TEXT: Lies & Spies X! 
   
   
   
  Simon Washbourne | Beyond Belief Games 
  
  Welcome to Lies & Spies - X! 
  Espionage! Secret Agents! Intrigue! Hair-raising escapes! Thrills and adventure using familiar rules! 
  Who wants to read through reams of text just to get to the action? No-one right? These rules assume 
  you know how to role play. They assume you know about “Golden Age” comic book pulp spy stories 
  (surveillance and undercover investigations through a retro lens). They assume you know how OSR 
  products work. There, it’s done. You know how to play already. Just get on with it.  
  Ability Scores 
  The standard way to create ability scores is to roll 3d6 in the order listed below: 
    
  Strength: You can use your Str bonus to modify your “to-hit” and damage results in melee. 
  Intelligence: You can use your Int bonus to give you bonus languages. Also, if you have an Int of 15+ you own one 
  gadget or item of 1AP “value”. 
  Wisdom: Psy-Spies can use their Wis bonus to give a penalty to the target(s) of their psychic powers. If you have 
  Wis 15+ you get +1AP to start each mission with. 
  Constitution: You can use your Con bonus to gain additional hit points on each Hit Die (HD). HD are rolled with 
  a d4, d6, d8 or d10. 
  Dexterity: You can use your Dex bonus to modify your “to-hit” number with ranged (also called “missile”) 
  weapons and modify your character’s armor class. 
  Charisma: Characters with Cha 15+ can start the game with one Psychic power (from the Psy-Spy list). 
  Attribute Bonus  
  Attributes scores of 13-15 have a bonus of +1; 16-17 get +2 and 18 gets +3. 
  Attribute scores of 5-7 have -1 and 3-4 have -2. 
  Armor Class 
  Armor Class (AC) rates how difficult it is to hit and be hit. It is set out as AC XX; the XX represents the armor class 
  and determines how easy/difficult it is to hit that AC. There isn’t much in the way of armor in this genre, so some 
  classes get bonuses to their AC.  
  Example: An unarmored man would be AC10, while one with a Dex of 13 would be AC11. 
  Levels 
  Characters gain levels by completing adventures. After completing two adventures, a character progresses to 2nd 
  level in their chosen class. Upon completing three more adventures, a character progresses to 3rd level and so on.  
  Saving Throw 
  This number is used to resist the effects of threats and other things that can harm your person, like mental attacks, 
  horror, falls and evasions, toxins, environmental dangers and so on. You also use this number to perform tasks/class 
  abilities (called Task Checks). Some tasks can be attempted by anyone at the GMs discretion, using the basic 
  number, and others receive a bonus if it is within their class abilities.   
  Acquisition Points 
  Characters have a number of Acquisition Points (AP) based on their level to obtain weapons and gadgets for use on 
  their missions. At the end of a mission, the items are returned and they can choose a new set of items for the next 
  mission. They can pool points for bigger/better gear. At 1st level, you get 4 AP and you have +1 AP per level thereafter. 
   
   
  
  Prowler 
  Prowlers are stealth, intrusion and surveillance experts. 
  Hit Dice: 6 HP at 1st level, then 1d6 at each level thereafter. 
  Saving Throw: 15 at 1st level, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th 
  level. Prowlers also get +1 on Saving Throws vs. evasion. 
  Basic Hit Bonus (BHB): +1 at 3rd level, +2 at 5th level. 
  AC Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Weapons: Prowlers can use any pistol or sub machine gun and any dagger or 
  cudgel. 
   
  Prowlers have class abilities as follows: 
   
  Forged Papers: Using a Forger’s kit, Prowlers can create easily-forged 
  documents like travel passes, ration coupons, etc. More intricate documents like money are beyond the 
  abilities of most Prowler forgers, which they’d have to obtain by other means. The exact quality of the forgery 
  is up to the GM. 
   
  Prowler skills: Prowlers have +2 to succeed at Climbing, Tailing, Opening Locks, Notice, Pick Pockets, 
  Hiding in Shadows and Moving Silently.  
   
  Street Smarts: Prowlers are able to move around the city streets at ease and as if they belong in whatever 
  dodgy neighborhood they are in. They know certain street types, and can interact with them on their level. +2 
  to rolls to move around the city and to know where certain people and black market goods can be found. 
   
  Surprise Attack: When attacking from behind or by stealth, Prowlers get +4 to hit and x2 damage. This 
  rises to x3 damage at 6th level. 
  Swagger 
  Swaggers are the team’s mouthpiece – they are all talk, charm, 
  diplomacy and bravado.  
  Hit Dice: 6 HP at 1st level, and 1d6 per level thereafter. 
  Saving Throw: 14 at 1st level, 13 at 2nd, 12 at 3rd, 11 at 4th, 10 at 5th and 9 at 6th 
  level. Swaggers get +1 on Saving Throws vs. interrogation, being lied to and vs. 
  psychic powers. 
  Basic Hit Bonus (BHB): +1 at 3rd level, +2 at 5th level. 
  AC Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Weapons: Swaggers can use any pistol or submachine gun and any dagger or 
  cudgel. 
     
