ☐ Determine attack timeline
Response Phase (if included):
- ☐ Disable attack infrastructure
- ☐ Secure critical systems
- ☐ Prevent imminent threat
- ☐ Gather evidence while responding
Universal:
- ☐ Discover 3-5 LORE fragments
- ☐ Prepare for final confrontation
Bonus Objectives:
- ★ Find all LORE fragments
- ★ Access both secured locations for complete picture
- ★ Identify the insider before confrontation
- ★ Complete response without collateral damage
- ★ Maintain cover throughout investigation (don't alert suspect)
- ★ Discover secondary evil plans
- ★ Identify additional ENTROPY contacts
Act 2 Ends When:
- Player has identified ENTROPY agent(s)
- Evil plans are discovered (and potentially disrupted if that's part of Act 2)
- Evidence is sufficient for confrontation
- Player has made key narrative choices
- Final revelation has occurred
- Player is ready for climactic action in Act 3
Note: In some scenarios, Act 2 might include stopping the evil plan entirely, leaving Act 3 focused on confronting the agent and securing evidence. In others, Act 2 is pure investigation/discovery, with stopping the plan as part of Act 3. Both approaches are valid—design based on pacing needs.
Act 3: Confrontation & Resolution (10-15 minutes)
Purpose: Climactic confrontation with villain, final puzzle challenges, player's last major choice about how to handle the situation, and mission resolution.
Mandatory Elements:
- Confrontation with ENTROPY agent (with player choice)
- Final evidence secured
- Mission objectives completed
- Optional incoming phone messages
- HQ debrief reflecting all player choices
Narrative Elements to Consider:
Optional: Incoming Phone Messages
Before or during final confrontation:
Handler Support:
- "Agent, backup is en route. ETA 20 minutes."
- "We've identified the target. Proceed with caution."
- "Intel just came through—this is bigger than we thought."
Time Pressure:
- "Agent, ENTROPY is initiating the attack NOW."
- "Data deletion in progress. Stop it or it's lost forever."
- "Target is attempting to escape. Intercept immediately."
Complication:
- "Agent, the company CEO just called. They want to handle this internally."
- "Local authorities inbound. You need to wrap this up before they arrive."
- "We have a problem: Another cell is involved."
Personal Stakes:
- "Agent 0x42 tried this mission last year. They barely made it out."
- "This is the same cell that hit us last month."
- Recurring villain message: "Hello again, Agent 0x00..."
Timing: These can interrupt player or play at key moment for dramatic effect
The Confrontation:
When player faces ENTROPY agent, present clear choice:
Option A: Practical Exploitation
"I know what you are. Unlock your evidence vault for me, or I call this in right now."
- Fastest option
- Uses villain as tool
- Morally grey—coercion of a criminal
- Villain cooperates under duress
- Risk: Villain might have dead man's switch
Option B: By the Book Arrest
"It's over. You're under arrest for espionage. You have the right to remain silent."
- Most ethical approach
- Follows all protocols
- Must find evidence independently
- Takes longer but satisfying
- Earns respect from handler
Option C: Aggressive Confrontation
"ENTROPY. You're done." [Combat]
- Immediate action
- No negotiation
- Triggers combat encounter
- Fast but loses interrogation opportunity
- Shows decisive nature
Option D: Recruitment/Flip
"ENTROPY is burning their assets. You're exposed. Work with us—become a double agent—and we'll protect you."
- Requires evidence of villain's precarious position
- High-risk, high-reward
- Ongoing intelligence if successful
- Requires trust/leverage
- Can fail → leads to combat or escape
Option E: Extract Information First
"Before we finish this, I need names. Who else is working for ENTROPY?"
- Interrogation before resolution
- Reveals additional cells/agents
- Shows patient investigation
- Takes most time
- Maximum intelligence gain
Option F: Let Them Explain
"Why? Why do this?"
- Philosophical/personal discussion
- Understand motivation
- May reveal sympathetic circumstances
- Humanizes villain
- Player might feel conflicted about arrest
Each choice leads to different mechanical resolution but all can succeed.
Final Challenges:
Consider ending with:
Time-Pressure Puzzle:
- Data deletion in progress
- System lockout countdown
- Evacuation timer
- Requires quick thinking under pressure
Multi-Stage Security:
- Final safe with advanced locks
- Multiple authentication methods
- Combines all learned skills
- Final test of competency
Escape Sequence:
- Building lockdown initiated
- Security systems activated
- Must navigate out with evidence
- Action-oriented conclusion
Moral Dilemma Resolution:
- Choice from Act 2 pays off here
- NPC player helped/hurt returns
- Consequence of earlier decision
- Player sees impact of their choices
Evidence Preservation:
- Villain has dead man's switch
- Evidence will be destroyed
- Must choose: Arrest OR preserve evidence
- No perfect solution
Final Revelation:
- Evidence reveals larger conspiracy
- Villain is actually mid-level operative
- Real threat still out there
- Sets up future scenarios
Mission Completion:
All primary objectives must be completable regardless of choices:
- ✓ Evidence secured (method varies)
- ✓ ENTROPY agent dealt with (method varies)
- ✓ Threat neutralized (degree varies)
- ✓ Company protected (level varies)
Optional Objectives Based on Choices:
- ★ Recruited double agent
- ★ Identified additional cells
- ★ Protected all innocents
- ★ Completed without alerts
- ★ Found all LORE fragments
Act 3 Ends With Mission Complete.
Post-Mission: HQ Debrief (3-5 minutes, outside core timer)
Purpose: Reflect player's narrative choices, reveal consequences, acknowledge methods used, provide closure, and tease future threats.
Mandatory Elements:
- Handler acknowledges mission success
- Reflection on player's methods and choices
- Impact on ENTROPY operations revealed
- Updates to player specializations (CyBOK areas)
- Connection to larger ENTROPY network
- (Optional) Teaser for future scenarios
Debrief Structure:
Handler Opening:
"Welcome back, Agent 0x00. Let's debrief."
Mission Results: Acknowledge what was accomplished:
- ENTROPY agent status (arrested/recruited/escaped)
- Evidence secured (complete/partial)
- Threat level (eliminated/reduced/ongoing)
- Company status (secure/damaged/compromised)
Reflection on Methods:
This is where player choices are acknowledged WITHOUT heavy moral judgment:
If Pragmatic/Grey Choices:
"Your methods were... creative. Effective, but ethically complex. Results matter, though we'll be having a conversation about Section 19."
If By-the-Book:
"Textbook operation. Professional, clean, minimal collateral. Director Netherton will be pleased."
If Aggressive:
"Well, you certainly sent a message. The paperwork will be substantial, but the threat is neutralized."
If Recruited Asset:
"Risky play, flipping an ENTROPY operative in the field. Bold. You'll be handling this asset going forward—don't mess it up."
If Thorough Investigation:
"Patience and thoroughness. The additional intelligence you gathered will save months of investigation."
If Mixed/Messy:
"Mission accomplished, though there were complications. Lessons learned for next time."
Consequences Revealed:
Show impact of player's specific choices:
Company Fate:
- Legitimate business: Recovering/grateful/traumatized/suing
- Controlled corp: Shut down/seized/under investigation
NPC Outcomes:
- Innocent employees: Protected/caught in crossfire/traumatized
- Compromised NPCs: Arrested/protected/recruited/deceased
- Helpful NPCs: Grateful/felt used/became long-term ally
ENTROPY Impact:
- Cell: Disrupted/destroyed/warned/ongoing
- Larger network: Intelligence gained/connections revealed/still mysterious
Intelligence Gained:
Handler reveals what was learned:
"The vulnerability marketplace you uncovered? It's part of ENTROPY's Zero Day Syndicate operation. We've seen communications suggesting '0day' was buying the stolen assessments."
Connection to Larger Threat:
"This wasn't an isolated operation. The [evidence type] suggests ENTROPY has similar operations at [number] other organizations. We'll be watching for their pattern."
Reference to Masterminds:
"The Architect's signature is all over this operation. This was coordinated at the highest levels."
Specialization Updates:
"Your [specific skills used] were solid. I'm updating your CyBOK specializations to reflect expertise in [relevant areas]."
Field Operations Handbook Callback (Optional):
"Per Section 14, Paragraph 8: When missions succeed and protocols are followed, agents receive commendation. Though I'm not sure all protocols were followed..." [knowing look]
Personal Touch from Handler:
- Agent 0x99: "Between you and me, [personal observation]. Stay sharp."
- Director Netherton: "Per Protocol [number], [bureaucratic praise]. Well done."
Teaser for Future (Optional):
"One more thing, Agent. [Foreshadowing of recurring villain / larger threat / connected operation]. We'll be seeing more of this pattern. Excellent work out there."
Closing:
"Get some rest, Agent. Something tells me we'll need you again soon."
Narrative Checklist for Scenario Authors
Before finalizing scenario, verify:
Act 1:
- Briefing establishes stakes and authorization
- Starting room has meaningful immediate interactions
- 3+ locked areas visible create investigation goals
- Player's initial choices matter (branching logic)
- Something suspicious is established
Act 2:
- "Things aren't as they seemed" revelation included
- Villain has voice/personality (monologue or evidence)
- 3-5 major player narrative choices presented
- 3-5 LORE fragments discoverable
- Choices affect NPC relationships and available paths
- Investigation builds to climactic confrontation
Act 3:
- Confrontation presents 5-6 distinct options
- All primary objectives completable in all paths
- Optional objectives vary by choices made
- Final challenges test learned skills
- Mission completion feels earned
Debrief:
- Acknowledges specific player choices
- Shows consequences without harsh judgment
- Reveals intelligence gained
- Connects to larger ENTROPY network
- Updates player specializations
- Provides closure with optional teaser
Overall Narrative:
- Story is logically connected across acts
- Moral grey areas are interesting and appealing
- SAFETYNET authorization provides player permission
- Technical challenges integrate with narrative
- Multiple endings reflect meaningful choices
- Educational content works in all branches
The Golden Rule: Outline narrative completely before implementing technical details. Story and puzzles must support each other.
Scenario Structure Template (Technical Implementation)
Before designing the narrative, select the appropriate ENTROPY cell and antagonist(s) for your scenario.
Selection Criteria:
-
Match Educational Objectives to Cell Specialisation
- Teaching social engineering? → Digital Vanguard or Social Fabric
- Teaching SCADA/ICS security? → Critical Mass
- Teaching cryptography? → Zero Day Syndicate or Quantum Cabal
- Teaching AI security? → AI Singularity
- Teaching incident response? → Ransomware Incorporated
- Teaching insider threats? → Insider Threat Initiative
-
Match Scenario Type to Cell Operations
- Corporate infiltration → Digital Vanguard or Insider Threat Initiative
- Infrastructure defence → Critical Mass
- Research facility → Quantum Cabal or AI Singularity
- Dark web investigation → Zero Day Syndicate or Ghost Protocol
- Disinformation campaign → Social Fabric
-
Choose: Controlled Corporation vs. Infiltrated Organization
This is a critical design decision that significantly affects scenario tone and gameplay.
Controlled Corporation Scenarios:
-
When to Use:
- Player is infiltrating enemy territory
- Want clear "us vs. them" dynamic
- Scenario focused on stealth/evasion
- Teaching offensive security techniques
- Want to show full ENTROPY cell operations
-
Characteristics:
- Most/all employees are ENTROPY or coerced
- Entire facility may be hostile
- More potential for combat encounters
- Can discover extensive operations
- Victory = shutting down entire operation
-
Examples:
- Infiltrating Tesseract Research Institute
- Raiding Paradigm Shift Consultants
- Breaking into HashChain Exchange
-
NPC Dynamics:
- Few truly helpful NPCs
- Most NPCs suspicious or hostile
- Social engineering is high-risk
- Cover story must be very convincing
Infiltrated Organization Scenarios:
-
When to Use:
- Player is investigating from within
- Want social deduction elements
- Teaching defensive security/detection
- Scenario focused on investigation
- Want ethical complexity
-
Characteristics:
- Most employees are innocent
- Must identify who is ENTROPY
- Detective work and evidence gathering
- Protecting innocents while stopping threats
- Victory = removing agents, organization continues
-
Examples:
- Nexus Consulting with corrupted Head of Security
- University with compromised quantum researcher
- Power company with insider threat
-
NPC Dynamics:
- Many helpful, innocent NPCs
- 1-3 NPCs are secretly ENTROPY
- Social engineering encouraged
- Must build trust to identify suspects
Hybrid Scenarios (Advanced):
-
When to Use:
- Want to show ENTROPY network structure
- Multi-location operations
- Teaching about supply chain attacks
- More complex narratives
-
Structure:
- Start at infiltrated organization
- Evidence leads to controlled corporation
- Or: Start at controlled corp, discover infiltrated clients
-
Examples:
- TalentStack (controlled) placing agents at defense contractor (infiltrated)
- Consulting firm (controlled) steals data from clients (infiltrated)
- Legitimate company unknowingly using ENTROPY vendor
Decision Matrix:
Aspect Controlled Corp Infiltrated Org Player Role Infiltrator Investigator Difficulty Higher (hostile) Moderate (mixed) NPC Trust Low baseline High baseline Evidence Everywhere Concentrated Combat More likely Less likely Moral Complexity Lower Higher Victory Scope Shut down operation Remove agents Educational Focus Offensive security Defensive security -
-
Villain Tier Selection
- Tier 1 (Masterminds): Background presence only, referenced in intel
- Tier 2 (Cell Leaders): Main antagonist, can escape to recur
- Tier 3 (Specialists): Supporting antagonist, can be defeated
-
Recurring vs. New Characters
- First scenario in a series: Introduce new cell leader
- Mid-series scenario: Feature recurring villain with character development
- Final scenario in arc: Resolve recurring villain storyline
- Standalone scenario: Use Tier 3 specialist or create one-off antagonist
Example Selections:
Scenario: "Grid Down" - Prevent power grid attack
Organization Type: Infiltrated (legitimate power company)
Cell: Critical Mass
Primary Villain: "Blackout" (Tier 2 Cell Leader) - embedded as contractor
Supporting: "SCADA Queen" (Tier 3 Specialist) - remote support
Background: The Architect (referenced in intercepted communications)
Educational Focus: ICS/SCADA security, incident response, insider threat detection
Player Role: Brought in as security consultant, must identify insider
Scenario: "Quantum Nightmare" - Stop eldritch summoning
Organization Type: Controlled (Tesseract Research Institute)
Cell: Quantum Cabal
Primary Villain: "The Singularity" (Tier 2 Cell Leader) - runs facility
Supporting: Cultist researchers (all ENTROPY)
Background: Mx. Entropy (referenced in research notes)
Educational Focus: Quantum cryptography, advanced encryption, atmospheric horror
Player Role: Infiltrating hostile facility, stealth-focused
Scenario: "Corporate Secrets" - Investigate data exfiltration
Organization Type: Infiltrated (legitimate consulting firm)
Cell: Digital Vanguard
Primary Villain: "Insider Trading" (Tier 3 Specialist) - mid-level manager
Supporting: Corrupted employees (2-3 NPCs compromised)
Background: The Liquidator (referenced as handler of insider)
Educational Focus: Social engineering, insider threat detection, data loss prevention
Player Role: Security auditor, must determine who is compromised
Pre-Mission: Briefing (Cutscene)
Location: SAFETYNET HQ
Characters: Handler (usually Agent 0x99 or Director Netherton)
Duration: 1-2 minutes
Elements:
- Hook: What's the immediate threat or situation?
- Cover: What role is the player assuming?
- Objectives: What are the primary goals?
- Intel: What do we know about ENTROPY's involvement?
- Equipment: What tools are available for this mission?
