Savage Bond 007
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Savage Bond 007 “Savaged, Not Stirred!” Version 2.3 A James Bond 007 Role Playing Game to Savage Worlds Conversion Authors: Paul Kasper Rob “The GIT” Davis! Legal Stuff: Credits: This document is for entertainment purposes only. No Thanks to Daryl Lonnon and Cameron Crawford for their copyright infringement is intended. reviews on Paul Kasper’s original work. Savage Worlds, Smilin’ Jack, Great White Games, Thanks to Brent Wolke for his original work on the Fast! Furious! Fun! and all associated logos herein are Demolitionist Edge. Copyright © 2005, Great White Games. This work is not an officially licensed product and has no affiliation with Great Thanks to William Littlefield for his original work on the White Games. Gambler, Master of Disguise, Natural Athlete, and Unarmed Fighter Edges; also, for the Tech skill idea from his Bureau 13 The James Bond 007: Role Playing In Her Majesty's Secret SW conversion. Service Game is Copyright 1984, The Avalon Hill Game Company. Thanks to Jason Young for his idea on using character background modifiers for Performance Fields. I hope that he James Bond copyrights are held by the respective owners: doesn’t mind the changes I have made to this subject. Eon Productions Ltd, Danjaq, LLC, United Artists Corp., and Glidrose. Special thanks to Daryl Lonnon for the “Shaken, Not Stirred” phrase idea! Most of the illustrations are by James Talbot and were part of the original James Bond 007 RPG Basic Game book. Front cover is based on TWINE advertising with additional art taken from Paul Kasper’s website. Back cover is based on fictional MI6 crest used in TWINE. 2 CONTENTS Introduction 4 Skills 4 Hindrances 4 Edges 4 Seduction 6 Disguise 7 Starting Age 7 Height and Weight 7 Fame Points 7 Fame Checks 7 Gambling 8 Speed 8 Actions 8 Pace 8 Fate Chips 8 Fields of Experience 9 Using Skills 9 Chases 9 Weapons 9 Choosing Languages 9 Experience 10 Optional Rule (The Edge) 10 Conversion Rules 11 Savage 007 Character Examples 12 APPENDICES Height & Weight Tables: Appendix 1 13 Fields of Experience: Appendix 2 14 Gaining Fame Points: Appendix 3 15 Character Sheet: Appendix 4 16 3 SAVAGE BOND 007 Phobia (Minor or Major) The James Bond 007 Role Playing Game (RPG) by Victory Phobias are provided in the updated Savage Worlds rules. Games, Inc. did a great job depicting the James Bond world. Also, when a Major Phobia is initially encountered, the However, with the arrival of Savage Worlds, converting the character must make a Spirit roll or immediately become James Bond RPG has allowed for a more free-flowing feel to Shaken. running missions in the flamboyant world of James Bond. It is hoped that this conversion will help make James Bond’s world The following table provides examples of common phobias: “Fast! Furious! Fun!” or better yet, “Savaged, Not Stirred!” Phobia The Fear of... By the way, if you're a James Bond fan and you don't have the James Bond RPG rulebooks and adventures, you need to get Acrophobia High, unprotected perches. them. The breadth of source material is unmatched, even Agoraphobia Large, open spaces. though some of it is now outdated. Spiders, especially Arachnophobia SKILLS tarantulas. Claustrophobia Small, enclosed spaces. The following Savage Worlds skills are either new, enhanced, Snakes, especially Ophiciophobia or not used in Savage Bond 007. poisonous ones. • Guts - this skill is not used; use Spirit instead. • Knowledge (Languages) - this determines how many languages are known by a character (die type / 2). • Lock Picking - includes the knowledge of safecracking. • Swimming - includes the knowledge of diving. • Tech - this skill is new. Includes the technology typically found in the spy business: knowledge of demolitions, electronics, surveillance, and computer operation. Languages Characters are fluent in their native tongue. Further languages Superstitions (Minor or Major) can be learnt by using the Knowledge (Languages) skill; this is explained later in these notes. Fluency is based on the Smarts Your character believes in charms, ill omens, and bad luck. He of the character. Literacy is assumed unless the Illiterate does not walk under ladders, cringes at the sight of a black cat, hindrance has been chosen. and so forth. Some superstitions can cause fear and produce the same results as a phobia when encountered. HINDRANCES EDGES The following additional Hindrances are included in Savage Bond 007. Edges may also be used to enhance Fields of Experience. The following additional Edges are included in Savage Bond Attraction to Members of the Opposite / 007. Same Sex (Minor) Connoisseur (Social) If the person afflicted were not a secret agent, he would simply be considered healthy; however, agents are supposed to be Seasoned, Smarts d8 immune to emotional involvements. Your