Spylite: The Guts of The Game
Spylite: The Guts of The Game
Spylite: The Guts of The Game
This game is to the spy genre what cotton candy is to your aching, rotten teeth. The goal is to take Greywulf's
excellent Microlite system, beat it senseless, and create a game that will do one-tenth of what Spycraft does, but
with only one-half the work. And also, world domination.
There are three parts to these rules.
1. Guts. The core rules of the game. Character creation and how the system works.
2. Gear. The equipment rules, how to build gadgets and vehicles and get hired help.
3. Foes. Critters and the various nefarious types you'll be working with and against.
Skills
Classes
There are four classes--Soldier, Spy, Face, Thinker.
Characters begin at Level 1.
All classes can use any weapon, armor or equipment,
including vehicles.
Soldiers are the muscle of the group. Goons, thugs,
bodyguards--they are tough as hell and good with
weapons. They gain +1 to all attack and damage rolls.
This increases by +1 at 5th level and every five levels
afterwards.
Spies are fast on their feet, sneaky and deceptive.
Subterfuge is always their class skill. This is in addition
to their first level skill pick.
Skill Challenges
Some skill checks should be broken into parts to
maintain tension. Examples would be searching an
office for files while in a patrolled area, sneaking across
a mine field, attempting to build a complex machine.
Contests
Occasionally, two or more characters will directly
compete with another outside of a combat situation.
Perhaps they're chasing each other, maybe they're
debating a topic, etc. It all boils down to the following:
One character is the Hunter, one is the Prey.
There are 10 points of Lead. If the Lead increases to
Talents
You get 1 Talent at first level and an extra one every
3 levels thereafter. Some Talents may be taken more
than once--in that case, the effects stack. If they can be
stacked, it will say so in the description. All Talents can
be taken by any class.
Maneuvers
Point.
Every time you start a new session, the Action Point
Action Points
Characters begin each session with 3 Action Points
(more if they have the Action Man Talent). Each Action
Point can be used in several ways:
Add +5 to any roll, but only before the GM declares
Other Hazards
Falling: 1d6 damage per 10', half damage on
Phys+DEX save. DC=depth fallen in feet
Extreme Heat & Cold: If not wearing suitable protection,
Phys+STR save once every 10 minutes (DC 15, +1 per
previous check), taking 1d6 damage on each failed
save.
Lava: 2d6 damage per round exposed; much more if
completely immersed. Damage continues until lava is
removed or quenched.
Poison: Phys+STR save to avoid or for half, depending
on poison. Effect varies with poison type.
Radiation: Lose 1d3-1 STR per round, DC 20
STR+Phys save for half (round down). Damage is
potentially much higher in very hard radiation. STR
recovers at a point per day if properly treated.
Spikes: add +1 point to falling damage per 10' fallen,
max +10
Level Advancement
Encounter Level = Hit Dice of defeated monsters, or the
given EL for the trap, situation, etc. Add +1 for each
doubling of the number of foes. e.g.: 1 Goon = EL1. 2
Goons = EL2. 4 Goons = EL3, etc.
Add up the Encounter Levels (EL's) of every encounter
you take part in. When the total = 10 x your current level,
youve advanced to the next level. Reset the total to 0
after advancing.
adventure.
Basic Equipment
1 pt will get you one of the following...
Item Descriptions
Ammunition. Missile weapons, such as guns and
crossbows, come with a couple extra clips worth of
ammo, enough not to worry about running out over the
course of a few encounters. For an extra point, you can
get enough spare ammo for every missile weapon
you've brought to not worry about running out of ammo
during that session.
Armor. In SpyLite, Armor behaves differently than in
other d20 games. When you requisition it, you can
describe it however you like, usually as a bullet proof
vest.
2d6
2d8
Crossbow
Crossbow, Hand
Blowgun
Speargun
1d8
Stun Gun/Taser
Some examples:
Big Knife
1d6
Brass Knuckles
1d6
Chloroform
Katana
2d6
Nightstick
1d6
Sap
1d6
Sledge
1d10
Vehicles
1 pt gets you a basic, no frills vehicle with enough room
for one passenger and fast enough to get on the
highway, but that's it.
The following upgrades apply:
Sexiness
0 pt = Not Sexy
1 pt = Upscale
2 pt = Stylish
3 pt = Luxurious
Upgrades
Additional capabilities:
Armor. +1 pt. Any attacks on the occupants or the car
have to penetrate DR 5. Any attack that does more than
5 points damage over the DR reduces the DR by 1 point.
When it reaches 0, there's no armor left. Taking this
multiple times adds +5 DR, maximum 20.
Can Fly. +1 pt.
Complex Items
rear headlights
2 pts, Smoke screen from exhaust pipes, disguised
+1 pt Automatic
+1 pt Disguised as prosthetic leg
+1 pt Scope
1 pt Underslung Grenade Launcher
+1 pt Can also fire Tear Gas Rounds
+1 pt Disguised as prosthetic leg
as exhaust pipes
1 pts, Revolving number plates
1 pts, Concealed storage for guns
Helper NPC's
Gear points can also get you a helping hand with your
mission, ranging from getting someone to distract the
Total = 5 gear points (4 pts for the Rifle component +1).
guards at the front gate all the way up to
commandeering a full tactical assault squad.
