Optional Rules
Here are some optional rules that you may want to use in
your James Bond RPG campaign.
Healing
- A Player Character can treat only a LW with First Aid. If successful,
the LW is removed.
- A character cannot heal simply through time without proper treatment
(from a hospital or doctor). If a character is not treated, the following
happens:
- A LW becomes a MW in a week.
- A MW becomes a HW in 1D6 days.
- A character with a HW becomes Incapacitated in one day.
- An incapacitated character dies in 1D6 hours.
- If a character is treated, he can heal as stated in the current rules,
"The normal, unattended healing process reduces the Wound Level by one
over the period of a week (a Medium Wound becomes a Light Wound)."
- If your Player Character is Killed, you can spend two Hero Points
to have him found in time (if possible) and revived. The Player Character
is assumed to be in a deep coma. If revived, the Player Character loses
two points from their Characteristics, which is decided by the GM. A
Player Character can be "revived" only once in his life. And, it is
up to the GM if a Player Chacter can indeed be "revived." For example,
a Player Character who is blown up or falls from a plane without a parachute
cannot be brought back to the living.
- The Hospitalization rules remain the same as described in the Basic
Rules.
[Translated from Olaf Krumscheid's web site: Le
Jeu De Rôle. Minor additions/modifications by Paul Kasper.]
General Injury Determination
You can use the following table to determine where a character gets hit
during combat, when a Specific Shot or Specific Blow isn't used. Of course,
when using this chart, you need to keep in mind how much cover the target
has.
The table also includes added Damage Class modifications for specific
body parts, including the head/neck, chest, and abdomen areas. For example,
a gun shot wound to the chest should produce more damage than being hit
in the arm. These DC modifications should be used only if the damage comes
from a cutting or piercing blow.
General Injury Determination Table
| Dice Result |
Location |
| 01 - 09 |
Head/Neck
(Increase DC by Two Classes) |
| 10 - 16 |
Right Arm |
| 17 - 18 |
Right Hand |
| 19 - 25 |
Left Arm |
| 26 - 27 |
Left Hand |
| 28 - 46 |
Chest (or Upper Back)
(Increase DC by One Class) |
| 47 - 64 |
Abdomen (or Lower Back)
(Increase DC by One Class) |
| 65 - 79 |
Right Leg |
| 80 - 82 |
Right Foot |
| 83 - 97 |
Left Leg |
| 98 - 00 |
Left Foot |
[The General Injury Determination table is from the Top Secret RPG.]
Rural Chase
Rules (Land Vehicles)
If you are like me when you GM, there is always a situation when a land
vehicle chase occurs and you don't have a specific map where the chase
is occurring. This is definitely true when the chase occurs in some remote
or rural area.
I know the rule book states that the GM will "provide the color, detail,
and modifiers," but sometimes this is hard to do and it's nice to
have a random factor involved. So, this is why I created the following
rules. I hope to add rules for the city/urban areas in the future.
Rural Chase Situation Table
Before each round (or every two rounds), roll percentiles and consult
the following table to see what the lead character in the chase is going
to encounter. Before the declarations, you tell the characters what's
ahead so they can make their decision about what they want to do. The
pursuer encounters the same situation in the same round (only later),
unless the situation has been eliminated (GM's discretion).
Chance (D100) |
Road Situation Ahead |
EF Modifier |
Trick Maneuver? |
01 - 09 |
Tight curve |
-2 |
N |
10 - 29 |
Curve |
-1 |
N |
30 - 64 |
Straight |
0 |
N |
65 - 69 * |
Left/Right T or T end
(Must turn or Double-Back on T end) |
-1 |
N |
70 - 74 * |
Four corners (4-way stop)
(15% crossing or stopped car) |
-1 (turn)
-2 (car) |
Y (car) |
75 - 79 * |
Four corners (no stop)
(30% crossing or turning car) |
-1 (turn)
-2 (car) |
Y (car) |
80 - 84 |
Tunnel (2 rounds) |
-1 |
N |
85 - 100 |
See Rural Obstacles Table |
See table |
See table |
* May perform a Quick Turn if being chased and if range is Long or Extreme
Rural Obstacles Table
The pursuer encounters the same obstacle in the same round (only later),
unless the obstacle has been eliminated (GM's discretion). For example,
if the character being chased encounters a deer and misses hitting it,
the deer may be gone by the time the pursuer reaches the same location.
However, a washed-out bridge will always remain an obstacle. All obstacles
require a Trick Maneuver.
Chance (D100) |
Obstacle |
EF Modifier |
01 - 09 |
Slow moving vehicle in lane (i.e., tractor, old guy in old truck) |
-2 |
10 - 39 |
Car in lane |
-1 |
40 - 69 |
Car in oncoming lane |
(-2 if in oncoming lane) |
70 - 74 |
Dead end (i.e., cliff)
(Requires Double-Back maneuver) |
n/a |
75 - 79 |
Sheriff
(Police roadblock in D10 rounds) |
n/a |
80 - 84 |
Washed-out bridge
(Hero Point required to find jump point) |
-3 (to jump to other side) |
85 - 89 |
Large animal blocking road (i.e. cow, deer) |
-2 |
90 - 94 |
Small animal (i.e. squirrel, possum) |
-1 |
95 - 100 |
Small town (D10 rounds)
See Small Town Chase Situations Table |
See table |
Small Town Chase Situations Table
The pursuer encounters the same situation in the same round (only later),
unless the situation has been eliminated (GM's discretion).
Chance (D100) |
Road Situation Ahead |
EF Modifier |
Trick Maneuver? |
01 - 09 |
Car in lane |
-1 |
Y |
10 - 29 |
Stopped car in lane |
-2 |
Y |
30 - 39 |
Car in oncoming lane |
(-2 if in oncoming lane) |
Y |
40 - 64 |
Straight |
0 |
N |
65 - 69 |
Dead End (Alley)
(Requires previous turn at four corners; requires Double-Back maneuver) |
-1 |
N |
70 - 74 * |
Four corners (4-way stop)
(15% crossing or stopped car) |
-1 (turn)
-2 (car) |
Y (car) |
75 - 79 * |
Four corners (no stop)
(30% crossing or turning car) |
-1 (turn)
-2 (car) |
Y (car) |
80 - 100 |
Pedestrian |
-2 |
Y |
* May perform a Quick Turn if being chased and if range is Long or Extreme
|