PHT

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Content

CREDITS
Game Design, Layout and Art
Mark Meredith
Editing
Joe Stroup
Special Thanks
Enrique Bertran, Ken Hart, Michael Wolf and Andrew Mordro
This work is based on Warrior, Rogue & Mage (found at http://www.
stargazergames.eu/), created by Michael Wolf, and licensed for our use under
the Creative Commons Attribution 3.0 Unported license (http://creativecommons.
org/licenses/by/3.0/). 

Foreward:

First of all, I’d like to thank Michael for letting me play around in his
rules. For a long time I’ve wanted to work on my own espionage RPG,
and I’ve been given a great opportunity to do so. This game has been
about six years in the making, and I’m glad to see it finally coming to light.
A few things had to be changed to fit into the world of espionage and
intrigue. I took a lot of the optional rules presented in the core Warrior,
Rogue & Mage book and made them a part of the system, where
appropriate. Additionally, you’ll find new rules, such as Exposure and
Concealment, specifically designed for an espionage-style of the game.
I’ve always been a fan of espionage, ever since watching Spy Game
when I was in high-school. I’m glad I’ve gotten a chance to add to the
fantastic rules designed by Michael Wolf, and continuing on the tradition
of espionage RPGs such as Spycraft, Top Secret and others.
I’d also like to thank Kenn Gentile with coming up with the rules of
Concealment, helping me out over on the RPGTableTalk forums.
Extra special thanks to R.E. Davis, who created an excellent WYRD
system game called Wyred, a cyberpunk-style game, from which I
liberally borrowed rules.
Finally, I’d like to thank Andrew Modro, who has written Resolute,
Adventurer, & Genius, from which I’ve borrowed a few rules and talents
from.
MARK

weLcome,
aGent
Pointman Hacker Thief is a quick, lightweight roleplaying game that
allows a group of players and a game master to participate in epic
espionage missions spanning the entire globe, from Hong Kong to New
York City. This book has everything you need: A complete game system,
including character creation, combat, hacking, equipment
and NPCs, as well as a complete modern spy setting.
Combat in the world of PHT is quick and brutal, as it is in
real life. But, as they say, if you’ve been spotted, perhaps
you deserve to be gunned down; you are a spy, after all.
PHT doesn’t make use of classes, like in other RPGs.
Players are encouraged to create their characters freely
without having to fit them into archetypal roles. Pointman,
Hacker and Thief are the character’s basic attributes,
which measure their capabilities in combat, academics and
stealth, respectively.
This book assumes you are familiar with tabletop
RPGs.
Real life espionage is generally a lot more
boring than what is portrayed in the movies.
Ignore all of that real-world stuff, and dive into a
world of fast cars, incredible cyberware attacks,
and dangerous criminal and rogue government
enterprises.
Suggested films to watch before diving
into a game of PHT include Spy Games,
The Recruit, the James Bond films,
and the Mission Impossible series,
as well as television shows such as
Leverage and Person of Interest.

chapter one
aGent initiation
“Anonymity... is like a warm blanket.” – Max, Mission Impossible
Character creation in PHT is called Initiation, as your agent is brought
into training and given the skills needed to survive in the world of spies,
cars and guns.
Each player will need to create a character in order to play. The player
character, or PC, is the player’s representation in the game world. The
characters played by the game master, or GM, are called “non-player
characters” or “NPCs”. All characters in PHT are described by their
attributes, skills, talents and various other values, which will be explained
in detail in this chapter.

attributes

PHT uses three basic attributes to describe a character: Pointman,
Hacker & Thief. Each attribute is usually ranked from 0 to 6, but NPCs
and veteran characters may have higher values. If an attribute is ranked
at 0 you can’t use any skills related to that attribute. In the case of a
Hacker attribute of 0, the character can’t even use a computer.
- A character with a high rank in Pointman is a born leader: strong,
tough, and fearless. Characters with a low rank in this attribute will be
weaker and less daring. The Pointman often takes control, exerting
leadership and, when necessary, physical strength or firepower to a
situation.
- A highly ranked Hacker attribute is a sign of intelligence, strength
of will and mental discipline, whereas a low Hacker attribute means
the character is dull, flighty and easily influenced. Hackers are often
behind the scenes, manipulating security systems, electrical panels and
computer mainframes.
- Someone with a high Thief attribute is witty, stealthy and quick with
feet and mind, but a low Thief attribute means the character is clumsy and
inept. A Thief is good at getting where they need to without being seen
and getting back out.
Each player character starts with 10 attribute levels that may be freely
distributed among the three attributes. No attribute may start higher than 6.
While highly specialized characters are possible, a well-rounded character
with a few levels in each attribute probably works best for new players.

skiLLs

Each character is also further detailed by a few skills. Skills are abilities
a character has learned over the years, like Drive or Mechanics. Skills
are not ranked like attributes; you either have learned a skill, or you have
not. Each character starts with three skills of the player’s choice. Each
skill is related to one of the attributes. This indicates what kind of attribute
rolls the skill might be applied to. Note that you can’t choose a skill if the
relevant attribute is ranked at level 0.
Skill

Attribute

Description

Acrobatics

Thief

Training in activities such as dancing, contortion, climbing, tumbling and
flipping.

Analysis

Hacker

Gathering and studying information
pertaining to a particular subject.

Athletics

Pointman

Training in swimming, running and
jumping.

Close Combat

Pointman/
Thief (use the
highest)

The ability to use hand-to-hand
weapons.

Coerce

Pointman

Skilled in getting people to do what
you want.

Computers

Hacker

Navigating your way around a computer system.

Contacts

Hacker

Getting in touch with various
sources to provide you with help and
information.

Cypher

Hacker

Creating and cracking encoded
information.

Deception

Thief

Determination

Pointman

Drive

Pointman

Electronics

Hacker

Use of electronic devices, including
booby traps, bugs and the like.

Explosives

Pointman

Setting up and deploying explosive
devices including grenades and rocket
propelled grenade launchers.

Forgery

Hacker

Creating counterfeit items, from
documents to statues.

Lying and using misdirection.
Pressing forward, especially through
adverse conditions.
Navigating a motor vehicle.

