Vigilance is an RPG set in the 1950s in the Harry Potter universe. In it, the MACUSA and the M.S.S.R. are engaged in a high-stakes game of espionage and deceit, as each tries to get an edge over the other via magical, human, or intelligence-based means.
Vigilance is built on a conversion of the Ironsworn RPG. It's a highly narrative system with simple rules that favors cinematic action, dramatic twists, and exciting peril. Vigilance uses the same fundamental rules as Ironsworn, so the rulebook should be an effective resource, but Vigilance does deviate in a number of key ways. You can read about these differences in the "Core Modifications" file. You can also see the custom Moves and Assets used in Vigilance in the relevant files on this site.
This work is based on Ironsworn, created by Shawn Tomkin, and licensed for our use under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
Below are some of the Central Divination Agency memos that have started some of the more memorable adventures and escapades of the "VIGILANCE" task force...
MEMORANDUM FOR: Agents in Task Force "VIGILANCE"
SUBJECT: Counterintelligence Deployment
DATE: January 3, 1961
A recently established Center for █████ research in the US state of ████ has uncovered some indications that it may be the target of foreign espionage in the last week. Given the sensitivity of this field, and the importance of the Center as a place for Wizarding / No-Maj collaboration and cooperation, your task force has been selected for immediate deployment to investigate this threat and eliminate it if necessary.
You can expect this assignment to last a number of months — as threats to the Center evolve, you will be tasked with staying ahead of them and ensuring that the scientific and magical progress made there is not compromised. To aid you in identifying and rooting out any sleeper cells or traitors, your identity as CDA agents will not be publicized, and your group should establish a cover story (to be cleared with Headquarters) that will explain your presence at the Center. Lieutenant ███████ has already been inserted at the Center and will make contact with you as soon as you arrive in order to kickstart your mission.
Remember: the fate of more than just Earth is at stake here. Success at the ████████ Center has great implications for the future of not only MACUSA, but the cosmos at large.
MEMORANDUM FOR: Agents in Task Force "VIGILANCE"
SUBJECT: Imminent threat to the MACUSA
DATE: April 4, 1956
Recent intelligence reports have all but confirmed agency suspicions that foreign powers are developing capabilities that pose a dire threat to the safety of the nation and the witches and wizards we protect. This task force has been assembled to counter this threat directly, and to take whatever means necessary to maintain stability in the face of Dark magic deployed by our adversaries.
As a member of this task force you will report at once to Central Divination Agency headquarters in New York, floor 17, suite 31. A passphrase has been included in the documents you recieved earlier, and this will be used for entry into the CDA facility. You will be briefed by Director Helms at once, equipped with whatever is necessary to carry out your task, and will then Apparate directly to ██████ to carry out your mission.
Remember: the threat we face today may exceed any the agency has faced since its founding in the aftermath of Grindelwald's fall. The Soviet threat will stop at nothing to control the Wizarding world, and it is up to us to stop them.
The characters in Vigilance are a group of individuals selected by the Central Divination Agency, a branch of the Magical Congress of the United States of America (MACUSA), to perform a dangerous series of missions designed to protect the interests of the American wizarding community in a time of trouble and uncertainty. When thinking about your character concept, assume that you have, at some point, been hired by the CDA, and that you are currently on friendly-enough terms with the organization for them to select you for such a mission. This does not mean that your character must fit the traditional profile of a 50s secret agent: the recent leadership of the CDA is well aware that collecting a diverse set of assets is key to being successful in its varied missions. The agency has also been active in making agreements with the magical intelligence agencies of other nations, so characters from other states would not be particularly surprising in such a task force.