Example Briefing:
Agent 0x99: "Welcome back, Agent 0x00. We've got a situation at Synapse Technologies, a biotech firm in the city. Their lead researcher contacted us about suspicious activity—missing files, strange network traffic. Officially, you're there as a security consultant they've hired for a penetration test."
Agent 0x99: "Your objectives: Document security vulnerabilities, identify the source of the data exfiltration, and determine if ENTROPY is involved. We're providing you with your standard field kit plus a CyberChef workstation for any encrypted data you encounter."
Director Netherton: "Remember, Agent—per Section 7, Paragraph 23, you're authorised to identify yourself as a security consultant, which is technically true since you are consulting on their security. Good luck."
Act 1: Arrival & Reconnaissance (15-20 minutes)
Objectives:
- Establish presence and cover
- Explore immediate environment
- Gather initial intelligence
- Encounter first simple puzzles
- Meet helpful NPCs
Design Elements:
- Reception/entry area with access controls
- Initial conversations that establish scenario context
- Tutorial-difficulty puzzles (basic encoding, simple lock)
- Environmental storytelling (suspicious documents, warning signs)
- Introduction of investigation tools
Example Objectives:
- ☐ Check in at reception
- ☐ Locate server room
- ☐ Access company workstation
- ☐ Interview IT staff
- ★ BONUS: Discover hidden security camera system
Act 2: Investigation & Escalation (20-30 minutes)
Objectives:
- Solve multi-layered puzzles
- Gather evidence of ENTROPY involvement
- Uncover intermediate secrets
- Navigate security systems
- Build trust or manipulate NPCs
Design Elements:
- Complex puzzle chains (locked room → biometric lock → encrypted files)
- Social engineering opportunities
- VM-based challenges (Linux/Windows systems with realistic vulnerabilities)
- Physical-cyber convergence puzzles
- LORE fragment discoveries
- Suspicious NPCs that may be double agents
Example Objectives:
- ☐ Access executive office
- ☐ Examine server logs for intrusion evidence
- ☐ Decode intercepted communications
- ☐ Bypass multi-factor authentication
- ☐ Discover ENTROPY data exfiltration method
- ★ BONUS: Identify the double agent
- ★ BONUS: Recover deleted files
Act 3: Confrontation & Resolution (10-15 minutes)
Objectives:
- Complete primary mission objectives
- Confront or expose ENTROPY agents
- Prevent imminent threat
- Secure critical evidence
- Resolve narrative threads
Design Elements:
- High-difficulty challenges combining previous lessons
- Double agent reveal/confrontation (optional combat/arrest)
- Time-sensitive objectives (stop data deletion, prevent system access)
- Final encrypted/secured evidence cache
- Climactic puzzle that ties scenario together
Example Objectives:
- ☐ Stop the data exfiltration in progress
- ☐ Secure evidence of ENTROPY's involvement
- ☐ Identify the insider threat
- ☐ Confront suspicious employee
- ★ BONUS: Discover ENTROPY cell's next target
- ★ BONUS: Collect all 5 ENTROPY intelligence fragments
Post-Mission: Debrief (Cutscene)
Location: SAFETYNET HQ
Characters: Handler reviewing mission
Duration: 30-60 seconds
Elements:
- Success Acknowledgment: Confirm objectives completed
- Intelligence Gained: What did we learn about ENTROPY?
- Character Development: Recognition of growth/specialisation
- Tease: Hint at larger patterns or future threats
- Reward: Hacker Cred increase, unlock information
Example Debrief: Ending A: By the Book (Arrest + Minimal Collateral)
Agent 0x99: "Excellent work, Agent 0x00. Clean arrest, no casualties, minimal disruption to the business. The 'Shadow Broker' is in custody and already cooperating under interrogation. We've secured their client list—dozens of organisations compromised."
Director Netherton: "Textbook operation. Per Section 14, Paragraph 8: 'When all protocols are followed and the mission succeeds, the agent shall receive commendation.' Well done."
Agent 0x99: "The ENTROPY connection is confirmed. They're not just attacking directly—they're buying vulnerability intelligence from mercenaries. The Architect's hand is all over this operation. Your cryptography work was solid, and your professional conduct exemplary. I'm updating your specialisation in Applied Cryptography and Social Engineering."
Ending B: Pragmatic Victory (Exploitation + Fast Completion)
Agent 0x99: "Mission accomplished, Agent. You got results... though your methods were, shall we say, 'creative.' Using the broker to unlock their own evidence vault? Efficient. Ethical? That's murkier."
Director Netherton: "Per Protocol 404: 'If a security system cannot be found'—well, you certainly found it. And exploited human nature in the process. Results matter, but remember, we're the good guys. Try to act like it."
Agent 0x99: "The intelligence we recovered confirms ENTROPY's systematic vulnerability purchasing program. Your technical work was excellent. Your interpersonal approach... let's call it 'pragmatic.' The mission succeeded, that's what counts. But we'll be watching how you handle future confrontations."
Ending C: Aggressive Resolution (Combat + Decisive Action)
Agent 0x99: "Well, Agent, you certainly sent a message. ENTROPY knows we mean business. The broker is neutralised, evidence secured, threat eliminated. Mission accomplished."
Director Netherton: "Regarding the combat incident—per Section 29: 'Use of force is authorised when the agent deems it necessary.' You deemed it necessary. The paperwork, however, is... substantial. Please file your incident report by 0900 tomorrow."
Agent 0x99: "The ENTROPY connection is confirmed, though we lost the opportunity for interrogation. Still, sometimes decisive action is what's needed. Your technical skills got you to the truth, and your combat skills finished the job. I'm noting both in your file."
Ending D: Intelligence Victory (Double Agent Recruited)
Agent 0x99: "That was... unorthodox, Agent 0x00. Flipping an ENTROPY operative in the field? Bold. Risky. But I can't argue with the intelligence we're getting."
Director Netherton: "Per Section 19, Paragraph 7: 'Asset recruitment in the field is permitted when the opportunity arises and the risk is deemed acceptable by the agent, who will be held personally responsible if it goes wrong.' Welcome to asset management, Agent. I hope your judgment proves sound."
Agent 0x99: "Your new asset is providing valuable insight into ENTROPY's broader vulnerability market operations. The Architect's network is more extensive than we thought. This is ongoing—you'll be handling this double agent going forward. Your negotiation skills and strategic thinking impressed us both. I'm updating your file to reflect specialisation in Intelligence Operations as well as Applied Cryptography."
Ending E: Thorough Investigation (Interrogation + Maximum Intel)
Agent 0x99: "Exceptional work, Agent 0x00. You took the time to extract every piece of intelligence before securing the arrest. The additional ENTROPY contacts you identified will help us roll up this entire operation."
Director Netherton: "Patience and thoroughness. Two qualities that separate adequate agents from excellent ones. You demonstrated both. The additional time spent interrogating yielded intelligence that will save months of investigation."
Agent 0x99: "The network map you've uncovered shows ENTROPY has vulnerability brokers in at least seven other organisations. This isn't just one corrupt security professional—it's a systematic intelligence marketplace. Your cryptographic analysis and strategic questioning revealed the scope. We're launching follow-up operations based on your intel."
Ending F: Mixed Outcome (Alerted Staff + Complications)
Agent 0x99: "Mission accomplished, but... there were complications. Half the staff knows something happened, security is asking questions, and the business is in semi-controlled chaos."
Director Netherton: "Results: ENTROPY broker arrested, evidence secured, connection confirmed. Methods: Somewhat louder than ideal. Per Section 42: 'Discretion is encouraged but not always achievable.' Next time, perhaps with more subtlety?"
Agent 0x99: "The ENTROPY connection is solid, and we've disrupted their vulnerability market. Your technical work was sound—the cryptography, the log analysis, all excellent. The social engineering and operational security... room for improvement. Still, the mission succeeded. That's what matters."
Universal Debrief Element (appears in all endings):
Agent 0x99: "One more thing, Agent. The vulnerability marketplace you uncovered? It's part of ENTROPY's Zero Day Syndicate operation. We've seen communications suggesting someone code-named '0day' was buying the stolen assessments. The broker you caught was just one node in their network."
Agent 0x99: "This syndicate is systematically turning security professionals into unwitting arms dealers. The broker worked alone at Nexus, but intelligence suggests ENTROPY has similar operations at other firms. We'll be watching for their pattern. Stay sharp, Agent. And excellent work out there."
Objective System Design
Primary Objectives (Required for success)
- Should take 80% of playtime to complete
- Tied directly to scenario's main conflict
- Teaches core cyber security concepts
- Example count: 5-7 objectives
Good Primary Objectives:
- ☐ Access the compromised server
- ☐ Identify the data exfiltration method
- ☐ Secure evidence of ENTROPY involvement
- ☐ Prevent ongoing data theft
Poor Primary Objectives:
- ☐ Walk to the office (too simple)
- ☐ Hack everything (too vague)
- ☐ Learn about RSA encryption (too academic, no context)
Milestone Objectives (Track progress)
- Mark major progress points
- Give sense of advancement
- Provide natural save/pause points
- Example count: 3-4 milestones
Examples:
- ⊙ Gained access to facility
- ⊙ Discovered ENTROPY communications
- ⊙ Identified insider threat
- ⊙ Secured critical evidence
Bonus Objectives (★ Optional, for completionists)
- Reward thorough exploration
- Provide additional challenges
- Unlock LORE fragments
- Require advanced techniques or non-obvious solutions
- Example count: 3-5 bonuses
Good Bonus Objectives:
- ★ Discover all 5 hidden intelligence files
- ★ Complete the scenario using only social engineering (no lockpicks)
- ★ Identify the double agent before the final confrontation
- ★ Access the executive's personal files
- ★ Decode the Architect's encrypted message
Poor Bonus Objectives:
- ★ Find 100 collectibles (boring busywork)
- ★ Complete scenario in under 10 minutes (discourages learning)
Objective Triggers
Objectives can be completed through various means:
Location-Based Triggers
- Enter a specific room
- Approach a critical object
- Example: "Access the server room" completes when player enters room_server
Item-Based Triggers
- Discover a specific item
- Read important notes/intel
- Example: "Find ENTROPY communications" completes when player reads encrypted email
NPC Interaction Triggers
- Conversation reaches specific point
- Trust level threshold reached
- Example: "Interview IT staff" completes after successful social engineering conversation
System-Based Triggers
- Successfully exploit a VM
- Decrypt a message
- Bypass a security system
- Example: "Decode intercepted transmission" completes when correct decryption achieved
Revelation Triggers
- Accuse correct double agent
- Discover hidden truth
- Example: "Identify insider threat" completes when player confronts NPC with evidence
Combat/Arrest System
When NPCs Transform to Combat
Double agents and ENTROPY operatives can be revealed through:
- Discovering incriminating evidence
- Successful accusation with proof
- Catching them in restricted areas
- Decoding communications that reveal identity
Player Choice Upon Revelation
When confronted, player can choose:
- Arrest (Non-violent capture)
- Battle (Combat engagement)
Design Philosophy
- Combat is "cherry on top"—not the focus
- Battles are in player's favour (achievable without high skill)
- Death is possible but uncommon
- Should feel satisfying, not frustrating
- Never required—arrest option always available
Integration Guidelines
- Max 1-2 combat encounters per scenario
- Only after significant investigation/puzzle solving
- Should feel earned, not random
- Optional bonus objectives can involve avoiding combat entirely
Technical Design Guidelines
Tool Placement & Progression
Standard Tools (Always available in field kit)
Players start each mission with:
- Nothing (inventory empty)
Tools Acquired During Mission
Early Game Tools (Act 1):
- Keys: Specific solutions to specific locks
- Access Cards: For electronic locks
- Passwords: Written on notes, post-its, documents
Mid Game Tools (Act 2):
- Fingerprint Dusting Kit: Enables biometric spoofing
- Bluetooth Scanner: Detects wireless devices
- Basic Encryption Tools: CyberChef access
Late Game Tools (Act 2-3):
- Lockpicks: Universal key solution (shortcut enabler)
- PIN Cracker: Universal PIN solution (shortcut enabler)
Critical Design Consideration: Shortcut Tools
Lockpicks and PIN Crackers are powerful shortcuts that bypass puzzle chains.
Placement Strategy:
CORRECT Placement:
- Place AFTER player has solved several lock/PIN puzzles traditionally
- Reward for progression, not given freely
- Should be in locked containers that require other puzzle-solving to access
- Example: Lockpicks are in a safe that requires PIN code to open
INCORRECT Placement:
- Available immediately
- Found before player encounters many locks
- Makes earlier puzzles obsolete
Usage Limitations:
Lockpicks:
- Makes ALL key-based locks pickable
- Should require mini-game skill (not instant)
- Consider: Place late so only 2-3 remaining locked doors can be picked
PIN Cracker:
- Mastermind-style game to determine any PIN
- Should be challenging enough that finding PIN organically is often faster
- Should require max 2 uses per scenario
- Consider: Make some containers have long PINs (5-6 digits) that are tedious to crack
Design Philosophy:
These tools should make players feel clever, not make the scenario trivial. They're a reward for reaching certain progress points, allowing some backtracking shortcuts or alternative solutions.
Security Mechanism Design
Key-Based Locks
Purpose: Traditional physical security, item progression
Bypass Methods:
- Find specific key
- Lockpicks (if acquired)
Design Considerations:
- Key should be hidden as reward for puzzle solving
- Key's location should make narrative sense
- Multiple keys can create parallel progression paths
- Some locks can have no matching key (lockpick required)
Example Implementation:
{
"type": "suitcase",
"locked": true,
"lockType": "key",
"requires": "executive_suitcase_key",
"difficulty": "medium"
}
PIN Code Systems
Purpose: Digital security, number puzzles
Bypass Methods:
- Discover code through investigation
- Social engineering NPCs
- PIN Cracker (if acquired)
Design Considerations:
- Code should be discoverable through context clues
- Can be split across multiple sources
- Memorable patterns work well (not random numbers)
- 4-digit standard, 5-6 digit for high security
Example Sources:
- Written on sticky note
- Last 4 digits of phone number
- Date mentioned in email (MMDD)
- Number visible in photograph
- Mathematical calculation result
Example Implementation:
{
"type": "safe",
"locked": true,
"lockType": "pin",
"requires": "7391"
}
Password Systems
Purpose: Computer/account access, text-based authentication
Bypass Methods:
- Find written password
- Social engineering
- Password hints/patterns
- Exploit vulnerabilities on VM
Design Considerations:
- Passwords should follow realistic patterns
- Can be found on sticky notes (bad security practice)
- Can be derived from personal information
- Can be cracked via VM exploitation
Example Sources:
- Post-it note under keyboard
- Encoded in seemingly innocent note
- Pattern from personal info (pet name + birth year)
- Default credentials never changed
- Written in "secure" location (drawer, wallet)
Example Implementation:
{
"type": "pc",
"locked": true,
"lockType": "password",
"requires": "P@ssw0rd123"
}
Biometric Systems
Purpose: Advanced security, forensic gameplay
Bypass Methods:
- Dust for fingerprints (requires kit)
- Spoof collected fingerprint
- Social engineering to gain access
Design Considerations:
- Requires Fingerprint Dusting Kit to interact
- Fingerprints found on items the person touched
- Dusting mini-game provides engaging interaction
- Can identify NPCs through fingerprint matching
Example Implementation:
{
"type": "laptop",
"locked": true,
"lockType": "biometric",
"hasFingerprint": true,
"fingerprintOwner": "ceo_anderson",
"fingerprintDifficulty": "medium"
}
Bluetooth Proximity
Purpose: Wireless security, device pairing
Bypass Methods:
- Scan for devices (requires Bluetooth scanner)
- Locate paired device
- Use device to unlock system
Design Considerations:
- Requires Bluetooth Scanner to detect
- Paired devices must be found in environment
- Signal strength indicates proximity
- MAC address provides identification
Example Implementation:
{
"type": "secure_door",
"locked": true,
"lockType": "bluetooth",
"requires": "00:11:22:33:44:55"
}
Virtual Machine (VM) Challenges
Purpose
VMs provide authentic technical cyber security challenges within the game narrative.
