James Bond OO7 – Session 2

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Rookie Agent Diana Cross

Chateau de Nuit, French Riviera
0100 Hours

Diana’s soles crunched on gravel as she landed, and she quickly surveyed her new surroundings within the castle walls. Satisfied that she had not yet been detected, she whipped at her rope to unhook it and quickly coiled it around her forearm and elbow before returning it to her pack.

Time to begin the next gauntlet. Similar to the Piloting skill rolls Diana had to make to get to the castle, now I need to make several Stealth and Sixth Sense checks to get across the inner courtyard without being detected by the guards. Fortunately, while she had no skill at all in Piloting, Stealth is her best skill.

Box A, Card 1: Make Sixth Sense roll. Sixth Sense 13 x EF 5 (65): 69. Failed. I have to draw another Action Card and add it to the next higher box, Danger Box B. Fortunately, that’s the last of the cards in Box A, so I proceed to Box B.

Box B, Card 1: Make a Stealth roll. Stealth 14 x EF 5-1 (56): 71. Failed. I’m spending a Hero Point to increase this to a Quality Rating 4 result. After my disastrous landing, I really don’t want to be caught just yet. But I still have a few more cards to flip. Hopefully Diana can manage the rest of them.

Box B, Card 2: Make a Sixth Sense roll. Sixth Sense 13 x EF 4 (52): 67. Argh, another Action Card, this time into Danger Box C. I’m just making this worse for myself.

Box B, Card 3: Make a Stealth roll. Stealth 14 x EF 4 (56): 38. QR4 success. Good enough for now. Let’s keep it up. That’s all for Danger Box B. Please let me move onto the next scene… nope. Sigh.

Box C, Card 1: Make a Stealth roll. Stealth 14 x EF 3 (42): 82. Nope, that’s down the tubes. That said, I’ve only got two cards left and my Stealth is my best skill. Should I keep my last Hero Point in case I get into serious trouble, or should I spend it now in the hopes that I’ll make my next two dice rolls? I’m torn between thinking “This is what Diana is best at, I don’t want her to fail here,” and “look how often Bond gets caught in the movies; failure here doesn’t necessarily mean mission failure, it could be dramatically more interesting to get caught.” But it would really suck to spend that last Hero Point just to fail on the next roll…

No, the smart play here is to keep my last Hero Point in reserve. Accept this loss and deal with the consequences.

There was nothing for it. Diana had to sprint across an open courtyard to get closer to the chateau proper. It would be a very risky proposition; if a guard happened to be looking inward instead of outward, they’d have her to rights. She glanced about, hoping that the guards she couldn’t see from her current vantage point weren’t looking, and she ran.

“Hé, toi! Arrête-toi là!”

Evasion (STR+DEX)/2: 7 x EF 5-2-3 (due to being unskilled), which leaves me with EF ½, so I have to roll a 3 or lower. There’s really nowhere for her to hide; she must be right out in the open. I mean, I’ll roll, but Diana would need a miracle to get away. 66, no more miracles today, all fresh out.

Diana found herself under spotlights bright enough she could feel the heat of the lamps on her face. She considered making a break for it, but amid the running footfalls of the guards she heard rifle bolts being cocked and realized the odds were well against her. She froze in place and slowly raised her hands, cursing herself for making such a misstep, until she felt hands grabbing her roughly and throwing her to the unyielding cold ground.

She was taken to a small cell in the chateau cellar. The guards weren’t hesitant about searching her for weapons, and of course they removed her backpack with all of its equipment for her mission. She didn’t resist; there wasn’t much point, and she preferred to bide her time until an opportunity presented itself for escape. In the meantime, she resolved to remain silent and let them assume whatever they wished about her. She didn’t know French, and she didn’t want to reveal that she was British.

The module lets me roll a d10 to see what happens, and I luck out with a 10.

Diana let the guards complete their search and braced herself for a brutal interrogation. To her relief, they did not choose to question her at this time, instead locking her in the room and leaving her there. Presumably they had underestimated her, thinking her harmless enough that this would be sufficient. They didn’t even bind her wrists. Not that she was complaining.

Such was their confidence in her captivity that they’d left her entirely unattended. Thank goodness for small favors, she thought, though they’re likely informing Mr. Fox of my presence at this point. And they may be on high alert in case I didn’t come alone. Things are only going to be more difficult from here on in.

In fact, their search had been sloppy. In their brusque, chaotic handling of her, they’d neglected a fountain pen she carried in her breast pocket. This particular pen, as it happened, had been modified by Q Branch to contain something more than ink. She drew the black Montblanc 149 from her pocket and popped open a small switch concealed within the golden ring near the base of the pen. Lifting the switch unlocked the chamber inside, and with a twisting of the pen’s base, she disengaged the ink cartridge inside and chambered a tiny container of highly concentrated acid. She knelt in front of the door and squirted a stream of acid into the lock. There was a soft sizzling sound and an acrid plume of metallic-smelling smoke rose from the keyhole. Within seconds, the lock had deteriorated enough that she was able to carefully open the door and glance outside.

The hallway outside was dimly lit, and though it terminated in a dead end to her left, there was a door to her right, left slightly ajar. She heard voices beyond. She peered into the room from the darkened hallway and saw that three guards were seated around a table. Upon the table was a pistol, which Diana recognized as her own sidearm. There was nothing for it; if she were to carry out her mission – and avoid serious captivity that would surely come if she waited here – she would have to take on the guards. Three of them. She didn’t like her odds, but there was nothing for it.

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Diana faces off against her captors… Note my unspent Hero Point chip at the top.

“Hand-to-hand combat ensues.” Welp, here goes, with my Hand-to-Hand skill rating 2…

I draw three NPC cards to represent the guards, as instructed by the game booklet.

Guards (3), Minor NPCs. Two go into Danger Box A. One of them has a star on their card, which means he’s more dangerous than the others, and he thus goes into Danger Box B.

Let’s try at least our first round in traditional JBOO7 combat, because it’s been long enough that I’ve completely forgotten how it works.

Diana wants to grab the guard closest to her and wrap her arm around his neck, both choking him to unconsciousness and using his body as a shield to prevent the other guards from shooting her.

The guards, of course, want to apprehend Diana.

Actions take place in order of Speed ratings. Diana’s is 2; the guards have 1, 2, and 1. A d6 is rolled to break the tie: Diana gets 4, Guard A2 gets 5. Argh.

Guard A2: 2 (knife attack) HTH 20 x EF 5+0 = 100. Roll: 82, QR4: Stun. Knife +1, bumping it up to a Light Wound. Diana must make an EF 7 Willpower roll to resist the pain (63). Roll: 44.  

Diana: 2 (going to choke [knock out] Guard A1) HTH 8 x EF 5-2-1=2 (LW) (16). Roll: 36. May as well use the Hero Point now; this is feeling very bad. QR4.

…Wait. Knockout requires an ADDITIONAL -2 EF, on top of the difficulty for trying a Specific Blow. That would put her at the absolute bottom, EF ½ (04). Next to impossible. I’m assuming I used the Hero Point to get a QR4 anyway, though I suspect it’s not going to end up helping.

A quick note here: the NPC Card I drew for Guard A2 gave him a Hand-to-Hand Combat Primary Chance of 20. That’s a hell of a lot better than what Diana has. The core rules suggest that normal NPCs fighting Rookie PCs should have a Primary Chance of 10 on average. In fact, this guy’s skills are excellent all around, and his Willpower and Perception are both 9. And this isn’t even the toughest guy in the group! I think this is going to end very badly for Diana.

Guard A1 has to make a Willpower roll at EF 2×4 (58). Roll: 71. He falls unconscious for 15 + 3d6 (9) = 24 minutes. Yay!

Guard B1: 1 (going to punch Diana) 14 x EF 5+0 (70). Roll: 77. He misses!

Diana quickly burst through the door, but one of the guards saw her coming and drew a knife from his belt, rushing toward her with the blade held up in an aggressive pose. He lashed out at her with his knife, thrusting the razor-sharp blade toward her ribcage. She turned aside at the last moment, but the blade sliced through her shirt and cut along her hip. The pain was immediate and intense, but Diana bore it through gritted teeth.

She wrapped her arm around the neck of the guard who’d been sitting closest to the door. He struggled to stand up as she squeezed with all her might. He grasped at her arm but his booted feet kept sliding on the floor, and soon she felt him go limp. Of course, she realized, that meant he wouldn’t be of much use as a human shield – she wasn’t going to be able to pick him up, after all. This is why I prefer to run, she thought ruefully.

The other guard found his feet and moved toward Diana, taking advantage of the new window provided by the slumping body of his comrade. He swung his fist to punch her in the jaw. She dodged to the side, but she knew she was deep in over her head. She had to take swift action before these two took her down, and the open wound in her side was making that more difficult.

Diana is going to dive forward, sliding across the table and grabbing her gun on the way. D6: 4

Guard A2 is going to stab at her again with his knife. D6: 6. He wins initiative again.