character lets his guard down when dealing with members of the opposite sex The character has the ability to assess the quality, place of and he suffers a -2 modifier during Seduction attempts against origin, and/or point of information concerning any item of food, him. drink, or etiquette. The character adds +2 to all Common Knowledge rolls when assessing the finer things in life. Close Personal Tie (Minor) When the character successfully uses his connoisseur The character has one or more loved ones who put many knowledge to impress a member of the opposite sex, he gains demands on his time. Such relationships make the character a +2 modifier during a Seduction attempt later with that vulnerable to extortion or threats to the loved ones’ lives. character. 4 Demolitionist (Professional) Natural Athlete (Professional) Seasoned, Tech d8, Agility d8 Novice, Agility d8 The character adds +2 to Repair rolls when setting or removing The character adds +2 to Agility rolls in land-based sports, explosive charges. Additionally, the character adds +2 to such as skiing, golf, soccer, etc. Common Knowledge rolls when attempting to answer questions related to explosives and the act of demolition. M.I.6 Agent (Professional) Gambler (Social) Seasoned, Agility d8, Smarts d6, Spirit d6 Novice, Gambling d8, Notice d8 An M.I.6 Agent is usually someone promoted from within the Rookie ranks of the Investigation and Enforcement Branch of The character has a special gift for games of chance and lady M.I.6, and who has previously demonstrated resourcefulness luck is on his side. The character adds +2 to Gambling rolls and ingenuity in the field. and is only caught cheating if the dice show snake eyes. An Agent at Seasoned rank or higher is one who has usually Hacker (Professional) been in the branch for some time and has refined his skills and abilities through hard work and experience. He has acquired some degree of fame, and the opposition is aware of his status Seasoned, Tech d8, Smarts d8 in the intelligence community. He does not have the License to Kill; however, he does have higher priority when it comes to Hackers are the spies of the new world. Espionage can now be choice of both equipment and missions. done through electronic gadgets and satellite beams. When becoming an M.I.6 Agent, the character gains 4 skill The character adds +2 to Tech rolls when it involves the points (which can be used to gain new skills or upgrade operation and care of all electronic or computer-based existing skills without the linked attribute penalty). This is due equipment—detecting if a room is bugged, removing a bug if it to the intense training that the characters continue to is found, planting a bug, wiretapping, or breaking into a experience whilst working for the Secret Intelligence Service. computer system. Also, M.I.6 Agents add +2 to all Investigation and Streetwise rolls. Additionally, the character adds +2 to Common Knowledge rolls when attempting to answer questions related to electronics or basic computer operations. “00” Agent (Professional) Veteran, M.I.6 Agent, Shooting d10, Spirit d8 Local Customs (Social) The elite of the agency are the “00” agents. They have the Seasoned, Smarts d8, Streetwise d8 License to Kill and are legally protected by M.I.6. “00” agents are England's answer to terrorism, extortion, and anything else The character has the ability to pass himself off as a local evil that the world has to offer. resident wherever he may be--in short, “when in Rome...” The character adds a +2 to all disguise-related rolls when There are only nine “00's” so, just because a character meets appropriate and adds +2 to all Streetwise rolls. all the requirements, does not mean there is room for another “00”. “00” agents get priority on equipment and missions, and Martial Artist (Professional) they are often sent on assignments whose outcomes will affect many people, even nations. They are quite well-known to the Novice, Unarmed Fighter, Spirit d8, Vigour d6 opposition, and enemy missions will often be generated to assassinate them. Their major disadvantage is their fame; it is The character has trained extensively in Martial Arts and has difficult for them to operate without being recognized. In fact, honed his body to be a lethal weapon. Martial Artists are the opposition gains +1 on all Fame checks against “00” considered armed when fighting without a weapon (negates agents. Unarmed Defender penalty). “00” agents are intensely trained to perform “one shot, one kill,” Also, the character's body (a hand/foot) is considered a so they add +2 to all Called Shot rolls. weapon, so Edges like Trademark Weapon can apply. This edge may only be selected at the express agreement of the GM, who must first decide whether or not the character’s Master of Disguise (Professional) record warrants the privilege of “00” status.