Vigilance is built off of the Ironsworn RPG, and uses mostly the same rules. You are recommended to read the rulebook for Ironsworn as a primer (and possibly the rules reference and moves reference). Then, apply the following modifications for Vigilance:
A lot of Vigilance is based around sneaking into places and performing covert operations. This is in contrast to Ironsworn, where a core focus is on surviving in an unfriendly, wild world. Consequently, Vigilance uses a Stealth track instead of a Supply track. Stealth represents the amount of knowledge your adversaries have about your identity or whereabouts. Certain moves will increase or decrease your Stealth, and if you or your party reaches 0 on the track, you must make the Discovered! move. Generally, Stealth is tracked for a group of characters, not individuals (assuming those characters stay together).
Vigilance uses a similar system of statistics for characters, but they address slightly different things given the different setting. The changes are as follows:
Stat | Description |
---|---|
Edge | Quickness, agility, and finesse in manipulating magic. Associated with Charms and Quidditch. |
Heart | Courage, willpower, empathy, sociability, and loyalty. Associated with Care of Magical Creatures and Muggle Studies. |
Power | Magical power, strength, and aggressiveness. Associated with Defense against the Dark Arts and Transfiguration. |
Shadow | Cunning, guile, and stealthiness. Associated with Divination, and generally being a Slytherin. |
Wits | Expertise, knowledge, and observation. Associated with Potions, Arithmancy, and History of Magic. |
Ironsworn focuses on the journey as the core unit of a quest, in which a hero bravely ventures from one place to another through danger. In Vigilance, journeys are very different since most wizards or witches are able to Apparate. Thus, Vigilance focuses on the solving of mysteries, whether they be questions about your foes, your own intelligence organization, or magic itself. To represent this, instead of Undertake a Journey, or Swear an Iron Vow, Vigilance has Investigate a Mystery. This move encompasses both progress through the magical world as well as how characters gain experience and grow. The core Ironsworn concept of vows lives on in the name of this RPG.
In Ironsworn, the amount of Harm you deal depends on whether you are using a deadly weapon or not. In Vigilance, the harm dealt varies depending on whether you are using magic or purely physical means to deal damage.
Type of Attack | Harm Dealt |
---|---|
Magical (Curse or Hex) | 2 harm |
Physical (Strike or Clash) | 1 harm |
When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of magical beasts, add +1.
When you Face Danger or Enter the Fray against a hostile magical beast, add +1 and take +1 momentum on a hit.
When you roll Companion Endure Harm, take +2 momentum on a hit.
When you Gather Information by going to a library or other database of knowledge, add +1 and take +1 momentum on a hit.
When you Secure An Advantage by using maps, books, or other reference material, add +1 and take +1 momentum on a hit.
Select a Path or Dueling Talent. You may purchase or upgrade that asset for 1 fewer XP.
When you Secure an Advantage by reading another's mind, roll +wits and reroll a die if you choose. On a weak hit, you are led astray. Take 2 Stress.
You may use your power to aid yourself during a magical duel. You may reroll a die when Hexing an enemy, but risk Stress as above. Take +1 momentum on a hit.
When you use this talent, add +1 and take +1 momentum on a hit.
When you Face Danger by resisting magic designed to trick the mind or influence memory, you may reroll a die. On a weak hit or a miss, you expose yourself more. Take 2 Stress.
You can thwart detection of your next move during a duel. You may reroll a die when Cursing an enemy, but risk Stress as above. Take +1 momentum on a hit.
When you use this talent, add +1 and take +1 momentum on a hit.
When you Gather Information by inspecting a wand or using priori incantantem, add +1 and take +1 momentum on a hit.
When you use another's wand, you do not suffer a -1 harm penalty in duels.
When you Forge a Bond or Test Your Bond with someone who shares major wand qualities with you (core and length or wood type), add +1 and take +1 momentum on a hit.
When you select this Asset, choose an animal form. Also, choose a stat associated with that animal. You may change into this form at will and receive +1 to that stat. This asset costs 9 XP.
When you are bitten by a werewolf and contract lyncanthropy, you transform during the full moon. You may continue to choose your actions if you have drunk Wolfsbane Potion. In werewolf from, you cannot cast spells, but deal 3 harm with your bite and claws.