You now have a prosthetic leg that can be removed and
used as an automatic rifle with a scope and underslung
Ability
grenade launcher...which can fire either explosive
1 pt = 1st level
grenades or tear gas grenades.
2 pt = 1/2 your level, rounded up*
3 pt = Your level-1*
Here's another example:
Example #2: Rigged Attache Case From "From
Russia With Love"
Number of NPC's
0 pt = 1
1 pt = 1d3
coughing and hacking, triggered by opening case
2 pt = 1d4+2
incorrectly, DC to detect most likely Int+Sub roll of the
3 pt = 2d6
guy at Q Department who made it).
+1 pt More Potent (+5 DC, total DC 20)
Duration
1 pt Additional places to conceal things (knives,
0 pt = There for one task only, after performing that, they
money, folding sniper rifle)
leave.
1 pt = 1 encounter
Total = 3 gear points (2 for the Trap +1).
2 pt = The full adventure
1 pt Locked Attache Case
1 pt Trap (tear gas, DC 15 or spend 1d6 rounds
Fast +2)
Morale
0 pt = Surly
1 pt = Friendly/Professional
2 pt = Enthusiastic
3 pt = Frothing at the mouth
(2 pts each)
2 pts, Vehicle Armor DR 5, concealed
2 pts, Radio Telephone, concealed
2 pts, Radar scanner and tracking screen, concealed
10
The Archer
Crossbow (1d10 with normal rounds, scope)
10 Tranquilizer Bolts (DC 15 to resist)
McAllister .32acp Pistol (2d6, 9 round clip)
+5 DC to resist)
The Bond
Walther PPK (2d6, silenced, 7 round clip)
Sports Car (upscale, car-sized, sporty)
15 to resist, disguised) OR
Ballpoint Pen (dart gun, drugged, 15 DC to resist,
disguised)
Home Alone
Handgun (2d6)
3 Traps
6 Grenades
Toolkit (+2 to handyman types of things)
John Woo
2 Beretta 92F (2d6, 15 round clip)
Bulletproof Vest (1 charge, +2)
Motorcycle (upscale, bike-sized, fast)
Merc
Body Armor (2 charges, +4)
Machine Gun, (2d10, Automatic)
Rambo Knife (1d6)
Sniper
Sniper Rifle (2d10, scope, silencer)
Pistol (2d6)
Gilly Suit (+2 to hiding)
Undercover Agent
Wheel Man
Handgun (2d6, autofire)
Getaway Car (not sexy, car-sized, fast, armored
at DR 5)
The Mafioso
11
HD
HP
AC
Damage, Notes
Ape
4d8+8
(26 HP)
14
Bear
6d8+24
(51 HP)
15
Crocodile
3d8+9
(22 HP)
14
Dog
2d8+4
(13 HP)
13
Bite +3 (1d6+3)
Dolphin
2d8+2
(11 HP)
15
Slam +4 (1d8)
Eel, Electric
2d8
(9 HP)
16
Herd Animal
3d8+9
(22 HP)
13
Horse
3d8+6
(19 HP)
13
Hoof +2 (1d4+1)
Lion
5d8+10
(32 HP)
15
Monkey
1d8
(4 HP)
14
Bite +4 (1d3-4)
Piranha
1d2
(1 HP)
16
Bite +4 (1d3-1)
Rat
1d2
(1 HP)
14
Bite +4 (1d3-4)
Shark
3d8+3
(16 HP)
15
Bite +4 (1d6+1)
Snake, Boa
3d8+6
(19 HP)
15
Bite +5 (1d3+4), Grabs (Str 14) and squeezes for 1d3+4 per round after
hitting with Bite until killed or target breaks free
Snake, Viper
1d8
(4 HP)
17
HD
HP
AC
Damage, Notes
Plant, Carnivorous
8d8+40
(76 HP)
14
Melee +13/+8 Grabs opponent (Str 20), bites for 1d6+10 next round
Robot, Tiny
1/2d10
(2 HP)
13
Ranged +3
Robot, Man-sized
2d10
(11 HP)
15
(180 HP) 14
Zombie
(16 HP)
Slam +1 (1d6+1)
2d12+3
11
Templates
Supporting Cast
Type
Class
Favored Skills
Assassin
Soldier
Subterfuge
Civilian
Criminal
Spy
Subterfuge, Physical
Government
Agent
Spy
Subterfuge, Knowledge
Ninja
Spy
Physical, Subterfuge
Police Officer
Soldier
Physical, Knowledge or
Science depending on
type of Officer.
Politician
Face
Communication
Professional
Thinker
Knowledge or Science
Scientist
Thinker
Science
Soldier
Soldier
Physical
Terrorist
Spy
Subterfuge, Science
Thug
Soldier
Physical
13