Skill

Attribute

Description

Hacking

Hacker

The eponymous skill for hackers,
allows for breaking into computers and
other machines.

Indigenous
Knowledge

Hacker

Knowledge of local customs and
traditions.

Intimidate

Pointman

Getting someone to do what you
want them to do through fear.

Knives

Thief

Using knives, both in melee and
ranged combat.

Mechanics

Hacker

Different than hacking, mechanics
involves the physical workings of
machines.

Medical Science

Hacker

This skill is knowledge and
implementation of both first aid,
surgical knowledge, and forensics.

Perception

Thief

Detecting things around you, through
sight, sound and smell.

Pistols

Pointman

Rifles

Pointman

The skill for larger, two-handed
firearms.

Science

Hacker

Covers a variety of subtopics
including biology, physics, chemistry
and the like.

Security

Hacker

This skill involves setting up and
operating surveillance equipment, as
well as being able to disable it.

Stash

Thief

The ability to hide an object, whether
it be on your person, or somewhere in
the room you’re in.

Stealth

Thief

The ability to sneak around, moving
silently through the shadows and
remaining unnoticed by people you’re
trying to avoid the notice of.

Streetwise

Thief

The ability to navigate in an urban
environment, from finding information
to dealing with locals.

Survival

Pointman

The ability to keep yourself alive
in the wild, including scavenging and
hunting.

Unarmed
Combat

Pointman/
Thief (use the
highest)

The skill to fire any handguns.

The ability to fight without any
weapon

taLents

Talents give player characters special abilities that set them apart from
mere civilians. You don’t have to roll the die in order to use talents.
As soon as a character has acquired a new talent he gets access
to a special ability. Some talents may be taken several times. Player
characters start with one talent. GMs are free to add more talents if
needed.
Talent
Body of Steel

Description
Damage you take from an individual attack is reduced by 2.

Analysis

Gathering and studying information pertaining to a particular
subject.

Champion

Select a cause. You get a +2 bonus on attack and damage
rolls against enemies of that cause. May be taken more than
once.

Clever Shot
Craftsman
Devilish Charm

You can use your Hacker attribute for ranged weapon attacks.
You are able to craft weapons, explosives or other devices.
This can be selected multiple times to select different things to
craft
+3 to coerce and deception rolls.

Dual Wielding

You may wield a weapon in your off-hand without penalty. This
does not grant you an extra attack.

Leadership

You are a talented leader (having perhaps led troops in the
past) and may command troops.

“Look Out!”

This talent allows you to protect one of your allies from,
by jumping into the way of the attack and taking the damage
instead of them. In order to do so, you make a Dodge check
against the attackers attack. When successful you take the
damage instead of your ally. Armor applies as normal.

Lucky Devil
Massive Attack
Nimble

You may reroll any roll once per scene (or combat).
You can add your Pointman attribute level to your melee
attack damage once per combat.
You can dodge without forfeiting a combat action

Precise Shot

You can add your Thief attribute level to your ranged attack
damage once per combat

Sixth Sense

You may roll a die before any ambush or other situation
where you are about to be surprised. If you roll 4+ you are not
surprised and may act first.

Specialist

You have a specialist who may be asked to perform tasks.
You have six points split between his attributes, and two skills

Survivalist

You are a trained hunter and may live off the land easily.
When given enough time, you can provide enough food to feed
a group of four.

wounDs anD Fate

Wounds are a measure of how much damage a character may sustain
before going down. A character with 0 Wounds is considered dead or dying.
Fate can be used to save one’s life in certain situations, or take over
some narrative control from the GM.
Each character starts with Wounds equal to 6 plus the Pointman
attribute and Fate equal to the Thief attribute. If your Thief attribute is 0,
you still start with 1 fate point.

usinG cover anD DeFense

Each character has a Defense stat that is equal to half the sum of the
Pointman and Thief attributes, rounded down, plus 4. Using cover grants
a bonus to Defense, depending on how heavy the cover is. Light cover is
+2, Medium is +4, and Heavy cover is +6.

Group tempLates

There are a lot of options to look at when creating a character in PHT.
It is highly encouraged you use a group template in order to create your
team, rather than everyone making a character in a vacuum and hoping
their PCs will work well together.
A group template is a bit like a group character sheet, uniting your
team into a cohesive unit. This represents the training that rubs off on
characters as they spend time around their organization. A hired gun
among a group of hackers is likely to learn a thing or two along the way.
To create your group template, take ten points, and split them between
the Pointman, Hacker and Thief attributes. During the course of the
session, anyone in the group may use any number of those points to
modify their roll. After it is used, the number in the group template is
lowered by that amount for the rest of the session.
Example: Agent Redford has a heavy emphasis on Pointman, not much
on Hacker. He needs to access a certain computer system, so he takes
two points from the group’s Hacker attribute, raising his Hacker attribute
by two for a single roll. The group’s Hacker attribute is now reduced by
two for the rest of the session.

Below are a sample set of group templates for you to use. Feel free to
use them or not, modifying as necessary.
Ronin: P3, H3, T4. Street operatives, usually disavowed from their
previous lives as spies and assassins, Ronin are trained extensively
in combat skills. These individuals take on odd jobs as “soldiers for
hire”, although they can also work for a particular cause or organization
exclusively. Although some are trained professionals, they are usually
rugged and often resort to their own dirty tactics and experiences to get
the job done.
Hackers: P1, H8, T1. This group lives on the fringes of cyberspace,
racing processes at a million miles a minute. Cold, hard data is
sometimes worth more than cash... and these guys love to be the
brokers of that market. A group of hackers also needs people to deliver
and protect the information they possess, so there are many different
roles that can fit into the Hacker group.
Law Enforcement: P5, H3, T2. Agents for a government department
or division or privately owned corporate security, these men and women
put their necks on the block every day to maintain a semblance of order
and protection for everyday people. Of course, many are imperfect antiheroes with their own loose judgments. Everyone wears the badge for
different reasons.
ACE: P4, H3, T3. The Allied Coalition of Espionage is a group of
secret agents from all over the world, dedicated to protecting the world
from the dangers that exist from both without and within. ACE agents
are recruited from every walk of life for their own specific skills. Each
agent is highly skilled at what they do.