Guard B1 is going to try to punch her again.

Her gun still lay on the table. Diana made to dive forward for it, but the knife-wielding guard was a split-second faster.

A2: Punch+Knife. HTH 20 x EF 5+0 = 100. Roll: 15; QR2, LW +1 (Knife) = MW.

Diana must make a Pain Resistance check: Will 9 x EF 5-1 (LW) = 36. Roll: 53, failure.

She felt the blade sink into her flesh and she cried out as she sprawled over the unconscious guard in his chair. As she tumbled to the ground, knocking the table over, the pain overcame her senses and she lost track of everything except the terrible burning of her wound. Nausea welled up within her and a cold sweat broke out across her forehead.

B1: Punch. HTH 14 x EF 5 (70). Roll: 61, QR4. Stun.

Diana must make an EF 8-2 x Strength 6 roll (36). Roll: 10. She isn’t stunned, but nothing she can really do about it anyway…

She felt a hand roughly grip her chin and turn her face upward. There was a bright flash and pain exploded across her cheekbone as a punch connected. She stubbornly clung to consciousness, though everything in her cried out for the respite unconsciousness would offer.

…Yeah, I think Diana’s down for the count. Let’s call this a defeat and move on with the narrative – wherever that might lead.

Once Fox discovered who his combative captive was, he sold her to a Libyan terrorist organization to torture and interrogate for information useful to them. It was only by chance that she was rescued by CIA operatives in the desert, led by Agent Felix Leiter, before she was killed.

Due to her extensive wounds and the humiliation of failing her mission, Diana’s handler at MI6 was reluctant to reassign her to the field right away. Fearing they might decide she wasn’t worth the trouble and throw her back into prison, she argued to be given a second chance. While she couldn’t convince him to put her back on the Fox mission, he eventually relented and sent her on assignment in the Falklands to investigate possible Argentine intelligence activity among the sheepherders.

There’s a fun little bit where this continues, “Of course, you discover a secret nuclear submarine base there run by a criminal organization and manage to save the world at the last moment from World War III, but that is another adventure, not this one, which you have failed.”


So, this didn’t go well. Comparing Diana’s skill ratings to those of the sample Rookie character in the rulebook, I think I spread her points out a bit too thinly. That said, the foes she faced in this adventure were much tougher than she would normally face according to the rules.

I’m tempted to either rework Diana as a Rookie character to see if I can make her a bit more effective; or otherwise try again, running her as an Agent character. I really like her and I think she deserves a better ending than that, though I suppose I could make a different character and save her for another adventure… I want to find out what the rest of the story was, and it would be silly to let the entire module go to waste after one failure.

Whatever I decide, I’ll probably rely on the old Choose Your Own Adventure trick of starting again in the spot where I failed. Hopefully the next version of Diana can take these three guards…

James Bond OO7 – Mission Notes A

Some thoughts between sessions:

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I have an early draft of one of the JBOO7 clones, or “distills,” as it describes itself, DoubleZero. I was looking through it and noted that it describes Rookie characters as being “with no experience or adventures under their belts,” recommended for “very gritty campaigns, [and] games where characters are teenaged or college-aged.” This isn’t a description that’s provided in the JBOO7 core rules. Diana, as I’ve written her, is 30 years old and has had an exciting career as a skillful cat burglar before being recruited by MI6. So, I may be picturing Diana as being more competent than she actually is, but thus far, I haven’t been dissuaded from this mental image by her in-game performance. Hopefully that continues to be the case.

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I was also reading through For Your Information, one of the JBOO7 supplements for Gamesmasters. The opening section has notes from the game designer, giving advice and clarifications regarding some of the game’s rules. He mentioned Hero Points, which reminded me that I hadn’t figured out how many Diana had. Hero Points are useful, serving a similar function as Fate Points in Warhammer Fantasy Roleplay or Bennies in Savage Worlds, allowing you to change the result of a bad dice roll to save your bacon. In preparation for my “Bond Girls” convention game, I purchased a set of $10,000-denomination poker chips to represent Hero Points. I love tactile props for games and the chips have a marvelously satisfying feel and weight to them. I’ll have to make some in Photoshop for my virtual playmat…

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These feel a lot better in the hand than the plastic poker chips in my parents’ game cupboard.

In any case, the text says that newly made characters don’t have any Hero Points, but then later it says that Rookies typically get 3. Huh. On Her Majesty’s Secret Service didn’t specifically mention starting Hero Points, though it’s possible I may be awarded some by the end of the Prologue.

Fortunately, another way in which you can earn Hero Points is by scoring a Quality Rating 1 result for a skill check that isn’t for Hand-to-Hand or Fire Combat. So, while my amazing rolls in the last session may not have counted for anything special, at least I can get Hero Points for those two critical Piloting rolls. Those are probably going to come in handy when Diana inevitably has to face off against another person.

It occurs to me that another function of the skill challenge gauntlet OHMSS hits you with right out of the gate is to potentially provide your character with Hero Points for the coming scenes. That continues to assuage my wary feelings regarding that section of the adventure as-written.

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Box art courtesy of Peter Lorenz

I can’t look at my blog without being reminded of Gary Gygax’s dire proclamation about time-keeping. I admit I haven’t been keeping a record of how much time has passed in my current adventure. The module hasn’t yet specified what time of year it is, nor what time it is – I assumed it was around midnight, but I don’t recall the text mentioning the exact time. I may just wing that for now, though part of me thinks it may be a good idea to start keeping track of the passage of time just for my own satisfaction. No more than ten minutes will have elapsed at this point, so it would hardly be inconvenient to start a timesheet. It’s also unlikely to be important to the completion of the adventure, but it nonetheless it would help me to better visualize things, in addition to providing me with an additional layer of verisimilitude.

James Bond OO7 – Session 1

On Her Majesty’s Secret Service includes its own system and tools for running the included scenarios solo. This involves two decks of cards (the Action Deck and the NPC Deck), a number of chits or counters involving range, cover, and wound levels; and a playmat. Because I have the capacity to hyperfocus on projects like this, I put the pages from the PDF through Photoshop and made my own digital decks and chits for my virtual playmat, rather than attempting to print out physical copies of any of it.

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My virtual playmat in Photoshop, depicting my game in progress. I added a drop shadow to the Light Wound chit for that little extra simulation of a tactile experience.

The booklet says that when it comes to combat, you can either run it as described in the core rulebook or use a Quick System that the instruction booklet provides. There’s a similar system for running Chase scenes, which in the core rules requires a bidding system between the player and the GM; each dares the other by lowering the Ease Factor of the coming skill challenge, reducing the odds of success, until one party decides they don’t want to hazard going any lower. In practice it requires the GM to take an adversarial role, and it’s tempting for the GM to just throw away their NPCs’ chances of success in order to sabotage the player, so a degree of fair play is required. The system presented in this booklet automates/randomizes the process. It’ll be fun to see how that works when Diana gets into a chase.

When going through older gamebooks one sometimes stumbles across a bit of sexism or bigotry in the text, such as Dragon Magazine articles about assigning female characters lower Strength and bonuses to Charisma, or Central Casting‘s infamous inclusion of homosexuality under its mental illness charts. With a property like James Bond, I expect to find a lot of that sort of thing in these materials, but thus far nothing has really stood out to me. I’m sure others who aren’t as blinded by nostalgia and privilege as myself may immediately spot things I’ve missed, mind you, but the inclusion of a statement at the beginning of On Her Majesty’s Secret Service was encouraging to me. It clarifies that since this was written with James Bond in mind, situations and NPC interactions may occur in the text that result in a “strange interaction” with female player characters, and it suggests that in such a case, the player may simply switch the gender of the NPC in question if they wish, or imagine a different approach to the scene’s objective. I know it isn’t necessarily a huge thing for the text to “give you permission” to reimagine content, as if anyone required such a thing to do as they please, but nonetheless I appreciate the thought.

Again, I’m impressed that the designer, David Spangler, and the others at Victory Games who created this module, were able to create an adventure that can be run for agents of any ability ranking (Rookie, Agent, and OO) that still works for a single player. I half-expected this to insist that you play James Bond, and the fact that it doesn’t is remarkable in my opinion.

There are three entries included in the errata on the final page of the booklet, so I transcribed them onto a note for later reference if I needed them. Pity they didn’t make it into the final edit of the book before publication, but at least they caught them and included them. The adventure booklet is a series of paragraphs that any reader of a Choose Your Own Adventure-style gamebook will find familiar. Running into a page where the instructions are incorrect would be deeply frustrating.

Anyway, back to the adventure. I put on some John Barry OO7 soundtracks (“Octopussy” is a good one) and started playing:

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If Maud Adams can play both Andrea Anders and Octopussy, Eva Green can be Diana Cross in 1987 as well as Vesper Lynd in 2006.