VM Types
Linux Systems:
- Privilege escalation challenges
- Misconfigured permissions
- Vulnerable services
- Log analysis
- Command-line based investigations
Windows Systems:
- Active Directory misconfigurations
- Registry investigations
- Event log analysis
- Vulnerable applications
- PowerShell-based challenges
Integration Guidelines
Narrative Context: VMs should be presented as:
- Employee workstations
- Compromised servers being investigated
- Development systems under audit
- Backup systems being examined
Challenge Types:
- Information Gathering: Find passwords, IP addresses, or intelligence in files
- Vulnerability Exploitation: Exploit known vulnerabilities to gain access
- Log Analysis: Identify intrusion evidence in system logs
- Privilege Escalation: Gain admin/root access
- Forensics: Recover deleted files, analyze artifacts
Difficulty Scaling:
- Beginner: Password found in plain text file, simple command execution
- Intermediate: Encoded data, basic exploitation, log analysis
- Advanced: Multi-stage attacks, privilege escalation, complex forensics
Design Considerations:
- Provide in-game terminal access
- Results should give useful information for physical puzzles
- Don't require extensive time commitment (max 10-15 minutes per VM)
- Provide hints through game context (NPC mentions service version, etc.)
Cryptography & Encoding Design
Tool: CyberChef Integration
Purpose: Authentic cryptographic challenges using real tools
Access: Via in-game laptop/workstation objects
Interface: Styled as terminal environment, iframe to CyberChef
Challenge Categories
Encoding (Beginner):
- Base64
- Hexadecimal
- Octal
- Morse code
- URL encoding
Classical Ciphers (Beginner-Intermediate):
- Caesar cipher
- Vigenère cipher
- Substitution ciphers
- ROT13
Hashing (Intermediate):
- MD5 verification
- SHA-256 validation
- Hash cracking (with hints)
- HMAC authentication
Symmetric Encryption (Intermediate-Advanced):
- AES-128/256
- Different modes (ECB, CBC, GCM)
- Key and IV discovery
- Padding oracle scenarios
Asymmetric Encryption (Advanced):
- RSA operations
- Key pair usage
- Digital signatures
- Diffie-Hellman exchange
Steganography (Advanced):
- Hidden data in images
- LSB steganography
- Embedded encrypted payloads
Design Principles
Progressive Complexity:
- Start with simple encoding
- Build to encryption with discovered keys
- End with multi-stage cryptographic puzzles
Contextual Clues:
- Keys derived from narrative (dates, names, phrases)
- IVs found in related documents
- Algorithm choice hinted in messages
Realistic Application:
- Encrypted communications between ENTROPY agents
- Secured documents containing evidence
- Encoded coordinates or access codes
- Signed messages requiring verification
Educational Integration: Each cryptographic puzzle should:
- Have clear context (why is this encrypted?)
- Provide discoverable parameters (keys, IVs, algorithms)
- Teach a cyber security concept
- Result in meaningful information (not arbitrary solutions)
Example Puzzle Chain
Discovery: Player finds encrypted email attachment
Context: Email mentions "using the project codename as key"
Investigation: Player discovers project codename in earlier document: "QUANTUM_SHADOW"
Execution: Player uses CyberChef with AES-256-CBC, key derived from codename
Result: Decrypted message reveals ENTROPY meeting location
Learning: AES encryption, key management, contextual key discovery
NPC System Design
NPC Categories
Helpful NPCs:
- Provide information when trust is established
- Give items or access credentials
- Offer hints to puzzles
- Can be recurring across scenarios (Agent 0x99)
Neutral NPCs (Office Workers):
- Must be social engineered for information
- Trust level affects cooperation
- May become helpful or suspicious based on interactions
- Can be targets for security audits
Suspicious NPCs:
- Initially appear neutral
- Player must gather evidence of ENTROPY involvement
- Can be confronted when sufficient proof collected
- Transform to combat encounter when revealed
Security Guards:
- Question player's presence
- Can be convinced of legitimacy (via cover story)
- May provide access or information if trust established
- Patrol certain areas
Trust System
Trust Levels: 0 (Suspicious) → 10 (Fully Trusting)
Trust Increases Through:
- Successful social engineering dialogue
- Showing "proper" credentials (cover identity)
- Helping NPC with problems
- Demonstrating expertise
- Following security protocols (appearing legitimate)
Trust Decreases Through:
- Failed social engineering
- Being caught in restricted areas
- Suspicious behaviour
- Contradicting previous statements
- Breaking cover story
NPC Dialogue Design
Branching Conversations:
- Multiple dialogue options based on approach
- Consequences for different choices
- Information gating based on trust level
- Recurring NPCs reference previous interactions
Ink Script Integration:
- Use Ink narrative scripting language
- Create complex, state-based dialogue trees
- Track player choices across conversations
- Implement trust level modifications
Dialogue Writing Guidelines:
Good Dialogue:
- Feels natural and realistic
- Provides clear gameplay information without being obvious
- Reflects NPC personality and role
- Offers meaningful choices
Poor Dialogue:
- "I am an evil ENTROPY agent! Here is the password!" (too obvious)
- Walls of text with no gameplay relevance
- No meaningful player choice
- Inconsistent character voice
Example Dialogue Structure:
RECEPTIONIST: "Can I help you?"
> [Show credentials] I'm here for the security audit.
> [Social engineer] Actually, I'm a bit lost. New contractor.
> [Aggressive] I need access to the server room. Now.
IF credentials:
RECEPTIONIST: "Oh yes, the consultant. Please sign in."
[Trust increases]
IF social engineer:
RECEPTIONIST: "Oh, you must be with the IT team. They're on floor 3."
[Gain information, neutral trust]
IF aggressive:
RECEPTIONIST: "I'm calling security."
[Trust decreases, complication]
NPC Functions
Information Providers:
- "The CEO has been acting strange lately..."
- "I saw someone in the server room last night..."
- "The security code changed yesterday to something with 7s..."
Item Providers:
- Give access cards after trust established
- Lend tools ("Here, take this spare keycard")
- Provide keys or credentials
Access Providers:
- Unlock doors for player
- Disable security systems temporarily
- Provide remote access to systems
Objective Triggers:
- Conversations can complete investigation objectives
- Trust milestones can unlock bonus objectives
- Accusations trigger confrontation objectives
Branching Dialogue & Narrative Choices
Philosophy of Choice
Break Escape scenarios should provide meaningful player choices that impact the narrative, even when the technical learning objectives remain constant. The game teaches cyber security skills through puzzles and challenges, but the story adapts based on how players choose to apply those skills and interact with NPCs.
Core Principles:
- Choices have consequences - Decisions affect NPC relationships, available information, and scenario outcomes
- Moral ambiguity - Many choices exist in grey areas without clear "right" answers
- Multiple valid paths - Different approaches can all lead to mission success
- Narrative flexibility - Story adapts while technical challenges remain educational
- Meaningful impact - Player choices reflected in mission debriefs and future NPC interactions
Types of Meaningful Choices
1. Confrontation Choices
When discovering an ENTROPY agent or double agent, players should have multiple options:
Option A: Practical Exploitation
- Use the compromised agent to gain access
- Force them to unlock doors, provide credentials, disable security
- Faster objective completion (shortcut)
- Morally ambiguous - using someone, even if they're guilty
- Risk: Agent might alert others or sabotage later
Example:
You've discovered evidence that Janet from HR is an ENTROPY infiltrator.
Dialogue Options:
- [Practical] "Janet, I know what you are. Help me access the executive files and I'll give you a 30-minute head start before calling this in."
- [By the Book] "Janet, you're under arrest for espionage. You have the right to remain silent."
- [Aggressive] "ENTROPY agent. You're coming with me. Resist and this gets ugly."
- [Strategic] "Janet, ENTROPY is going to burn you. Work with us—become a double agent—and we can protect you."
Option B: Arrest (By the Book)
- Follow SAFETYNET protocols precisely
- Arrest the agent immediately
- Most ethical approach
- May miss opportunities for intelligence gathering
- Shows restraint and professionalism
Option C: Combat/Aggressive Confrontation
- Immediate physical confrontation
- Triggers combat encounter
- Shows decisive action but may be excessive force
- Eliminates threat but closes intelligence opportunities
- May attract attention from other NPCs
Option D: Recruitment/Double Agent
- Attempt to flip the agent
- Requires high trust or strong evidence leverage
- Can provide valuable intelligence on ENTROPY operations
- Opens additional dialogue and bonus objectives
- Risk: Double-double agent (they're playing you)
- Success dependent on dialogue choices and player persuasiveness
Option E: Extract Information
- Interrogate before deciding their fate
- Learn about other agents, ENTROPY plans, upcoming operations
- Can combine with other options afterward
- Shows strategic thinking
- Time-consuming but information-rich
Consequences of Each Choice: Each option should have distinct narrative consequences reflected in:
- Mission debrief commentary
- Intel gathered (or missed)
- Time taken (shortcuts vs. thoroughness)
- Moral judgment from handlers
- Future scenario references (if recurring NPCs)
2. Ethical Hacking Choices
Players must navigate the grey areas of "authorised" security testing:
Scenario: You've found a massive security vulnerability that's not related to your mission objectives.
Option A: Report It Properly
- Document vulnerability
- Report to appropriate personnel
- Most ethical approach
- Takes time away from main mission
- Earns trust with legitimate staff
Option B: Exploit for Mission Advantage
- Use vulnerability to advance SAFETYNET objectives
- Faster mission completion
- Questionable ethics (ends justify means?)
- Potential collateral damage
Option C: Ignore It
- Stay focused on mission objectives
- Fastest approach
- Leaves organisation vulnerable
- Could come back to haunt them (or you)
Option D: Exploit and Report
- Use it, then document it
- Pragmatic approach
- Time-consuming but thorough
- Shows both effectiveness and responsibility
3. Information Handling Choices
Scenario: You discover personal information about an innocent employee that could help your mission (e.g., embarrassing photos, affair, addiction).
Option A: Use as Leverage
- Blackmail or manipulate the employee
- Effective but morally questionable
- Could traumatise innocent person
- Shows ruthless pragmatism
Option B: Find Another Way
- Respect their privacy
- Seek alternative solution
- More ethical but potentially slower
- Shows principle over expediency
Option C: Offer Protection
- Warn them their information is vulnerable
- Gain their trust and willing cooperation
- Time investment but builds alliance
- Most ethical approach
4. Collateral Damage Choices
Scenario: Stopping ENTROPY operation will cause disruption to legitimate business operations.
Option A: Minimise Disruption
- Careful, surgical approach
- Slower but less collateral damage
- Protects innocent employees
- May allow some ENTROPY objectives to complete
Option B: Maximum Effectiveness
- Shut everything down immediately
- Stops ENTROPY completely
- Causes business disruption, possible job losses
- Shows mission priority over collateral concerns
Option C: Coordinate with Leadership
- Bring legitimate management into loop
- Shared decision-making
- Politically savvy
- Risk: Potential insider might be alerted
5. Loyalty Test Choices
Scenario: SAFETYNET orders conflict with what you believe is right, or seem to benefit ENTROPY.
Option A: Follow Orders
- Trust the organisation
- By the book compliance
- Shows loyalty
- Might be the wrong call
Option B: Investigate First
- Verify orders before acting
- Shows critical thinking
- Could reveal compromised handler
- Risk: Disobeying direct orders
Option C: Improvise
- Interpret orders... creatively
- Find middle ground
- Shows independent judgment
- Could backfire if wrong
Implementing Branching Narrative
Dialogue State Tracking
Ink scripts should track:
- Player's moral alignment (pragmatic/ethical/aggressive/strategic)
- Trust levels with each NPC
- Choices made earlier in scenario
- Evidence discovered
- Objectives completed
- Time pressure (if applicable)
Consequential Branching
Immediate Consequences:
- NPC reactions (hostility, cooperation, fear, respect)
- Access granted or denied
- Information revealed or withheld
- Combat triggered or avoided
- Shortcuts opened or closed
Scenario-Level Consequences:
- Available endings
- Mission debrief commentary
- Intelligence gathered
- Bonus objectives completion
- Character relationships
Meta-Level Consequences (Future Scenarios):
- Reputation with SAFETYNET leadership
- Recurring NPC reactions
- Unlock special dialogue options
- Referenced in future briefings
- Affects available cover stories
Variable Endings
Each scenario should support multiple ending variants reflected in the debrief:
Example Ending Variations for Infiltration Mission:
Ending A: By the Book Victory
- All ENTROPY agents arrested
- Evidence secured according to protocol
- Minimal collateral damage
- Debrief: "Textbook operation, Agent. Director Netherton will be pleased."
Ending B: Pragmatic Victory
- ENTROPY operation stopped using questionable methods
- Some ethical compromises made
- Mission accomplished efficiently
- Debrief: "Results matter, Agent. Though your methods... let's call them 'creative interpretations' of protocol."
Ending C: Aggressive Victory
- Combat-heavy resolution
- Decisive action, maximum force
- Collateral damage but threat eliminated
- Debrief: "Well, you certainly sent a message. ENTROPY knows we mean business. However, the paperwork..."
Ending D: Intelligence Victory
- Recruited double agent
- Ongoing intelligence operation
- Long-term strategic gain
- Debrief: "Excellent work, Agent. The intelligence we're gathering from your new asset is invaluable. This operation continues."
Ending E: Partial Success
- Primary objectives complete
- Significant compromises or failures
- Mixed outcome
- Debrief: "Mission accomplished, though not without complications. Lessons learned for next time."
Ending F: Success with Questions
- Victory achieved but unsettling discoveries
- Moral ambiguity about methods used
- Perfect segue to future scenarios
- Debrief: "Good work, but I have concerns about some of your choices. We'll discuss this further."
Debrief Variation Examples
The mission debrief should explicitly acknowledge player choices:
Example 1: Recruited Double Agent
Agent 0x99: "Agent 0x00, that was... unorthodox. Flipping an ENTROPY operative in the field? Bold. Risky. But I can't argue with the intelligence we're getting. Director Netherton has authorised ongoing handler duties for you with this asset."
Director Netherton: "Per Section 19, Paragraph 7 of the Field Operations Handbook: 'Asset recruitment in the field is permitted when the opportunity arises and the risk is deemed acceptable by the agent, who will be held personally responsible if it goes wrong.' Welcome to asset management, Agent."
Example 2: Arrested vs. Battled
Agent 0x99: "Clean arrest, no casualties. Very professional. The ENTROPY operative is in custody and already providing information under interrogation. Well done."
vs.
Agent 0x99: "That was... intense. The combat was justified, but perhaps we could have extracted more intelligence if you'd attempted arrest first. Still, the threat is neutralised and you're safe. That's what matters."
Example 3: Ethical Hacking Dilemma
Agent 0x99: "Interesting choice to document all those vulnerabilities beyond your mission scope. The company's security posture will improve significantly, though it did slow your primary objective completion. Sometimes the right thing isn't the fast thing."
vs.
Agent 0x99: "You stayed laser-focused on the mission. ENTROPY stopped, objective complete. Though... I notice you didn't report that SQL injection vulnerability you found in their public-facing system. That's going to bite someone eventually. Your call, but something to consider."
Example 4: Collateral Damage
Agent 0x99: "The ENTROPY operation is shut down, but the business is in chaos. Employees sent home, systems offline, leadership scrambling. Effective? Yes. Elegant? Not so much. Results matter, but so does surgical precision."
vs.