chapter two
the Game
“Don’t ever risk your life for an asset. If it comes down to you or
them... send flowers.” – Nathan Muir, Spy Game

basic task resoLution

Every time a character wants to perform an action which has a chance of
failing, the GM may ask the player to roll a die to determine the outcome of
said action. The basic task resolution method is the attribute check. The GM
picks the appropriate attribute and decides how difficult the task at hand is.
Then the player rolls one six-sided die (d6) and adds the relevant attribute’s
level to the roll’s result. If the character knows any skills that might help in that
situation, the player may add 2 to his result. The final result is then compared
to the difficulty level set by the GM. If the result is equal or higher than the DL,
the task was successful. If not, the task failed.
If a character knows more than one skill that could be used in a given
situation, the GM may allow the player to add another 2 to the result.

expLoDinG Dice

Whenever a player rolls a 6 on damage rolls and attribute checks that
use an appropriate skill, the die may “explode”. This means that the
player adds 6 to the total of the attribute and skill bonus, then rolls again
and add the second result as well. If the second die roll is another 6, the
player adds that 6 to the total and rolls again, and so on.

automatic
success

When the risk of failure is
extremely low, or the task is only of minor importance
to the story, and the character has an appropriate
skill, the GM may decide that no roll is
necessary. In this case the character
automatically succeeds.

unopposeD checks

If the task at hand is not actively opposed, the player has to beat a
difficulty level determined by the GM. The following list provides you with
some examples (DL in parenthesis): Easy (5), Routine (7), Challenging
(9), Hard (11), Extreme (16).

opposeD checks

The opposed check method is used when two characters are in direct
competition. This is a contest of rolls. The player of each character
makes a roll for the appropriate attribute (and skill, if any). Whoever gets
the higher result wins the contest. Opposed checks don’t need to be of
the same attribute (or skill), so long as the action of one can oppose the
other.
Example: A thief wants to sneak past a guard. The guard then rolls a
die and adds his Hacker attribute to the result, along with a +2 bonus if
he has the Awareness skill. The thief will have to beat this total to remain
unnoticed.
Optional: Instead of rolling, you can just add 3 to the relevant attribute
(and any skill bonus) of one character to get the DL of the roll for the
other. This is most useful when a PC is actively opposing a passive NPC.
In the above example, the GM could just add 3 to the guard’s Hacker
attribute (and +2 for Awareness if the guard has it) to get a DL for the
player’s roll.

circumstantiaL moDiFiers

There are circumstances which can make tasks harder or easier to
perform than usual. The lack of tools makes it harder to build something.
A superior weapon grants a bonus to an attack.
Or bad lighting conditions make it easier to hide in the shadows. The
GM may add circumstantial modifiers to any DL if appropriate.

te

Players may spend one of their character’s fate points to do the
following (GM approval needed):
-Ignore an attack that would have killed the character, making it just
miss instead.
-Change a minor detail in the game world.
For example: your character knows the NPC you’ve just met, or there is
a shop in the town you just entered with the equipment you need.

-Reroll a single die roll and use the better of the two, or add +2 to a
single check.
Fate doesn’t regenerate automatically, so players are advised not to
waste their fate points. GMs should grant players fate points for heroic
actions, good role playing and achieving character goals.

concealment

Any agent is trained to carry Concealed items for use in the field. These
items do not need to be purchased or pre-chosen but are declared when
the agent reveals them and may fit the situation as needed. The number
of items that can be concealed are determined by the “Thief” stat. So, for
example, if the Thief stat is 4 then the agent may reveal four concealed
items/tools/gadgets per session. These items can be anything reasonably
concealable in the current situation that they are revealed as long as the
Agent can come up with a somewhat plausible description of the reveal.
For example; 50’ of special high-strength cord could be revealed to
have been concealed in a belt, or enough C-4/detonator to blow out a
lock could be revealed inside the heel of a shoe; however, a full-sized
SOCOM with Suppressor and LAM could not be concealed in a situation
where the agent is left with only socks and underwear, so the agent would
not be able to plausibly explain how he could have concealed one... as
amusing, thought-provoking, and slightly disturbing as that explanation
might prove to be. The weapon could, however be easily revealed to have
been concealed disassembled in a briefcase.

Concealed items can also be shared through a team. Team Members
may use their concealed “slots” to each reveal a module or component of
a larger, normally concealable item.
For example; Agent Jones might conceal a detonator and remote,
Agent Smith may have the explosives, and Agent Torn may be carrying
enough caltrops to make a fairly large anti-personnel mine.
Also, any team member may reveal an item associated to team
“property” such as a safe house the team currently inhabits, or a vehicle
they’ve been issued. The only limit with location concealment is that the
agent or team must have former knowledge of the location.
For example: while escaping, Agent Connery uses his last “reveal” to
activate the recently installed bullet-proof shield for his Special Services
DB-9 just before skidding through the guardrail and into the icy lake.
However, as they hit the water Agent Moore “reveals” the submersion
mode of the car... all the while chiding Connery for “not reading the
Q-Branch Briefing.” Or as the Dr. Furter’s agents storm the safe house,
Agent Janet “reveals” she’s going for the Concealed “panic button” to drop
the iron shutters over the doors and windows, while Agent Brad reveals
the escape tunnel, and Agents Scott and Eddie hold the basement exit
secure armed with their revealed crowbars. However, none of them could
do that in a motel they just pulled up to or a car they had just stolen.
Once a concealed item it revealed, it must be noted and remains
a known quantity until the session ends, or the GM declares there is
opportunity to recycle these items. Also, as with anything the GM has the
final word on “yea” or “nay” pertaining to if the Concealment is valid.
Lastly... any major NPCs or Arch-Villians, should have access to the
same ability of Concealment.

chapter three
combat
“Shoot him, Ryan. Shoot him before he figures out what I’m
saying.” – John Clark, The Sum of All Fears

Initiative

Whenever combat occurs, player characters and non-player characters
act in turns. At the start of combat, the sequence in which the two sides
in the conflict act is determined. This is called initiative. In most cases
common sense dictates the initiative. If the GM is unsure, roll a die for
each side. The side with the higher result acts first. A character with the
Awareness skill may add +2 to the initiative roll.

