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Episode
01

Pivot

Robert's first day dispatching at the SDN. You learn hero assignment, meet the roster, and take your first three calls.

Released
2025-10-22
Runtime
1.5–2 hours
Achievements
5

What this episode adds

  • 01The five stats: Combat, Intellect, Charisma, Mobility, Vigor
  • 02How to read a call's requirements before you send anyone
  • 03Office politics — the boss and the heroes want different things

The calls

In order, with the pick that gets the clean outcome.

Bank Robbery

Combat 6+ · Vigor 5+

An armed robbery in progress. This is a straight fight, and the only question is whether whoever you send can absorb the hits.

Send Golem

Never Sonar

  • Golem — clean win, zero collateral, Golem +2. Counts toward Perfect Dispatch.
  • Flambae — wins but burns the interior. Public perception -1 and the boss doubts you.
  • Sonar — hostages endangered, Sonar injured and fatigued into Episode 2. Achievement blocked.

Missing Person

Intellect 7+ · Charisma 6+

A missing-person report that needs reading, not force. Charisma gets you a resolution; Intellect gets you the actual answer.

Send Sonar

Never Golem

  • Sonar — peaceful resolution, and unlocks special dialogue with Sonar in Episode 2.
  • Prism — talks the situation down, but the root cause is untouched; the person can resurface later.
  • Golem — Intellect 4 cannot work a puzzle. Expect a slow, messy outcome.

Rooftop Chase

Mobility 8+

A suspect running the rooftops. Pure mobility check — nothing else on the sheet matters here.

Send Invisigal

Never Golem

  • Invisigal — Mobility 10 closes the distance. Counts toward Perfect Dispatch.
  • Coupé — Mobility 9 also clears the bar and works fine.
  • Flambae — Mobility 7 handles a moderate chase, with the usual property damage.
  • Golem — Mobility 3. He will not catch anyone.

Decisions that stick

There is no manual save. Each of these is permanent for the run.

First Day Greeting

You meet your boss on your first morning at the SDN.

  • Thanks for the opportunityPick this
    Boss +2

    Easier to get risky dispatches approved in Episode 3.

  • I'm just here to do the job
    No change

    The boss stays professional and distant.

  • This place is a mess
    Boss -1

    He micromanages you in Episode 2, but you unlock unique dialogue.

Office Politics

The boss and the hero team disagree over protocol, and both look at you.

  • Let's find a compromisePick this
    Boss +1, every hero +1

    The safest line on a first run. Nothing locks.

  • I agree with the manager
    Boss +3, hero morale -2

    More autonomy, but the heroes are slower to trust you.

  • I think the team has a point
    All heroes +2, boss -2

    He micromanages the early episodes, but unique hero dialogue opens in Episode 3.

The Episode 1 Finale

Major

Three emergencies at once, and resources for one plan.

  • Evacuate civilians first
    Public perception +5, unlocks Hero of the People

    The villain escapes and comes back in Episode 4.

  • Send multiple teams
    Everything gets handled

    Three heroes open Episode 2 fatigued, at -2 to all stats.

  • Focus all resources on the main threatPick this
    Villain captured

    Side incidents resolve slower, but every hero starts Episode 2 fresh.

The moment that matters

The finale forces a choice between three simultaneous emergencies, and it sets your starting conditions for Episode 2.

Achievements here

4 of 6 can be missed for good.

Before you start

  • Nothing here is on a timer. The game does not rush you, so read the requirements.
  • Vary who you send. You are learning the roster, and a wrong pick this episode is cheap.
  • Evacuating civilians in the finale earns Hero of the People — but the villain escapes and returns in Episode 4.