Agent 0x99: "Impressive work coordinating with the legitimate staff. The business kept operating while you quietly dismantled the ENTROPY cell. Slower, yes, but nobody innocent got hurt in the crossfire. That's the mark of a skilled agent."
Multiple Playthrough Design
Scenarios should be designed to encourage replaying with different choices:
Replayability Features:
- Alternate paths to objectives (social engineering vs. technical vs. stealth)
- Discoverable alternative solutions (hint: "What if I'd talked to Janet first?")
- Choice-locked content (certain LORE fragments only available via specific paths)
- Achievement system for different ending types
- New Game+ style where veteran players get additional dialogue options
Design Consideration: Technical learning objectives should be achievable regardless of narrative choices. A player who arrests everyone shouldn't miss essential cryptography education, but they might miss certain story revelations or relationship developments.
Dialogue Design Guidelines
Writing Meaningful Choices
Good Choice Design:
You've cornered the ENTROPY operative. They're reaching for something.
> [Tactical] Draw weapon. "Hands where I can see them. Slowly."
> [Diplomatic] "Don't do anything stupid. We can work this out."
> [Analytical] "That's a dead man's switch, isn't it? Remote wipe of evidence?"
> [Aggressive] *Tackle them before they can act*
Poor Choice Design:
What do you want to do?
> Good thing
> Bad thing
> Neutral thing
Guidelines:
- No obvious "right" answers - Each choice has valid reasoning
- Distinct character voices - Options reflect different approaches/philosophies
- Clear immediate consequences - Player understands risks
- Character consistency - Options match possible player personalities
- Skill-based options - Some choices available based on discovered evidence
Evidence-Gated Dialogue
Some dialogue options should only appear when player has discovered relevant evidence:
Standard Confrontation:
Janet: "I don't know what you're talking about."
> [Accuse] "You're lying. You're ENTROPY."
> [Leave] "My mistake. Sorry to bother you."
With Evidence:
Janet: "I don't know what you're talking about."
> [Present Evidence] "Really? Because I have your encrypted communications with The Architect."
> [Bluff] "We know everything. Save yourself the trouble."
> [Strategic] "I know you're compromised. The question is whether you're a willing participant or being blackmailed."
> [Leave] "My mistake. Sorry to bother you." [Hidden option to investigate further]
Trust-Gated Dialogue
Dialogue options expand as NPCs trust the player:
Low Trust (0-3):
IT Manager: "I don't know you. I can't help with that."
> [Explain] Show consultant credentials
> [Leave] "Understood. I'll come back later."
Medium Trust (4-6):
IT Manager: "Okay, I suppose that's within your audit scope..."
> [Request] "Can you show me the server logs?"
> [Social] "Anyone been acting suspicious lately?"
High Trust (7-10):
IT Manager: "Between you and me... I think something's wrong."
> [Probe] "What makes you say that?"
> [Recruit] "How would you feel about helping me investigate?"
> [Confide] "I'm not just an auditor. I'm investigating ENTROPY."
Time-Pressure Dialogue
Some situations require quick decisions:
[URGENT - 30 SECONDS TO RESPOND]
The double agent is initiating a remote wipe of evidence!
> [Quick: Physical] Yank the network cable!
> [Quick: Technical] Kill the process!
> [Quick: Social] "Stop! We can make a deal!"
> [Accept] Let them wipe it. You've got what you need.
[Timer: 27... 26... 25...]
Consequence Previews
When appropriate, hint at consequences:
This could compromise your entire cover story.
> [Risk It] Tell the truth about being SAFETYNET
> [Maintain Cover] Stick with the consultant story
Moral Ambiguity Examples
The Blackmail Dilemma
Situation: You discover evidence that a secretary is embezzling money. She's not involved with ENTROPY, but she has the CEO's schedule and access codes.
Choices:
- Blackmail: Use evidence to force cooperation (fast, effective, wrong)
- Report: Turn her in to authorities (ethical, loses valuable asset)
- Negotiate: Offer immunity in exchange for help (middle ground)
- Ignore: Focus on mission, leave her alone (principled, harder path)
Debrief Variations:
- Blackmail: "Effective, but is that who we are? Think about it."
- Report: "The right thing isn't always the useful thing. Principled, Agent."
- Negotiate: "Creative problem-solving. Everyone wins. Well done."
- Ignore: "You made this harder on yourself for ethical reasons. I respect that."
The Innocent Colleague
Situation: An ENTROPY agent has been using an innocent employee's credentials. The employee will be blamed unless you reveal the truth, but revealing it might alert ENTROPY.
Choices:
- Protect Mission: Let innocent person be blamed temporarily
- Clear Name: Reveal truth, risk alerting ENTROPY
- Frame Better: Make evidence point to real culprit more obviously
- Offer Protection: Bring innocent person into confidence
Debrief Variations:
- Protect Mission: "Cold calculus. We cleared them afterward, but they lost their job first. Necessary?"
- Clear Name: "You risked the operation for someone innocent. ENTROPY got away with more data, but... I'd have done the same."
- Frame Better: "Clever. Justice and mission both served."
- Offer Protection: "Risky bringing a civilian into this, but they helped secure key evidence. Good judgment."
The Necessary Breach
Situation: To stop ENTROPY's data exfiltration, you must shut down a hospital's backup connection, potentially endangering patient care systems.
Choices:
- Shut It Down: Stop ENTROPY, risk patient safety
- Coordinate: Warn hospital, but give ENTROPY time to adapt
- Selective Block: Target specific traffic, more complex but safer
- Let It Continue: ENTROPY gets data, but no patient risk
Debrief Variations:
- Shut Down: "The data theft stopped, but three surgeries were delayed. You made a hard call. Lives vs. lives."
- Coordinate: "ENTROPY escaped with some data, but no patients harmed. The safe play. Sometimes safe is right."
- Selective Block: "Brilliant solution. Took longer, but you found the third option. That's what separates good agents from great ones."
- Let Continue: "ENTROPY got away with patient records of thousands. Your compassion is admirable, but those patients are at risk too."
Integration with Learning Objectives
Critical Principle: Narrative choices enhance engagement without compromising education.
How to Balance:
- Technical challenges remain constant - All paths require solving the same cryptography, exploitation, and security puzzles
- Narrative context changes - Why you're solving the puzzle and what happens after varies
- Bonus objectives can be choice-dependent - Certain LORE fragments or intelligence only available via specific paths
- Learning is path-independent - Every playthrough teaches the target CyBOK areas
Example: AES Decryption Puzzle
Technical Challenge (Constant):
- Player must decrypt CEO's encrypted files
- Requires AES-256-CBC
- Key is derived from discovered passphrase
- Technical skill application is identical
Narrative Context (Variable):
Path A - Cooperative Secretary:
- Secretary willingly provides key hint: "He always uses his mother's maiden name"
- Files accessed with her blessing
- Debrief: "Good rapport-building"
Path B - Blackmailed Secretary:
- Forced secretary to reveal key hint
- Same technical solution
- Debrief: "Effective but concerning methods"
Path C - Technical Discovery:
- Found key hint in personal documents
- Independent solution
- Debrief: "Thorough investigation work"
Path D - Recruited ENTROPY Agent:
- Double agent provided key directly
- Same decryption process
- Debrief: "Asset management paying off"
All paths teach AES decryption, key derivation, and CBC mode. The moral implications and character relationships differ.
Implementation Notes
Ink Script Integration:
- Dialogue uses Ink scripting language for branching narratives
- Track variables: trust_levels, evidence_discovered, moral_alignment, choices_made
- State management across multiple conversations
- Conditional dialogue based on player history
JSON Scenario Specification:
- NPCs defined with dialogue_script references
- Dialogue trees linked to objectives and triggers
- Multiple ending conditions specified
- Debrief variations mapped to choice combinations
Design Documentation:
- For each scenario, create dialogue flow charts
- Map choice consequences
- Define variable ending conditions
- Plan debrief variations based on major choices
Testing Considerations:
- Playtest all major branches
- Ensure no softlocks from choices
- Verify technical objectives achievable in all paths
- Confirm ending variations trigger correctly
- Check debrief accurately reflects player choices
Narrative Structures
Scenario Types
Type 1: Infiltration & Investigation
Core Loop: Gain access → Investigate → Gather evidence → Expose ENTROPY
Structure:
- Begin outside or at reception
- Progressive access through security layers
- Evidence scattered throughout location
- Climax: Confronting insider threat or preventing attack
Example Scenarios:
- Corporate offices with suspected data exfiltration
- Research facility with compromised projects
- Financial institution with insider trading scheme
Key Elements:
- Multi-room progression
- Layered physical and digital security
- NPC social engineering opportunities
- Evidence collection objectives
Type 2: Deep State Investigation
Core Loop: Identify dysfunction → Investigate anomalies → Trace to infiltrators → Expose network
Structure:
- Systems mysteriously failing or delayed
- Bureaucratic nightmares blocking critical operations
- Investigation reveals pattern, not accidents
- Multiple infiltrators working in coordination
- Climax: Exposing network without causing chaos
Example Scenarios:
- Government agency with cascading failures
- Permit office blocking critical infrastructure
- Regulatory body weaponised against targets
- Civil service network causing systematic delays
Key Elements:
- Detective work and pattern recognition
- Navigating bureaucratic systems
- Behavioral analysis of "boring" employees
- Document analysis and audit trails
- Evidence buried in legitimate procedures
- Multiple suspects, coordinated activity
Educational Focus:
- Insider threat detection
- Behavioral analysis
- Audit trail investigation
- Access control and least privilege
- Background check importance
- Institutional security
Design Notes:
- Lower action, higher investigation
- NPCs appear mundane (realistic)
- Evidence is procedural and systematic
- Moral complexity: Dysfunction vs. exposure
- Unique challenge: Proving malice vs. incompetence
Type 3: Incident Response
Core Loop: Assess damage → Identify attack vector → Trace intrusion → Prevent further damage
Structure:
- Called in after breach discovered
- System already compromised
- Must analyze logs and forensics
- Time pressure to prevent ongoing attack
Example Scenarios:
- Ransomware attack in progress
- Active data exfiltration
- Compromised critical infrastructure
- Supply chain attack discovery
Key Elements:
- VM-heavy challenges
- Log analysis and forensics
- Damaged/encrypted systems
- Race against time mechanic
Type 4: Penetration Testing
Core Loop: Audit security → Document vulnerabilities → Exploit weaknesses → Report findings
Structure:
- Authorised security assessment
- Test multiple security layers
- Optional: Discover ENTROPY presence unexpectedly
- Create comprehensive security report
Example Scenarios:
- Pre-acquisition security audit
- Compliance testing
- Red team exercise that discovers real threats
- Security assessment that reveals insider threat
Key Elements:
- Structured testing methodology
- Multiple vulnerability types
- Educational focus on proper pen testing
- Surprise revelation of real threats
Type 5: Defensive Operations
Core Loop: Defend location → Identify attackers → Secure vulnerabilities → Trace attack source
Structure:
- Begins with alert or attack in progress
- Must protect critical assets
- Identify attack vectors while defending
- Track back to ENTROPY source
Example Scenarios:
- SAFETYNET facility under attack
- Protecting witness or asset
- Defending critical infrastructure
- Preventing data destruction
Key Elements:
- Time-sensitive objectives
- Multiple simultaneous threats
- Resource management
- Reactive rather than proactive gameplay
Type 6: Double Agent / Undercover
Core Loop: Maintain cover → Gain insider access → Collect intelligence → Avoid detection
Structure:
- Deep cover operation
- Must perform legitimate work
- Secretly gather intelligence
- Risk of cover being blown
Example Scenarios:
- Infiltrating ENTROPY front company
- Going undercover at compromised organisation
- Posing as new hire to investigate
- Recruitment by ENTROPY (double-double agent)
Key Elements:
- Dual objectives (appear legitimate + secret goals)
- Trust management with NPCs
- Consequences for suspicious behaviour
- Cover story maintenance
Type 7: Rescue / Extraction
Core Loop: Locate target → Plan extraction → Overcome security → Safely extract
Structure:
- Asset or agent in danger
- Must locate in hostile environment
- Navigate security to reach target
- Escape with target safely
Example Scenarios:
- Extract compromised SAFETYNET agent
- Rescue kidnapped researcher
- Secure witness before ENTROPY reaches them
- Recover stolen intelligence
Key Elements:
- Two-phase structure (infiltrate then extract)
- Escort mechanics
- Heightened security after target located
- Multiple exit strategies
Narrative Tones by Scenario
Serious Corporate Espionage
- Grounded in realistic business threats
- Real consequences (financial damage, IP theft)
- Professional atmosphere
- Minimal comedy, focus on investigation
Example: Data exfiltration at pharmaceutical company, stolen research worth millions
High-Stakes Infrastructure
- Critical systems at risk
- Potential for widespread damage
- Tense atmosphere
- Limited comedy, urgent tone
Example: Power grid cyber attack, water treatment facility compromise
Absurd Front Company
- Obviously suspicious cover business
- Dark comedy in ENTROPY's poor operational security
- Still legitimate cyber security challenges
- More room for humour
Example: "TotallyLegit Consulting Inc." with comically bad attempts at appearing normal
Eldritch Horror / Cult
- Weird science meets cyber security
- Occult themes with technical grounding
- Atmospheric and unsettling
- Unique blend of horror and hacking
Example: Quantum computing cult attempting to summon entities through cryptographic rituals
Narrative Devices
Environmental Storytelling
Tell stories through discoverable details:
- Email conversations showing interpersonal conflicts, suspicious dealings
- Sticky notes revealing passwords, reminders, personal details
- Photographs showing relationships, locations, evidence
- Calendars indicating meetings, travel, suspicious appointments
- Whiteboards with diagrams, calculations, plans
- Trash bins containing deleted but recoverable information
- Security logs showing access patterns, intrusions
- Personal effects revealing character details, motivations
Foreshadowing
Plant clues early that pay off later:
- Suspicious NPCs acting nervous when player approaches
- Incomplete messages that make sense after discovering more context
- Locked areas that drive curiosity
- Overheard conversations hinting at later revelations
- Background details that become significant
Red Herrings
Not everything suspicious is relevant:
- Use sparingly (80% real clues, 20% red herrings)
- Should be plausible but not critical path
- Can reward thorough investigation without being required
- Example: Employee having affair (suspicious behaviour) but not ENTROPY agent
Escalating Tension
Build intensity through scenario:
Act 1: Curiosity and investigation ("Something seems off...")
Act 2: Discovery and concern ("This is worse than we thought...")
Act 3: Urgency and confrontation ("We need to stop this now!")
The Reveal
Major discoveries should feel earned:
- Foreshadowed: Clues pointed to this
- Surprising: But not obvious from beginning
- Satisfying: Explains earlier mysteries
- Actionable: Opens new paths or objectives
Good Reveals:
- Discovering the helpful IT person is actually ENTROPY
- Realising the "security audit" is cover for active attack
- Finding evidence that links small operation to larger ENTROPY plan
Poor Reveals:
- Random NPC turns out evil with no prior hints
- Twist that contradicts established information
- Revelation with no gameplay impact
LORE System
Purpose
LORE fragments provide:
- Context for ENTROPY's operations
- World-building and continuity
- Rewards for thorough exploration
- Connection between scenarios
- Educational content about security concepts
LORE Categories
1. ENTROPY Operations
Intelligence about how ENTROPY functions:
- Cell structures and communication methods
- Recruitment and training procedures
- Funding sources and money laundering
- Technology and tools they use
- Historical operations and founders
Example LORE Fragment:
ENTROPY INTEL FILE #73-A
"Intercepted communication reveals ENTROPY cells use dead drop servers—compromised machines at legitimate businesses that store encrypted messages. Each cell only knows the addresses of 2-3 other cells, preventing complete network mapping if one is compromised. Very clever. Annoying, but clever."