Diana soared over treetops illuminated only by starlight. She was borne aloft on cool Mediterranean wind currents by the thin canvas wings of a hang-glider. However, her nightvision goggles intensified what little light the stars cast on the earth below, allowing her to see in considerable detail the rough, rocky ground that would provide no cushion should she lose control of the flimsy craft. She risked letting go of the control bar with her left hand only long enough to check the cool green display of her Citizen Quartz watch. The digital display counted down the thirty seconds she had left before she would cut off power to the small motor and silently glide the rest of the distance to her destination.

Before her loomed the grey silhouette of Chateau de Nuit, a 14th-century castle whose builders had found a particularly defensible spot along the cliffs of the Côte d’Azur, far too dangerous to scale. A little over forty years earlier, the fortress had served the Gestapo as a headquarters for the region. Nowadays, the “Castle of the Night” was the domain of a different master – Gregory Fox, a British expatriate with extensive underworld connections – but armed patrols and guard dogs still walked the parapets. Worse, those guards would now have the advantage of sophisticated electronic surveillance measures to detect the approach of any interlopers.

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Something like this, I imagine.

Hence, MI6’s solution: an aerial insertion via hang-glider capable of motorized flight to come in under the castle’s radar search pattern, traveling the last few hundred yards silently to land on the chateau roof. From there, once she had accomplished her mission, Agent Cross would take up her wings once more and glide out over the Mediterranean to be picked up by a waiting submarine. Her watch would provide a homing signal, and her black commando fatigues contained inflatable packets sewn into them which would, upon the pulling of a concealed cord, keep her afloat until she could be brought aboard.

The critical flaw in the plan, Diana pointed out, was that she had no idea how to fly a hang-glider, or any other aircraft, for that matter. Seymour Ogilvie, the Q Branch technician, haughtily assured her that even a novice flyer should have little difficulty with the craft, provided she didn’t attempt any wild maneuvers. His dismissive schoolteacher manner didn’t inspire her confidence.

A minor bureaucrat of the British government had been found to be photographing defense documents; covert surveillance revealed he had hidden his microfilm in a red Buddha statue, which in turn was left in a restaurant in Soho where it was intercepted by another unknown party. While the bureaucrat had been placed under arrest, he would not (or could not) name his contact, nor for whom he had been working, though he assumed it would eventually reach the Soviets. Agents followed the trail left by the bureaucrat’s contact, a winding path that led to Chateau de Nuit on the French Riviera. What was more, it was discovered that a top KGB agent had been dispatched to the region, though MI6 had yet to identify them. Presumably, the Kremlin had sent their agent to collect the microfilm.

3…2…1…Mark.

Diana cut the power to her small engine. She tried to ignore the thought that nothing now kept her aloft but currents of empty air and momentum. Trees raced by underneath her as she flew like some prehistoric reptile toward the still-distant castle. The weight of her backpack provided an additional factor to keep in account; Ogilvie had attested that its contents would provide her with a wide range of operational capabilities and options while remaining under a manageable weight. But with every movement, she was intimately aware of the subtle ways in which it shifted on her back, threatening to put her off balance.

Making a Piloting skill roll (a skill Diana doesn’t have): Primary Chance PER+DEX/2 (9) x Ease Factor 5+2 (modifier for the Action Card being in Danger Box A) -3 (due to being unskilled) = 4 (36). I rolled 100 – this means, according to the rules, that the hang-glider is damaged. Repairs will require a day: time I don’t have.

A sudden gust of sea-wind took her by surprise. The glider threatened to flip over, or so it felt to Diana, and she tried to compensate as best she could. She realized with a rising panic that she was now pointed downward, hurtling toward the treetops which now looked like a phalanx of spearpoints directed toward her. She yanked hard on the control bar, twisting her body to shift the weight of her backpack, and felt the pull of gravity as she willed the glider to turn. There was a terrible ripping sound as her left wing was pierced by tree branches. The glider dipped down between the trees now. At this speed, a collision with a tree could mean serious injury, if not instant death – and being discovered by Fox’s guards while lying on the forest floor with broken bones would likely mean death by other means.

She must make a Maneuver – let’s say a Quick Turn – in order to avoid calamity. This has a Safety Ease Factor of 4; she needs to roll a 36 or lower. 17 – she pulls up and sails upward.

She gritted her teeth and wrenched the bar, eventually managing to pull the glider back upward into the air as she cleared the edge of the woods and soared over empty fields. But she was not out of the proverbial forest yet. The wing of the glider flapped in the wind, and Diana felt the resistance it was causing, throwing her off balance. She couldn’t seem to find the current she had previously been coasting upon, and now it felt as though every maneuver only led to another perilous downdraft. Again her heartbeat raced as the glider pitched at an alarming angle, and the ground raced toward her. She held her breath and rolled her body, again using her backpack to aid her. She swooped within a few feet of the ground – she swore she felt tall grasses whipping at her body – and then soared back up into the air, almost straight up. She experienced a second of freefall as the glider reached an apogee, then began to plummet back toward the earth once more.

If I survive this, Diana thought, I’m going to wring Ogilvie’s pencil neck with my bare hands.

Continuing with her flight, Diana must make another Piloting check, again rolling 36 or less to succeed. 42, another failure. Again she must make a Maneuver check to avoid a Mishap. This time, after figuring out the Ease Factor modifiers, I determine she must roll a 9 (!!) or less to succeed. I rolled 06. Another brush with disaster narrowly averted.

But piles of Action Cards remain before this gauntlet is over. Calculating the Ease Factor, I find she must make an 18 or lower.

Reader, I rolled 02.

But luck can only carry you so far. Next roll: 36 or lower. I got 32.

Now it would get more difficult, as I moved to the stack of Action Cards in Danger Box B, which would reduce my effective Ease Factors by one.

Next roll: 27 or lower. Hand to my heart, I rolled 01. Diana is amazing. This ranks as a Quality Result 1, the best you can achieve in the game. But this isn’t about style; it’s about endurance.

Another Action Card, and finally I get a break – I don’t have to roll for this one.

My relief is short-lived; the next card gives me a Success Chance of 27 again. I’ve already asked the dice for more favors than is reasonable, and they give me a 43. I throw against the chance of a Mishap, requiring a 9 or less. I roll 69. Diana doesn’t make it to the castle walls; and the gamebook instructs me to make another roll, which results in Diana receiving a Light Wound in the crash.

With herculean effort, Diana pitched to the side and twisted the glider into a spiraling pattern, circling down toward the ground. There would be no way to fly on these broken bird’s wings over the castle wall; it would have to be enough to make a ground landing without breaking her neck. She leveled out enough to give herself a few moments to prepare for a crash landing, and at the last moment, she unbuckled herself from the contraption and tucked into a roll. The earth hit her with a body blow, and she tumbled in the grass for what felt like ages. Once her body came to a stop, she lay still for a moment, listening for the sound of sirens, dogs barking, gunshots. No searchlights blinded her, no helicopter blades chopped a staccato beat in the air. To her relief, there was only the sound of crickets in the field on a warm Mediterranean night.

She lifted herself up onto an elbow, stifling a cry as she felt a searing pain erupt along her left arm. She saw that her sleeve was torn and the slickness of blood glistened in the gaze of her nightsight goggles. She gingerly felt her bicep, searching for broken bones, and was relieved to find nothing indicating serious injury. She retrieved a first aid kit from her backpack and quickly bound up the wound to stop the bleeding. The glider lay some yards away in a warped and pathetic-looking heap.

A Light Wound first requires Diana to make a Pain Resistance roll: her Willpower 9 x Ease Factor 7 (63). I roll 09. She bears the pain and can act normally. However, until the wound is treated, she will suffer an Ease Factor penalty of -1. Fortunately, in the moments following her crash – which, mercifully, no one has noticed – she has time to bandage her wound. Every character in JBOO7 starts with a First Aid skill at a Primary Chance of 20, so after a successful roll against Ease Factor 5-1 for a Light Wound (4), requiring an 80 or lower (I roll 60), I lower her Wound Level by one, reducing it to a superficial flesh wound.

She would have to find another way, both into the chateau and out of it once more to her ride home. Good thing I’m a thief, she reminded herself, trying to bolster her courage.

The walls of Chateau de Nuit seemed imposingly tall and dark from here, even though she reasoned it could be no more than twelve feet in height. She had climbed peaks in the Pyrenees that were far more dangerous. Diana crouched low and moved quickly across the bare fields. There was no cover out here, and more than once she halted and dropped down to her belly when she saw movement on the castle walls. On one such occasion, she espied a small black box jutting out of the grass: an electronic scanner of some sort, effectively an invisible tripwire. She steered clear of the device and zigzagged her way toward the base of the castle’s outer walls, remaining alert for any additional such surveillance measures. Ultimately, she reached her destination without setting off any alarms.

Well, none I’m aware of, she thought. I may already have set off silent alarms inside. There was only one way in which she would prefer to find out.