Combat Actions

Combat turns are generally short, a few seconds in duration, so
characters can only perform a few actions. Running a short distance,
drawing a weapon, attacking a foe, and doing a quick computer search
are reasonable actions that can be performed during one turn.

Attack Roll

A roll to hit an opponent is made just like a skill check. The character’s
player rolls the die and adds one of the character’s attribute scores,
depending on the attack, as well as any applicative skill bonus.
Environmental factors may apply conditional penalties to the attack roll,
such as darkness or heavy fog.
Each attack works based on the type of weapon being used. Some
weapons use the Pointman, while others utilize the Thief attribute. Check
the relevant skill if you are unsure.
Example: A thief wants to shoot a guard in the back with a silenced
pistol. The skill list determines that when using a pistol the Pointman
attribute applies. The thief knows this skill, so he may also add the +2
modifier to his attack roll.
The attack roll is compared to the target’s defense. If the attack roll
equals or exceeds the target’s defense, the attack hits and damage is
dealt (see Damage, below). Attack rolls are subject to the “exploding die”
rule if the character has the appropriate skill.

Combat Ranges

Distance is grouped into six narrative range bands. These bands come
into play when determining if a weapon can be used to strike an opponent
and in chase sequences. The six range bands are:
• Melee: Anything that can be hit with a hand held weapon like a club or
sword. If you can reach out and touch it, this is the range.
• Close: A reasonable shot with a small projectile weapon or a thrown
object.
• Medium: Beyond the range of thrown objects. Requires skill to hit with
a small projectile weapon; easier to hit with a heavier projectile weapon
such as a rifle.
• Long: Beyond range for small projectile weapons. Requires skill to hit
with a larger projectile weapon.
• Far: Possible to hit with great skill using a larger projectile weapon,
but generally outside shooting range of hand held weapons at all.
A weapon or attack can hit foes at its listed range band or closer.
Vehicles may affect the range bands during combat using chase rules.
These are covered in detail in the Vehicles Chapter.

rate of fire

Firearms come in a variety of firing modes, everywhere
from a single shot at a time to a burst of
rounds or even a full spray. Individuals
trained in firing particular weapons can
take advantages of the automatic firing to
potentially hit multiple targets in a single
attack. When attacking multiple targets,
there is a single attack roll that is made
against each target’s Defense scores.
• Single Shot: The weapon only fires off
a single shot during a combat round.
• Semi-Automatic: May attack two
targets in a single action at a -2 penalty.
• Burst Fire: Fires a 3-shot burst. May take a -3
penalty to shoot up to 3 targets within line of sight.
• Full Auto: Within line of site, the weapon may
be used to fire a spray of bullets. The spray uses
10 rounds, and each target within the spray after
the first takes -2 on the attack roll.
Note that Burst Fire and Full Auto attacks in
either horizontal or vertical arcs, and that any
allies in the way are targets as well.

Damage and Healing

After having scored a hit, you determine the damage it caused. Damage
is determined by the weapon used (see the weapon list for details).
The damage caused by an attack is increased by the margin of success
of the attack roll. This additional damage is capped at the maximum
damage the weapon can normally cause. The maximum damage for a
weapon with 1d6 damage is 6 for example.
Example: A character using a pistol attacks an opponent with a Defense
of 6. His attack roll is a 9. So the margin of success is 3. He then rolls for
damage (2d6). With a damage roll of 7 plus the 3 additional damage, he
causes 10 damage to his opponent.
Note that damage rolls are always subject to the “exploding die” rule.
The victim’s hit points are reduced by a number of points equal to the
damage caused. If hit points drop to 0, the character is dead or dying. A
character’s hit points may never drop below 0.
Characters who are reduced to under half their maximum hit points are
considered seriously wounded and get a -3 modifier on all attribute checks.
Characters heal a number of hit points equal to their highest attribute
per day of rest. Only light activities are allowed during that time. A
character who takes part in a combat, chase or a similar strenuous
activity may only heal a single hit point that day. Characters with the
Medical skill may use their abilities to speed up healing. When receiving
such treatment, a character heals an extra 2 hit points per day of rest.

Parrying

Characters wielding any melee weapon can try to parry attacks. In
order to be able to parry they have to be aware of the attack. Parrying
always consumes the defending player’s combat action. If you already
acted this turn, you can choose to forfeit your next action instead. This
does not apply to characters with Dual-Wield. They can use their off-hand
weapon to parry freely.
To parry successfully the result on a Pointman check has to be equal or
higher than what the attacking player rolled. The GM may add modifiers
to that roll when parrying against a much stronger foe. There should also
be penalties when you try to parry a swing by a large two-handed weapon
against a dagger. Players can add in their weapon skill bonus when trying
to parry. It’s not usually possible to parry ranged attacks.

Dodging

Dodging works similar to parrying. You have to forfeit one combat action
and your check result has to be higher than your opponent’s attack roll
result. But in the case of dodging, Thief is used and players can add +2 if
they have the Acrobatics skill. When trying to dodge missile attacks you
have to use Hacker and Awareness instead. Especially in the case of
dodging fast travelling projectiles like bullets, GM discretion is advised.

hit locations

Combat in Pointman Hacker Thief is intentionally deadly. Straight up
gun fights are never a pleasant sight; and in a spy setting, sticking your
head out too far can be a costly mistake. Hit Locations adds variety to the
damage. It can sometimes be a lifesaver... having the nasty shots go to
the leg or an off-handed arm, allowing the GM to rule a serious injury but
keep your guys in the fight. On the other hand, taking nasty shots to the
head are never pleasant.

Die Roll
1
2-4
5
6

Location
Head
Torso
Arms
Legs

When making an attack, roll an additional
off-colored d6 to represent the hit location.
If a character wishes to make a “called
shot” to a particular location, they may do
so but at a -4 penalty.