  Swaggers have class abilities as follows: 
   
  Assess: Swaggers are able to study another individual for a few minutes and work out something about 
  them; such as their class, their level, maybe any hidden agendas and anything else the GM sees fit to divulge. 
  They receive +2 to their task roll for this. 
   
  Contacts: You have one contact at 1st level and gain another one at 2nd level and plus one at each level 
  thereafter. The contact can be from a range of backgrounds – usually other agents but could be the military, 
  police, politicians etc. They could even have contacts who are enemy agents (traitors). These contacts 
  generally have some useful information or can help out the character in some way (providing a safe house, 
  weapons, information etc.) that they will freely give to the character provided it is within the realms of 
  information or stuff they might have ready access to. 
   
  Disguise: Using a disguise kit, you are able to pull off the most audacious disguises. You can look and act 
  like a specific person as long as you have seen them (taking an hour to don your disguise). Or you can “pass 
  for” a specific person if you are in shadowy darkness or the viewer doesn’t know him or her that well. You can 
  
  disguise yourself as a “generic” person with just a few minutes to effect a few quick changes to your stance, 
  attire etc. You only need to make a task check if under close scrutiny. Your check is at +2. 
   
  Silvertongue: You can lie, bluff, cajole, haggle and taunt with the best of them and people believe your bull. 
  You receive +2 to appropriate checks (or simply role-play it). 
  Controller 
  Controllers pull together all the known facts from which they can see the bigger picture; they 
  organize and manage the team to get the best out of them.  
   
  Hit Dice: 8 HP at 1st level, and 1d8 at each level thereafter.  
  Saving Throw: 15 at 1st, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th 
  and 10 at 6th level. The Controller also gets +1 on Saving Throws 
  vs. death and psychic powers. 
  Basic Hit Bonus (BHB): +1 at 2nd level, +2 at 4th and +3 at 6th. 
  AC Bonus: +2 at 1st, and +3 at 3rd and +4 at 5th level 
  Weapons: Controllers can use any pistol, sub machine gun, 
  knife or cudgel.  
   
  The Controller gets the following class abilities: 
   
  Call for Support: Once per adventure, if the Controller has access to a phone or radio and is in a location 
  where there are likely to be friendly agencies, they can request assistance. This is usually in the form of a “hit 
  squad” of enforcers or maybe some equipment that the team needs. They can use this ability twice at 4th 
  level. The number of Enforcers they can access is one per level. The items they can obtain is equal to their AP. 
   
  Command:  Once per two levels per adventure, Controllers can enable members of their team to make a 
  second Saving Throw if the first one failed, as long as the other character(s) can hear them.  
   
  Tactician:  Controllers can assess a tactical situation or ambush to provide a number of their team equal to 
  the Controller’s level with a +1 modifier to their attack and damage rolls. They can do this once per two levels 
  per adventure (round nearest). 
   
  Weapon Trained: Controllers can choose one weapon type (revolver, heavy revolver, smg, rifle etc.) with 
  which they receive +1 to hit and damage. 
  Enforcer 
  Enforcers are the ultimate tough guy – they prefer to meet the enemy head on with the best 
  firepower at their disposal or with their bare hands if necessary 
   Hit Dice: 10 HP at 1st level, and 1d10 at each level thereafter.  
  Saving Throw: 15 at 1st level, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th level. 
  Enforcers also get +1 on Saving Throws vs. death, poisons, disease and interrogation.  
  Basic Hit Bonus (BHB): +1 at 2nd level, +2 at 3rd, +3 at 4th,+4 at 5th and +5 at 6th level. 
  AC Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Weapons: Enforcers can use any weapon. 
   
  Enforcers get the following class abilities: 
   
  Combat Machine:  Enforcers get one attack per level each round against foes of 
  1 HD or fewer, using unarmed combat techniques and/or advanced weapon 
  training.  
   
  Enforcer Skills: Most Enforcers have had a physical profession of some sort before they were agents; they 
  receive one choice of the following at +2 to their roll: Army, Navy, Cop, Marines, Mechanic, Dock Worker, 
  Miner, Driver, Seaman, Builder, Blacksmith, Lumberjack, Steeplejack etc.  
   
  Vehicles: Enforcers can drive wheeled and tracked military vehicles at +2 to their Task Check. 
  