The meadow infiltration section is much like the hang-gliding section. I have to make repeated skill checks to determine whether I’m spotted, spring an alarm, etc. Fortunately, unlike the last segment, I actually have a fair amount of points invested in the relevant skill, Stealth. In the midst of this, I also have to make a Perception check, which I pass with a roll of 22 out of 60. However, I miss my second Perception test, meaning I don’t get to skip to the end, and have to keep rolling. Nonetheless, Diana successfully reaches the castle wall without incident.

She opened her backpack once more. Among the equipment Q Branch had provided were a set of suction cups that could be affixed to the hands and knees. Alternatively, there was a black nylon rope with a metal tip that extended grappling arms at the touch of a stud. I’ve had more than enough of gadgetry tonight, I think. Time to rely on time-tested methods.

With a few swings of the rope, Diana hurled the grappling hook up and over the barbed wire atop the castle wall. An experimental tug confirmed the hook had caught firm on the battlements, and she dug the toes of her boots into the medieval mortar joints between ashlar stones as she began to scale the wall. As she climbed, she contemplated the many hands and feet of those who had made a similar ascent in ages past, only to meet their deaths at the end of an arrow, spear or sword once atop the parapet. Her left arm burned with the pain of her crash wound, but she bore it with irritation. It occurred to her that she could be the last person to die upon these walls, though her identity would be erased from the annals of history – and that would be the optimal outcome. After the hang-gliding incident, however, she felt a stirring of angry determination that she would not fall victim to a foe while engaging in what she did best. She had not spent hours upon hours of her life scaling frigid cliff faces and descending into heavily-guarded museum vaults only to be picked off by a night watchman with an AK-47.

Scaling the wall requires a Mountaineering skill check, in which Diana has a Primary Chance of 10 x Ease Factor 5+1=6, which means ≤60. I roll 12, giving me a Quality Rating 2 (Very Good).

Diana reached the barbed wire, carefully maneuvered herself over it, and began a swift descent, rappelling into the darkness of the castle grounds.

James Bond OO7 – Session 0

It’s been a while, and the solo gaming itch has returned to me. Lately I’ve been listening to the podcast “Kill James Bond!” by Alice Caldwell-Kelly, Abi Thorn (whom you may recognize from Philosophy Tube) and Devon. While they are approaching the Bond movie series from a position of (justly-deserved) criticism and dislike, it’s also serving to remind me of the nostalgic role those films played in my own life as a cismale Gen-Xer. Though I don’t have children, I have become the Dad for which these films were intended.

In any case, a few years ago I began my own look back at the old Bond series with fresh 21st-century feminist eyes when I picked up an old copy of the James Bond OO7 RPG. I’d owned the game in my youth but never done anything with it beyond a few halting attempts at character creation. In the end I ran some Top Secret/SI and GURPS 3rd Edition games instead to scratch my itch for espionage-adventure, and hadn’t really done anything with the genre since high school. I think it may have been a 2010s-era game review of OO7 that pointed out to me the old system was actually pretty good.

I was planning to attend a game convention and decided to run the game I’d been contemplating: “Bond Girls,” a scenario set in 1987 where all of the pregenerated characters were women from the movies (incidentally, the same year “The Living Daylights” starring Timothy Dalton came out). While the game could have gone much better – I was running on too little sleep, didn’t have as much experience with the system as I honestly should have, and I experienced a minor panic attack at the very beginning – the gameplay was indeed fun and quite faithful to the fast-paced, freewheeling, stunt-laden feel of the movies. I was glad I’d gotten back into the game and looked forward to doing more with it.

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Fast-forward to this week. Looking through my old JBOO7 PDFs I rediscovered my copy of On Her Majesty’s Secret Service, a collection of four solo scenarios. I’d never even cracked the cover open on this one, since solo adventures hadn’t been on my radar until I started this blog. After a few days of toying with the idea, today after work I finally put together a character for myself with the intention of playing through at least one of these scenarios.

Since my convention pregens were all based on pre-existing characters with a lot of experience under their belts, I needed to come up with a concept for my character. The module itself says it can be run with Rookie, Agent, or OO characters, so I decided to re-refamiliarize myself with the system by starting out with a Rookie, as the gamebook suggested. I’m setting the game in the 80s; conveniently, the adventure was published in the same year as my convention game, 1987, so I’m already prepped for the period. This likewise means I won’t have to try to come up with stats for more recent vehicles, guns and tech (though there are two retroclones out there, Classified and DoubleZero, which replicate JBOO7‘s system for more up-to-date scenarios).

I’ve been watching “Leverage: Redemption” lately, so I decided my MI6 Rookie would be a thief, a sophisticated cat burglar type who had been recruited by Her Majesty’s Secret Service. After three years of criminal exploits, she had been foiled, set up by rivals, and ended up in Risley Prison (which held women as well as men in the 80s) facing a very long sentence. MI6, aware of the circumstances of her capture and the details of her career, made her an offer: come and work for them or stay there and rot in a cell. “After weighing my options,” she said. “I suppose it’s all for Queen and country now.” Her relationship with her MI6 handler is a bit more fraught than Commander Bond’s relationship to M, for obvious reasons, which I thought would be interesting to see play out in-game. At present, she’s an unwilling agent and the danger of her going rogue is everpresent. To ensure her loyalty, the threat of going back to prison is still hanging over her head – or perhaps worse, being burned and sold out to her old enemies and debt-collectors.

I looked up popular girl names of 1960 and found the name “Diane” appealing. Diana, like Diana Rigg or Diana of Themiscyra (or, as I realized later, like Princess Diana, which wasn’t intentional). Consulting The Everyone Everywhere List’s British names, I chose several single-syllable last names (the pattern of “James Bond” is a seductive one, apparently) and settled on Cross. Diana Cross sounded a bit like “die on a cross,” a bit of wordplay I felt was suitably Bondian and representative of the character, a thief hung on a cross to die, or someone taking up their cross, sacrificing themselves for the sake of others.

Next, I had to actually build my character. This is the part that I’ve come to dread lately, and not just for this game. For whatever reason, I have the worst time trying to come up with characters for myself to play; a problem I don’t have when I come up with NPCs for games I’m GMing for others. Between that and my ADHD, I tend to lose focus in this stage or immediately after finishing. Hopefully the novelty of this module will keep my interest through the next session…

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Characteristics are ranked between 5 and 15. There isn’t really much as far as guidelines to tell me what these numbers mean in real-world terms, so I just guessed based on their sample character, who was also a Rookie. In JBOO7, a point-buy system, it’s cheaper to have a character with more distinctive looks, since average, forgettable people make ideal secret agents. This also means most of your PCs are going to be pretty attractive or notably ugly, which again matches the feel of the movies. Rookies are built on 3000 Generation Points. Diana is an Attractive (120 GP) 5’5″ (160 GP), 117-lb (120 GP) woman with dark brown hair and black-brown eyes. I wanted to make her Dexterity high, but in the end I settled for only raising it to 8 in order to save GP for Skills. A Perception of 10, Intelligence 8, and Willpower 9 marked her as a more than competent cat-burglar, though her Strength of 6 probably means she’s unlikely to win any brawls.

As I parceled out her remaining GP across her Skills (based on a Background Occupation of Thief; her Fields of Experience being Jewelry, Mechanical Engineering, and Rare Collectibles), I briefly toyed with the idea that she really doesn’t use firearms or get in fights; her usual tactic is to wriggle out of and run away from danger, and carrying a gun was more often a liability in her old line of work than an asset. But in the end I settled for putting a two points each into Hand to Hand Combat and Fire Combat, figuring MI6 would have trained her. I wasn’t sure if I wanted to try a pacifist run of JBOO7, but I do want to see how far Diana can get without drawing a gun or punching people. She doesn’t have the sociopathic streak Bond does.

I only put 1 point into Seduction – enough to know the steps and get what she needs – and 4 into Charisma, which she would rely on much more often. Her appearance will help her with that. The rest went into her thief skills: Driving (2), Lockpicking/Safecracking (3), Mountaineering (3) [for all of those Mission Impossible drop-into-a-laser-trapped-chamber cable rigs], Sixth Sense (4) and Stealth (5). I put 2 into Gambling for the social scene and her own personal predilections, and paid for part of it with a Weakness of Greed: she’s still tempted by the acquisition of wealth, and may endanger herself or her mission for the chance to pocket something valuable. Perhaps she’s secretly building a nest egg to prepare for the eventuality of escaping MI6? Perhaps traumatic circumstances in her childhood resulted in being unable to tolerate the possibility of being impoverished? In any case, the thrill of the steal keeps its hold over her.

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Reluctantly packing heat.

All right, the hard work is done. I’m content to leave much of the details of Diana’s backstory vague for the time being; it’s not as though we knew anything about Bond in “Dr. No.” Next time, the mission begins.

