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BLACK SEVEN vs Night's Black Agents

Compare BLACK SEVEN and Night's Black Agents side by side. See differences in complexity, dice, genre, cost, and more.

BLACK SEVENNight's Black Agents
GenreModernHorror, Modern
Play StyleEspionage, Mission-Based, Rules-Light, Theater of the Mind, Fast-Paced, One-Shot Friendly, Beginner-Friendly, CinematicInvestigation, Espionage, Character-Driven, Gritty
Core MechanicRoll 2d6 + Trait, 11+ succeeds. Characters have 12 Traits organized into three categories, each with four Traits linked to Body, Speed, Mind, or Communication: Infiltrate (stealth and access), Force (open combat), and Mob (silent takedowns). An abstract positioning system tracks agent status through Exposed and Noticed states rather than using maps. Threat escalates from 3 to 5 as agents are detected, with guards only returning fire at Threat 5.GUMSHOE engine. Investigative abilities auto-succeed: if you have the skill and there's a clue, you find it. General abilities (combat, athletics) roll 1d6 + spent points vs. difficulty 4. Point pools refresh between sessions, creating resource-management tension. Four play modes (Burn, Dust, Mirror, Stakes) tune mechanics to your preferred espionage tone.
Dice2d6d6
ComplexityVery LowMedium
AccessibilityMediumMedium
RunnabilityLowHigh
LicenseCC BY-NC-SA 3.0GUMSHOE SRD (CC BY 3.0 / OGL)
Cost$$$
PublisherZero Point InformationPelgrane Press
Year20112012
Best ForGroups who want fast, low-prep espionage one-shots inspired by stealth video games like Deus Ex and Splinter Cell, with abstract facility infiltration and no maps required.Groups who want spy-thriller action fused with supernatural horror: burned agents unraveling a vampire conspiracy through investigation, chases, and tradecraft.
HighlightsAbstract facility infiltration system replaces maps with positioning actions and escalating Threat levels. Three tactical approaches to every encounter: sneak past, ambush silently, or go loud. Character creation fits on an index card and takes minutes. Optional cybernetics and psionics modules expand the near-future setting.Investigation never stalls: clues flow automatically, Conspyramid campaign structure is a well-designed GM tool, four tonal modes let you dial in the spy genre you want, highly modular vampire creation system, works stripped of vampires for pure espionage
Considerations47-page rulebook with limited content beyond the core loop of facility infiltration. No advancement or campaign mechanics: designed for one-shots and short arcs. No bestiary or NPC variety beyond guards and researchers. Sample adventure is the only published scenario.NPC combat math can feel unbalanced against PCs, multiple point pools to track can bottleneck play, narrow genre focus limits reuse, requires significant GM prep for conspiracy networks