   
  Weapon Trained: Enforcers can choose one weapon type (knife, fists, rifle, pistol, machine gun etc.) with 
  which they receive +1 to hit and damage. 
  THE PSY-SPY 
  A strong-willed individual with powers of the mind  
  Hit Dice: 4HP at 1st level and 1d4 per level thereafter. 
  Saving Throw: 15 at 1st level, 14 at 2nd, a3 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th 
  level. Psy-Spies get +2 on Saving Throws vs. psychic attacks, taunts, 
  interrogation and intimidation. 
  Basic Hit Bonus (BHB): +1 at 4th level.  
  AC Bonus: +1 at 2nd, +2 at 4th and +3 at 6th level. 
  Weapons: Psy-Spies can use pistols. 
   
  Psy-Spies have a choice of Powers. Choose two at 1st, another at 3rd, and another at 
  6th level: 
   
  Danger Sense: You get a prickly sensation when immediate danger is present. 
   
  Darkness: You can create an area of 30 x 30 ft of darkness that mundane folk are unable to see in, but 
  creatures with night-vision (like cats) or super senses (sight) can see in. You gain dark vision that allows you 
  to see in your own created darkness (but not in other darkness). It lasts 2 minutes per level. You can use it 
  once per day (twice at 4th level). 
   
  Heal Others: You can touch someone to heal them of 1d6+1 points of damage once per level per day. 
   
  Meta Senses: You can choose from Infrared Vision, Radio Hearing, X-Ray vision, Rader, Sonar or 360-
  degree Vision. You get a second choice at 4th level. 
   
  Mental Blast: You can blast someone with 2d4 damage. This increases to 3d4 at 4th level. 
   
  Mind Control: You can dominate the minds of 1d4 normal people, +1 at 3rd level and +1 at 5th level. This 
  lasts while you concentrate and they get a saving throw if you order them to do something against their will. 
   
  Phase: You can turn incorporeal and pass through walls. During this time you cannot affect materials but by 
  the same token bullets and so on pass through you. It lasts 1 minute per level. You can use it once per day 
  (twice at 4th level). 
   
  Super Charisma: Increase your Cha to 18. If it’s already 18, add 1d4. 
   
  Super Intelligence: Increase your Int to 18. If it’s already 18, add 1d4. 
   
  Super Wisdom: Increase your Wis to 18. If it’s already 18, add 1d4. 
   
  Super Senses: Choose a sense; hearing, smell, taste, touch or sight. You get +4 to notice rolls involving this 
  sense and you can sense things at a much greater distance than normal. 
   
  Telekinesis: You can lift and move objects at a range with your mind that you could physically lift. It lasts 
  as long as you concentrate. 
   
  Telepathy: You can communicate with others across distances with the power of your mind. You can send 
  messages to anyone you can see or to the rest of your team within 50 miles. This requires concentration. 
   
  Teleport: You can instantly transfer yourself from your current location to any other spot that you can see 
  directly. You can do this once per adventure per level. You can teleport to a location you know up to 50 miles 
  away once per adventure. This is very taxing and if Con is 12 or less requires twenty minutes rest afterwards.  
   
   
  