Timekeeping Record Sheets

Since I mentioned them, I thought I would share my homebrew calendar sheets I use for my games. While I have specialized sheets I use for my D&D-based games which take into account rules covering spell duration, how long torches last, and details like that, these sheets are the ones I use for events that are scheduled to occur in the PCs’ day. They’re especially useful for adventures where there’s a detailed timeline of events, such as in a mystery or crime investigation.

The following is an example of a schedule I made for Lost Mine of Phandelver [mild spoilers ahead]. There are a number of things that happen behind the scenes in that adventure which the module itself doesn’t really go into much explanation about – they’re just presented as “this thing happens when the PCs go here,” for the most part – but I wanted to be sure everything happening was internally consistent. For example, I wanted to be certain that an agent of the main villain actually had the time to travel from point A to point B while the PCs were doing their own thing. I also thought that it would be fairer to the players if there was a chance the PCs might stumble upon or interrupt an NPC as they were about their business.

Speaking of that possibility, I wanted to know how much information any given NPC would have about things that are going on depending on the time that the PCs meet them. If the PCs happen to cross paths with the villain’s agent before they’re able to carry directions to a humanoid camp, if they dispatch the agent, the humanoids don’t have updated orders from their evil boss, meaning they don’t have descriptions of the PCs or know to be on the lookout for them. There’s a lot of overland travel in this adventure, so just having an NPC arrive somewhere arbitrarily instead of calculating how long it took them to get there can result in uncomfortable questions from players about whether they own a private jet.

Here’s how I use my record sheets:

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This is an early version of my record sheets where I only listed the hour. My current sheets break things down into ten-minute increments, which makes timekeeping a lot easier – I find it’s simpler to estimate when the PCs have done something that takes about ten minutes while I’m actively GMing. Anyway, during my prep time before running the adventure, I noted when each event would happen, assigning each event a number and listing the details below.

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As I cross out a box, I see a number listed and realize an event is happening. In this case, this is where the PCs meet their patron who treats them to a fine meal and recruits them to accompany him from Neverwinter to Phandelver. My notes also remind me that the villain’s agent is spying on the PCs, sketching their likenesses.

I’ve color-coded the numbers here so I know if an event directly involves the PCs (blue), if it’s describing something an ally or neutral NPC is doing (green), or if it’s an enemy’s activity (red). The players don’t necessarily know what’s happening, but I’ll probably have the agent make a Stealth check against the PCs’ passive Perception. If a player specifies that they’re keeping a vigilant eye out as their friends drink and eat, I’ll know that there’s a chance they’ll spot the agent. I think this helps me to be more fair as a GM.

As they’re dining, I mark off the next hour, seeing that Event 2 is listed. Event 2 says that this agent goes to meet his fellow agent and give them his report and sketches; she leaves with that information to travel to one of the villain’s minions’ headquarters. If, say, a PC spotted the agent earlier and secretly shadows them as they leave, the PC can witness this event, and intervene if they like (say, ambushing the second agent after they leave, intercepting the report and sketches, interrogating her to find out who she works for and what her current plans are, etc.).

Hopefully this illustrates how this can be a useful tool for running a more solidly-constructed game that allows the PCs to be quite clever. Mind you, they can derail some of your plans this way (thwarting the agents makes the villain unaware of the PCs’ interference, and some encounters either won’t happen now or happen without the foes expecting the PCs). But a GM worth their salt should be able and willing to improvise to accommodate player actions.

If this seems like something that would be useful for your games, you can download my record sheets here:

v.2 with Roman Numerals

v.3 with Arabic Numerals and minute notations

Oh, and, if you’re interested, here are my notes and calendar for Lost Mine of Phandelver. I didn’t finish them. Also, I changed a couple of names to suit my taste, added in some extra NPCs (mostly Dwarf miners and a bunch of priests to service the locals’ religious needs), and made a few connections between and decisions about NPCs that weren’t in the original – for example, in my version Glasstaff is an agent of the Lords’ Alliance who’s gone rogue and the Redbrands are his mercenaries acting as the corrupt town guard, which seemed a more interesting and believable set-up than “a bunch of brigands are hanging out in the fortress on the edge of town which for some reason the locals haven’t been using.” There are some vagueries in there that meant something to me but may not have any meaning to you, but there’s a lot of information there that a DM could make use of in running this adventure for their own group. I hope it helps!

Timekeeping, Marvel-Style

Well, maybe that’s not entirely accurate; this is a timetable, not a comic script planning out story beats. But this is an RPG, not a comic, so it all evens out in the end.

Uhhh, anyway, I realized that MH8 has a specific date in mind when everything happens, on top of its hour-by-hour plotting. I had been running the game as though it were taking place on the day I started my first session, in early-mid March. But the module specified it’s in late February. So not a huge deal; I’m just retroactively setting it a little bit earlier.

But this also inspired me to look up not just the closest equivalent dates in 2019 (Thursday & Friday the 21st & 22nd) and the weather in New York City that day, but also what the day’s news events were. It may not come up at all in my narrative, but it might, so I took notes on that along with the events of the module. I didn’t read any of the events, just noted the times on my homemade calendar.

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A couple of notes.

Because despite the fact that I keep noticing details I wasn’t aware of when I started (GMs should always read through a module before running it, of course), I’m doggedly sticking to my self-appointed challenge of keeping as much in the dark about the plot as I can until I simply can’t avoid reading the details.

Again, the Internet circa 2019 is an amazing tool for modern-day roleplaying games that would have made my jaw drop back when I first played Marvel Super Heroes in the ’80s.

Oh, My, Look At The Time

The quote from Gary that I have at the top of my blog is partly a joke. The vehemence of his statement is kind of hilarious to me, as of course we’ve all enjoyed a number of games where strict time records were not, in fact, kept.

That said, over the years I’ve become increasingly convinced that he was on to something. Yes, imagine that – the granddaddy of roleplaying games had some good ideas about gaming? You don’t say.

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I’ve discovered that my games have indeed improved in quality when I’ve kept track of the passage of time. Even when I was just making marks on a piece of graph paper to track the passage of five or ten minutes at a time, it made a difference in narrating the setting, having some idea of what NPCs were up to at any given point in the game, what businesses were open, whether the authorities would be suspicious of people prowling the streets, and so on. It also made my players think about things like getting something to eat or getting some sleep.

Then there’s the entire aspect of days of the week, holidays, and so on, which obviously can add to atmosphere and provide inspiration for encounters.

But in the context of solo gaming – the subject of this blog – I think keeping track of the passage of time becomes more crucial. It provides some structure for your adventuring, which I tend to feel is a benefit.

My Swords & Wizardry game is currently about a trio of deserters making their way across the countryside, so to begin with I want to pay a lot of attention to how they spend their time traveling. I’ve been looking at game aids like Hexbox (which is, admittedly, designed for 5th Edition D&D) as well as how different iterations of D&D have handled overland travel. I’d like to plan out things like gathering firewood, hunting for game, crafting goods and such.

I’ve also taken my favorite bits of random wilderness encounters from 2nd Edition (monster rarity, reactions, and times of day to check for encounters) and I’ve started combining it with tables from The Mother of All Encounter Tables, populating it with monsters from Tome of Horrors Complete and Midgard Swords & Wizardry Guidebook.

And then there’s my Marvel Super Heroes module, which features a detailed timetable of events around which the adventure takes place. I took one of my homemade timekeeping record sheets and marked it up with all of the events in the timetable. I didn’t read the details of them (since I’m trying to keep as much in the dark about the module’s events as I can before I discover them in play), but this way, as I mark off ten-minute blocks on the record sheet, I can see when events happen and look it up in the module. I get the impression that my heroes may be racing against time at some point, so keeping track of how long everything they do takes – including things like fights, eating, sleeping, obligations with people in their lives, etc. – should add to the tension and excitement.

I’ve never run a campaign long enough to see characters build strongholds and grow old, much less have children of their own. But I can see how keeping track of the passage of months and years would likewise add to the flavor and even strategy of a campaign. Someday I’d like to have the opportunity to find out for myself.

Swords & Wizardry: Midgard ~ Session 1

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While I’m otherwise engaged with my Solo-A-Module Month Marvel Super Heroes game, I did actually manage to run a single session of the Swords & Wizardry campaign I originally set up at this blog’s inception. I wrote it all longhand, by candlelight no less, since that felt appropriate and enjoyable at the time. It was a very short session, but I had fun, and I’m more interested in roleplaying in the time that I have at a leisure pace than in trying to pack as much action into that time as possible.

Additionally, I discovered that Kobold Press has published a guidebook specifically for using the Midgard setting with the Swords & Wizardry system, so I picked that up to spice up this game.