CHAPTER FOUR
HACKING
“The world isn’t run by weapons anymore, or energy, or money.
It’s run by little ones and zeroes, little bits of data. It’s all just
electrons.” - Cosmo, Sneakers
Hacking is a trope commonly seen in many different spy movies.
Breaking into a computer system so your cohorts can get into a building,
stealing important government information and more are all hacks.
A hack could be anything from breaking into a computer for information
down to getting into an elevator’s computer system to take control of the
directions the elevator goes.
Hacking, in PHT is intended to keep with the pace of the game, so the
hackers don’t end up hogging the scene or slowing the game down for
the rest of the players.
The guidelines below were intended so Hacking works just the same as
any other skill check or combat roll, and can even be ran alongside gun
fights and other events in the game.
The simplest way to handle computer trickery is to stick with a Hacker
roll, with the Computer skill added as a bonus as necessary. Anytime a
character wants to manipulate a network to perform a particular action,
such as searching for files or accessing databases, or programming
scripts (like a time delay to set off the sprinkler system) use just a Hacker
check (with a bonus from the Computer skill and the Hacker’s Computer’s
Rating). The DL is determined by the GM based on the complexity of the
task.
When actually attempting to override, break in or bring down a
computer system, the situation is handled just like a form of combat.
Computers and networks have a stat block similar to NPC’s, simply
called “Systems.” This is to give an abstract representation of the power,
presence and resources available to it in cyberspace. Depending on
the scenario, the GM may use a System to either represent an entire
network (such as the network maintaining an office building or business)
or the System can be used to represent just one part of the network (for
instance, the computers handling a laser security system in the lobby of
the building, or a CEO’s desktop.)

Initially, when the character starts hacking, the character rolls a Hacking
check versus the System at a DL equal to its Net Defense rating. Like regular
combat, the player’s computer used for the hacking is the “weapon” and the
rating plus the amount rolled over the DL is the “wounds” dealt to the System.
Once the “wounds” are depleted, the firewalls are crushed and the system is
exposed to the whims of the Hacker.
However, as soon as the player fails one of his Hacking attempts,
system admins are notified and the ICE (Intruder Countermeasure
Electronics) comes online. Initiative is rolled like in combat, and the
System will now begin making active attacks against the intruder. If the
hacker is using his or her computer as a terminal, the computer’s Net
Defense is 4 + Rating. The computer’s rating is the number of “Wounds” it
can take.
In the event the hacking takes place during a moment of combat in
the physical world (say, the guards show up as the team’s hacker starts
to plug in directly to the camera controls) the Hacker and System roll
initiative along with the other combat participants, and act in turn like the
others.
Additionally, there may be times when a system will have highly
advanced Programs that will be sent in to actively hunt for a hacker.
They have their own separate stats, similar to a System. They attack in
the same way a System does, but if the Program defeats the Hacker’s
computer, the computer is permanently fried and cannot be used again.

Chapter five
Exposure
“Rule number one: Do not get caught.” – Walter Burke, The Recruit
You’ve seen the movies: The spy who runs around blowing up
everything in sight, and in the end, he gets a slap on the wrists for it. Not
so, in PHT.
It’s a dangerous world out there, but a spy’s job is to keep a low profile,
not stir up trouble in front of the general public. This need for secrecy is
called Exposure. All agents begin with 0 Exposure. Ideally, an agent will
sit at 0 Exposure their whole careers, but it’s unlikely.
Here’s how it works. When an agent performs any kind of espionage
actions while within the public eye, and while not disguised, they gain
Exposure, which steadily rises. Being captured on security cameras can
also raise your Exposure. Being captured
by the enemy, and revealed as a spy to the
general public will raise your Exposure to
its maximum.
An agent’s maximum Exposure is equal
to twice their highest attribute. If an agent
reaches their maximum Exposure, they
will be disavowed by their agency and be
forced into retirement (or become
an independent spy).
An agent will have a difficult
time lowering their Exposure.
It will drop by one for every six
months in-game. If their Exposure is too
high, it might be a good idea for them to
cool their heels on a vacation for a while
(usually at their agency’s request). Also,
a very public falsified death will drop
their exposure dramatically.
The Exposure rules are designed to allow the GM
to rein in maverick characters: If they are being a
little too gung-ho, ignoring the rules of espionage,
they’re going to be disavowed by their agency and have
nothing to show for it. Spies need to keep themselves out of
the limelight, or they could find themselves in hot water.

Chapter six
Vehicles
“It’s the insurance damage waiver for your beautiful new car. Now,
will you need collision coverage?” – Q, Tomorrow Never Dies

Vehicles and Combat

Vehicles can be a crucial to a spy setting. From the agents on their
motorcycles, the pilots of helicopters and the gun runners blazing down
the streets in their souped-up sports cars, vehicles are just another tool
for life on the edge.
A vehicle in PH&T has the four following stats:
• Armor: the vehicle’s ability to resist damage.
• Body Points: the vehicle’s structural integrity.
• Maneuver: the vehicle’s maneuverability, expressed as a modifier to
rolls made to drive or pilot the vehicle.
• Shift: the number of range bands the vehicle shifts due to its size.

Vehicular Range Bands

Because of their size, vehicles treat range bands slightly differently from
characters. Distances between vehicles are treated normally. However, when
characters and vehicles interact (such as characters shooting at villains in
another car during a chase), things become a bit more complicated.
This is where a vehicle’s Shift number comes in. When characters are
acting over vehicular distances, their personal ranges are related to the
ranges of the vehicles. The Shift number changes the range band being used
by a number of steps equal to its value.
For characters in different vehicles, the Shift number raises the range: if two
sedans in a chase are Close, the distance between a character in one car
and a villain in the other counted as Medium (as the Shift value of a sedan
is 1). The situation can also be reversed. If a character is at Medium range
to a villain and they both climb onto motorcycles to begin a chase, the chase
begins at Close range for the bikes (as the Shift value of the motorcycles is
1). The characters still would use the Medium range band to shoot at each
other, but the chase is determined from the vehicles themselves. When
vehicles have different Shift values (such as a speedboat and a gunboat), the
difference in Shift values is what is applied. What would be considered Long
distance for the speedboat would be Medium for the gunboat, and vice versa.

Armor and body points

Vehicle armor stops damage. It prevents the vehicle’s structure from
being harmed by an attack. The vehicle’s armor score is subtracted
from the damage of any successful attack. The remaining damage is
then applied to the vehicle’s body points. If a vehicle is reduced to half
its maximum body points, it is severely damaged and has a -2 penalty
applied to its maneuver score (which can make a negative maneuver
value even worse). If a vehicle is reduced to 0 body points, it is destroyed
and can only be used again if repaired.