— Agent 0x99
2. The Architect's Plans
Insights into ENTROPY's strategic mastermind:
- Philosophical writings on entropy and chaos
- Technical specifications for attacks
- Cryptographic signatures and patterns
- Strategic objectives
- Psychological profile
Example LORE Fragment:
RECOVERED MESSAGE: ARCHITECT_COMM_419
"Entropy is not destruction—it is inevitability. We don't break systems; we reveal their natural tendency toward disorder. Today's 'secure' infrastructure is tomorrow's monument to hubris. We merely... accelerate the timeline."
[Signature: AES-256 | Key: ∂S ≥ 0 | IV: Timestamp + Entropy Value]
3. Cyber Security Concepts
Educational content disguised as intelligence:
- Explanations of attack techniques
- Security vulnerabilities discovered
- Defence mechanisms encountered
- Historical attacks and lessons
- Technical deep-dives
Example LORE Fragment:
TECHNICAL NOTE: AES BLOCK MODES
"Found evidence ENTROPY understands ECB mode's vulnerabilities—they're exploiting it in their encrypted communications to identify repeated plaintext blocks. This is exactly why CBC mode exists. Classic mistake, but it's working in their favour because the target doesn't know better."
CyBOK Area: Applied Cryptography - Symmetric Encryption
4. Historical Context
Background on SAFETYNET vs ENTROPY conflict:
- Notable past operations
- Famous confrontations
- Legendary agents
- Evolution of tactics
- Significant victories and defeats
Example LORE Fragment:
HISTORICAL RECORD: OPERATION KEYSTONE
"In 2019, Agent 0x42 prevented ENTROPY's attempt to backdoor a widely-used encryption library. The attack would have compromised millions of devices. To this day, we don't know which legitimate code commit contained the backdoor. Agent 0x42's only comment: 'Trust, but verify. Especially the trust part.'"
5. Character Backgrounds
Details about recurring characters:
- Agent origins and motivations
- ENTROPY operative profiles
- NPC connections to larger story
- Personal stakes in the conflict
- Character development
Example LORE Fragment:
AGENT PROFILE: 0x99 "HAXOLOTTLE"
"Real name classified. Recruited 2015 after independently discovering and reporting ENTROPY front company. Specialises in cryptographic analysis and social engineering. Known for elaborate metaphors involving axolotls. According to Director Netherton: 'Brilliant agent. Terrible at filing expense reports.'"
LORE Discovery Methods
Method 1: Objective-Based
LORE fragments as explicit objectives:
- "Decode 5 ENTROPY intelligence fragments"
- "Discover all hidden communications"
- "Collect classified documents"
Implementation:
- Fragments are scattered throughout scenario
- Require puzzle-solving to access (encrypted, locked, hidden)
- Objective tracks collection progress
- Completion gives bonus reward
Method 2: Environmental Discovery
Found during exploration:
- Hidden files on compromised systems
- Encrypted messages that require decoding
- Physical documents in secured locations
- Overheard NPC conversations
- Bonus objectives reward finding all
Implementation:
- Not required for main objectives
- Rewards thorough exploration
- Some obvious, some very hidden
- Can provide puzzle hints
Method 3: Achievement-Based
Unlocked through skilled play:
- Complete scenario without being detected
- Solve all bonus objectives
- Identify double agent before confrontation
- Speed-run achievements
- No-tool challenges (don't use lockpicks/PIN cracker)
Implementation:
- LORE reward for exceptional performance
- Encourages mastery and replayability
- Different challenges unlock different fragments
- Creates collection incentive
LORE Presentation
In-Game Format
═══════════════════════════════════════════
ENTROPY INTELLIGENCE FRAGMENT
[CLASSIFIED]
═══════════════════════════════════════════
CATEGORY: Operations
FILE ID: ENT-419-A
SOURCE: Recovered Encrypted Drive
[Content of LORE fragment]
───────────────────────────────────────────
Decoded by: Agent 0x00 [PlayerHandle]
Date: [Timestamp]
Related CyBOK: Applied Cryptography
───────────────────────────────────────────
Collectible System
- LORE fragments saved to "Intelligence Archive"
- Accessible from main menu
- Organised by category
- Track completion percentage
- Show related scenarios
Educational Integration
Each LORE fragment should:
- Be interesting/entertaining to read
- Provide world-building OR
- Teach security concept OR
- Connect to broader narrative
- Reference relevant CyBOK knowledge area when applicable
Location & Environment Guide
Standard Room Types
Break Escape scenarios primarily use office environments with variations. Each room type serves specific gameplay functions.
Reception / Entry
Purpose: Scenario introduction, access control, NPC interactions
Standard Features:
- Reception desk with NPC
- Waiting area
- Security checkpoint (may require bypass)
- Company information (posters, brochures)
- Access logs or visitor system
Security Elements:
- Locked main doors (key card, PIN, or unlocked during business hours)
- Security cameras (visible or hidden)
- Guard on duty (sometimes)
Typical Puzzles:
- Social engineering receptionist
- Forging credentials
- Distracting guard
- Accessing visitor logs
Standard Office
Purpose: Investigation, document discovery, computer access
Standard Features:
- Desk with computer
- Filing cabinets
- Personal effects (photos, calendars)
- Whiteboards or cork boards
- Office supplies
Security Elements:
- Locked door (key, key card, PIN)
- Password-protected computer
- Locked drawers or cabinets
- Security cameras
Typical Puzzles:
- Finding passwords on sticky notes
- Accessing locked drawers
- Reading emails and documents
- Fingerprint dusting on keyboards
Executive Office
Purpose: High-value targets, advanced security, important intelligence
Standard Features:
- Expensive furnishings
- Large desk with executive computer
- Safe or secure cabinet
- Meeting area
- Window with view (sometimes)
- Personal items revealing character
Security Elements:
- Multiple locks (door + safe + computer)
- Biometric scanner
- Alarm system
- Hidden compartments
Typical Puzzles:
- Multi-stage access (get to office, open safe, access computer)
- Complex password schemes
- Fingerprint spoofing
- Hidden evidence in plain sight
Server Room
Purpose: Technical challenges, VM access, critical systems
Standard Features:
- Server racks
- Network equipment
- Cooling systems
- Workstation for administration
- Access logs
- Cable management
Security Elements:
- Restricted access (high-level credentials required)
- Environmental controls
- Surveillance
- Alarm systems
Typical Puzzles:
- Gaining authorised access
- VM exploitation
- Log analysis
- Network traffic investigation
- Physical access to hardware
IT Office / Workspace
Purpose: Technical tools, helpful NPCs, equipment storage
Standard Features:
- Multiple workstations
- Technical equipment and tools
- Documentation and manuals
- Testing equipment
- Spare parts and supplies
Security Elements:
- Moderate security (protects tools, not secrets)
- Tool inventory systems
Typical Puzzles:
- Social engineering IT staff
- Borrowing or "requisitioning" tools
- Accessing IT documentation
- Finding admin credentials
Conference Room
Purpose: Meetings, presentations, group evidence
Standard Features:
- Large table
- Presentation screen
- Whiteboards with diagrams/notes
- Calendar showing meeting schedules
- Leftover materials from meetings
Security Elements:
- Usually minimal
- May be locked outside meeting times
Typical Puzzles:
- Reading whiteboard information
- Discovering meeting notes
- Finding presentation files
- Calendar-based PIN codes
Storage / Archives
Purpose: Historical documents, backup systems, hidden evidence
Standard Features:
- Filing systems
- Boxes and containers
- Old equipment
- Backup drives
- Abandoned projects
Security Elements:
- Basic locks
- Dust and disorganisation
- Forgotten security measures
Typical Puzzles:
- Searching through files
- Recovering old backups
- Finding hidden compartments
- Piecing together shredded documents
Bathroom / Break Room
Purpose: Hidden evidence, eavesdropping, NPC encounters
Standard Features:
- Typical amenities
- Casual meeting space
- Notice boards
- Lost and found
- Trash bins
Security Elements:
- None typically
Typical Puzzles:
- Overhearing conversations
- Finding discarded evidence in trash
- Reading personal notes
- Accessing air vents or maintenance access
Basement / Maintenance Areas
Purpose: Atmosphere, alternate routes, hidden rooms
Standard Features:
- Utility systems
- Maintenance equipment
- Storage
- Access tunnels
- Electrical/network infrastructure
Security Elements:
- Locked maintenance doors
- Physical hazards
- Alarm systems
Typical Puzzles:
- Finding alternate routes
- Accessing restricted areas from below
- Discovering hidden rooms
- Network access points
Special: Spooky Dungeon Rooms
Purpose: Eldritch horror scenarios, cult operations, atmosphere
Standard Features:
- Stone walls or industrial aesthetic
- Occult symbols or decorations
- Ritual spaces
- Quantum computing equipment (in modern context)
- Strange artifacts
- Unsettling ambiance
Security Elements:
- Unusual locks (symbolic, cryptographic puzzles)
- Trapped entrances
- Cultist guards
Typical Puzzles:
- Decoding occult symbols
- Ritual-based security (specific sequence of actions)
- Reality-bending puzzles
- Cryptographic cultism (encryption keys based on eldritch concepts)
Environmental Design Principles
Principle 1: Purposeful Placement
Every room and object should serve gameplay:
- Advance narrative
- Present puzzle
- Provide clue
- Offer choice
- Create atmosphere
Principle 2: Visual Storytelling
Rooms tell stories through details:
- Messy desk = overworked or careless
- Personal photos = character motivation
- Whiteboards = current projects and concerns
- Empty offices = suspicious absence
- Locked doors = something important
Principle 3: Interconnected Spaces
Rooms should connect logically:
- Office layout makes sense
- Related functions near each other
- Server room near IT offices
- Executive floor separated from general workspace
- Emergency exits and maintenance access present
Principle 4: Progressive Disclosure
Use fog of war effectively:
- Initial area establishes context
- Each new room provides new information
- Late-game areas have highest security
- Final room(s) contain climactic confrontation
Principle 5: Multiple Paths
When possible, offer options:
- Front door vs. maintenance entrance
- Social engineering vs. stealth
- Technical exploit vs. physical bypass
- High security route vs. longer alternative path
Quick Reference Checklists
Scenario Content Requirements Checklist
This checklist defines the mandatory elements every Break Escape scenario must include. Use this as a requirements document when designing new scenarios.
Core Narrative Elements
Pre-Design Narrative Outline (MANDATORY):
- Complete narrative outline created BEFORE technical implementation
- Narrative follows 3-act structure template
- Story is logically connected across all acts
- Technical challenges mapped to narrative beats
- Outline reviewed and approved before JSON creation
3-Act Structure:
-
Act 1: Setup & Entry
- Mission briefing establishes authorization and stakes
- Optional cold open considered (in media res, enemy action, etc.)
- Starting room setup includes immediate interactions
- Incoming phone messages or voicemails (if appropriate)
- Starting room NPC(s) present meaningful choices
- Initial player choices create branching logic
- 3+ locked areas/mysteries visible to create goals
- Something suspicious established
-
Act 2: Investigation & Revelation
- Multi-room investigation with backtracking required
- "Things aren't as they seemed" revelation/twist
- Villain monologue or revelation (recorded, face-to-face, or discovered)
- 3-5 major player narrative choices with real consequences
- Choices affect NPC relationships and available information
- 3-5 LORE fragments discoverable through investigation
- Evidence accumulation leading to confrontation
- Moral grey areas present interesting decisions
-
Act 3: Confrontation & Resolution
- Climactic confrontation with ENTROPY agent
- 5-6 distinct confrontation options (exploit, arrest, combat, recruit, interrogate, understand)
- Optional incoming phone messages for drama/pressure
- Final challenges test learned skills
- All primary objectives completable in all choice paths
- Mission completion feels earned
-
Post-Mission: HQ Debrief
- Acknowledges specific player choices explicitly
- Shows consequences without heavy moral judgment
- Reveals intelligence gained about ENTROPY
- Company/organization fate addressed
- NPC outcomes revealed based on player choices
- Connection to larger ENTROPY network
- Updates player specializations (CyBOK areas)
- Optional teaser for future threats/recurring villains
ENTROPY Selection:
-
ENTROPY Cell selected from established cells
- Cell specialisation matches educational objectives
- Cell operations appropriate for scenario type
- Cell provides context for technical challenges
-
Villain(s) selected with appropriate tier
- Tier 1 (Mastermind) for background presence (optional)
- Tier 2 (Cell Leader) as primary antagonist if recurring desired
- Tier 3 (Specialist) as defeatable antagonist
- Or create new one-off antagonist following established patterns
-
Villain characterisation defined
- Personality and motivations clear
- Confrontation style established
- Signature elements/quirks identified
- Escape vs. arrest decision considered
Mission Structure:
- Intro Briefing (cutscene at SAFETYNET HQ)
- Mission context and threat description
- Player's cover story/role explained
- Primary objectives stated
- Relevant intel provided
- Handler introduction (Agent 0x99 or other)
- Field Operations Handbook reference (optional, max 1)
Objective System:
-
5-7 Primary Objectives (required for mission success)
- At least 1 objective: Access specific restricted room
- At least 1 objective: Discover critical item/intel
- At least 1 objective: ENTROPY agent discovery or apprehension
- At least 1 objective: Technical challenge (decrypt, exploit VM, etc.)
- Clear completion criteria for each objective
-
3-4 Milestone Objectives (progress markers)
- First milestone: Initial access/infiltration complete
- Mid milestone: Evidence of ENTROPY involvement found
- Late milestone: Critical breakthrough achieved
- Final milestone: Confrontation or resolution ready
-
3-5 Bonus Objectives (optional, for completionists)
- At least 1: Discovery-based (find all LORE fragments)
- At least 1: Skill-based (stealth completion, no combat, etc.)
- At least 1: Investigation-based (identify all suspects, etc.)
Branching Narrative:
-
Minimum 3 Major Story Choices with real consequences
- At least 1 choice presents moral dilemma
- At least 1 choice affects NPC relationships
- At least 1 choice impacts scenario outcome/ending
-
ENTROPY Agent Confrontation (when applicable)
- Practical exploitation option (use them for access)
- By-the-book arrest option
- Aggressive/combat option
- Recruitment/double agent option (if appropriate)
- Each option has distinct consequences
Multiple Endings:
- Minimum 3 Ending Variants based on player choices
- Endings reflect moral choices made
- Endings acknowledge approach taken (aggressive, ethical, pragmatic)
- Each ending has unique debrief dialogue
Mission Debrief:
- Outro Debrief (cutscene at SAFETYNET HQ)
- Acknowledges player choices explicitly
- Comments on methods used
- Reveals intel gained about ENTROPY
- Updates player specialisations (CyBOK areas)
- Teases future implications (optional)
- Varies based on ending achieved
Character Requirements
NPCs (Minimum Characters):
-
At least 1 Helpful NPC
- Provides information or assistance
- Can give items or access
- Trust-based relationship
-
At least 2 Neutral NPCs (office workers, staff)
- Require social engineering for cooperation
- Trust levels affect information sharing
- Can be suspects for security audit
-
At least 1 Suspicious NPC (potential ENTROPY agent)
- Initially appears neutral
- Evidence gathering reveals true allegiance
- Confrontation leads to arrest/combat/recruitment choice
- Can be revealed as double agent
-
Optional: Security Guard
- Physical security obstacle
- Can be social engineered or avoided
- May patrol certain areas
Character Design:
- Each significant NPC has defined personality
- Each significant NPC has dialogue style/voice
- Recurring characters use appropriate catchphrases
- Trust levels defined and tracked (0-10 scale)
- Dialogue branches prepared (Ink script format)
Environmental Design
Room Structure:
- 5-10 Rooms minimum (appropriate for ~1 hour gameplay)
- Tree-based layout with north/south connections
- Fog of war implementation (unexplored rooms hidden)
- At least 3 distinct room types used
Required Room Types (select appropriate for scenario):
- Reception/Entry area (mission start)
- At least 2 Standard Offices
- At least 1 Secure Area (server room, executive office, vault, etc.)
