TEXT: Spy. SUPER Spy.
  Conning
  Fighting
  Sneaking
  Complications: Captured, Injured, Pursued,  
  Seduced, Traced, Tricked, or write your own
  Cross off any two dice to describe your spy’s abilities
  Design and layout by Steven Robert. Originally produced for the RPG Geek Virtuacon ’15 One-Page RPG and Character Sheet contest.  
  Thanks to USP45 for playtesting and advice! Dice icons and art by badaman, Chatard, molumen, Willscrit, and wirelizard at openclipart.org.
  Name:____________
  How to Play
  Motivations:______________
  Choose two: Burned, The Good Fight, A Way Out, Loyalty, 
  Vengeance, Love, Curiosity, The Homeland or write your own
      To Do Something: 
  1) State your goal and how you’ll achieve it. 
  2) The Handler decides which stat you’ll roll. 
  3) Roll as many dice as you have in the stat.  
  4) If you get two successes (a 4+ on a die, unless injured),  
  you succeed. If you get one success, the Handler  
  chooses a Complication. If you get zero successes, the  
  Handler chooses two Complications. 
  5) Optionally, cross off an Asset to ignore another  
  consequence. If you do, name it and describe how it 
  helps you. Assets represent secret caches, contacts, or 
  off-screen plans that help you at just the right moment.  
  6) In Act 3, cross off a Resolve box to reroll any or all 
  of your dice.
  Network:________________
  Assets
  Cross off an asset die to ignore a complication. 
  When you do, name it and describe how your  
  plan worked. 
  A short role-playing game for one spy and one handler.  
  Requires three six-sided dice, a pencil, and zero prep!
      To Begin: 
  1) Choose who will play the Spy. The Spy’s player gets  
       this sheet; the Handler takes the other. 
  2) Choose a name, two motivations, and the network  
       within which the Spy operates. 
  3) Distribute seven dice amongst the three attributes, and  
  cross off the two extra dice. 
  This game is intended to emulate the cinematic story of  
  a lone spy on a mission to save the world, or perhaps  
  just herself.  
  Resolve:
  Setbacks: Costly failures (determined by the Handler,  
  likely including the Complications Injured, Trapped,  
  and Seduced) limit your Spy for the remainder of the  
  current Act. Each time you receive one, cross off a box,  
  from  left to right. Once a number is checked off, it no  
  longer counts for successes (note you get one “free”  
  Setback). Clear a box for free between each Act, or  
  during an Act  by spending an Asset and making a  
  personal connection.
  Resolve: If your Motivations create a dilemma for 
  you, mark a box. During Act 3, resolve the dilemma  
  (even if only in the spy’s mind) and erase a box to reroll 
  any or all of your dice.
  Setbacks:
  4
  5
  ATTRIBUTES
  RESOURCES
  Spy Sheet
  Advice and Tools
  Mark a box when your Motivation creates a Dilemma.  
  During Act 3, cross one off for a free reroll.
  When you receive a setback, cross off the ﬁrst box (from 
  left to right). Those numbers no longer count as successes.
  Example Assets: Assets represent gadgets, contacts, 
  or hidden plans that give your Spy an advantage - some- 
  times a surprising one. Examples include: 
  *A jetpack, a laser pen, a keycard, or the right drugs to  
    slip into someone’s drink, or a deck of marked cards. 
  *A custom Aston Martin with rocket launchers, a train 
    engineer disguise, or a ticket to that gallery opening. 
  *A cache of money, passports, and guns in a Swiss bank 
    vault. 
  *A retired agent in the know, a conveniently placed  
    weapons dealer, or an old boyfriend with a safe haven 
  *A sympathizer in the enemy organization, a lazy guard, 
    a friendly dog. 
  *The moped, gun, burner phone, or recording device  
    that the Spy left at just the right spot. 
  What Would JB Do?  
  Whether your inspiration is James Bond or Jason Bourne,  
  movie spies have plans and aren’t afraid to act on them.  
  If you need a lead, look to your favorite movies for inspir- 
  ation. Make up a contact, hack a computer, corner the  
  villain in their favorite casino, disguise yourself as a guard, 
  set a trap for some minions, or barge in guns blazing!
  General Play Advice: 
  *Never sit still. This is a one-on-one game and requires  
    both the Spy and Handler to contribute actively to  
    maintain a cracking pace.  
  *Take it to your enemy: spies aren’t reactive but proactive. 
    If you’re stuck for ideas, look below for inspiration or 
    simply try something obvious. Your Spy’s the expert; she’s 
    probably right! 
  *Embrace your motivations. The Handler will introduce  
    complications that challenge them. Let them cause you  
    dilemmas in the early going. Revisiting these later on will 
    add to the drama and earn you Resolve for the climax. 
  *This game doesn’t emulate mysteries: the Spy needs just  
    enough information to move the story forward, no more.  
    Don’t spend your time learning everything - just learn  
    what your next step is, and then take it. 
  
  Spy. SUPER Spy.
  How to Play
  Examples and Scenes
  A short role-playing game for one spy and one handler.  
  Requires three six-sided dice, a pencil, and zero prep!