Chases

One of the best uses of vehicles is when things don’t slide your
way, and you need to get out. Or when someone is getting away with
something you need, it’s nice to have your hands on the steering wheel
and the pedal to the floor. Whether fleeing from enemy soldiers or trying
to cut off the shipment truck you were hired to hijack, chases are a part of
everyday life in Spy Fiction.
Each round of a chase, the quarry and pursuer make rolls appropriate
to their current mode of movement: Either the appropriate vehicle skill
(Car, Bike, Helicopter ,etc.) for vehicles, or Athletics for running on foot.
If either the quarry or the pursuer is obviously faster than the other, that
participant receives a bonus to the roll (for example, +2 for the difference
between a man and a galloping horse, +4 for a man and a speeding car,
+6 for a man and an airplane).
Subtract the pursuer’s roll from the quarry’s roll. This total is applied to
the distance between the participants. If the quarry rolls higher the gap
will increase, and if the pursuer rolls higher the gap will decrease. Tied
rolls, or rolls that are very close, mean that the gap remains the same.
Difference Change
+7 or more Quarry immediately escapes
+5 to +6 Gap increases by 2 range bands
+3 or +4 Gap increases by 1 range band
+2 to -2 No Change
-3 to -4 Gap decreases by 1 range band
-5 to -6 Gap decreases by 2 range bands
-7 or less Pursuer immediately catches quarry
Chases begin at a range determined by the starting positions of the participants.
Two people or vehicles starting next to each other are at Melee distance. Note that
if the quarry flees before the pursuer can react, the range may increase to Close
for the first round of the chase (or more, depending on the speed difference!)

If the quarry can extend the range beyond Far, it has escaped. If the
pursuer can bring the range to Melee, the quarry has been caught and
the pursuer can attempt to capture the quarry, such as with grappling.
Intermediate ranges permit the use of weapons with the proper ranges
— but remember that vehicles shift ranges, so that what the vehicles
consider Close range might be Medium for the attacking characters.
Armor

Body

Maneuver

Shift

Motorcycle

Vehicle

1

10

2

1

$1000

Cost

Sedan

2

20

1

1

$15,000

Sports Car

2

15

2

1

$20,000

Truck/SUV

2

25

0

1

$15,000

Heavy Truck

5

35

0

1

$20,000

Jeep

5

25

1

1

$17,500

Limo

5

30

-1

1

$45,000

Armored Car

10

10

0

1

$100,000

Tank

12

40

-3

1

$2,500,000

Standard Helicopter

5

5

25

1

$120,000

Assault Chopper

5

10

30

1

$1,750,000

Speedboat

2

2

1

1

$17,500

Cargo Ship

20

20

-2

2

$4,000,000

Private Plane

10

10

0

1

$370,000

Gunboat

0

25

2

2

$25,000

Assault Boat

10

60

-2

2

$250,000

Weapon Mounts

A common practice for teams of spies is the modification of adding
armaments to vehicles. Anyone trained in appropriate skills (such as
Mechanics or Engineering) can spend some time rigging together
weapons for their vehicles. A general rule of thumb is small vehicles (such
as motorcycles) can easily be equipped with one or two Ranged Combat
weapons (rifles, smg’s etc.) Larger vehicles, like trucks, cars and the like
can be modified with not only a couple Ranged Weapons, but may tack
on a number of Gunnery-based weapons equal to their Shift rating.
Remember, all of these weapons will also require proper ammunition storage.
Also, the GM is free to tack on any penalties to chases or actions after firing off any
Gunnery based weapon (could you imagine what the recoil of a rocket launcher
could do against the speed of a sports car? Hope you’re a good driver.)
Also remember that those heavy weapons loaded on your vehicles are
normally not considered street legal, especially in civilian areas.

Chapter SEVEN
Equipment
“Technology gets better every day. That’s fine. But most of the
time all you need is a stick of gum, a pocket knife and a smile.” –
Nathan Muir, Spy Game
Each character starts with $3000 to purchase equipment. Every
character can wield every weapon. Any character may wear body armor,
but the armor penalty of the armor worn raises the difficulty of many skills.
Characters can requisition supplies from the organization they work
for, depending on the mission. In the planning stages of a mission, the
players may ask the GM for additional supplies, and the GM may provide
the characters with supplies based on the needs of the mission.
Weapon

Skill

Damage

Range

Rate of
Fire

Unarmed/Fist

Unarmed

1d6/2

Melee

Single

Combat Knife

Close Combat

1d6-1

Melee/
Close

Single

Garrotte*

Close Combat

1d6

Melee

Single

Brass Knuckles

Close Combat

1d6

Melee

Single

Police Baton

Close Combat

1d6+2

Melee

Single

Pistol

Semi-Automatic 2d6

Medium

Semi

Assault Rifle

Burst Fire

3d6

Long

Burst

Heavy Machine
Gun

Rifle

3d6+3

Medium

Burst

RPG

Explosives

5d6

Long

Single

Shotgun**

Rifle

2d6+3

Short

Single

Grenade***

Explosives

4d6

Close

Single

Sniper Rifle

Rifle

3d6

Far

Single

Cost

$50
$100
$75
$100
$500
$1000
$1250
$3000
$600
$100
$3000
$750

Uzi
Rifle
3d6+1
Medium
Full-Auto
*The Garrote can only be used on a target that is unaware of the agent’s presence.
If they make a successful attack, the target must make a successful Pointman to
escape or take another automatic successful hit the following round.
**The Shotgun can hit up to three people standing close together.
***The Grenade will cause damage to anyone within Close range of where it lands.

Armor

Armor Bonus

Cost

Hidden-Armored Suit

+2

$750

Bullet-Proof Jacket

+1

$500

Heavy Tactical Gear

+3

$1000

Equipment

Description & Rule

Cost

Camera Glasses

Glasses can take photos of what
you’re looking at. You need one hand
free for the button.

Explosives Detector

Can actually be installed into a
$1200
smart phone, giving a +4 for detecting
explosives.