- Support spaces (IT office, conference room, storage, etc.)
Interconnected Puzzle Design:
-
At least 3 locked doors/areas visible early
- Creates mystery and exploration goals
- Cannot all be solved immediately
-
At least 2 multi-room puzzle chains
- Challenge discovered in Room A
- Solution/clue found in Room B or beyond
- Requires backtracking to Room A
-
At least 1 major backtrack required for primary objectives
-
At least 1 optional backtrack for bonus objectives
-
NOT purely linear room-by-room progression
-
Spatial layout makes logical sense
Security Mechanisms
Required Security Types (minimum 4 different types per scenario):
-
Key-based locks (at least 2)
- Keys hidden as puzzle solutions
- Consider if lockpicks available later
-
PIN code systems (at least 1)
- PIN discoverable through investigation
- 4-digit standard, 5-6 for high security
- Consider PIN cracker placement
-
Password systems (at least 2)
- Passwords discoverable via notes, social engineering, or exploitation
- Contextual hints provided
-
One advanced security mechanism:
- Biometric (fingerprint) authentication, OR
- Bluetooth proximity lock, OR
- Multi-factor authentication, OR
- Network-based access control
Tool Distribution:
- Tools not available at scenario start
- Essential tools found through exploration
- Shortcut tools (lockpicks, PIN cracker) placed strategically late
- After player has solved several traditional puzzles
- In secured locations requiring other puzzles
- Only 2-3 uses remaining after acquisition
Technical Challenges
Cryptography & Encoding (minimum 2 challenges):
-
CyberChef integration present
- Accessed via in-game laptop/workstation
- At least 1 decryption challenge
- Keys/IVs discoverable through context
-
Difficulty-appropriate cryptography:
- Beginner: Base64, Caesar cipher, simple encoding
- Intermediate: AES symmetric encryption, MD5 hashing
- Advanced: RSA, Diffie-Hellman, complex multi-stage
-
Contextual clues for cryptographic parameters
- Keys derived from narrative (names, dates, phrases)
- IVs found in related documents
- Algorithm choice hinted in messages
VM Challenges (if included):
- At least 1 VM available (Linux or Windows)
- VM presented with narrative context (workstation, server, etc.)
- Challenge appropriate to difficulty level
- Time commitment: 10-15 minutes maximum per VM
- Results provide useful information for physical puzzles
Physical-Cyber Integration:
- At least 2 puzzles combining physical and digital elements
- Example combinations:
- Fingerprint dusting to bypass biometric lock on computer
- Bluetooth scanning to find device that unlocks door
- Physical document containing encryption key
- Computer logs revealing physical safe location
Educational Content
CyBOK Integration:
-
Explicit CyBOK mapping documented
- 2-4 Knowledge Areas covered
- Displayed in scenario selection
- Referenced in LORE fragments
-
Primary CyBOK focus area (choose at least one):
- Applied Cryptography
- Human Factors (Social Engineering)
- Security Operations
- Malware & Attack Technologies
- Cyber-Physical Security
- Network Security
- Systems Security
- Others as appropriate
Learning Objectives:
- Clear technical skills taught
- Accurate cyber security concepts
- Real tools and techniques demonstrated
- Educational content doesn't vary based on narrative choices
- All story paths achieve same learning outcomes
LORE System
LORE Fragments (minimum 3-5 per scenario):
-
At least 1 ENTROPY Operations fragment
- Reveals cell structure, tactics, or methods
-
At least 1 Cyber Security Concept fragment
- Educational content about security concepts
- Tied to CyBOK knowledge area
-
At least 1 Character/World-Building fragment
- Background on recurring characters, OR
- Historical context on SAFETYNET vs ENTROPY, OR
- The Architect's plans/philosophy
-
Discovery methods vary:
- Some as explicit objectives
- Some hidden for thorough exploration
- Some achievement-based rewards
-
All fragments:
- Interesting to read (not dry exposition)
- 1-3 paragraphs length
- Consistently formatted
Difficulty & Balance
Difficulty Setting:
- Difficulty level assigned: Beginner, Intermediate, or Advanced
- Puzzle complexity matches difficulty rating
- Technical challenges appropriate for target audience
- Hints available for complex challenges
Playtime:
- Target completion: 45-75 minutes
- Tested with fresh player
- Pacing: 15-20min Act 1, 20-30min Act 2, 10-15min Act 3
Flow & Balance:
- Early puzzles tutorial-difficulty
- Mid-game combines multiple mechanics
- Late-game requires mastery
- No single puzzle blocks all progress
- Alternative solutions available where appropriate
- Combat encounters limited (max 1-2)
Polish & Quality
Technical Validation:
- JSON scenario specification validated
- All objectives trigger correctly
- Door connections work properly
- Tool interactions function as designed
- No softlocks or dead ends possible
- Save/load functionality works
Narrative Quality:
- NPC dialogue flows naturally
- Character voices consistent
- Branching paths all reach satisfying conclusions
- Debrief variations written for each ending
- Typos and grammar corrected
Playtesting:
- Playtested by designer (debug run)
- Playtested by fresh player (without hints)
- Feedback incorporated
- Confirmed completable in target time
- All endings reachable and tested
Scenario Design Checklist
Note: For detailed requirements, see the Scenario Content Requirements Checklist above. This checklist focuses on the design workflow process.
Pre-Production
- Core concept defined (What is the scenario about?)
- Learning objectives identified (What CyBOK areas?)
- Scenario type selected (Infiltration, IR, Pen test, etc.)
- Narrative tone established (Serious, dark comedy, horror, etc.)
- Target difficulty set (Beginner, Intermediate, Advanced)
- Estimated playtime: ~1 hour
- Review Scenario Content Requirements Checklist
Narrative Outline (REQUIRED BEFORE TECHNICAL DESIGN)
- Complete narrative outline created following 3-act structure template
- Core story defined (threat, villain, stakes)
- ENTROPY cell and villain selected
- Key revelations and twists identified
- 3-5 major player choices designed with consequences
- Moral ambiguity established (grey areas identified)
- Multiple endings outlined (minimum 3)
- LORE fragments planned (3-5)
- Act 1 narrative beats mapped
- Act 2 narrative beats mapped (including revelation moment)
- Act 3 narrative beats mapped
- Debrief variations written for each ending path
- Narrative is logically connected across all acts
- Technical challenges mapped to narrative beats
Narrative Design
- SAFETYNET mission briefing written
- ENTROPY involvement clearly defined
- Cover story established for player
- Primary objectives defined (5-7 objectives)
- Milestone objectives identified (3-4 milestones)
- Bonus objectives created (3-5 bonuses)
- NPC characters designed with personalities
- Dialogue branches planned for key NPCs
- LORE fragments written (3-5 fragments minimum)
- Ending variations prepared (minimum 3)
- Multiple debriefs written reflecting player choices
Branching Narrative & Choices
- Major story choices identified (minimum 3-5 per scenario)
- Choices include moral ambiguity (no obvious "right" answer)
- ENTROPY agent confrontation options designed
- Practical exploitation path
- By-the-book arrest path
- Aggressive/combat path
- Recruitment/double agent path
- Evidence-gated dialogue options created
- Trust-gated dialogue options designed
- Consequence tracking planned (immediate, scenario-level, meta-level)
- Multiple ending variants written (minimum 3)
- Debrief variations reflect player choices
- All narrative paths allow completion of learning objectives
- Choice variables tracked in Ink scripts
- Replayability features considered
Technical Design
- Room layout mapped (tree structure, 5-10 rooms)
- Room connections defined (north/south primarily)
- Interconnected puzzle design implemented:
- At least 3 locked doors/areas visible early
- At least 2 multi-room puzzle chains
- At least 1 major backtrack required
- NOT purely linear progression
- Security mechanisms distributed (minimum 4 types)
- Puzzle-before-solution principle applied throughout
- Tool placement strategically positioned
- Lockpicks placed after multiple lock puzzles
- PIN cracker requires max 2 uses after acquisition
- Shortcut tools in secured locations
- VM challenges designed (if applicable)
- CyberChef puzzles created (minimum 2)
- Cryptographic keys/IVs contextually hidden
Balance & Flow
- Early puzzles are tutorial difficulty
- Mid-game combines multiple mechanics
- Late-game requires mastery of concepts
- No single puzzle blocks all progress
- Alternative solutions available
- Backtracking balanced (meaningful, not tedious)
- Combat encounters limited (max 1-2)
- Scenario completable in ~1 hour
Educational Content
- CyBOK knowledge areas explicitly mapped (2-4 areas)
- Security concepts accurately represented
- Technical content is realistic
- Learning objectives aligned with gameplay
- Hints available for complex challenges
- All story paths achieve same learning outcomes
Polish & Testing
- All objectives trigger correctly
- NPC dialogue flows naturally
- No softlocks or dead ends
- All ending variations reachable
- Typos corrected
- JSON specification validated
- Playtested by designer
- Playtested by fresh player
- Difficulty appropriate for target audience
- Confirmed completable in target time
Tool Placement Checklist
Before placing shortcut tools, verify:
Lockpicks
- Player has encountered 3+ key-based locks already
- Player has solved at least 2 locks traditionally
- Lockpicks are in secured container (requires other puzzle)
- Only 2-3 pickable locks remain after acquisition
- Lockpicking feels like earned shortcut, not trivialisation
PIN Cracker
- Player has solved 2+ PIN puzzles traditionally
- Maximum 2 PIN systems accessible after acquisition
- PIN cracker requires skill (Mastermind mini-game)
- Some PINs are tedious to crack (5-6 digits for high security)
- Finding PIN organically is sometimes faster
Fingerprint Kit
- Biometric systems present before kit found
- Player understands what fingerprints enable
- Kit placement requires some puzzle-solving
- Multiple fingerprint opportunities available
Bluetooth Scanner
- Bluetooth locks present before scanner found
- Scanner placement makes narrative sense
- Paired devices are findable after scanner acquired
NPC Design Checklist
For each significant NPC, define:
- Name and role
- Starting trust level (0-10)
- Personality traits
- Dialogue style
- Catchphrase (if recurring character)
- Information they can provide
- Items they can give
- Trust level thresholds for different interactions
- Potential to be revealed as double agent (if applicable)
- Ink script branching dialogue prepared
LORE Fragment Checklist
For each LORE fragment, ensure:
- Interesting to read (not dry exposition)
- Serves one of: world-building, education, or narrative connection
- References relevant CyBOK area (if technical)
- Fits established tone and canon
- Discovery method is clear (objective, hidden, achievement)
- Requires puzzle-solving to access (usually)
- Length appropriate (1-3 paragraphs)
- Formatted consistently
Complete Scenario Requirements Checklist
Use this comprehensive checklist to ensure every scenario includes all essential elements. This checklist represents the minimum requirements for a complete Break Escape scenario.
SCENARIO FOUNDATION
Basic Information
- Scenario title (unique, thematic)
- Scenario type selected (Infiltration, Incident Response, Pen Test, etc.)
- Difficulty level assigned (Beginner/Intermediate/Advanced)
- Target playtime: ~60 minutes
- CyBOK knowledge areas identified (minimum 2)
- Learning objectives explicitly stated
Narrative Framework
- ENTROPY involvement clearly defined (cell type, scheme, connection)
- Player cover story established (consultant, auditor, new hire, etc.)
- Setting/location defined (company name, industry, office type)
- Threat/stakes clearly articulated (what happens if player fails?)
- Narrative tone established (serious corporate, horror cult, etc.)
BRIEFING & DEBRIEF
Mission Briefing (Required)
- Cutscene briefing written
- Handler character assigned (Agent 0x99, Director Netherton, etc.)
- Hook establishes immediate situation/threat
- Cover identity explained to player
- Primary objectives previewed
- Available equipment mentioned
- Optional: Field Operations Handbook reference (humorous rule)
Mission Debrief (Required)
- Minimum 3 ending variations written based on player choices
- Each ending acknowledges specific player decisions
- Handler provides commentary on methods used
- Intelligence gained summarised
- CyBOK specialisation updates mentioned
- Optional: Teaser for larger ENTROPY patterns
- Optional: Director Netherton bureaucratic response
OBJECTIVES SYSTEM
Primary Objectives (Required: 5-7 objectives)
- Objective 1: _________________________
- Objective 2: _________________________
- Objective 3: _________________________
- Objective 4: _________________________
- Objective 5: _________________________
- Optional Objective 6: _________________________
- Optional Objective 7: _________________________
Each primary objective must include:
- Clear objective description
- Trigger condition defined (enter room, obtain item, etc.)
- Narrative justification (why this matters to mission)
- Technical skill required (if applicable)
Objective Categories Represented (check at least 3):
- Room access (gain entry to restricted area)
- Item discovery (find key evidence, documents, devices)
- Intelligence gathering (discover ENTROPY communications)
- System access (breach computer, server, network)
- Agent identification (discover double agent identity)
- Agent confrontation (arrest, battle, or recruit ENTROPY operative)
- Evidence collection (secure proof of ENTROPY involvement)
- Threat prevention (stop data exfiltration, prevent attack)
Milestone Objectives (Required: 3-4 milestones)
- Milestone 1: _________________________ (typically after Act 1)
- Milestone 2: _________________________ (mid Act 2)
- Milestone 3: _________________________ (late Act 2)
- Optional Milestone 4: _________________________ (Act 3 start)
Bonus Objectives (Required: 3-5 bonuses)
- Bonus 1: _________________________ (e.g., stealth completion)
- Bonus 2: _________________________ (e.g., collect all LORE)
- Bonus 3: _________________________ (e.g., identify agent early)
- Optional Bonus 4: _________________________
- Optional Bonus 5: _________________________
Each bonus objective must:
- Be completable but not required for success
- Reward thorough exploration or skilled play
- Provide meaningful reward (LORE, special ending variation, etc.)
ROOM DESIGN & LAYOUT
Spatial Design (Required minimums)
- Minimum 5 rooms designed
- Maximum 12 rooms (keep scope manageable)
- Room layout uses tree structure (north/south connections)
- Starting room defined (typically reception or entry)
- Room connections mapped (which rooms connect to which)
- Fog of war progression planned (rooms revealed as explored)
Room Variety (include at least 4 types):
- Reception/Entry area
- Standard office(s)
- Executive office
- Server room or IT office
- Conference room
- Storage/Archive room
- Bathroom/Break room
- Special room (basement, dungeon, secret room, etc.)
Non-Linear Design (REQUIRED)
- At least 1 major backtracking puzzle chain (3+ rooms interconnected)
- 2-3 minor backtracking elements (locked doors requiring later-found items)
- Multiple rooms accessible simultaneously (not purely linear sequence)
- Solutions to puzzles require information from multiple rooms
- Player must revisit at least one room after gaining new capability
Backtracking Example Documented:
- Specific example of backtracking chain documented in design
- Room A: Challenge presented _________________________
- Room B/C: Clues/items discovered _________________________
- Return to Room A: Solution applied _________________________
NPC CHARACTERS
Minimum NPC Requirements:
- Minimum 3 NPCs with distinct personalities
- Maximum 8 NPCs (scope management)
- At least 1 helpful NPC (provides assistance/hints)
- At least 1 neutral NPC requiring social engineering
- At least 1 suspicious/ENTROPY NPC (potential double agent)
For Each NPC, Define:
NPC 1: _________________________ (Name/Role)
- Personality traits defined
- Starting trust level (0-10)
- Key information they can provide
- Items they can give (if any)
- Potential to be ENTROPY agent? (Yes/No)
- Dialogue branches planned (minimum 2 conversation branches)
- Catchphrase or recurring behaviour (if memorable character)
NPC 2: _________________________ (Name/Role)
- Personality traits defined
- Starting trust level (0-10)
- Key information they can provide
- Items they can give (if any)
- Potential to be ENTROPY agent? (Yes/No)
- Dialogue branches planned
- Catchphrase or recurring behaviour
NPC 3: _________________________ (Name/Role)
- Personality traits defined
- Starting trust level (0-10)
- Key information they can provide
- Items they can give (if any)
- Potential to be ENTROPY agent? (Yes/No)
- Dialogue branches planned
- Catchphrase or recurring behaviour
ENTROPY Agent/Double Agent (REQUIRED - at least 1)
- Identity designed (which NPC is secretly ENTROPY?)
