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Enter the VICTORY GAMES World of aS HO O02? Role Playing In Her Majesty’s Secret Service ‘CREATED AND PUaLISHED BY VICTORY GAMES, INC Gerard Christopher Klug systems DEVELOPMENT ANDTAMES BOSD SAbANT Gregory Gorden and Neil Randall “Robert Kern Michael E. Moore James Talbot Ted Koller neces stream esc asavance son ovasce Robert J. Ryer Stephen Gray and Alex von Thorn W. Bill EQUIPMENT LLUSTRATIONS Stuart Leuthner ADVICE AND GAME TESTING Chery] Freedman, Mark Herman, Sydna Holek, Alan Klein, Susan Koch, Todd Montgomery, Charles Moore, Brian Peterson, Heather Randall, Barbara Schlicting, Erie Lee Smith, and many testersin Chicago, Toronto, and Minnesota too numerous tomention Elaine M. Adkins (Camera Dept. Coordinator), Colonial Composition, Bob Haynes, Charles Kibler, Monarch Services, Inc., Stephanie Czech, Bstelle E. Simmons VICTORY GAMES, INC. New York, N.Y., 10001 ‘Thisbook may not bereproduced in whole orinpart, by mimeograph or any other means, without permission, ISBN 0912515-00-7 ©Danjaq$.A.(1961) Eon Productions Limited/Glidrose Publications Limited (1983) PRINTED INTHE UNITEDSTATESOF AMERICA To A. Erie Dott, for having enough faith in the designer to let him do things the way he knew they had to be done, and t0 Pam, formaking itall worthwhile Ifyou have any questions about the James Bond 007 Game, send them to the address below. Please phrase ‘your questions so they can be answered with a Yes or ‘No response. Also be sure to includea self-addressed, stamped envelope. Send your questions to: VICTORYGAMES, INC. 43 West 33rd Street New York, N.Y., 10001 JAMES BOND 007 GAME PLAYER SECTION Chapter1:Introduction . ‘Role Playing in the World of James Bond, Note for Experienced Role Players Materials of Role Playing Glossary of Terms GameConcepts Exampleof Play Beginning Characters Chapter 2: Creating a Character Generation Points Characteristies Filling Out theCharacter Record Money Optional Rules ‘Weaknesses Fields of Experience Professions Chapter3:skills. How Skills Are Used in Play Abilities ‘Skill Formulas Successful Useof Skills Skills List Abilities List Chapter 4:Combat ‘Action Rounds Combat Movement Speod and the “Draw” Damage FireCombat FireCombat Options Hand-to-Hand Combat Hand-to-Hand Combat Options Weapons Sears Healing NotesonCombat Chapter 5:Chases ‘TheChase Sequence Maneuvers: FireCombat Mishaps Tailing Chapter6:How to Interact with Non-Player Characters Persuasion Seduction Interrogation Torture Chapter 7: Gambling and Casino Life Card Games Roulette Casino Gambling Life Chapter8:Fame Chapter 9: Hero Points HeroPointsin Play HeroPoints NPCSurvival Points Chapter 10:Experience andCharacterGrowth ‘Character Rank Using Experience Points Chapter ‘Weapon Descriptions Vehicle Descriptions Miscellaneous Equipment Vehicle Modifications Damageand Repair of Equipment GAMESMASTER SECTION Chapter 12: How to Be a Successful Gamesmaster Mission Guidelines Elements ofa Mission Working with the Players Duringa Mission ‘Tracking the Characters Time Playing NPCs During Mission Personalizing Major Villains Contacting M.L.6 Chapter 13: How to Use Non-Player Characters NPCCreation Shady Contacts Chapter 14:Non-Player Character Encounter System Using the Encounter Tables Encounter Descriptions Chapter 15:M.16 Chapter 16:James Bond asa Non-PlayerCharacter ‘James Bond's Background Having Bond Appear in theGame SavingtheDay Chapter17: TAROT Chapter 18: Alliesand Enemies of James Bond Allies Enemies Chapter 19: Theil Hong Kong London Nassau Paris RiodeJaniero ‘Tokyo Travel Times Chapter 20: The Island of Dr. No 74 um B 100 101 106 108 107 12 18 ng us ng 120 126 126 130 136 136 138 139 140 142 43 145 2148 3 Player Section Introduction I he desire to make-believe — to pretend — begins in each of us at an early age. In childhood, make- believe games with parents are very simple and are often, drawn from fairy tales — a father pretending to be the wicked wolf in pursuit of the three litle pigs. These games of pretend become more complicated and formalized a children grow and begin interacting with other children of the same age, Such games of make-believe let us learn and, ‘experience what itis like to be other people or things — at least as we imagine them to be. There are no rules in these childhood games. Instead, everyone agrees to play withina certain made-up universe which works the same way for ‘everyone involved in the game. If someone refuses to play accordingly — for example, refusing to fall down and play dead after being “shot” — the game breaks down as the players become upset and angry. Such a world of make-be- lieve works only as long as all who are involved in the game agree towhat therulesare. Role Playing in the World of James Bond ‘There is still the desire in all of us to make-believe, often expressing itself in the form of daydreams — such a being James Bond. Since you have picked up this book, you are most likely wondering what “role playing in the world of James Bond’ is all about, Iti just another world, of make-believe, except that the rules are all included in this book. The world that you will play in is the exciting world created by Ian Fleming for his fictional secret agent, James Bond. If you have ever seen any of the movies or read the novels, you know what kind of world this is — cor tainly close to our own world, but a bit more fantastical ‘The men are always handsome, the women always beaut ful, and the villains always evil It is @ world of luxurious cars and breathtaking locations in which the good guys always win (or at least break even). If you have ever ‘wanted to be James Bond, then this is the game for you. ‘The James Bond 007 Game allows you to be James ‘Bond, one of his allies from the movie series — Felix Leiter, Anya Amasova, Tiger Tanaka, among others — or even & secret agent of your own creation, You will be able to fight the battles against the evil forees of the world which strive to subjugate the free peoples. All you need to play are these rules, a table to sit at, and some pencils, paper, dice, and markers. The locations, people, and incidents will be isualized in your mind. The game can be played by as few ‘as two people and by as many as five. The action will be described verbally (with some help from “props") by the Gamesmaster, and the plots will be resolved by the quick thinking of the players, the abilities of the secret agents they are protending to be, and some luck (which is repre- sented by the use of dice). ‘The James Bond 007 Game is much like an improvise: tional theater piece in which the actors, who in real life are probably nothing like the characters they portray, have created their characters out of their heads and the director has written the script, but only as a loose outline of what is, to happen. The director knows the story line and tells the actors bits and pieces of it, allowing them to react to the situations he presents as their charactors would. The direc tor ereates the script as an outline for the actors’ actions. ‘The actors play only the major parts of the heroes while all, the villains and minor parts are played by the director. An improvisational piece is flexible for it allows the actors through the choices they make to alter the plot lines of the script. Only when the whole script has been acted out will the actors and director know how things come out in the end. A stage play. however, is much more formally struc: tured than a role playing game. In this game, the actors in the play are called Player Characters — the secret agents the players are pretending. to be. The director is called the Gamesmaster (usually ab- breviated as GM). The players will act out the parts of the heroes, and the GM will handle all the villains and minor characters (called Non-Player Characters, or NPCs}. The GM creates the script, presents the situation to the pla ers, portrays all secondary characters, and acts as the final arbiter on the rules of the game — that is, the rules all have agrood to play by.

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