Safe Cracker
Computer Memory Wipe
Climbing Gear
Advanced Hacking
Computer

$1000

Gives a +2 to breaking into safes.

$2000

Completely clears off a computer
without any chance of recovery.

$1600

Gives you a +3 to all rolls to climb.

$200

Gives you a +3 to all hacking roles.

$10,000

Jetpack

Gives a half hour of flight time, but
is quite noisy.

$12,000

Night-Vision Goggles

Allows the user to see perfectly in
the dark. However, bright lights or
flash grenades will cause temporary
blindness in the user.

$4000

Poison Ring

The ring on your finger has a
hidden compartment with a deadly
poison. Being searched gives you a
+4 to have them overlook the ring.

$2000

Grapnel Belt

Hidden in your belt buckle is a
$1500
coiled band of wire. Attaching it to a
surface allows both ascension and
descending with the press of a button.

Disguise Kit

Gives you a +4 to change your
appearance.



$800

Chapter EIGHT
Game Mastering
“I would ask you if you could remain emotionally detached, but
that’s not your problem, is it?” – M, Casino Royale

Running POINTMAN
HACKER THIEF

PHT is light on rules (compared to some RPGs), so a lot is open to
interpretation, and in many cases GM fiat plays a major role. This is an
aspect it shares with a lot of early roleplaying games. But that aspect of
the game allows it to be a perfect toolbox for players and GMs alike.
If there’s something missing from the game that you need for your
campaign, just add it. If there’s something that bothers you, change it or
drop it completely. The possibilities are endless and the rules-light nature
of the game allows you to make the game your own without having to fear
you break the whole game.
Simple rule off the bat: If something is favorable to a character, they get
a +2. If it’s unfavorable, they get a -2. Simple as that.

Misdirection

The players may think they know what’s going on. They don’t. Make
sure of that. Twists and turns are an important part of the spy genre. Just
when the agents have discovered the secret to who’s in charge, they find
out it was all a ruse; they killed the wrong man. While misdirection can
be a powerful tool, make sure it isn’t used so often that the players come
to expect it, or it won’t be surprising at all. Utilize it to really throw your
players for a loop every once in a while.

GM Rulings Instead Of Rules

In most cases it’s much faster and better for the flow of the game
if the GM makes rulings when there’s a rule discussion. Nothing
destroys the mood of any game more than a lengthy discussion about
rules and the interpretation of what is printed in the book. To avoid
that, the GM should always have the last word in these cases.

If the issue at hand still bothers you after the game, just look it up
and make up your mind; during the game you should decide something
instead of making a fuss about it.
There are a lot of rules in this book that are open to interpretation: How
far is close range? Can you really jump that pit? This is intentional. The
game is meant to be loose and easy with the rules. Go with it.

Make It Your Own

I can’t stress this enough: make Pointman Hacker Thief your own. GMs
and players are encouraged to bring their own ideas to the table. Add
new organizations. Create new NPCs. Change the rules. Write up your
own skills and talents. Whatever suits your fancy, do it. A lot of creativity
went into the production of the game, but it definitely shouldn’t end there!
This book contains several optional rules that you can use, but you can
add your own house rules as well. If you think there’s something critical or
very cool missing from the game, let us know!

Spy Fiction

Spy fiction is, as a genre, one of the
oldest of modern genres, seen all the
way back to the early 19th Century. It
really hit its peak of popularity in the days
of the Cold War between the US and
USSR, and that’s where you’ll find the
most stories set. Even
so, the current political
climate in the world
makes it ideal for spy
stories and adventures.
Use current world news
for ideas of missions
and plots. If a major
event happens in the world, incorporate it into
your game. Have the players figure out who’s
behind the plot. The sky’s the limit.

Setting the Mood
With Music

When it comes to setting a mood, nothing is
better than music. James Bond soundtracks, or
music from a John Williams score work great.

The important part is that you and your players are comfortable with the
music and that it enhances the mood of your game. Playing music from a
horror movie in the background is a great way to improve the immersion if
you’re running a much darker adventure.

Advancement

Characters in PHT don’t have levels or need to amass experience
points to improve their abilities. The GM decides when the characters
are ready to advance. Usually this happens at the end of a successful
adventure. (If you want to let the characters advance faster, you can allow
them to advance after each session, every other session, and so on.)
Whenever the GM allows the players to advance, they may do one of
the following:
• Raise one attribute by one.
• Add 1d6 to HP
• Gain an additional skill
• Gain a talent
Talents should be harder to get than an additional skill or HPs. The GM
should send the player character on a side-quest to find a trainer, get
admission to a special group or learn from an old training manual that
unlocks that talent.
Optional: The GM can allow players to add 3 points of HP when they
level up instead of rolling the die.

NonCombat Hazards

Aside from combat, there are many ways a character may be harmed.
The table below lists a few possible hazards.
Hazard

Damage

Fall

1d6 per 3 yards fallen

Suffocation/Drowning

1d6 per round

Mild Poison

1d3 initial damage, 1 damage per round
until successful Pointman check vs. DL 7.

Lethal Poison

1d6 initial damage, 2 damage per round
until successful Pointman check vs. DL 11.

Fire

1d6 per round exposed to the flames.

Chapter EIGHT
Genres
“You gotta be heartless in my line of work.” – Eldon Perry, Dark
Blue
There are actually multiple genres you can utilize when running VoS.
The game is versatile, and gives the opportunity to run some very
dynamic games.

Ronin

“It’s a grim world. One minute, you’re at the top of the food chain, the
next, you’re a bottom feeder. I’ve brought down governments all over the
world; deposing dictators, toppling military-industrial complexes. Now
what am I? Working out of a warehouse in New Jersey, doing anything I
can to stay one step ahead of the game.”
In a Ronin game, your heroes are anything but. They’re disavowed
agents, who may or may not have deserved getting let go. A few movies
for inspiration include “Ronin”, the first “Mission: Impossible” movie, as
well as the TV shows “Leverage” and “Burn Notice”.
Common enemies include other teams of Ronin, who are after the same
target as your group, rogue enemy governments, and even the CIA or MI6.
Ronin could be hired as hit men for a specific task, tasked with recovering
a rare antiquity, or hired by an airplane manufacturer to sabotage the
prototype for a rival’s new aircraft. The world is a land of shades of grey, not
black-and-white. Anyone could be an ally or an enemy.

