Top Secret // A journaling roleplaying game

After Action Report

You play one operator in a secret counter-terrorism unit. You play the mission with dice. You write what really happened. Then you black out what can never be known.

TOP SECRET // ________________
OPERATION PALE LEDGER, Target: KESTREL

1. SITUATION. KESTREL, a foreign intelligence officer, is building or storing a device at a private residence in an allied capital.

Command believes eight armed men protect him, militia.

KESTREL leaves the country tonight. His pattern of life is known. Deep night. Rain.

Players
1 to 3
Built for solo play
One mission
60–90 min
Played, then written up
You need
Dice, notebook, pen
One ordinary set of polyhedral dice
How a mission plays

Play it. Write it. Redact it.

Every mission starts as a clean, confident briefing. What comes back is the truth, and only part of it survives.

  1. Brief

    Roll the target, the site and the complications, or open a ready-made mission and pick your team.

  2. Play

    Roll through four phases against a running clock.

    INTEL · INFIL · FIREFIGHT · EXFIL
  3. Report

    Rewrite the briefing as what really happened, in the official voice, with yours slipping through.

  4. Redact

    Every point of Exposure costs a line. You choose what the record loses.

  5. Come home

    The mission follows your operator home, and into the next one.

The Kinetic dice system

Your green die against the threat's red

Every roll in Kinetic is one green die against one red die. The gap between them is the story: win by five and it goes better than planned; lose by five and it's FUBAR.

A specialist on the team means a d12 instead of a d10. Advantage rolls a second green die and keeps the higher; Disadvantage does the same with red. One ordinary set of dice is all it takes.

DecisiveGreen higher by 5 or more. Better than planned
SuccessGreen higher. It works
TieSame number. It works, at a cost
FailRed higher. It doesn't work
DisasterRed higher by 5 or more. It's FUBAR
Advantage or Disadvantage
9d12
VS
3d8
Decisive
Green beats red by 6. Better than planned.
Advantage and Disadvantage

The dice never grow. They double.

Your die is always a d10, or a d12 with your specialist on the team. The threat die is set by the phase or the enemy. Whatever happens, neither die changes size. Help and trouble add a second die instead.

Advantage

Roll two green dice. Keep the higher.

Something is on your side: an edge, a useful piece of kit, a Push, or a Decisive on your last roll. Night vision on a dark Infil is Advantage.

Disadvantage

Roll two red dice. Keep the higher.

Something is working against you: a complication, a wound, carrying too much, or a Disaster on your last roll. A jammed radio on Exfil is Disadvantage.

Count both sidesAdd up the sources of each. More Advantage: two green. More Disadvantage: two red. Even: roll normally. Never more than two of a color.
PushBefore any roll, you can take +1 Exposure to roll with Advantage. Every point of Exposure is one more line redacted.
It carries forwardOutside a firefight, a Decisive gives the next phase roll Advantage and a Disaster gives it Disadvantage. Infil’s result carries into the breach.
Redaction

Choose what the record loses

After the mission, every report loses at least one phrase, plus one for every point of Exposure you drew. A die picks the paragraph. You pick the line.

Choose what hurts the story most to lose, not what is easiest to spare. That choice is where the game happens.

PRACTICE · ASHEN ARROW, PARAGRAPH 1 · EXPOSURE 2

The HERON cell, eight armed men, militia, holds one hostage at a diplomatic property in an island port. They have made no demands. A source reports the building is booby-trapped. The source is one source, never confirmed. Deep night. Clear.

Exposure 2 means three redactions. In play you redact your own after action report; the briefing stays clean.

Redactions left: 3
Three missions in the book

Ready to play tonight

Each comes fully briefed. Pick your team, pack your kit and go. Build your own with the briefing and mission generators.

Operation

Pale Ledger

Capture a foreign intelligence officer before he leaves the country tonight.

Target
KESTREL
Where
A private residence in an allied capital, in the rain
Objective
Capture
Operation

Ashen Arrow

A hostage rescue from the sea, on the word of one unconfirmed source, into a building that may be wired.

Target
HERON
Where
A diplomatic property in an island port
Objective
Hostage rescue
Operation

Cold Gambit

A hijacked airliner, sixty passengers, and a quiet climb up the rear airstair just before dawn.

Target
PELICAN
Where
A remote stand at a regional airport, in a mountain border region
Objective
Hostage rescue
Kit and Load

Pack light. Choose what you leave

Real weapons and gear, each with a Load cost and an effect at the table. How you get in sets how much you carry, and what you leave behind is as much a choice as what you take.

Example kitLoad
HK416 A5 carbine, SureFire suppressor2
SIG Sauer M18 with a red-dot sight1
Crye JPC plate carrier2
M84 stun grenades (two)1
North American Rescue trauma kit1
Black Hornet 4 nano drone1
Infil by vehicle: Load limit8 of 8
Launch

Coming soon

After Action Report is in playtesting. The book will hold the full rules, the briefing and mission generators, three ready-to-play missions and the operator sheets.

Launch details will be posted here.