  Advantages & Disadvantages 
  You can take some Advantages, but each one you take must be balanced by taking a Disadvantage. Normally the 
  GM will set a limit on the number of Advantages you can take. Mostly these play out by role playing them but 
  some have specific rules. You shouldn’t let them take over the game but they should come into play at appropriate 
  moments (usually no more than once per adventure). The list is by no means exhaustive and you should come up 
  with your own as required. 
  Advantages 
  Allies: You have a network of friends who you can turn to in times of need for assistance. You need to choose a 
  group of people at the time you take this Advantage (local police, a university, the military, a criminal gang etc.). 
  Amazing Car: You have a motor vehicle with some extras built into it. Choose a type and add a machine gun, 
  extra armour (+2 AC), speed boost (+30 mph), underwater adaptation, extra maneuverability or some other 
  similar extras (with the GM’s agreement). This doesn’t use your AP. 
  Attractive: You are seductively amazing-looking and can usually get your way with someone who likes your type.  
  Celebrity: You are famous and loved by your adoring fans. You rarely have to pay for anything; you can get access 
  to exclusive restaurants and events etc. 
  Grit: You are one tough and determined individual and you will never give in to interrogation or torture. 
  Hideout: You have somewhere that only you know about that you can escape to when you need to hide or simply 
  to be alone. 
  I just happened to have this: Once per adventure you may pull out a 1AP item that was not declared 
  beforehand and doesn’t come out of your AP total. 
  Immortal: You are ageless and can’t be killed – except by one thing (chosen at outset). 
  Intimidating: You have a particularly steely gaze or you exude confidence and presence. You can often win an 
  argument, cause foes to turn tail or get what you want as a result. 
  Is that your best shot? : You are remarkably resilient. If you fall to 0 HP, once per adventure you can shake off 
  your wounds and return immediately into the action on full HP. 
  Lucky: Once per adventure you may re-roll a failed Task Check or Saving Throw. You may take the highest result. 
  Mentor: You have a teacher that you can turn to for help and advice. Your teacher is more knowledgeable or more 
  powerful than you but isn’t normally able to actually join you on your adventures but the advice they give is always 
  helpful. 
  Skilled: You have a notable skill or knowledge that you rarely fail at when needed. Choose a skill, knowledge or 
  ability e.g. master mechanic, master electrician, fly aircraft, stunt driver, horse riding, law, chemistry, physics, 
  archaeology, languages etc. 
  Wealthy: You have significant sums of money available to you, even at short notice. You can influence people with 
  these assets and you can buy expensive things without worry. 
  Disadvantages 
  Age: You are older than the usual agent and suffer the effects of your old age from time to time. 
  Animal aversion: Animals are fearful of you and growl and back away in your presence. Horses will not let you 
  mount them and guard dogs often go for you. 
  Dependence: You are dependent on a particular drug, chemical, or energy to maintain your health. Without it, 
  your powers might consume you. 
  Double agent: Your own agency believes you are also working for the other side, but aren’t certain yet. They keep 
  tabs on you and feed you snippets of false information to see if their suspicions are correct.   
  Egotistical: You are the greatest and you know it. Others should bow before you and heed your every word. You 
  get angered when people don’t show you the respect you deserve. 
  Enemy: Someone hates you and is out to get you (usually an enemy spy). They will appear at the most 
  inopportune moments and cause you all sorts of problems. 
  Phobia: You have an irrational fear that can make you virtually useless – it could be fear of heights, enclosed 
  spaces, spiders, being tortured etc. 
  Physical hindrance: You have some sort of physical impairment that makes life difficult. 
  
  Prejudice: A group of people (law enforcement, the media, the government, the Church) don’t appreciate what 
  you are doing and you constantly have to defend yourself from these agencies. 
  Someone needs me: An aged grandmother or a sick child; whoever it is, they need your help and support and 
  you can never let them down.  
  Squeaky clean: You are committed to being a virtuous and honorable hero. You won’t do anything that would 
  soil your reputation, hurt or endanger an innocent person, or break the law. You insist that your comrades hold to 
  your high ethics, too. 
  Vengeance: You have it in for one enemy spy, assassin or spy-ring and you are committed to destroying them.  
  Weird appearance: People find you unsettling to look at. This can prejudice them against you and they tend to 
  avoid you wherever possible. Some might even attack you because of how you look. 
   
  
  Enemies and NPCs 
  Civilian 
  AC: 10 
   
   
  HD: 1d6-1            
  Attacks: unarmed 1d3        
   
  Move: 12 
  The citizen is a normal person – a shop assistant, nurse, lawyer, gardener, student, taxi driver, and banker and so on. 
   
  Thug/Goon 
  AC: 11 
   
   
  HD: 1d6 
   
  Attacks: Tommy Gun 1d6 x3        
  Move: 12 
  Usually work for the Mastermind 
   
  Assassin 
  AC: 12 
   
   
  HD: 2d6 
   
  Attacks: Rifle with night sight 1d8        Move: 12 
  Special: Choice of any four abilities from Prowler, Swagger, Controller or Enforcer. 
   
  Soldier 
  AC: 11  
   
   
  HD: 1d6 
   
  Attacks: Rifle 1d8 or smg 1d6 x3 
  Move: 12  
   
  Officer 
  AC: 11 
   
   
  HD: 1d6+1  
   
  Attacks: pistol 1d6 
   
   
  Move: 12 
  Special: Choice of one Controller class ability 
   
  Enemy Agent 
  AC: 11 
   
   
  HD: 1d6 
   
  Attacks: light pistol 1d6-1 
   
  Move: 12 
  Special: Choice of one Prowler class ability 
   
  Enemy Psy-Spy 
  AC: 11 
   
   
  HD: 1d6+2  
   
  Attacks: Dagger 1d4, pistol 1d6  
  Move: 12 
  Special: 2 psychic powers.  
   
  Super Psy-Spy 
  AC: 12 
   
   
  HD: 3d6+1          
  Attacks: Swordstick 1d6    
   
  Move: 12 
  Special: 3 psychic powers. 
  He is the enemy forces’ secret weapon; a powerful foe and will give the heroes a whole lot of problems. 
   
  Mastermind 
   AC: 12 
   
   
  HD: 4d6+1          
  Attacks: Staff 1d6    
   
   
  Move: 12 
  Special: Hideout, “summon” 2d6 goons, choice of two Controller abilities, wealth, egotistical 
  This is the top man in the enemy organization. The characters won’t defeat him easily. 
   