  Action (in media res) 
  Villain’s modus operandi
  Act 1 
  A city: Prague, New Orleans, Buenos 
  Aires, Shanghai, Oslo, Kuala Lumpur
  Act 2 
  A city: Vancouver, Dubai, 
  Monaco, Lima, Auckland, 
  Nairobi, St. Petersburg
  Act 3 
  Villain’s Base: volcano, island, Network’s 
  base, moving train, undersea, the Moon, 
  skyscraper, fortified farm, nuclear missile 
  silo
  Investigation 
  Villain’s goal
  Action 
  Next location
  MOs: guns, 
  supermen, trickery, 
  technology, drugs, 
  hacking, politics
  Goals: money, 
  terror, a MacGuffin, 
  smuggling, betrayal, 
  assassination, 
  political power
  Investigation 
  Villain’s Identity
  Action 
  Next Location
  Names: Colonel, Dr., Prof., Sir/Lady  
  then Hammerfist, von Diemen, 
  Impetigo, Mephisto, Hodleflint, Brand
  Investigation 
  The Twist
  Finale
  Twists: double agent, 
  secret goal, second 
  villain, the Network can’t 
  be trusted, unstoppable, 
  clones, the spy’s past
  Complication Scenes: 
  Insert anytime, as needed: 
  chase, prison, ambush, 
  betrayal, the authorities, 
  bystanders, time bomb, 
  political oversight
  Action Scenes: plane, 
  train, boat, car, museum, 
  landmark, claustrophobic, 
  military base, prison, a 
  party
  Investigation 
  Scenes: casinos, 
  surveillance, theft, 
  con, seduction, 
  hacking, a party, 
  disguise
  Some Advice:  
  *Base your villain on one of the Spy’s motivations. Use  
    your complications to pit the Spy’s motivations against 
    each other. 
  *Begin the game in media res, and frame scenes to  
    minimize dead time. Keep the game fast-paced. 
  *Rolls should only be required when there is something 
    substantial at stake. Don’t roll for a single gunshot; roll to  
    see whether the Spy takes out the adversary. 
  *Once the endpoint of a scene is clear, wrap it up and  
    move on. Extra rolls needlessly endanger the Spy and  
    ruin the pacing. 
  *Be generous with clues; this isn’t a mystery game. If the 
    Spy is hunting for leads, give her one. If she takes one,  
    follow her. She’s the expert - the path she takes must  
    be the right one! 
  *Failure on a scene roll mustn’t stop the story: the spy 
    should always learn something. Introduce complications 
    on failures.  
  *Complications should signiﬁcantly change the direction  
    of the scene, not simply make them more difﬁcult. 
  *Challenge the spy’s motivations in your plot and with your 
    complications - this is how the Spy earns Resolve.  
  *Make NPCs ambiguous. They can become a Complication 
    at any time!
  Handler Sheet
      To Do Something: 
  1) The Spy states their goal and how they’ll achieve it. 
  2) You decide which stat the Spy will roll. 
  3) The Spy rolls as many dice as they have in the stat.  
  4) If the Spy gets two successes (usually a 4+ on a die,  
  unless they’ve experienced Setbacks), they succeed.  
  If they get one success, the Handler  chooses a  
  Complication. If they get zero successes, the  
  Handler chooses two Complications. 
  5) They Spy can cross off an Asset to ignore another  
  consequence. If so, they name it and describe how it 
  helps. Assets represent secret caches, contacts, or 
  off-screen plans that help you at just the right moment.  
  6) In Act 3, the Spy can cross off a Resolve box to reroll  
  any or all of your dice.
  This game is intended to emulate the cinematic story of  
  a lone spy on a mission to save the world, or perhaps  
  just herself.  
  Setbacks: Costly failures (determined by you,  
  likely including the Complications Injured, Trapped,  
  and Seduced) limit the Spy for the remainder of the  
  current Act. Each time they receive one, they cross off a  
  box, from  left to right. Once a number is checked off, it no  
  longer counts for successes (note they get one “free”  
  Setback). Clear a box for free between each Act, or during  
  an Act by making a personal connection.
  Resolve: If the Spy’s Motivations create a dilemma for 
  them, they mark a box. During Act 3, the Spy can resolve  
  the dilemma (even if only in their mind) and erase a box  
  to reroll any or all of their dice.
  Complications: 
  Captured, Injured, Pursued, Seduced, Traced, Tricked,  
  or write your own. 
  Complications in italics are also Setbacks. Generally,  
  enforce a Setback when the ﬁction demands, or when 
  there are two Complications in a single roll.
  The Handler frames scenes and plays NPCs. At right is an  
  example scene framework, with revealed information in  
  blue and several example elements for inspiration. Start  
  with a villain, a scheme, and an opening scene. Build more  
  scenes in response to the Spy’s plans. Look to the frame- 
  work when the action stalls. Complications will introduce  
  new scenes, and you will quickly depart from this  formula!
  Villains: Rogue nations, rogue agents, corporations, crime lords,  
  megalomaniacs, sociopaths, arms dealers, double agents, 
  terrorists, crusaders
  Schemes: Destruction, ransom, information, betrayal, war,  
  vengeance, social engineering, fearmongering, doomsday devices
      To Begin: 
  1) Choose who will play the Spy. The Handler gets  
       this sheet; the Spy’s player takes the other. 
  2) Choose a name, two motivations, and the network  
       within which the Spy operates. 
  3) Distribute seven dice amongst the three attributes, and  
  cross off the two extra dice. 
  How to Run the Game
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Spies & Heist & Noir & Politics/Spy.Superspy.pdf