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