Double-oh-six gets a bad rap, thanks to the character of Alexander “Alec” Trevelyan in GoldenEye. But before and after that particular era there have certainly been other “good” Agents identified as 006. So let’s not damn the number out of existence. Especially when it works so very nicely as a key piece of the title for this implementation of Mini Six as an engine for enjoying 80s-style spy action adventures.
One can, of course, use this setting hack for other popular espionage eras – like the swinging 60s, the spacey 70s, the gritty 00s, and so forth. Or maybe you want to explore the adventures of spies in service of the Crown in WWII, WWI or even earlier. All you’d really need to do is monkey with the available equipment. But such changes and considerations are all outside the scope of 00(D)6 as it is written today.
A Quick Note: In addition to the obvious sources, this hack of Mini Six is inspired by such great RPGs as Victory Games’ James Bond 007: Role-Playing In Her Majesty’s Secret Service, Hero Games’ Espionage! and Danger International, Flying Buffalo’s Mercenaries, Spies, And Private Eyes and TSR’s Top Secret. If you’re not familiar with any of those games, consider tracking down a copy. eBay often has JBRPG, Top Secret, and the Hero Games offerings, while MSPE is actually still in print from Flying Buffalo.
00(D)6 uses the standard Mini Six attributes: Might, Agility, Wit, and Charm.
00(D)6 relies largely on skills found in Mini Six, with some switching around underneath “parent” attributes and the addition of some from D6 Adventure and other Open D6 sources. If you haven’t downloaded those free sources of gaming goodness yet, you really ought to. You might just find something that makes you smile.
Lifting, Stamina, Swimming, Climbing, Running, Jumping
Acrobatics, Unarmed Combat, Guns, Melee Combat, Bows, Stealth, Shadowing, Driving, Boating, Dodge, Throwing, Escape Artist, Sleight of Hand
Investigation, Gambling, Language, Business, Demolitions, Forgery, Computers, Medicine, Knowledge, Repair, Search, Tech, Survival, Tracking, Pilot, Breaking & Entering
Seduction, Fast Talk, Persuasion, Acting, Streetwise, Society, Animal Handling, Command, Disguise, Intimidation, Riding
Most of the non-racial and non-esoteric perks from Mini Six should work just fine in 00(D)6. Here are a few more that are particularly well-suited to the genre.
License To Kill (1) – You are a 00-rated agent, who is licensed to eliminate enemies with extreme prejudice. Over-use of this privilege will result in a similarly-rated individual being assigned to “straighten you out.” Without this perk, you may quickly run afoul of the law if you’re the trigger happy sort.
Diplomatic Immunity (2) – You are a member of the diplomatic corps of a country other than the one you currently reside in. You cannot be easily prosecuted for minor- to mid-level law breaking, though you can still be detained for questioning in relation to criminal activity.
Contacts (1) – You know people. They might even have answers to specific questions, if you can get in touch with them.
Gadgets (3) – You have a small number (4 max) of limited use (3 times, max) gadgets. These can be small disguised weapons (typically doing no more than 2D damage), tracking devices, listening devices, and so on. The GM is the final arbiter of what any individual gadget can do.
Many of the complications found in Mini Six are quite appropriate for 00(D)6. Here is one more that fit nicely.
Duty – You serve a greater organization, and are bound to act in its best interests at all times. Failure to do so will cause you great difficulties ranging from a loss of privileges to, perhaps, execution. Mind your p’s and q’s.
Here’s a brief list of common weapons your 00(D)6 Agents might use (or have used against them).
.38 Revolver 4D (5/10/15)
.45 Revolver 4D+1 (15/30/35)
.357 Magnum 5D (20/35/50)
9mm PPK 3D (7/14/21)
9mm Glock 3D+2 (8/16/24)
M1 Carbine 5D+1 (45/450/600)
AK-47* 6D (45/85/170)
Uzi* 3D+2 (20/40/60)
Razor Brimmed Throwing Hat +2D (5/10/15)
Speargun 4D (10/20/30)
Hidden Shoe Dagger +2
Brass Knuckles +1D+1
Additional & Optional Rules
A couple of simple rules additions are needed to make Mini Six into 00(D)6:
- Automatic weapons: Some weapons (marked with an asterisk in the Weapons List above) are capable of automatic fire. By default it is assumed that these weapons will be used to fire more than a single shot at a target, and the damage for each weapon is presented with that in mind. If an Agent opts to fire only a single shot, reduce the damage done by 2D. If an Agent chooses to “empty the clip” at a target, grant a +6 to hit bonus and increase the damage done by a successful attack by 2D. Agents who choose this option may not perform any other actions in a round and suffer a −3 penalty to their Static Dodge (the only defense allowed) for the duration of the round.
- Multiple Shots: Non-autofire guns (those not marked with an asterisk) are typically able to fire multiple times in a round. Additional shots may be taken at a single target granting a +3 to hit bonus and +1D damage on a successful hit. This option does not count as multiple actions. Shooting at multiple targets (up to 3, maximum) in a round still counts as multiple actions, however, and no bonuses are received to this mode of attacking.