Appropriate Rules

Group Templates: Your group has picked up a thing or two from one
another as you’ve worked together.
Concealment: This works really well, as your Agents have a lot of spy
gear they’ve retained from their spy days.

Inappropriate Rules

Exposure: Your agents have already been exposed. Everyone within
the community knows they’re spies. This makes it dangerous for the
agents; your family could be a target, just as easily as you could.

Lone Wolf

“My name? My name doesn’t matter. When there’s a job Her Majesty’s
government needs done, I do it, no questions asked. I’m a one-man killsquad, one of the greatest agents the world has ever seen. I’ve survived
more firefights than most ordinary men see in a warzone. When you try to
kill a man, you’d better make damn sure you finish the job.”
The Lone Wolf is a different game than most. This game is designed for
a one-on-one game between the GM and a single player. This works well
for couples or roommates, as you always have someone on hand to play
with.
The stakes are much higher in a Lone Wolf game. Often, the fate of the
whole world is in jeopardy, with our hero the only man (or woman) who
can stop it.
Films in this genre include the James Bond films, as well as the Jason
Borne films.

Appropriate Rules

Concealment: The hero is always pulling out gear he had on him for
just such an occasion.
Advancement: Your Lone Wolf should begin the game with Four
Advancements as detailed in the Advancement section of this rulebook.

Inappropriate Rules

Group Template: Your hero is one agent. Group templates don’t apply.
Exposure: There are a lot of things your hero is going to do that would
get an ordinary agent booted. Not you. It seems that no matter how often
you tell your enemies your name, they never remember to Google you
later to find out who you work for.

Miranda Rights

“You have the right to remain silent. Anything you say can and will
be used against you in a court of law. You have the right to speak to
an attorney, and to have an attorney present during any questioning. If
you cannot afford a lawyer, one will be provided for you at government
expense…”
PHT handles running a police game surprisingly well. By removing a
few extraneous rules, you can run a game anywhere from members of
a SWAT team to detectives investigating the criminal underbelly, even
Crime Scene Investigation!
TV shows that are good examples of this are Law & Order, CSI or
NYPD Blue.

Appropriate Rules

Group Template: Your investigators
have been spending a lot of time with
one another. They’re bound to pick up a
thing or two.

Inappropriate Rules

Exposure: Your characters are public
employees. They don’t need to worry
about this.
Concealment: Your PCs won’t be
pulling flying cars out of nowhere here.

ACE - Allied Coalition of
Espionage
“Gentlemen, at 1600 GMT, the forces of SPIRE moved in and
captured a Russian nuclear base near the border of Georgia. They have
threatened to launch all missiles unless their demands are met. Your
mission…”
In ACE, your agents are world-hopping super-spies, performing
amazing missions from Bangkok to Alaska. They are glamorous, capable,
and most importantly, discreet. No one knows their names, but they do
their jobs with style and flair. They fight against international terrorist
organizations, criminal governments and their own agents who have gone
rogue.
Films in this genre include the Mission: Impossible films (most notably
the Vatican scene in M:I3) and Spy Games.
Reality is somewhat suspended as your heroes
pull out all the stops to keep
the world from toppling over
into chaos.
All rules in the book are
appropriate for this genre, and
will work well for anything you
want to accomplish.

Appendix one
NPCs
In this chapter you’ll find average stats for various non-player
characters. Please note that the Defense listed is always the unarmored
Defense. Bonuses granted by armor are listed in parenthesis.

Young Hacker
Attributes: Pointman 2, Hacker 5, Thief 3
HP: 8, Fate: 2
Defense: 6
Skills: Computers, Electronics, Hacking
Talents: Lucky Devil
Trappings: Tweed Jacket, pack of smokes, Computer Memory
Wipe, $100 cash

Thug
Attributes: Pointman 5, Hacker 2, Thief 3
HP: 11
Defense: 10 (+2 for bulletproof vest)
Skills: Intimidate, Pistols, Rifles
Talents: none
Trappings: Black suit & tie, bulletproof jacket, pistol

Typical Civilian
Attributes: Pointman 2, Hacker 1, Thief 2
HP: 8
Defense: 6
Skills: none
Talents: none
Trappings: Clothing, Cell Phone

Special Forces
Attributes: Pointman 6, Hacker 3, Thief 2
HP: 16, Fate: 2
Defense: 10 (+2 for bulletproof vest)
Skills: Close Combat Weapons, Determination, Explosives,
Pistols, Rifles
Talents: Champion (Patriotism), Leadership, Massive Attack
Trappings: Special Forces Uniform, Weapon of Choice (Assault
Rifle, Shotgun, or Sniper Rifle)
Jewel Thief
Attributes: Pointman 3, Hacker 4, Thief 6
HP: 9, Fate: 4
Defense: 8
Skills: Acrobatics, Cypher, Security, Stash
Talents: Nimble, Precise Shot
Trappings: Thief suit, climbing gear, wires, pistol

Appendix two
Tables
Character Creation Summary

Distribute 10 attribute levels among the three attributes Pointman,
Hacker & Thief. No attribute may be higher than six.
Pick three skills
Pick one talent
Calculate HP, Fate, and Defense
HP = 6 + Pointman
Fate = 1x Thief
Defense = (Pointman + Thief)/2 +4
Purchase Starting equipment for $3000
Fill out Character Sheet.

Unopposed Check Difficulty Levels

If the task at hand is not actively opposed, the player has to beat a
difficulty level determined by the GM. The following list provides you with
some examples (DL in parenthesis): Easy (5), Routine (7), Challenging
(9), Hard (11), Extreme (16).

Non Combat Related Hazards
Hazard

Damage

Fall

1d6 per 3 yards fallen

Suffocation/Drowning

1d6 per round

Mild Poison

1d3 initial damage, 1 damage per round until
successful Pointman check vs. DL 7.

Lethal Poison

1d6 initial damage, 2 damage per round until
successful Pointman check vs. DL 11.
1d6 per round exposed to the flames.

Fire

Hit Location Chart
Die Roll

Location

1

Head

2-4

Torso

5

Arms

6

Legs

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