You develop a kinship with wolves, and can Gather Information by finding wolves in your area and discussing matters with them.
When you Compel using your fame as a fearsome beast, add +2.
When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.
When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.
When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, your ally must replace their lowest challenge die with yours.
When you Face Danger or Secure an Advantage by making or identifying a potion, add +1 and take +1 momentum on a hit.
When you make progress in Investigating a Mystery, you may choose to brew a potion to help you solve it. You may reroll one die on your attempt to make progress, but Endure 2 Harm if you get a weak hit or a miss.
When you Heal by brewing a potion or using your knowledge of magical herbs or fungi, add +1 and take +1 momentum on a hit.
When you Secure an Advantage with +shadow by changing your appearance, add +1 and take +1 momentum on a hit.
When you Fade Away, if you score a strong hit, take +3 stealth. If you score a weak hit, you may take up to +3 stealth, but suffer -1 momentum for each.
When you Gather Information by changing your appearance and blending with the crowd, add +2. However, your abilities betray your emotions: take -1 on Compel rolls while lying.
When you Recover or Hide Out, you can use your network & plentiful resources to recuperate more quickly. You may take an additional Recover or Hide Out action, but suffer -1 stealth as your use of resources might be noticed.
When you Compel by offering compensation or bribes, add +1 and take +1 momentum on a hit.
As above, and you may suffer -1 stealth to apply an additional +1 (after you roll).
When you Face Danger or Secure an Advantage by flying on a broom, add +1 and take +1 momentum on a hit.
You move to discover secrets with blinding speed. When you get a hit on Investigate a Mystery in which broom travel was necessary, take an additional +2 momentum but lose 2 stealth.
You may roll +edge to Fade Away instead of +shadow, as you speed out of the enemy's sights.
When you Secure an Advantage by crafting a useful item, or when you Face Danger to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit.
As above, and you may suffer -1 stealth (after you roll) to add an additional +1.
When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you Compel, Forge a Bond, or Test a Bond.
When you Face Danger by attempting to perform a counterspell on a curse designed to keep out intruders, add +1 and take +1 momentum on a hit.
As above, and you may suffer -1 stealth (after you roll) to add an additional +1.
You have learned how to set up defensive curses of your own, and gain +2 to Secure an Advantage by placing protective enchantments around a place.
When you duel an enemy wizard, you may roll +edge to Join the Fight.
When you Turn the Tide by pulling a fast move to grab a wand, add +1 and take +1 momentum on a hit.
Once your skill as a quickdraw has become well-known, gain +1 momentum when entering a formal Wizard's Duel.
Your natural resistance to jinxes makes it so when you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
When you Compel in a situation where you are intimidating someone else, add +2
Once your resistance to jinxes has become well-known, gain +1 momentem when entering a formal Wizard's Duel.
When you spend time developing a new hex, roll +wits. On a strong hit, you are successful and create a new hex. When you Join the Fight using this hex, take +1 momentum on a hit. If you get a weak hit, Endure 2 Stress. If you miss, Endure 4 Harm.
When you Curse using a spell you invented, you may inflict +2 harm.
Once your skill as an inventor has become well-known, gain +1 momentum when entering a formal Wizard's Duel.
Long Range: When you Gather Information by writing a letter to someone far away and delivering it via your owl, add +1.
Night Hunter: When you Gather Information by sending your owl to scout an area at night, add +1.
Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Join the Fight +wits against an ambush, add +2.
Dextrous Prowler: When you Secure an Advantage by sending your cat to steal or manipulate an object, add +1 and take +1 momentum on a hit.
Animal Senses: When you Gather Information to try and detect enchantments or magical deception related to natural things, add +1.
Loyal: When you Endure Stress in the presence of your cat, add +1.
Toad: When you Join the Fight in a duel against Dark Wizards, add +0.