- Ammunition: In general, assume that “enough ammo” is available for any particular firefight. In the case of a combat roll that is 5 less than the number needed to hit when a “1” is rolled on the Wild Die, declare that the shooter has either run out of ammunition or that the weapon has jammed and is useless for the rest of the combat. You may also want to declare that all ammo has been spent in the case of a successful attack that exceeds the number required to hit by 10 if a “1” is rolled on the Wild Die.
- Gadgets: As noted in the Advantage of the same name above, 00(D)6 Agents are often equipped with nifty gadgets that let them sneak weapons into unlikely situations, monitor their enemies at a distance, or otherwise accomplish things that might not otherwise be possible. In general, the GM should allow Agents to get away with little things that serve the story, but not game-breaking actions. One of the best ways to handle this is to make sure than any gadgets are written down in advance of play and that each gadget only be useable a small number of times before it breaks or is depleted. Remember that these gadgets are always the property of the Agency and their misuse will be frowned upon.
In addition, the following Mini Six optional rules are used in 00(D)6:
- Body Points instead of Wounds
- Traditional Open D6 Might Damage
- High Rolls increase damage: For every full 5 points an attack succeeds by, increase damage dealt by 1
Just in case you’re stumped when it comes to what to have your Agents chasing across the globe for, consider these starting points.
- Several agents have turned up dead in a major city known as a hotbed of espionage activity. The gloves are off and its time to take down the aggressor. But it’s quite likely that not everything is as it seems.
- A megalomaniacal CEO is suspected of arranging the theft of numerous priceless works of art. Is he simply collecting these? Or is he selling them on the black market to fund some other nefarious goal?
- A NATO general is believed to be conspiring with his opposite number in the Eastern Bloc to bring about a war by destroying major world landmarks. This madness must be stopped!
For a proper 00(D)6 mission, your Agents should probably visit no fewer than 4 locations across the globe. Remember, the Agency is picking up the airfare, so don’t be shy about jetting about!
You might also want to start any given game of 00(D)6 off in medias res as your Agents finish up their previous assignment. Of course, then you’d be at a minimum of 5 locations, but budget is no constraint when it comes to these stories, people!
Might 3D Agility 3D Wit 2D Charm 2D
Skills: Lifting 4D, Stamina 4D, Unarmed Combat 4D, Guns 4D, Command 3D
Static: Dodge 9, Block 12, Parry 9
Might Damage: 2D
Equipment: Carbine (5D+1) or Revolver (4D)
Body Points 32
Might 3D+2 Agility 2D+2 Wit 1D+2 Charm 1D+2
Skills: Lifting 4D+2, Stamina 4D+2, Unarmed Combat 3D+2, Guns 3D+2, Intimidate 2D+2, Breaking & Entering 2D+2, Demolitions 2D
Might Damage: 2D
Static: Dodge 8, Block 11, Parry 8
Equipment: 9mm Glock (3D+2) or Uzi (3D+2)
Body Points 34
Might 2D+1 Agility 2D+2 Wit 2D+2 Charm 2D+1
Skills: Guns 3D, Dodge 3D, Computers 3D+2, Medicine 3D, Tech 3D+2, Repair 3D+2, Forgery 3D+2
Might Damage: 1D
Static: Dodge 8, Block 7, Parry 7
Equipment: 9mm Glock (3D+2)
Body Points 29
Elite Defender & Right-Hand Man
Might 3D+2 Agility 2D+2 Wit 2D+1 Charm 2D+1
Skills: Lifting 5D, Stamina 4D+2, Dodge 3D+2, Throwing 4D+2, Unarmed Combat 3D+2, Intimidation 3D+1, Command 3D+1, Demolitions 2D+2
Might Damage: 3D
Static: Dodge 11, Block 11, Parry 11
Equipment: Razor Brimmed Throwing Hat (4D)
Body Points 34
A Beautiful And Deadly Professional Killer
Might 2D Agility 4D Wit 2D+2 Charm 3D+1
Skills: Dodge 5D, Guns 4D+2, Unarmed Combat 5D, Melee Combat 4D+1, Language: French 3D+2, Seduction 4D+1, Persuasion 4D+1, Breaking & Entering 3D, Disguise 4D
Might Damage: 1D
Static: Dodge 15, Block 15, Parry 13
Equipment: Rapier (3D), Knife (2D)
Body Points 28
Your Opposite Number – Or Perhaps An Ally Gone Rogue
Might 3D+1 Agility 3D+1 Wit 3D+2 Charm 3D+2
Skills: Stamina 3D+2, Lifting 4D, Dodge 4D, Guns 4D+1, Unarmed Combat 4D, Stealth 3D+2, Gambling 4D+2, Seduction 4D, Persuasion 4D, Disguise 4D, Society 4D, Streetwise 4D, Investigation 4D
Perks: License to Kill, Gadgets
Might Damage: 2D
Static: Dodge 12, Block 12, Parry 10
Equipment: 9mm PPK (3D)
Body Points 34