- Evidence trail planned (how player discovers their identity)
- Reveal trigger defined (what action reveals them?)
- Confrontation dialogue written (all choice branches)
- Transformation to combat NPC prepared (if applicable)
BRANCHING NARRATIVE & MORAL CHOICES
Major Story Choices (Required: minimum 3-5 per scenario)
- Choice 1: _________________________ (describe situation)
- Minimum 3 distinct options designed
- Consequences of each option defined
- Impact on narrative documented
- Choice 2: _________________________ (describe situation)
- Minimum 3 distinct options designed
- Consequences of each option defined
- Impact on narrative documented
- Choice 3: _________________________ (describe situation)
- Minimum 3 distinct options designed
- Consequences of each option defined
- Impact on narrative documented
- Optional Choice 4: _________________________
- Optional Choice 5: _________________________
Moral Ambiguity (Required: at least 1)
- At least one choice presents genuine moral dilemma
- No obviously "correct" answer
- Each option has valid reasoning and consequences
- Debrief acknowledges moral complexity
ENTROPY Agent Confrontation Choices (REQUIRED) When player discovers ENTROPY agent, all options must be available:
- Practical Exploitation option (use them for shortcuts)
- Dialogue written
- Mechanical benefit defined (access, information, etc.)
- Consequence/debrief variation written
- Arrest (By the Book) option
- Dialogue written
- Standard procedure defined
- Consequence/debrief variation written
- Combat option
- Combat trigger implemented
- Combat difficulty appropriate
- Consequence/debrief variation written
- Recruitment/Double Agent option
- Dialogue/persuasion written
- Success and failure branches defined
- Ongoing intelligence operation designed (if success)
- Consequence/debrief variations written
- Interrogation First option
- Interrogation dialogue tree designed
- Intel revealed documented
- Can lead to other options afterward
Choice Impact Tracking:
- Variables tracked in Ink scripts (moral_alignment, trust_levels, etc.)
- Evidence-gated dialogue options (appear only when evidence found)
- Trust-gated dialogue options (appear at certain trust thresholds)
- Consequences affect available endings
SECURITY MECHANISMS & PUZZLES
Lock Types (include at least 4 different types):
- Key-based locks (requires specific key or lockpicks)
- PIN code systems (requires discovered code or PIN cracker)
- Password-protected systems (requires credential discovery)
- Biometric authentication (requires fingerprint spoofing)
- Bluetooth proximity (requires finding paired device)
- Other: _________________________
Tool Distribution (Required minimums):
- At least 2 standard tools required (keys, access cards, passwords)
- At least 1 mid-game tool (fingerprint kit, Bluetooth scanner)
- Lockpicks placement (late in scenario, after solving 3+ lock puzzles)
- PIN cracker placement (late, ensures max 2 uses remaining)
- CyberChef/encoding workstation available (when needed)
Puzzle Chain Design (Required: minimum 3 chains):
- Puzzle Chain 1: _________________________ (describe multi-step puzzle)
- Step 1: _________________________
- Step 2: _________________________
- Step 3: _________________________
- Puzzle Chain 2: _________________________ (describe multi-step puzzle)
- Puzzle Chain 3: _________________________ (describe multi-step puzzle)
Puzzle-Before-Solution Verification:
- Each lock presented before its key is found
- Each encrypted message encountered before decryption tool
- Each PIN lock visible before code is discovered
- Each biometric system seen before fingerprint kit acquired
CRYPTOGRAPHY & ENCODING
Cryptographic Challenges (Required: aligned with difficulty level)
Beginner Scenarios (include at least 2):
- Base64 encoding/decoding
- Hexadecimal representation
- Caesar cipher
- Simple substitution
- Other: _________________________
Intermediate Scenarios (include at least 2):
- AES encryption (CBC or ECB mode)
- MD5 or SHA hashing
- Vigenère cipher
- Steganography (hidden data in images)
- Other: _________________________
Advanced Scenarios (include at least 2):
- RSA encryption/decryption
- Diffie-Hellman key exchange
- Digital signatures
- Multi-stage cryptographic chains
- Other: _________________________
For Each Cryptographic Challenge:
- Algorithm clearly specified
- Key/IV discovery method defined
- Narrative context provided (why is this encrypted?)
- CyberChef usage explained or hinted
- Reward for successful decryption defined (what information is revealed)
CyBOK Mapping:
- Specific Applied Cryptography concepts mapped
- Educational value clearly articulated
- Real-world application explained (in LORE or dialogue)
VIRTUAL MACHINES (if included)
VM Challenges (Optional but recommended for intermediate/advanced):
- VM challenge 1: _________________________ (Linux/Windows)
- System type and configuration defined
- Challenge type (privilege escalation, log analysis, etc.)
- Required information/objective specified
- Difficulty appropriate to scenario level
- Time estimate (max 10-15 minutes per VM)
- Optional VM challenge 2: _________________________
VM Integration:
- Narrative justification (workstation, compromised server, etc.)
- Results connect to physical puzzles
- Hints available in game environment
- Alternative solution available (if VM too difficult)
LORE SYSTEM
LORE Fragments (Required: minimum 3-5 per scenario)
- LORE Fragment 1: _________________________ (category/topic)
- Category assigned (ENTROPY Ops, Architect, Concepts, History, Character)
- Content written (1-3 paragraphs)
- Discovery method defined
- CyBOK reference included (if technical)
- LORE Fragment 2: _________________________ (category/topic)
- LORE Fragment 3: _________________________ (category/topic)
- Optional LORE Fragment 4: _________________________
- Optional LORE Fragment 5: _________________________
LORE Discovery Methods (use variety):
- At least 1 LORE from explicit objective (decode 5 secrets, etc.)
- At least 1 LORE from environmental discovery (hidden files)
- At least 1 LORE from bonus objective/achievement
LORE Quality Check:
- Each fragment is interesting to read (not dry exposition)
- Each serves world-building OR education OR narrative connection
- Formatted consistently
- References CyBOK areas when relevant
ENVIRONMENTAL STORYTELLING
Narrative Elements (include at least 4 types):
- Email conversations (showing relationships, conflicts, or plots)
- Sticky notes (passwords, reminders, character details)
- Photographs (relationships, locations, evidence)
- Calendars/schedules (meetings, appointments, suspicious timing)
- Whiteboards (diagrams, calculations, plans)
- Security logs (access patterns, intrusions)
- Personal effects (revealing motivations, background)
- Trash bins/shredders (deleted but recoverable info)
- Other: _________________________
Foreshadowing:
- At least 2 early clues that pay off later in scenario
- Suspicious NPC behaviour established before reveal
- Locked areas create curiosity and anticipation
Red Herrings (use sparingly):
- 0-2 plausible but ultimately irrelevant clues
- Don't waste player time excessively
- Should still be interesting/atmospheric
TECHNICAL IMPLEMENTATION
JSON Specification:
- Scenario JSON file created
- All rooms defined with correct structure
- Room connections specified (north/south tree)
- All objects placed with correct properties
- Lock types and requirements specified
- Container contents defined (nested items)
- NPC dialogue script references included
Ink Script Files:
- Separate Ink script file created for each major NPC
- Branching dialogue implemented
- Variables tracked (trust, evidence, choices)
- Conditional dialogue based on game state
- All confrontation branches implemented
- Ending variations trigger correctly
Testing & Validation:
- JSON syntax validated (no errors)
- All objective triggers tested
- All dialogue branches accessible
- No softlock situations (always a path forward)
- Backtracking puzzle chains work correctly
- Cryptographic puzzles solvable
- VM challenges (if included) completable
- All endings achievable and display correctly
BALANCE & POLISH
Difficulty Curve:
- Early challenges tutorial-difficulty
- Mid-game combines multiple mechanics
- Late-game requires mastery
- No single puzzle blocks all progress
- Hints available for complex challenges
Playtime Verification:
- Estimated playthrough: ~60 minutes
- Minimum speedrun time: ~30 minutes (with knowledge)
- Maximum thorough completion: ~90 minutes
- Acts roughly balanced (15/30/15 minute split)
Accessibility:
- Clear signposting for locked areas
- Objective system guides without hand-holding
- Multiple solution paths where possible
- Help/hint system available (via NPCs or notes)
Educational Value:
- CyBOK areas clearly mapped
- Security concepts accurately represented
- Technical content realistic and practical
- Learning objectives align with gameplay
- Player understands "why" not just "how"
Narrative Quality:
- Scenario has clear beginning, middle, end
- Character motivations make sense
- ENTROPY involvement feels organic
- Plot revelations satisfying
- Tone consistent throughout
- Dialogue feels natural
- No major plot holes
Final Checks:
- Typos corrected in all text
- All placeholder text replaced
- Company/character names consistent
- CyBOK references accurate
- Field Operations Handbook joke (optional, max 1)
- Recurring character catchphrases used correctly
- SAFETYNET/ENTROPY lore consistent with universe bible
QUALITY ASSURANCE
Playtesting:
- Fresh player playtest completed (someone unfamiliar with scenario)
- Playtester feedback documented
- Major issues addressed
- Difficulty appropriate for target audience
- Playtime within target range
Peer Review:
- Scenario reviewed by another designer
- Technical accuracy verified
- Narrative coherence confirmed
- JSON/Ink implementation checked
Final Approval:
- All checklist items completed
- Scenario ready for integration
- Documentation complete
- Assets ready (room templates, object sprites, etc.)
Scenario Design Summary Template
Complete this summary for each scenario:
Scenario Name: _________________________
One-Sentence Hook: _________________________
Primary Learning Objectives (CyBOK): _________________________
Scenario Type: _________________________
Difficulty: _________________________
Key NPCs: _________________________ (list names/roles)
Main Moral Dilemma: _________________________
Backtracking Puzzle Chain: _________________________ (brief description)
ENTROPY Connection: _________________________
Unique Feature: _________________________ (what makes this scenario special?)
Scenario Requirement Quick Reference
MINIMUM REQUIREMENTS FOR EVERY SCENARIO:
- ✓ 5-7 primary objectives
- ✓ 3-4 milestone objectives
- ✓ 3-5 bonus objectives
- ✓ 5-12 rooms
- ✓ 1 major backtracking chain
- ✓ 3+ NPCs (1 helpful, 1 neutral, 1 ENTROPY)
- ✓ 3-5 major narrative choices
- ✓ 1 moral dilemma
- ✓ ENTROPY agent confrontation (all 5 options)
- ✓ 4+ different lock types
- ✓ 3+ cryptographic challenges
- ✓ 3-5 LORE fragments
- ✓ Briefing cutscene
- ✓ 3+ ending variations
- ✓ ~60 minute playtime
Beginner Scenarios
Target Audience: New to cyber security, first few missions
Characteristics:
- Simple encoding (Base64, Caesar cipher)
- Clear puzzle telegraphing
- Linear progression
- Abundant hints
- Tutorial-style guidance
- Limited tool requirements
Example Challenges:
- Find password on sticky note
- Decode Base64 message
- Unlock door with found key
- Social engineer helpful NPC
- Access computer with obvious password pattern
Intermediate Scenarios
Target Audience: Some cyber security knowledge, multiple missions completed
Characteristics:
- Multi-stage puzzles
- Symmetric encryption (AES)
- Some technical VM challenges
- Branching paths
- Moderate hint availability
- Multiple tool requirements
Example Challenges:
- AES decryption with discovered key
- Fingerprint spoofing chain
- Log analysis for intrusion evidence
- Social engineering resistant NPCs
- Multi-stage authentication bypass
Advanced Scenarios
Target Audience: Strong cyber security knowledge, experienced players
Characteristics:
- Complex puzzle chains
- Asymmetric cryptography (RSA, DH)
- Advanced VM exploitation
- Non-linear progression
- Minimal hints
- All tools required
Example Challenges:
- RSA operations with mathematical calculations
- Privilege escalation on Linux system
- Multi-vector attacks combining physical and cyber
- Identifying double agents through evidence correlation
- Time-sensitive incident response under pressure
Appendix: Example Scenario Outline
Scenario: Operation Shadow Broker
Type: Infiltration & Investigation
Difficulty: Intermediate
Playtime: 60 minutes
CyBOK Areas: Applied Cryptography (AES), Human Factors (Social Engineering), Security Operations
Organization Type: Infiltrated (Nexus Consulting is a legitimate cyber security firm)
ENTROPY Cell: Zero Day Syndicate
Primary Villain: Head of Security (double agent, reveals as ENTROPY operative - Tier 3)
Background Villain: "0day" (Tier 2 Cell Leader, referenced as buyer of stolen vulnerabilities)
Supporting: Most employees are innocent; 1-2 may be compromised or unwitting accomplices
Scenario Premise: Nexus Consulting is a legitimate cyber security firm with real clients and mostly innocent employees. However, their Head of Security has been corrupted by ENTROPY's Zero Day Syndicate and is selling client vulnerability assessments on the dark web. Most employees have no idea, though one or two may have been manipulated into helping without understanding the full scope.
Briefing
Agent 0x99: "Agent 0x00, we have a situation at Nexus Consulting, a cyber security firm downtown. Ironic, right? Someone from inside their company contacted us anonymously, claiming there's a data broker selling client vulnerability assessments on the dark web."
Agent 0x99: "Intelligence suggests this is connected to ENTROPY's Zero Day Syndicate—they've been buying vulnerability intel from corrupt security professionals. Here's the catch: Nexus itself is legitimate. Real company, real clients, mostly innocent employees. But someone inside is ENTROPY."
Agent 0x99: "Your cover: you're conducting a routine compliance audit they scheduled months ago. Your real mission: identify the insider, secure evidence, and determine the extent of ENTROPY's infiltration. Most people there are innocent—don't spook them. But be careful: security professionals are hard to fool."
Director Netherton: "Per Section 7, Paragraph 23, you're authorised to conduct offensive security operations under the guise of audit activities. Per Section 18, Paragraph 4: 'When operating within legitimate organizations, collateral damage to innocent parties must be minimized.' That means don't trash the place or arrest everyone. Find the ENTROPY agent. Stay sharp."
Act 1: Arrival (15 min)
Room: Reception
- Encounter receptionist (Neutral NPC, genuinely helpful - innocent employee)
- Social engineering easy because this is a legitimate business
- Receptionist provides employee directory willingly for "auditor"
- See locked Server Room door (requires admin card - cannot open yet)
- See locked Security Office door (requires PIN - cannot open yet)
- Optional: Access visitor logs (reveals suspicious late-night visits by one person)
- Note: Nexus is a real business with normal security protocols
Room: General Office Area
- Multiple office worker NPCs (all innocent, most helpful)
- Employees discuss work openly - they have nothing to hide
- Can social engineer easily for general information
- Find notes about "unusual behaviour" from security team - written by concerned employee
- Discover first encrypted message (Base64) on someone's desk - references "server logs"
- Find locked desk drawer (requires key - not available yet)
- Overhear: "The Head of Security has been acting weird lately..."
