Subterfuge & Submachine Guns

Version 0.4 By Ryan Dallaire Oct 2022 This is a hack of Lasers & Feelings.

  1. Player Rules
    1. Character Stats
    2. When you do something
    3. Progression
    4. Combat
    5. Gear
  2. GM Rules
    1. What they want to do:
    2. Who/What they want to do it to:
    3. Obstacles and Enemies
    4. Lairs
    5. GM Skills
    6. Special Abilities

Players are members of an international spy organization. Trying to stop an evil organization, bent on world domination. It is rules-lite and uses player facing rolls. Based on a lasers & feelings style roll over/under system.

Player Rules

Character Stats

Main Stat:
There are 2 main stats and they are represented by a single number (between 2-9). A lower number means you are better at the Submachine Guns category and a higher number means you are better at the Subterfuge category.
Subterfuge: Sneaking, Deceiving, Investigating, Sniping, Hacking, Lock Picking
Submachine Guns: Action, Aggression, Being Bold, Explosives, Car Chases
Health:
Starts at 12, tracks how close you are to death.
Armour:
Based on your equipment, it decreases the damage you take.
Experience Points:
Tracks how much experience you have accumulated on your adventures. You can then spend the experience points to improve your character. (Track both Total and Spent)
Skills:
Characters have skill slots (start with 4) that represent the extra skills they have based on their background. They can be filled in up front, or filled in as you play. They explain things like: I know all about… I am/was part of… I always carry my… I hate…
Each skill can be activated once per session until improved later. When activated they modify the difficulty of a task.

When you do something

Roll a d10:
Roll at or above stat number for Submachine Guns
Roll at or below stat number for Subterfuge

Modifiers:
Sometimes the situation will make a task more or less difficult. Your skills can also be used to prevent Real Trouble or create a Piece of Cake. You can also make things easier by getting help from another player. They have to justify how they are helping.
Real Trouble: So difficult that you have to roll the dice twice and have to succeed on both rolls.
Piece of Cake: So easy you get to roll twice and use either result.

Progression

As you complete missions, you gain experience as a super spy.
Characters gain points of Experience (aka XP) and can spend it to:
1 XP - Change their stat number by +/- 1
2 XP - Be issued a new piece of gear
3 XP - Max HP increased by 2
4 XP - Improve a skill (use it twice per session)
5 XP - Get another Skill “slot”

Combat

You can do 2 of the following actions per turn:
Attack: Roll either Subterfuge or Submachine Guns based on the situation. If you succeed you deal damage to the target. If they have armour then decrease the damage dealt by their armour value.
Dodge: Prepare to dodge the next attack you receive. Roll based on the situation. If you succeed you dodge the attack and take no damage.
Move: You move up to 6 meters. Less if the situation affects your movement.
Interact: You can use, store, or remove an item.

Damage Guide

| Poison | 2 Damage per Minute | | :—- | :—- | | Melee Attacks | 4 Damage | | Bullets | 6 Damage | | Explosions | 10 Damage |

After Combat

Reloading Guns:
If you used a gun during the last combat, you need to make a Submachine Guns roll. If you failed the roll you are out of ammo for it.
Healing Injuries:
If you took damage during the last combat, you can make a Subterfuge roll. If you succeed the roll you regain 4 HP.