Here’s the transcript of that first session:

High Summer 30 (Torsday), 722 Horse Years ~

The war wagons of the Black Army formed a series of barriers against raids carried out by the Magdars’ foes, be they the Sultana’s legions or normal marauders driven by or ranging out from the the Khan of the Khazzaki. During battle, they were like a fortress, difficult to penetrate. However, the season of war was drawing to a close, and the Mharoti had been driven back across the Cirkno once more, so the war wagons were arranged more loosely. Siege engines were being broken down and packed for travel, and the patrols sent out were largely meant to protect against spies or looters. Those who went foraging did so primarily out of opportunism, hoping to find some loot that had been dropped or trodden down into the mud by some careless – or dead – soldier. The farmsteads in the area had already been thoroughly ransacked by both foe and friend; the smoke from the fields and hovels that had been put to the torch still put a grit into the air and made it unpleasant to breathe. The moon had risen orange on the horizon, and tomorrow’s dawn would surely be blood-red.

Nikola was the one who decided they should put on the charade of going out on patrol; her authority as an Archer would be unlikely to be questioned by some mere watchman, and should they encounter a captain she could be forgiven for wanting to make certain the Mharoti had hatched no schemes to catch them unawares. Miklós suggested they take some horses, to make the journey easier, but István pointed out that horse-thieves might not be treated so leniently as looters, and Nikola added that it would only add to the list of men they would have to sneak past.

With their gear secured upon their persons and a few days’ worth of rations in their packs, the trio set out, hoping their flight into the night would go unnoticed.

Q: Are they able to sneak beyond the war wagons without being detected? Chaos: 5; Odds: Unlikely. Roll: 06 – Exceptional Yes.

The soldiers of the Black Army were still flush with victory, and the double rations of ale and wine taken from the Mharoti made for poor, indifferent lookouts. As the friends crept away, the state of disarray and lack of discipline was genuinely offensive to Nikola. “I should fire a flaming arrow into their tents,” she grumbled, “and sober them up before someone who means them harm gets close enough to do real damage.”

“Ehh, leave them to a night’s merriment,” István said. “They’re still alive when so many poor bastards aren’t. Anyway, it’s not your problem any more, is it?” He clapped her on the shoulder. “At ease, Archer.” Nikola did not seem to appreciate the sentiment, but merely shook her head.

“We must not be so lax,” she said. “Let me remind you both that we are still deserters.”

“A technicality,” Miklós laughed. “Who cares? The campaign is over. No one will miss us, and by the time anyone notices, it’ll be too late for them to find us.”

“You’re a fool, Miklós,” Nikola said for what might have been the hundredth time since they had become friends. Miklós took no offense.

“The only difference between a fool and a hero,” Miklós said, “is whether he survives. I survived the Mharoti, and I have no desire to spend the rest of my days slaving away on a farm that I cannot call my own. This is the wisest thing I have ever done!”

Nikola snorted. “We shall see.”

Marvel Super Heroes: Fault Line – Prologue 2

One of the discoveries I made as I was going over my last session was that there was a game map included with MH8 that I didn’t have a copy of.1 The original Marvel Super Heroes adventures had city maps in each supplement that were meant to all fit together into one massive map. It’s interesting that it has similarities to New York City as I’ve found on Google Maps, but it’s also got a geography of its own, requiring me to do some guesswork when placing the events specified in the adventure’s text. I don’t mind assuming that the world is different in the adventure than in the real world – for example, there’s no roof garden on the Plaza Hotel in Midtown, but maybe there is in Earth-616 or whichever universe my game takes place in.

This session was another exercise in that extrapolation and adaptation. The module says that Captain America begins “exiting the subway on West 4th Avenue, south of Peabody Park.” I searched Google and couldn’t find any Peabody Park, but I did find a little stretch of street called 4th Avenue that runs south of Union Square Park, there’s a subway entrance right next to the park, and it’s all in the vicinity of the NYPD 10th Precinct HQ (which is mentioned later in the text as where all the heroes will end up), so the adventure works exactly as written if I place it there. So that’s pretty cool!

Prologue: Captain America

Scene Set-Up: Captain America is on the subway approaching Union Square Station.
Characters: Captain America
Threads: (None)
Chaos Factor: 5

Steve Rogers sat on the hard subway seat of the Q train, leaning back against the window and listening to the roar of the tunnel. Normally he would be jogging around Brooklyn this morning, but he had heard of several organizations planning a protest rally in Union Square Park and decided maybe he would enjoy a change of scenery. It encouraged him to see the spirit of civic engagement in the public square alive and well. He wasn’t in uniform – he had no desire to draw attention away from the protesters’ cause, and if he showed up in full colors, the only airtime they might get in media coverage would be sucked up by breathless celebrity reporting. ‘How do you feel about the Oversight Committee hearings, Cap? Are you planning on running in 2020? Are you seeing anyone?’

Besides, Janet had already given him an earful about causing tension between the Avengers and the current Administration. Not that things had been particularly good, but she thought it was important to maintain a line of communications in case of a national or global emergency, and those lines could be severed at a whim following a Presidential Twitter outburst. Which would be inevitable if Captain America showed up on-camera surrounded by slogans denouncing the President as a criminal. Again.

Steve smiled ruefully. “Maybe you wouldn’t be so cavalier about it if you were on social media at all, Steve,” she’d said to him in exasperation after his last protest attendance. “You don’t have to deal with the fallout. Our interns are swamped as it is. Don’t make any more messes for me, I’m begging you.” He respected Janet, but she knew his views on these things.

Today, though, he would play it her way. No uniform, no shield, just some guy from Brooklyn out for a jog halfway across the city.

The subway train slowed to a halt with a hiss and a loud squealing outside, and people began to stand up from their seats to press toward the doors. Someone began yelling. Steve looked up and around, trying to identify the source and nature of the commotion. A number of people screamed as a young man staggered backward into the crowded aisle, and a woman yelled, “He’s bleeding, God, he’s bleeding!” The train came to a stop and the doors hissed open. Another young man in a hoodie, maybe just a teenager, bolted out the door.

Steve pushed his way to the front of the car, trying not to hurt anyone with his Olympian strength as he did so, and the woman who had yelled before was now cradling the young man as he shivered violently. A dark red stain was soaking his shirt beneath his jacket, around his ribs. She looked up at him and said, “That guy stabbed him! Called him the n-word and stabbed him!”

Steve pointed at a man standing next to her who was recording the sight with his phone. “Hey, hey, look at me,” Steve said, making sure he had the bystander’s attention. “Use that thing to call 911, all right?” The man nodded and began to prod at it. Steve turned and ran out the door onto the platform, scanning the crowd of morning commuters quickly to find the escaping culprit.

Intuition FEAT: 67 on Excellent – Green.

Steve caught sight of the man running up the stairs. He gave chase, yelling, “Gangway! Coming through!” A small crowd of enthusiastic protesters were already in the station chanting their slogans as they made their way toward the stairwell, and someone else was playing loud music, so he had to yell a few times before people began to hear him.

By the time Steve emerged up onto street level, the assailant was sprinting toward Union Square Park, shoving people out of his way. Protesters were filling the Holiday Market, beating drums, blowing vuvuzelas, and making all sorts of raucous noise, so the mugger’s flight wasn’t getting much attention from the crowds at large. Steve ran after him, covering ground much more quickly than the thug was capable of, but since he was taking care not to knock any bystanders over, he was forced to weave between them as best he could.

Should’ve worn the uniform, he thought.

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So imagine this, but crowded with gathering protesters, counter-protesters, and morning traffic.
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Oops, didn’t realize there was a fence there. Well, neither did the Subway Stabber.

Steve rounded the equestrian statue of George Washington and came upon a scene that made him stop dead in his tracks. Distracted by looking behind him for his pursuer, the assailant had accidentally run into a police officer, catching him unaware from behind. He’d pulled the officer’s service pistol from his holster and wrestled the cop into an armlock, pressing the 9mm Glock semiautomatic against the officer’s head.

Intuition FEAT: 98 on Excellent – Red

Steve stood with his hands out as he assessed the situation. With a fence between the thug and the rest of the park, he must have concluded that there would be no easy escape. He was cornered and desperate. He could just as easily turn the gun on Steve or anyone else nearby. And when it was all said and done, he might turn the gun on himself.

“That man you stabbed on the subway, you hurt him pretty bad,” Steve said. “Why don’t you put the gun down before you make things worse?”

Now that he had the opportunity to study the gunman, Steve saw a tattoo on his wrist that he recognized: a Hydra tentacle-skull. From the angry red puffiness of his skin around the design, he could tell it was pretty recent work. The officer he held hostage was maybe ten years his captor’s senior; his namebadge read Peréz.

“You’re being used, you know,” Steve said. “The tattoo? I’ve seen a lot of them in my time, and no one who ever got one ended up well. They chew up angry young guys like you and spit ’em out. They don’t care if you live or die, or what happens to your family after this. Let the peace officer go.”

Popularity FEAT: 90 on Incredible [Unearthly (100) -3 CS (surrendering would place him in danger, from his perspective)] – Yellow, missing Red by 1 point (!), which Steve needed to affect an Unfriendly subject…

“What do you know about the right thing, Captain America?” the thug spat, saying his name with bitter sarcasm. “You’re a race traitor! You’re a white superman, you drape yourself in the American flag, but you buddy up with socialists and degenerates. I’m more America than you are!”