  Dog, Guard 
  AC: 13 
   
   
  HD: 1d6+2  
   
  Attacks: Bite 1d6+1 
   
   
  Move: 14 
   
   
   
   
  
  Vehicles 
  Armored Car 
  AC: 14 
  HP: 25   
  Crew/Passengers: 3/0 
  Attacks: Machine gun  
  Move: 40 mph 
   
  Car 
  AC: 11 
  HP: 10   
  Crew/Passengers: 1/3 
  Attacks: None  
   
  Move: 50mph 
   
  Car, Sport 
  AC: 12 
  HP: 10  
  Crew/Passengers: 1/1 
  Attacks: None  
   
  Move: 75 mph 
   
  Car, Limousine 
  AC: 12 
  HP: 14  
  Crew/Passengers: 1/5 
  Attacks: None  
   
  Move: 65 mph 
   
  Cart 
  AC: 10 
  HP: 6  
  Crew/Passengers: 1/3 
  Attacks: None  
   
  Move: 5 mph 
   
  Motor Boat 
  AC: 11 
  HP: 10  
  Crew/Passengers: 1/4 
  Attacks: None  
   
  Move: 40 mph 
   
  Motorcycle 
  AC: 11 
  HP: 4  
  Crew/Passengers: 1/1* 
  Attacks: None  
   
  Move: 70 mph 
  Some have a sidecar which can carry a passenger and mount a machine gun  
   
  Truck 
  AC: 12 
  HP: 16   
  Crew/Passengers: 1/10 
  Attacks: None  
   
  Move: 50 mph 
   
  Small Coastal Patrol Boat 
  AC: 12 
  HP: 15  
  Crew/Passengers: 4/0 
  Attacks: 2 machine guns 
  Move: 40 mph 
   
   
   
   
  
  Playing the Game 
  Time 
  A turn represents ten minutes, and a combat round is about 6-10 seconds.  
  Movement Rate 
  Base movement rate for all races is in terms of feet per combat round.  
   
  Characters move at 12ft. 
   
  Careful movement halves the rate, running doubles it. 
  Damage and Death 
  When a target is hit, the amount of damage is deducted from their hit points. When these hit points reach zero, the 
  target dies, if they fail their Death Save. Otherwise they are knocked out.  
  Note: If any of the damage is from fists or stunning weapons, the character doesn’t die but is knocked out. 
  Healing 
  In addition to medical means of restoring hit points, a character will recover 1 hit point per day of uninterrupted 
  rest. 
  Saving Throws 
  A hazard may require you to make a Saving Throw.  A successful Saving Throw means that the individual avoids the 
  threat or lessens its effect. Each character class has a Saving Throw target number based on level. Roll that number 
  or higher to succeed.  
  Enemy Saving Throw: The target number is calculated by subtracting the enemy’s HD from 19.  
  Combat 
  When the team of agents comes into contact with enemies, the order of events is as follows: 
   
  Determine Initiative. 
   
  Party with Initiative acts first (using abilities, attacking, etc.) and results take effect. 
   
  Party that lost Initiative acts and their results take effect. 
   
  The round is complete; re-roll initiative for the next round.  
   
  Determine Initiative 
  At the beginning of a combat round, each side rolls Initiative on 1d6 – high roll wins. The winning side acts first; 
  moving, attacking and taking other actions. The losing side takes damage and casualties, and then gets its turn. 
  Initiative rolls may result in a tie. When this happens, player characters act first. Sometimes it is apparent that one 
  side has the drop on the other, in which case they automatically win the first initiative round. 
   
  Melee Attack 
  A melee attack is an attack with hand-held weapons such as a dagger, gun, or cane. Two combatants within five feet 
  of each other are considered to be “in combat.” 
   
  Missile Attack 
  Missile attacks are attacks with ranged weapons such as a gun or rifle. When using guns and ranged weapons to fire 
  into a melee, randomly determine friend or foe as your target; except Controllers, who can always avoid shooting 
  their friends. 
   
  The Attack Roll 
  To attack with a weapon, the player rolls a d20 and adds any bonuses to the result. The total attack roll hits if equal 
  to or higher than the number shown on the table below. 
  Enemy attack: Attack as a 1st level character, but add their HD to the attack roll. Enemies of less than 1 HD 
  attack as 1st level characters. 
   
   
  
  Chases 
  One of the staples of the spy genre is chases – whether that is in cars, motorcycles, motor boats or even on foot.  
  These are intended to be simple rules to enable you to recreate such chases although you should also bring in 
  narrative elements, just as you would with combat situations. 
  The Chase 
  When the team of agents is involved in a chase, the order of events is as follows: 
   
  Determine distance apart. One vehicle is the “target” the other the “chaser”.  
   