Room: Break Room
- Overhear innocent employees discussing "changed security code"
- One employee: "Did you hear? Security changed the office code again without telling anyone."
- Find note on bulletin board: "New security office code starts with 7... ask Margaret for the rest"
- Coffee machine has sticky note: "IT borrowed my admin card again! -Sarah"
- Note: Normal office environment, employees trust each other (perhaps too much)
Primary Objectives:
- ☐ Check in at reception
- ☐ Locate security office (seen but cannot access yet)
- ☐ Access company directory
- ☐ Interview employees to identify suspicious behaviour
Bonus Objectives:
- ★ Read visitor logs without arousing suspicion
- ★ Gain trust of IT staff for later cooperation
Puzzle State at End of Act 1:
- Player knows Server Room exists (locked, need admin card)
- Player knows Security Office exists (locked, need PIN starting with 7)
- Player has encrypted message needing decryption
- Player has heard rumors about Head of Security acting strange
- Player recognizes most employees are innocent and helpful
- Player cannot solve any challenges yet - must explore further
Investigation Notes:
- Most employees are cooperative because audit is legitimate
- Only 1-2 NPCs show suspicious behavior
- Key challenge: Identifying who is ENTROPY among innocents
- Social engineering is low-risk with most staff
Act 2: Investigation (30 min)
Room: IT Office
- Helpful IT Manager (genuinely innocent, cooperative NPC)
- Eagerly discusses company systems because player is "official auditor"
- NPC mentions: "Someone keeps borrowing admin cards - I think it's the Head of Security"
- NPC volunteers: "We've had some weird server access patterns lately..."
- Find Bluetooth scanner in supply drawer (IT doesn't mind auditor using tools)
- Access to VM with partial logs (need server room access for complete logs)
- Through friendly conversation: Learn remaining PIN digits are "391"
- BACKTRACK OPPORTUNITY: Could return to Security Office now (PIN: 7391)
- Note: IT staff are allies, not enemies
Room: Standard Office #1 (General Employee)
- Innocent employee's workspace with CyberChef on computer
- Employee: "Sure, use my computer for the audit. I've got nothing to hide!"
- BACKTRACK REQUIRED: Decrypt message from Act 1 (Base64)
- Decrypted message reveals: "Evidence in safe. Biometric access. Owner: Head of Security"
- Message also mentions: "Server logs show the full truth. Delete after reading."
- Find family photo of Head of Security with dog named "Rex"
- Employee explains: "That's our Head of Security. Nice enough guy, but he's been stressed lately."
Room: Standard Office #2 (Another Innocent Employee)
- Employee away from desk, but workspace accessible during "audit"
- Desk drawer contains admin access card left carelessly
- BACKTRACK OPPORTUNITY: Can now access Server Room (from Act 1)
- On desk: Personnel file (employee doing background check work) mentioning Head of Security birthday: 1985
- Post-it note: "Rex1985 - remind boss to change this!"
- Note: Employee is doing legitimate work, no ENTROPY involvement
PLAYER CHOOSES: Backtrack to Server Room OR continue exploring
Room: Server Room (via backtrack to Reception area)
- Restricted access achieved with borrowed admin card
- Server terminal with comprehensive logs
- VM access for detailed log analysis
- Discover evidence of data exfiltration - sophisticated, insider knowledge
- Find encrypted communication (AES-256-CBC) addressed to "0day"
- Hints suggest key is "pet name + birth year"
- Player must remember: Photo showed dog "Rex", file showed "1985"
- BACKTRACK REQUIRED: Return to Office #1 to use CyberChef with key "Rex1985"
- Log analysis shows: All suspicious access came from Security Office terminal
ALTERNATIVE PATH: Security Office (via backtrack to Reception with PIN 7391)
- Head of Security's office (he's currently out)
- Computer password-protected
- Hints suggest password pattern: pet_name + year
- Safe requiring biometric lock
- Fingerprint dusting kit available in security equipment drawer
- Find additional evidence on computer once accessed: Communications with "0day"
- Dark web marketplace access logs
EVIDENCE GATHERING - Identifying the ENTROPY Agent:
By combining information from multiple rooms, player realizes:
- Head of Security has password "Rex1985" (family photo + personnel file)
- All suspicious activity traces to Security Office
- Encrypted communications with ENTROPY contact "0day"
- Late-night access when no one else is around
- Behavioral changes noted by coworkers
But most importantly:
- IT Manager: innocent, helpful
- Office employees: innocent, cooperative
- Other security staff: likely innocent
- Only Head of Security shows ENTROPY indicators
INTERCONNECTED PUZZLE RESOLUTION:
- Player discovered family photo in Office #1 (dog: Rex)
- Player discovered personnel file in Office #2 (year: 1985)
- Player can now unlock Security Office computer: "Rex1985"
- Player can also decrypt server logs with same info
- Both paths reveal evidence pointing to Head of Security as ENTROPY agent
- All other employees appear clean
Primary Objectives:
- ☐ Access security systems (requires backtracking)
- ☐ Identify data exfiltration method (Server Room)
- ☐ Decrypt communications with ENTROPY (requires info from multiple rooms)
- ☐ Identify the insider threat (Head of Security)
- ☐ Gather sufficient evidence for confrontation
Bonus Objectives:
- ★ Find all 5 ENTROPY intelligence fragments (scattered across rooms)
- ★ Access both the Server Room AND Security Office for complete picture
- ★ Identify the insider before final confrontation (requires thorough investigation)
- ★ Maintain cover throughout investigation (don't alert suspect)
LORE Fragments (distributed across rooms):
- IT Office (on bulletin board): ENTROPY Operations - "Zero Day Syndicate recruitment methods: How they identify and compromise security professionals"
- Server Room (in encrypted logs): Cyber Security Concept - "AES-CBC mode explanation and why ECB mode vulnerabilities are exploited by ENTROPY"
- Security Office safe (after biometric bypass): Character Background - "Profile of '0day': ENTROPY's elite vulnerability broker and mysterious Zero Day Syndicate leader"
- Standard Office #1 locked drawer: Historical Context - "Previous SAFETYNET operations against vulnerability marketplaces and why this threat is escalating"
- Hidden in Break Room (behind coffee machine): The Architect - "Intercepted communication from The Architect to Zero Day Syndicate: 'Systematic vulnerability collection is Phase 2...'"
Key Backtracking Moments:
- Found encrypted message early → Must find CyberChef → Backtrack to decrypt
- Found partial PIN early → Complete it through investigation → Backtrack to Security Office
- Saw Server Room early → Must find admin card → Backtrack to access
- Found password hints across multiple rooms → Backtrack to apply discoveries
- Evidence scattered → Must piece together → Multiple backtracks to different locations
Detective Work Notes:
- Scenario is about identifying ONE bad actor among many innocents
- Social engineering is encouraged and low-risk with most staff
- Evidence against Head of Security accumulates across multiple rooms
- Player must distinguish suspicious behavior from normal stress
- Most employees actively help investigation (unknowingly)
Act 3: Confrontation (15 min)
Discovery: Evidence points to head of security as the broker
Room: Executive Conference Room
- Locked briefcase with final evidence (requires PIN cracker or discovered code)
- Note found nearby: "Briefcase code is reversed security office code"
- MEMORY/BACKTRACK ELEMENT: Player must remember Security Office PIN was 7391, so briefcase is 1937
- Encrypted files proving ENTROPY connection
- Communication logs showing sales to ENTROPY cells
Confrontation - Player Choices:
The head of security realizes they've been discovered. The player must choose how to handle the situation:
Option A: Practical Exploitation
"I know what you are. You can unlock the evidence vault for me, or I call this in right now. Your choice."
- Head of security provides access to hidden evidence cache
- Fast completion of objectives
- Questionable ethics
- Debrief: "Effective, Agent, but we're not extortionists... officially."
Option B: By the Book Arrest
"It's over. You're under arrest for espionage and data brokering."
- Immediate arrest, standard procedure
- Must find evidence cache independently
- Takes longer but ethically sound
- Debrief: "Clean arrest. Professional. Well done."
Option C: Combat
"ENTROPY. You're done."
- Triggers combat encounter
- Most aggressive option
- Evidence secured after confrontation
- Debrief: "That was intense. Perhaps we could have handled it more delicately?"
Option D: Recruitment Attempt
"ENTROPY is burning their assets. You're exposed. Work with us—become a double agent—and we can protect you."
- Requires high trust or strong leverage
- Success: Ongoing intelligence operation, bonus LORE fragments
- Failure: Leads to combat or arrest
- Debrief (success): "Risky play, but the intel we're getting is gold. Good work."
- Debrief (failure): "Worth the attempt, but not everyone can be flipped."
Option E: Interrogation First
"Before we finish this, I need names. Who else is working for ENTROPY?"
- Extract information before arrest/combat
- Reveals additional ENTROPY cells (bonus objective)
- Most time-consuming option
- Debrief: "Patience paid off. The additional intelligence will help future operations."
Primary Objectives:
- ☐ Secure broker's evidence cache
- ☐ Confront the Shadow Broker
- ☐ Confirm ENTROPY involvement
Bonus Objectives:
- ★ Complete without alerting other staff
- ★ Recover list of all affected clients
- ★ Identify additional ENTROPY contacts (interrogation path)
- ★ Establish ongoing double agent operation (recruitment path)
Summary of Interconnected Design in This Scenario:
- 3 Major Locked Areas Presented Early: Server Room door, Security Office door, Secured Drawer
- 4+ Multi-Room Puzzle Chains:
- Encrypted message (Act 1) → Find CyberChef (Act 2) → Decrypt (backtrack)
- Partial PIN (Act 1) → Complete through exploration (Act 2) → Unlock Security Office (backtrack)
- Server Room seen early → Find admin card (Act 2) → Access server logs (backtrack)
- Password/key hints across multiple rooms → Piece together → Apply (multiple backtracks)
- 6+ Backtracking Moments Required: To Reception area for locked doors, to Office #1 for decryption, to Security Office with PIN, to Server Room with card, to Conference Room with discovered code
- Non-Linear Exploration: Player can choose to tackle Server Room or Security Office in either order once access is obtained
- Satisfying Connections: Information from Act 1 (encrypted message, partial PIN) becomes useful in Act 2; pieces from different rooms (photo, personnel file) combine to unlock secrets
Debrief (Multiple Variations)
The debrief explicitly reflects the player's choices throughout the scenario. Each ending addresses the fact that Nexus Consulting is a legitimate business with mostly innocent employees:
Ending A: By the Book (Arrest + Minimal Collateral)
Agent 0x99: "Excellent work, Agent 0x00. Clean arrest of the Head of Security, no disruption to Nexus Consulting's legitimate operations. The company's employees were shocked—they had no idea. We've secured evidence of the vulnerability sales, and '0day' from the Zero Day Syndicate is now cut off from this source."
Director Netherton: "Textbook operation. Per Section 14, Paragraph 8: 'When all protocols are followed and the mission succeeds, the agent shall receive commendation.' Well done. Nexus Consulting will recover—they're cooperating fully and implementing our security recommendations."
Agent 0x99: "The company is grateful. They're hiring a new Head of Security and reviewing all their processes. Your professional conduct protected innocent employees while removing the threat. I'm updating your specialisation in Applied Cryptography and Insider Threat Detection."
Ending B: Pragmatic Victory (Exploitation + Fast Completion)
Agent 0x99: "Mission accomplished, Agent. You leveraged the Head of Security's position to access his evidence vault before arrest. Efficient. The company is... disturbed by your methods, but they understand it prevented data destruction."
Director Netherton: "Per Protocol 404: 'Creative interpretations of authority are permitted when expedient.' Results matter, but remember—Nexus is a legitimate business with innocent employees. They'll remember how we operated here."
Agent 0x99: "The intelligence we recovered confirms Zero Day Syndicate's systematic vulnerability purchasing. Your technical work was excellent. The mission succeeded, and the company will recover. But relationships matter—they may be less cooperative with future SAFETYNET operations."
Ending C: Aggressive Resolution (Combat + Decisive Action)
Agent 0x99: "Well, Agent, that was intense. The Head of Security is neutralised, evidence secured, threat eliminated. But the company is shaken. Several employees witnessed the combat. We've had to do damage control."
Director Netherton: "Per Section 29: 'Use of force is authorised when necessary.' You deemed it necessary in a building full of innocent civilians. Please file your incident report and review Section 31 on 'Proportional Response in Civilian Environments.'"
Agent 0x99: "Zero Day Syndicate connection confirmed. The company will recover, but trust in security professionals took a hit. Your technical skills got you to the truth. Just remember: most people there were innocent. Collateral psychological impact matters."
Ending D: Intelligence Victory (Double Agent Recruited)
Agent 0x99: "Masterful, Agent 0x00. Flipping their Head of Security into a double agent? He's now providing intelligence on Zero Day Syndicate while maintaining his position at Nexus."
Director Netherton: "Per Section 19, Paragraph 7: The company believes we concluded the investigation inconclusive—he's still employed. This is ongoing. You're handling this asset going forward. Don't mess it up."
Agent 0x99: "Your asset is feeding us valuable data on '0day' and the marketplace. Nexus's employees still don't know—business as usual. You'll be managing this delicate situation. I'm noting specialisation in Intelligence Operations and Asset Management."
Ending E: Thorough Investigation (Interrogation + Maximum Intel)
Agent 0x99: "Exceptional work, Agent. You extracted every piece of intelligence before arrest. The additional Zero Day Syndicate contacts you identified will help us roll up this entire vulnerability marketplace."
Director Netherton: "Patience and thoroughness. Nexus appreciated your careful approach—you gathered evidence without disrupting their business until the final arrest. The company is cooperating fully."
Agent 0x99: "The network map shows Zero Day Syndicate has corrupted security professionals in at least seven other organisations. Your interrogation skills revealed the full scope. We're launching follow-up operations. All while keeping Nexus's innocent employees safe."
Ending F: Mixed Outcome (Alerted Staff + Complications)
Agent 0x99: "Mission accomplished, but... half of Nexus's staff knows something happened, and several employees are traumatised. The company is considering legal action for workplace disruption."
Director Netherton: "Results: ENTROPY agent arrested, evidence secured. Methods: Louder than ideal. Per Section 42: 'Discretion is encouraged.' Next time: remember that legitimate businesses with innocent employees require different tactics than ENTROPY-controlled facilities."
Agent 0x99: "The Head of Security is in custody. Your technical work was sound, but operational security needs improvement. Nexus will recover. The mission succeeded. Next time: lighter touch in civilian environments."
Universal Closing (appears in all endings):
Agent 0x99: "One more thing. This vulnerability marketplace is part of ENTROPY's Zero Day Syndicate operation. Communications suggest '0day' was buying the stolen assessments. The Head of Security was just one compromised professional in their network."
Agent 0x99: "This syndicate systematically corrupts security professionals at legitimate companies. Nexus was infiltrated, but we believe there are others. Most companies don't know they're compromised. We'll be watching for this pattern. Meanwhile, Nexus is implementing new insider threat protocols. Your work here may have saved other companies from the same fate."
Conclusion & Usage Notes
This Universe Bible serves as the foundation for all Break Escape scenario design. It should be:
- Referenced: Consulted during scenario development
- Evolved: Updated as the universe expands
- Shared: Distributed to all content creators
- Flexible: Guidelines, not rigid rules
Remember:
- Cyber security education comes first
- Narrative supports learning, never undermines it
- Accuracy matters more than convenience
- Fun and engagement enhance, not replace, education
For questions, clarifications, or additions: Contact the Break Escape development team or refer to technical documentation.
Version Control:
- v1.0 - November 2025 - Initial Universe Bible
- Future versions will incorporate feedback, new mechanics, and expanded LORE
"In a world of increasing entropy, order must be restored—one scenario at a time."
— SAFETYNET Motto