*Q: Do the crowds run away from the gunman? Chaos: 5; Odds: Likely. Roll: 42 – Yes.

By now the crowds had dispersed, at least to a relatively safer radius away from the Washington statue, but they formed a ring as they watched the hostage situation play out, unsure whether this would end in an arrest or bloodshed. Many had their phones out to record what could very well turn out to be the next major public shooting. Police sirens wailed through the streets.

“If you’re trying to sell me on white supremacy,” Steve said evenly, “boy, are you ever talking to the wrong guy.” While he spoke, he quickly looked around, trying to find something, anything, that could give him an edge.

*Q: This is a park, after all. Any chance there’s a frisbee laying nearby? Chaos: 5; Odds: Somewhat Likely. Roll: 41 – Yes.

A dayglo pink plastic frisbee caught Steve’s eye, laying nearby on the stone bench, left by a dog-owner in the panic of the moment. If he could just get to it and throw it before the gunman could pull the trigger… Too risky, Steve decided. I’ve got to distract him.

“What’s your name?” Steve asked. He noticed the gunman beginning to sidle away from him, dragging his hostage away from the circular bench area. Steve didn’t make any move to block his way, but very slowly followed him.

“Quinton,” he said, looking around nervously.

“Quinton, the only way this ends well for you is if you let him go.” Steve kept his eyes on Quinton’s, but remained aware of the positioning of the police around them. He also watched to see if they gave him any sign of what they wanted him to do. This wasn’t a metahuman they were dealing with, just a guy with a gun. Steve was willing to swallow his pride and let the police to do their job. Especially since he was running out of ideas.

*Q: Do the police want Steve to stand down and let them handle it? Chaos: 5; Odds: Likely. Roll: 37 – Yes.

The one closest to them met Steve’s eyes and silently gestured to him to stay put. Steve nodded almost imperceptibly and stopped advancing. Quinton kept walking backward, and then sideways, keeping Officer Peréz in his grip, under the gun barrel. “Officer Peréz,” Steve said, keeping his voice calm, “you’re going to be all right.”

*Q: Does Officer Peréz make any attempt to break Quinton’s grip or slow him down? Chaos: 5, Odds: Very Unlikely. Roll: 37 – No.

The area around them was completely empty. The crowds had backed off and the police were cordoning off the Holiday Market with their cars and officers. If Quinton meant to get away, he would have to either make a break into the park, or confront the police maintaining the perimeter.

*Q: Does Quinton try to go through the park? Chaos: 5, Odds: Unlikely. Roll: 73 – No.

*Q: Does Quinton try to threaten his way through the police line? Chaos: 5, Odds: Very Unlikely. Roll: 56 – No.

Quinton: Psyche FEAT to maintain the will to see this through amidst the growing police presence. 36 on Poor – White.

*Q: Does Quinton try negotiating his way out? Chaos: 5, Odds: Very Unlikely. Roll: 94 – Extreme No.

Intuition FEAT to read Quinton’s intentions: 25 on Excellent – White.

*Q: Does Quinton shoot Officer Peréz? Chaos: 5; Odds: 50/50. Roll: 65 – No.

*Q: Does Quinton try to shoot himself? Chaos: 5; Odds: Likely. Roll: 14 – Extreme Yes.

Quinton’s face contorted in a rictus of rage as he began to bark obscenities and neo-Nazi slogans at the police and the crowds. He let go of Officer Peréz, who stumbled to the ground, and raised the gun toward his own head. “Hail Hydra!” he shouted, trembling from head to toe.

Steve grabbed for the frisbee and hurled it at Quinton’s hand.

Initiative: Steve’s Intuition is Excellent (20), so he gets +1. Quinton’s Poor (4) gives him no bonus. Rolls – Steve: 6, Quinton: 4.

Throwing the frisbee (blunt) at Quinton’s gun-hand: Agility (+1CS for Thrown Weapon Talent, +3CS for point blank range, -1CS because target between 1-6″ tall) Unearthly, spending Karma to get a Red result; rolled 11 – White. Karma expenditure: 75. Red – Stun result. Quinton – Endurance FEAT: 23 on Typical – White, Knocked out for 1d10 rounds (roll: 9). The plastic frisbee has a material strength of Poor (4), so it does 4 points of damage to Quinton, leaving him with 24 Health.

Steve threw the pink frisbee with enough force to bend it in half for a split-second as it slammed into Quinton’s hand before bouncing off into the air. The Glock flew from his numbed hand and clattered on the ground.

*Q: Does Officer Peréz take Quinton down? Chaos: 5, Odds: Very Likely. Roll: 31 – Yes.

Officer Peréz tries to Grapple Quinton: 80 on Typical Strength – Green, which is a Miss for Grappling. Poor guy missed Yellow by 1!

Officer Peréz turned and leapt at Quinton, trying to wrestle him to the ground, but Quinton shook him off and began to run. “Careful, he’s got a knife!” Steve called out to them, ready to give chase, but within moments, a handful of New York’s Finest dogpiled on the young white supremacist, binding his wrists behind his back with zipties and reading him his rights. The crowd of protesters and commuters behind the police line cheered.

Steve offered a hand up to Officer Peréz. “You all right?”

The cop accepted, taking Steve’s hand, and pulled himself to his feet. “Glad you came along, Cap. Guy hit me from behind. I never saw him comin’. Damn, that was close, eh?” He smiled in relief, though Steve could tell
Peréz was still processing his close brush with death. After a moment another officer came up to them and thanked Steve for lending a hand, suggesting that Peréz should go get himself checked out with the paramedics, just in case.

“Can you tell me what happened, Captain Rogers?” the cop – Officer Dixon – asked him. Steve relayed what he had witnessed on the subway train, Quinton’s first victim, and the subsequent chase.

“I had someone call 911, I don’t know how he’s doing, but there were others who stayed with him.” The cop nodded and asked him if he’d be willing to come to the Precinct HQ to make a statement. “Sure,” Steve said. “Whatever I can do to help out.”

Session Summary

That got pretty serious. The module says that “the danger here is very real and Cap must handle this with extreme caution.” It wasn’t kidding. I was genuinely worried that Quinton would kill Officer Peréz and/or himself. One interesting aspect of the game that Mythic GM Emulator added which wouldn’t have otherwise been present in a normal tabletop session was the added tension of asking the Emulator a question and hanging on the die roll to tell me which way things would go. I didn’t want to ask some of those questions, knowing the possibility that they could be answered with a yes, but I knew I had to ask and live with the consequences. That really drove home for me just how often Steve has had to live in proximity to life-threatening danger – and how important it is to be heroic in Marvel Super Heroes. If I didn’t have all of that accumulated Karma to spend on that frisbee-throwing roll, things would have ended on a darker note.

One of the joys of adapting a module for personal use is translating the concepts written by the author into my interpretation of it. Taking “Cap is on patrol in the subway when he spooks a mugger” and bringing in more up-to-date elements while fleshing it out is a lot of fun and very satisfying to me.

Something else I’ve been doing in this game is rolling on random tables to determine the gender, ethnicity, age, name, and so on of every NPC that shows up. I took New York City demographics to make a random table, so hopefully my NPC cast will be more representative of NYC’s diversity.

1 As it happens, as I played through the last few bits of this scene, I opened my PDFs in my Chrome browser page instead of Edge, and lo and behold, the city map showed up. Ah, well.

Marvel Super Heroes: Fault Line – Prologue 1

Good news! While it took some time for me to decide which of the four heroes starring in MH8: Fault Line would be my Player Character for the adventure, the module begins with an initial encounter for each of the heroes. So I’ll get my chance to play each of the heroes in turn as a PC. Fun!

Intro Music: https://youtu.be/XmBj5D4Ruvc 1

We begin with Spider-Man…

Prologue: Spider-Man

Scene Set-Up: Spider-Man is on morning patrol in Midtown Manhattan.
Characters: Spider-Man
Threads: (None)
Chaos Factor: 5

Theme Music: https://bit.ly/2TGB9VS

Image
Google Maps 3D: Technology’s greatest gift to superhero roleplaying.

Spider-Man swung along the Manhattan skyline, appreciating the morning sunlight over the trees of Central Park. The March air was still brisk, especially this high up over the city. Still, despite the chill of the wind against the microlayers of his suit, the sun was out, and the sky was a brilliant blue. Spring would soon come to New York, and Peter would welcome it with open arms. He’d had enough of crimefighting in the snow for one winter.