  Determine Initiative. 
   
  Party with Initiative acts first (using abilities, attacking, etc.) and results take effect. 
   
  Party that lost Initiative acts and their results take effect. 
   
  The chase round is complete; re-roll initiative for the next round.  
   
  Determine Distance 
  This is done by the GM taking into account the circumstances of the chase. The GM should mark on the chase track 
  the position of the vehicles: 
   
    
  Melee 
   
  Close 
   
  Medium 
   
  Far 
   
  Distant 
   
  Determine Initiative 
  This is exactly the same as for combat. 
   
  Close/increase distance 
  The winner of initiative makes their driving roll. If they succeed they move left along the track. If they are the target 
  and are already at melee range, the chaser is moved right along the track instead. If they are already in the same 
  range band as the target, they may attempt to sideswipe the target off the road. This is resolved as an “attack” by 
  making a driving roll vs. the target’s AC. A successful to hit roll means the attacker causes 1d6 damage on the 
  opponent. Once both the target and chaser have made their moves, the round is over and initiative is rolled for the 
  next round. 
   
  Missile Attack 
  The people in the vehicles may also fire at the other car on their turn, if they have appropriate weapons. To hit rolls 
  are made at -2 plus any modifier for range. Damage is done directly to the vehicle. They can target one of the 
  people in the other car, but the roll is at (a further) -2.   
   
  Ending the chase 
  The chase is over if a vehicle sustains enough damage to put it to zero HP. It may simply come to a juddering halt 
  (1-2) skid off the road (3-5), or explode spectacularly (6). If it skids off the road occupants make a saving throw or 
  take 1d6 HP. If it explodes, they get to make a saving throw. Success means they take only 1d6 damage. Failure 
  results in 2d6 HP damage. 
     
  If the target is already at melee range and manages to push the chaser back to beyond distant, then the target has 
  escaped.  
   
   
  
  Missile Weapon Table 
   
  Melee Weapon Table   
   
  Melee Weapon 
   
  Damage 
  AP 
  Baseball bat 
  1d6 
  - 
  Dagger/knife 
  1d4 
  1 
  Brass knuckles 
  +1 to fist damage 
  1 
   Clubbed pistol 
  1d4 
  - 
  Clubbed rifle 
  1d6 
  - 
  Fencing foil 
  1d4+1 
  1 
  Fist* 
  1d3/1d4* 
  - 
  Machete 
  1d6 
  1 
  Nightstick 
  1d4 
  1 
  Staff 
  1d6 
  1 
  Sword 
  1d8 
  1 
  *Heroes always do at least 1d4 with their fists 
   
  Armor Table 
   
  Type 
  AC 
  Move 
  Notes 
  AP 
  None 
  10 
  12 
  The character is wearing no protective covering 
  - 
  Trench coat/leather jacket 
  11 
  11 
  A tough-wearing coat that provides some protection 
  1 
  Mail jacket 
  13 (12)* 
  9 
  Chainmail sewn between layers of cloth, made into a jacket 
  2 
  Mail coat 
  14 (13)* 
  8 
  Chainmail sewn between layers of cloth, made into a  coat 
  3 
  Armoured vest 
  15 (14)* 
  7 
  Steel plates sewn into a cloth vest 
  4 
  *Bracketed number is vs. firearms 
   
   
   
  Weapon 
  Damage 
  Rate of Fire 
  # of Shots 
  Range 
  AP 
  Thrown knife 
  1d4 
  1 
  1 
  10 ft 
  1 
  Crossbow 
  1d6 
  ½ 
  12 
  75 ft 
  2 
  Miniature gun* 
  1d6-1 
  1 
  1 
  10 ft 
  2 
  Light revolver 
  1d6 
  1 
  5 
  15 ft 
  1 
  Revolver 
  1d6 
  1 
  6 
  25 ft 
  1 
  Auto pistol 
  1d6 
  1 
  7 
  25 ft 
  1 
  Heavy revolver 
  1d6+1 
  1 
  6 
  35 ft 
  2 
  Heavy auto pistol 
  1d6+1 
  1 
  7 
  40 ft 
  2 
  Sub machine gun 
  1d6 
  3 
  32 
  50 ft 
  3 
  Rifle 
  1d8 
  1 
  16 
  100 ft 
  3 
  Anti-tank/sniper rifle 
  2d6 
  1 
  5 
  300 ft 
  5 
  Machine gun 
  1d8 
  3 
  50 
  150 ft 
  4 
  Heavy machine gun 
  1d10 
  3 
  100 
  200 ft 
  5 
  Hand grenade** 
  3d6/2d6/1d6 
  1 
  1 
  20ft 
  2 
  Shooting or throwing at twice this range is at a –2 penalty to hit. At three times this range, the penalty is -5 to hit. * Can be 
  concealed in a lipstick, smoking pipe, glove etc. **Causes an explosion in a 10 ft radius. At a 20ft radius damage is reduced to 2d6 
  and up to 30 ft radius causes 1d6. Weapons are assumed to come with appropriate ammunition.   
  