When using your charm and natural beauty to Compel, add +1 and take +1 momentum on a hit.
When you let the ferocity of the Veela consume you, add +1 to your next Power roll, but take -2 on your next Compel.
When you Face Danger to resist the allure of someone trying to seduce you, add +2.
When you use the Deluminator to capture light, roll +wits. Set your light track to 6 on a strong hit or 3 on a weak one. When you make a move to overcome darkness, add +2 and suffer -1 light.
You may use your light to Curse or Hex a dark-dwelling foe. Choose the amount of light to unleash, and roll +light. Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light.
When you use your Deluminator to capture light, add +1 and take +1 momentum on a hit.
When you Secure an Advantage by playing a prank on a friend or foe, add +1 and take +1 momentum on a hit. After rolling, you may also suffer -1 stealth and add +1 more.
After Securing an Advantage with a prank, you may suffer up to -3 stealth to add a corresponding amount to your roll.
When you set off a diversion to give yourself an opportunity to Hide Out, add +1 and take +1 momentum on a hit.
When you Heal someone wounded by a magical accident, add +1 and take +1 momentum on a hit.
When healing yourself, you may take the higher of your +wits or +power, instead of the lower value.
When you Mend or Hearten as part of the Recover move, you take +2 health or +2 spirit, respectively, in addition to clearing the debility.
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
On a strong hit, you are successful. Take +1 momentum.
On a weak hit, you succeed, but face a troublesome cost. Choose one.
On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
On a strong hit, you gain advantage. Choose one.
On a weak hit, your advantage is short-lived. Take +1 momentum.
On a miss, you fail or your assumptions betray you. Pay the Price.
When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits.
On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Augury if unsure), and take +2 momentum.
On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Augury if unsure), and take +1 momentum.
On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +power, whichever is lower.
On a strong hit, your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health.
On a weak hit, as above, but you must suffer -1 stealth or -1 momentum (your choice).
On a miss, your aid is ineffective. Pay the Price.
When you spend time in a place of relative safety recuperating between tasks, roll +heart.
On strong hit, you and your allies may each choose two from within the categories below. On a weak hit, choose one.
On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. On a strong hit, take +2 more for that action. On a weak hit, take +1 more. On a miss, it goes badly and you lose all benefits for that action.
Clear a Condition
Recover
Provide Aid
On a miss, you find no help here. Pay the Price.
When you rest and recover for several hours in the field, roll +stealth.
On a strong hit, you and your allies may each choose two.
On a weak hit, choose one.
On a miss, you take no comfort. Pay the Price.
When you try and uncover a plot, learn a secret, or discover the reason behind some unknown phenomenon, set the rank of the mystery.
Then, for each segment of your investigation, roll +wits.
On a strong hit, you discover something. If the discovery is unknown to you, envision it (Ask the Augury if unsure). Then, choose one.
On a weak hit, you discover something and mark progress, but suffer -1 stealth.
On a miss, you run into something dangerous. Pay the Price.
When your investigation comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
On a strong hit, the solution to your mystery favors you. Choose one.
On a weak hit, you find what you're looking for, but face an unforeseen hazard or complication. Envision what you find (Ask the Augury if unsure). Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4).
On a miss, your investigation has gone astray, the answer is beyond your reach, or you were tricked. If your investigation continues, clear all but one filled progress, and raise the mystery's rank by one (if not already epic).
When you attempt to persuade someone to do something, envision your approach and roll. If you...
On a strong hit, they’ll do what you want or share what they know. Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1.
On a weak hit, as above, but they ask something of you in return. Envision what they want (Ask the Augury if unsure).
On a miss, they refuse or make a demand which costs you greatly. Pay the Price.
When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move. If you are in combat and score a strong hit, you and your ally have initiative.
When you enter into combat, set the rank of each of your foes.
Then, roll to determine who is in control. If you are...