As he shot an anchoring web against the upper stories of the Solow Building, his spider-senses began tingling madly. Peter swung past the Plaza Hotel on his left, looking all around the streets below, into the windows of the buildings as they zipped past, and even up into the sky above him, trying to locate the source of the impending danger he sensed. He circled around the hotel, swinging in a wide arc around the building’s perimeter as he studied the area. Commuters down below. Cars, buses, city cabs. The Pulitzer Fountain and Grand Army Plaza wheeled beneath him as he shot another web against the green slanted roof of the Plaza Hotel and continued through the air above West 59th Street. The danger he sensed, he felt, was on the top floors and roof of the hotel. He twisted around to fire another web at the building and pulled, hurling himself upward to the rooftop, and landing after a backflip.

Spider-Man looked around as he stalked the rooftop. He bounded up atop a ventilation shaft and crawled along all fours, preferring to remain out of sight of any predators, should there be any up here. But there was no one that he could see. “Okayyy,” he murmured. “Any invisible muggers up here?” he called out. “I’ve got mace!”

Intuition FEAT: 64 on Amazing – Yellow result.

He spied movement; someone was hiding in the foliage of the roof garden. A man lay amidst the bushes, clad in black clothing, black wool watch cap and fingerless gloves, aiming what appeared to Peter to be a sniper rifle of some kind. The guy was right out of Bond movie minion casting, right down to the sinister scar along his left cheek. Peter glanced around to make sure there weren’t any movie cameras set up; he didn’t want to swing into the middle of that kind of shoot. Seeing nothing amiss other than the sniper, he felt justified getting involved.

The sniper had heard him before, and was already twisted on his back, looking up at Spider-Man when he caught sight of him. The man swore under his breath as Spidey sat up like an excited puppy seeing a bone.

Initiative: Spider-Man’s Intuition is Amazing (50), so he gets +4. The sniper’s Intuition is Typical (6): +0. Rolls – Spider-Man: 10; Sniper: 6.

Spider-Man shot his webbing at the rifle. “Do you have a permit for this?”

Shooting web at rifle: Agility (+1 CS for attacking from ambush) Monstrous; rolled 42 – Green (Hit).

Grabbing rifle from sniper’s grasp: Strength Incredible; rolled 67 – Yellow (Grab).

He yanked the rifle out of the sniper’s hands with his web. Before the black-clad man realized what had happened, Spidey bent the rifle in half. Plastic components, screws, plates, and modifications to the expensive rifle fell to the ground at his feet like so much junk. “Oops, I think I broke it? Sorry, I’m hard on toys.”

Sniper’s turn.
* Q: Does the sniper try to fight Spider-Man? Odds: Unlikely. Roll: 85 – No.
* Q: Does he run? Odds: Very Likely. Roll: 20 – Yes.

The man rolled from his nest within the bushes and began to run, making a beeline across the garden toward the stairwell door. He reached the door and pulled hard on the handle. Spidey felt a little bit of relief that no one else was in the garden at this hour; the sunrise had been beautiful, but cold. This way, no one would be endangered by this guy as Spidey took him down.

“Whoa, whoa, whoa, come on, guy,” Spidey protested as he took aim at the door with his web-shooters. He fired off a splat of web with the intention of webbing the door shut.

Shooting webbing at the door: Amazing Agility; rolled 76 – Yellow (Bullseye).

Webbing splattered against the door and its frame, holding the door closed despite the sniper yanking at the handle. He turned to face Spidey, looking increasingly panicked. His morning was clearly not going to plan.

Sniper’s Turn.
* Q: Will he pull another weapon on Spidey? Odds: 50/50. Roll: 71 – No.
* Q: Will he surrender? Odds: Very Unlikely. Roll: 20 – Yes.

The man held up his hands at the elbows. “All right, kid, you caught me. I had a gun. That’s, what, a misdemeanor? You gonna web me up for the police over possession of a firearm without a license?”

Spidey protested, “Are you kidding me? You were going to shoot someone. I just stopped you. Are you honestly trying to make me feel bad about that right now?” He leapt forward, casually flipping in mid-air, and landed in front of the man. “Who were you gonna shoot?”

“I ain’t gotta tell you nothin’, Spider,” he said. “You ain’t the police, you’re just some freak inna costume.”

“Yeah? Well, at least I’m doing something positive with my life,” Spidey replied. They stared at each other for a moment. “So, this is kinda awkward, right? I mean, I guess you aren’t shooting anyone now, so yay, Spider-Man, but just letting you go doesn’t feel right.”

The man shrugged. “I ain’t done nothin’ wrong,” he repeated. “You got nothin’. Why don’t you go catch some flies or somethin’?”

“Oh, yeah! ‘Cuz the whole spider thing,” Spidey nodded. “I get it.” He thought for a moment, glancing over the side of the rooftop garden. “I mean, I could, like, wind you up in webs and drop you off the side of the building until you tell me what’s going on. That’s a real thing I could do with you right now. And if you still didn’t talk, I could just leave you there while I go look for flies.”

Popularity FEAT: 40, Incredible. Sniper is Unfriendly toward Spider-Man for the purposes of this FEAT. Roll: 08 – White (Fail).

While he didn’t look happy about the prospect, the man spat on the ground and swore at him. “Whatever, freak. I’ve been sweated by harder guys than you an’ didn’t crack.”

“Ew, um, okay,” Spidey said. “I don’t actually know what that means, but it sounds gross? So, uh, I’m not going to ask for details. I’m just gonna toss you over the side of the building now.” He shot webbing at the man’s waist and jumped backward off the side of the building, pulling the sniper over the edge with him. They began to plummet through the icy air, stories blurring past as they fell. The sniper hollered as he presumably watched his nasty, brutish life flash before his eyes. Spider-Man fired off a line against the side of the Plaza Hotel, gripping it with his other hand, and used their momentum to swing the sniper in a wide arc beneath him, perpendicular to the balconies of the Hotel.

Agility FEAT: Amazing. Roll: 59 – Yellow.

People out having a morning coffee watched as the black-clad man swung through the air past them, looking for all the world as though he were flying. Screaming and flying. He continued flying in his arc as Spidey swung him up into the air. He hurled himself forward, bounding off of the side of the building to give himself some additional momentum…

Wall-Crawling Power FEAT: [Agility] Amazing. Roll: 94 – Red.

…and caught the bound sniper under his arm in mid-air. Spidey shot again, this time at the General Motors Building on the far side of Grand Army Plaza, and began an increasingly speedy swing down East 58th. The arc of his swing brought him very close to street-level; the sniper under his arm howled in panic as he saw the rooftops of cars and cabs rushing at him. His stomach lurched horribly as he outpaced the traffic and began to rise up into the air again.

“I’m not making you sweat, am I?” Spidey asked. “’Cuz if this is bothering you, we could sit down and talk, y’know?”

Popularity FEAT: 40, Incredible. Sniper is Unfriendly, but he stands to benefit: +2 CS, to Monstrous. Roll: 05 – White.

“You ain’t gonna kill me!” the sniper cried. “You’re a superhero, you don’t kill people!”

He’s got a point, Peter thought. Tough guy. Well, at least I stopped him from killing someone. But he might try it again if I just let him go. But I don’t have any proof; I just busted up his rifle and left it on the rooftop. Like he said, if I turn him over to the cops, what are they gonna do? Maybe he’s got a record, though? For all I know, he’s wanted.

“Okay, Mr. Tough Guy, you got me,” Spidey said. “I don’t kill people. So, I’m just gonna leave you with the police on the off-chance that they have something on you. I’ll tell them my side of the story and we’ll see who they believe.” He realized it was a longshot, but he was out of ideas. He didn’t really like the idea of trying to scare someone into talking, anyway, even if it was a criminal. That wasn’t his style.

Session Summary

Looks like things turned out okay for Spidey, but he didn’t learn anything about what the sniper’s plan was. I did my best to read as little as possible ahead of what was happening. This is one of those times when boxed text really worked to my advantage. As far as I could tell from the Judge’s scene description in the module, it doesn’t appear to matter whether Spider-Man learns what the plot was or not, so long as he’s able to thwart the assassination attempt.

The fact that I was trying not to read ahead of what was happening meant that I didn’t read the sniper’s escape plan, which involved rappelling gear. Perhaps that would have been more interesting? Ah, well – Spidey didn’t let him get far, and Mythic GM Emulator made a call of its own. So I ran with it. But I may allow myself to read a bit more next time and just roleplay character knowledge.

Playing through this scene drove home one of the areas where I’m a bit weak on the rules. From what I understand, Advanced Marvel Super Heroes uses Popularity to determine whether you can convince somebody to give you something, whether it be cash, a favor, or information (it specifically mentions “prying information from a stoolie”). So how do intimidation attempts work? I think the method I used worked okay, but perhaps I should have had the guy make a Psyche FEAT to see if his willpower held out and kept him from panicking? Hmmm…maybe. It’s something to think about.

1I use different Marvel themes for each of my MSH campaigns. My favorite is the one from “Thor: The Dark World,” which I use for my Golden Age campaign. I also found a fan-made trailer that I use for my MX Nightmares of Futures Past campaign.