  Class Combat Tables 
   
   
  Class – Level 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  Enforcer 1/Controller 1 
  Prowler 1-2/Swagger 1-2 
  Psy-Spy 1-3 
   
  20 
   
  19 
   
  18 
   
  17 
   
  16 
   
  15 
   
  14 
   
  13 
   
  12 
   
  11 
   
  10 
  Enforcer 2/Controller 2-3 
  Swagger 3-4/Prowler 3-4 
  Psy-Spy 4-6 
   
  19 
   
  18 
   
  17 
   
  16 
   
  15 
   
  14 
   
  13 
   
  12 
   
  11 
   
  10 
   
  9 
  Enforcer 3/Controller 4-5 
  Swagger 5-6/Prowler 5-6 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  Enforcer 4/Controller 6 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  Enforcer 5 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  Enforcer 6 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
   
   
  Other Equipment & Gear 
  Item 
  Use 
  AP 
  Armoured brief case 
  Can use to protect oneself as a shield (AC+2) and virtually impossible to break into 
  2 
  Binoculars 
  To see things at a distance 
  1 
  Button compass 
  Compass concealed in two buttons that are placed together 
  1 
  Car 
  Just a standard motor vehicle 
  6 
  Armored car 
  A car upgraded with armor plates and machine guns 
  16 
  Climbing rope, grapple hook 
  Handy for mountaineering or climbing over walls 
  1 
  Disguise kit 
  Make up, wigs, glasses, false moustaches and other stuff to effect an impersonation 
  2 
  Disguised bomb 
  In a small disguised paint box or similar  
  2 
  Flashlight 
  Power to illuminate a strong beam of up to 30 ft; up to 60 ft is shadowy/unclear  
  1 
  Forger’s kit 
  Enables a character to make false documents, passports, permits etc. 
  2 
  Lock picks 
  Enables Prowlers to “ply their trade”. In a small concealable case. 
  1 
  M-209 Cipher Box 
  Used to encode messages. It is compact and portable. 
  2 
  Matchbox camera 
  This camera is the size of a matchbox; it can be made to look like a real matchbox. 
  1 
  Medicine case 
  Contains bandages, penicillin, pain killers, tinctures etc. Heals 1d3 HP per use (x6) 
  2 
  Minox camera 
  Small enough to be held in the palm of the hand. 
  1 
  Motor boat 
  A fast boat with outboard motor 
  6 
  Motor cycle 
  A one-person two-wheeled fast vehicle 
  4 
  Motor Patrol Boat 
  An upgraded motor boat, with machine guns 
  14 
  Night vision goggles 
  Infra-red goggles to see images at night 
  2 
  Paraffin lamp 
  Lights up a tent or about 20 ft around; up to 40 ft around shadowy and unclear 
  1 
  Portable radio set 
  A portable set, that can transmit to a receiver within a range of about 50 miles 
  3 
  SCUBA gear 
  A wetsuit, flippers, goggles, oxygen tank and other stuff for underwater missions 
  2 
  Seismic Intruder  
  Detection Device 
  Made to look like something innocuous, it can detect movement up to 300 yards 
  2 
  Shoe transmitter 
  Has a battery, voice recorder and transmitter in the heel. 
  2 
  Signal kit 
  Flare gun, 6 flares 
  2 
  Silencer/flash suppressor 
  Fitted to a gun, reduces the flash and sound produced when fired. 
  1 
  Silver dollar concealer 
  A hollow coin to hide messages or photographic film 
  1 
  Sniperscope 
  A range finder and night vision device for fitting to rifles. Cancels the range penalty 
  3 
  Spy tool kit 
  Assorted drill bits, blades, saws and pliers in a small “suppository-sized” case. 
  2 
  Swordstick 
  A sword concealed in a normal walking cane (or in an umbrella) 
  1 
  Tire spike 
  Sharp  metal “caltrops” to burst the tires of a vehicle when scattered over the ground 
  1 
  Typewriter, portable 
  Useful for writing reports and so on 
  1 
  Walkie-talkies 
  A pair of hand-held units that has a range of about 10 miles 
  1 
   
   
   
  
  The spy genre  
  and plot ideas 
   
  These rules are intended to be used to recreate 
  spy stories from the end of WW2 up to the 
  early Cold War period – that is the late 1940’s 
  up to the early 1960’s or so. Even so, they 
  could be adapted to cover slightly earlier and 
  slightly later periods. 
   