On a strong hit, take +2 momentum. You have initiative.
On a weak hit, choose one.
On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative.
When you have initiative and attack with direct magic or a direct physical attack, roll +power. When you have initiative and attack using charms or magical finesse, or a ranged physical weapon, roll +edge.
On a strong hit, inflict +1 harm. You retain initiative.
On a weak hit, inflict your harm and lose initiative.
On a miss, your attack fails and you must Pay the Price. Your foe has initiative.
When your foe has initiative and you fight with direct magic or a direct physical attack, roll +power. When you fight to counter using the environment or use complex charms to defend yourself, or using a ranged physical weapon, roll +edge.
On a strong hit, inflict your harm and choose one. You have the initiative.
On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative.
On a miss, you are outmatched and must Pay the Price. Your foe has initiative.
Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.
If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price.
When you make a move to take decisive action, and score a strong hit, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Augury if unsure).
On a weak hit, as above, but you must also choose one.
On a miss, you have lost this fight. Pay the Price.
When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health. Then, roll +health or +power, whichever is higher.
On a strong hit, choose one.
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.
Roll | Result |
---|---|
1-10 | The harm is mortal. Face Death. |
11-20 | You are dying. You need to Heal within an hour or two, or Face Death. |
21-35 | You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to a foe not inclined to show mercy, Face Death. |
36-50 | You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move). |
51-00 | You are battered but still standing. |
When you are brought to the brink of death, and glimpse the world beyond, roll +heart.
On a strong hit, death rejects you. You are cast back into the mortal world.
On a weak hit, choose one.
When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum. Then, roll +heart or +your companion’s health, whichever is higher.
On a strong hit, your companion rallies. Give them +1 health.
On a weak hit, your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.
On a miss, also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two.
If you roll a miss with a 1 on your action die, and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.
When you face mental shock or despair, suffer -spirit equal to your foe's rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit. Then, roll +spirit or +heart, whichever is higher.
On a strong hit, choose one.
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table.
Roll | Result |
---|---|
1-10 | You are overwhelmed. Face Desolation. |
11-25 | You give up. Forsake Your Vow (if possible, one relevant to your current crisis). |
26-50 | You give in to a fear or compulsion, and act against your better instincts. |
51-00 | You persevere. |
When you are brought to the brink of desolation, roll +heart.
On a strong hit, you resist and press on.
On a weak hit, choose one.
On a miss, you succumb to despair or horror and are lost.
When your stealth is eliminated (reduced to 0), mark discovered. If you suffer additional -stealth while discovered, you must exchange each additional -stealth for any combination of -health, -spirit or -momentum as appropriate to the circumstances.
When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.
When you focus on your skills, receive training, find inspiration, earn a reward, or gain a companion, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset.
When you suffer the outcome of a move, choose one.
Roll | Result |
---|---|
1-2 | Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Augury if unsure) and make it happen. |
3-5 | A person or community you trusted loses faith in you, oracts against you. |
6-9 | A person or community you care about is exposed to danger. |
10-16 | You are separated from something or someone. |
17-23 | Your action has an unintended effect. |
24-32 | Something of value is lost or destroyed. |
33-41 | The current situation worsens. |
42-50 | A new danger or foe is revealed. |
51-59 | It causes a delay or puts you at a disadvantage. |
60-68 | It is harmful. |
69-76 | It is stressful. |
77-85 | A surprising development complicates your quest. |
86-90 | It wastes resources. |
91-94 | It forces you to act against your best intentions. |
95-98 | A friend, companion, or ally is put in harm’s way (or you are,if alone). |
99-00 | Roll twice more on this table. Both results occur. If they are the same result, make it worse. |
When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may...
Odds | The answer is 'yes' if you roll... |
---|---|
Almost Certain | 11 or greater |
Likely | 26 or greater |
50/50 | 51 or greater |
Unlikely | 76 or greater |
Small Chance | 91 or greater |