Gear

Each player character gets some basic gear: fancy clothes of your choice, a pistol with a silencer, and a spy watch. Ammo/batteries get replenished between missions.
Fancy Clothes - You should blend in to any ball dance, government meeting, or expensive charitee drive.
Pistol (Silenced) - Quiet enough that they might not notice or will notice but not tell where it came from.
Spy Watch - You get to choose what 2 gadgets are built into your watch. Such as detachable tracker, remote detonator, secret radio, laser cutter, computer data downloader, secret camera.
Spy Cars - Choose 2 gadgets built into it. Such as ejection seats, rocket launchers, amphibious boat mode, bullet proof windows and doors, self-driving module, rocket boosters, in-built computer,
First Aid Kit - Can heal someone by 8 HP.
Fake IDs - You have 3 fake IDs for an organization or country. They can be for 3 different people or 3 different IDs for one person.
Collapsible Sniper Rifle - You have the parts required to assemble a sniper rifle. The parts are small enough to be easily hidden inside other objects.
Trip Mine - An explosive device you can set up that will go off when someone steps through the laser beam, or when you set it off with a remote detonator.
Stun Baton - Melee weapon that can temporarily stun someone for a few moments.
Earpiece - A discreet radio for communicating within 150 feet
Discreet Recorder - Hidden in a mundane object. Can be audio, video, or both.
Poison Kit - Has various poisons in individual doses and has the antidotes.
Tear Gas/Smoke Bomb - Fills an area with smoke making it difficult for anyone to see. Tear gas version also deals 1 damage per turn that anyone spends in the area.
Truth Serum - Victim must speak truth for 15 minutes. But they can leave out details.
Diving kit - Wetsuit, fins, and an air tank.
Binoculars - Built-in camera, can zoom very far.
Bug Detector - Detects electronics and recording devices.
Gas Mask - Protects the wearer from dangerous gases in the air. Lasts for 1 hour.
Space Suit - Protects the wearer from environmental effects, including the lack of atmosphere. The built-in air tank/rebreather lasts for 2 hours.
Grenades - Come in a pack of two. Can be thrown 30 feet.
Suitcase of Cash - Secretly funded by taxpayers.
Bullet-proof Suit - -2 to all damage taken from attacks.
Extra Ammo - Refill ammo for someone who has run out, or reload an found weapon that is out of ammo.
SMG - Can be shot at a single target like any other gun, or the damage can be split up between multiple targets.


GM Rules

A description of the evil organization and some of its biggest members.

What they want to do:

Roll D10 Action Roll D10 Action
1 Steal / Kidnap 6 Steal from
2 Destroy / Kill 7 Take control of
3 Clone / Copy 8 Mutate
4 Replace 9 Brainwash
5 Infiltrate 10 Poison

Who/What they want to do it to:

Roll D10 Person Roll D10 Thing
1 A world leader(s) 6 The moon
2 Renown Scientist(s) 7 The UN
3 Famous Celebrity 8 The internet
4 Children 9 Currency
5 Animals 10 Space station

Obstacles and Enemies

Traps, minions, captured civilians, brainwashed people, etc…

Name Trip Mine Damage 8
Detect Def. Normal Disarm Def. Real Trouble
Name Civilian Health 8
Stat 5 Armour 0
Subterfuge Def. Piece of Cake Submachine Guns Def. Piece of Cake
Gear Clothing Attacks None
Name Thug Health 12
Stat 2 Armour 1
Subterfuge Def. Normal Submachine Guns Def. Normal
Gear Uniform, Baton, Zap Gun Attacks Baton, 4 dmg Zap Gun, 4 dmg
Name Assassin Health 10
Stat 7 Armour 1
Subterfuge Def. Real Trouble Submachine Guns Def. Real Trouble
Gear Stealth Suit, Smoke Grenade Attacks Sniper, 8 dmg
Name Assassin Health 10
Stat 7 Armour 1
Subterfuge Def. Real Trouble Submachine Guns Def. Real Trouble
Gear Stealth Suit, Smoke Grenade Attacks Sniper, 8 dmg

Lairs

Maps of evil lairs and spy bases. Secret volcano lair, Evil airship base, international spy hideout,

GM Skills

Ways for the GM to mix things up. Can be used when the players have activated their skills.
Weren’t you counting? A character suddenly finds their weapon is out of ammo.
Curse your inevitable betrayal! An NPC the players thought was on their side is discovered to be a double agent.
Stop, or my mom will shoot! A civilian the players are supposed to be protecting gets in on the action.
Surprise Attack! An enemy has snuck up on the players and they had no chance to detect them, but the first attack of the enemy barely misses its target.

Special Abilities

Sometimes a character wants to use one of their backgrounds/skills to do something special. Instead of preventing Real Trouble or making a task a Piece of Cake, they can try something special. Each background/skill can only be used like this once per session unless improved.
Examples:
Martial Arts background - (Judo Chop) When melee attacking someone who is unaware, you can knock them unconscious instead of dealing damage. (Grapple Master) Instead of dealing damage you can restrain your target.
Poison Training background - (Iron Stomach) Try to completely resist the effects of normal ingested poisons.
Gun Training background - (Sabotage) You can discreetly alter a gun to prevent it from functioning properly. You only need to have access to it for a moment. Roll Subterfuge to prevent someone from noticing your changes.


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Dual Duel Games - Nov 2025 - Ryan Dallaire