   
  During the period, there were a surprising 
  number of innovations in the gear and gadgets 
  used by spies the world 
  over. Small guns fitted 
  into 
  innocuous-looking 
  everyday items, bugs and 
  countermeasures, 
  miniaturized 
  cameras 
  (many of the designs were 
  really just miniaturized 
  equipment 
  fitted 
  into 
  small objects).   
   
   
  As WW2 had just ended 
  and there were tensions 
  with Communist Russia, 
  there are many scenarios 
  likely to take place on 
  European 
  soil; 
  particularly in the major 
  capitals – Berlin, Paris, 
  Budapest and so on. For 
  more exotic locations, try 
  setting some missions in 
  Egypt, 
  Morocco 
  or 
  Tunisia. 
  Even 
  further 
  afield, you have places 
  like 
  China, 
  India 
  and 
  Tibet where your missions 
  will have a very different 
  style. 
   
   
  Surveillance 
  operations 
  are vital but particularly 
  boring. They are usually 
  simply to obtain intelligence – such as finding 
  out who goes to a particular address/location? 
  What is the purpose of their visit(s)? Who is at 
  the address/location and what are they doing 
  there? 
  This 
  usually 
  involves 
  taking 
  photographs 
  and/or 
  listening 
  in 
  on 
  conversations. Occasionally, the characters 
  will have to take the initiative and act upon 
  what they see/hear. This might mean breaking 
  into or assaulting the building or to tail a 
  suspect when they leave the location.  
   
   
  The characters are required to deliver a 
  package from point A to point B. They aren’t 
  told what’s in the package but someone knows 
  about it and wants it, or at least wants to stop 
  it being delivered. The characters will notice at 
  some 
  point 
  that 
  they 
  are 
  being 
  watched/followed and should be on their 
  guard.  
   
   
  The characters are to take part in a prisoner 
  exchange. They are to escort their enemy 
  agent to an agreed upon location to make the 
  swap. Or, they might be double-crossed. What 
  if the enemy agent escaped before the 
  characters get them to the exchange location? 
  It would be particularly interesting if the 
  enemy agent is someone who the characters 
  have reason to want to see dead or locked 
  away forever. What if the enemy agent didn’t 
  want to be exchanged because he 
  knows he’ll be executed by his 
  own side? He might have some 
  vital information to give to the 
  characters if they agree to let him 
  go. 
   
    The 
  characters 
  are 
  required to break into an enemy 
  HQ, Embassy or other similar 
  location 
  to 
  steal 
  something 
  important. This type of mission 
  will 
  involve 
  elaborate 
  plans, 
  disguises, breaking and entering, 
  shady NPCs, and people getting 
  double-crossed. 
   
   A friendly agent has been 
  found dead. The characters must 
  find out who killed them and why. 
  Did the agent stumble across 
  something important? Was he 
  just “in the way” of an enemy 
  mission? Is there a mole in the 
  character’s organization? 
   
   One of the organizations 
  operatives has been captured by 
  the enemy. He knows something 
  important that the enemy will try 
  to 
  extract 
  from 
  him. 
  The 
  character’s job is to rescue him if 
  they can before he gives in to 
  interrogation, or assassinate him if they can’t 
  get him out. This will probably involve 
  subterfuge, intrusion, disguises, bribery and 
  blackmail. Or it might just be a swift “in and 
  out” job with lots of firepower. 
   
   
  One of the characters has been targeted by an 
  assassin. Whilst the assassin failed the first 
  time, the character has reason to believe he is 
  still a target. The characters have to get to the 
  assassin before he gets the character. Who is 
  the killer – is he an enemy agent or a hired 
  mercenary? Why is the character on a hit list?   
   
   
  
  Open Game Content 
  Open Game Content may only be Used under and in terms of the Open Game License 
  (OGL). 
  This entire work is designated as Open Game Content under the OGL, except the trademark 
  Beyond Belief Games and the title Spies & Lies X! 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
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  2. The License: This License applies to any Open Game Content that contains a notice 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch 
  Swords & Wizardry Light, Copyright 2016, Erik Tenkar Stiene 
  Superheroes X! Copyright 2018, Simon Washbourne, Beyond Belief Games. 
  Black Books rpg, copyright Simon Washbourne 2016, Beyond Belief Games. 
  Superheroes X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
  Space Adventures X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
  Terror Tales X! Copyright, 2018 Simon Washbourne, Beyond Belief Games. 
  The Eerie West X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
  Uncanny War Stories X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
  Spies & Lies X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
   
  Illustrations 
  All artwork in the Public Domain @ comicbookplus.com 
  
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