Make that 008. Drake, Emma Drake |
However, my good friend from the G+ Lone Wolf Solo Roleplaying group Lino Pang expressed an interest in them, which made me reconsider. They'll be scant, since as I say, reconstructing from memory, but here's what I can recall in case anyone else is interested.
The Mission and City was generated by the James Bond RPG supplement "For Your Information" Mission Generator.
The Target and her Motivation was from "UNE" (Pleasant Entertainer, Capture Secret Society, I believe).
I personally felt the scenario I spun from the above was a bit hackneyed, but it turned out okay. And I really felt uncomfortable about the mission. Something didn't feel right about the mission (assassination) versus who the target was. It just seemed a bit extreme. I was hoping "Mythic" threw something in that would give me a reason not to carry it out.
The guys showing up was a Mythic Scene Interrupt, NPC Negative of some sort.
The escape plan was generated by questions and the resulting answers from the "Mythic" charts. Again, it seemed a bit preposterous but, oh well. Later I thought of ways I would have refined and polished it if I hadn't been having to play under the conditions I did (like adding a police uniform and credentials), but again, it is what it is.
Which Double-Oh was killed, and Emma Drake's number itself was generated from a chart of them also in "For Your Information".
The name of the target and the name of her (insipid) pop song were both from random generators Googled up online.
When the Mooks grabbed Annuska, I considered tailing them, possibly leading to a car chase. But I REALLY wanted a big Action set piece shoot-out. Then it hit me how I could stop them so that Emma could catch up to them.
I only rolled a Partial Success on the first shot to take the lead car out. I spent a point of Grit to turn it into a Full Success. It was critical to stop them so 008 could catch up.
The time spent crouching behind the car for cover was a result of only getting a Partial Success on the attack versus the first group of Mooks. I didn't want to keep spending Grit on every Partial Success, so I took a "Miss Your Attack Action", meaning they got to shoot at me twice. The targeting of the gas tank was my use of the "Clever Girls" rule from "Magnum Fury" to gain Advantage on my dice roll. I needed to take those guys out.
I only got a Partial Success on my "Mouth" roll to persuade Annuska to come with me. I took "The Action is only Partially Successful or Less Effective Than Hoped For". She's going with me, but she doesn't trust me. This could come back to haunt me later...
The "Mythic" Chaos Factor started at 5, went to 6 when the Mooks showed up, went to 7 when I blew the gas tank, went to 8 when the cop showed up, but lowered back to 7 when we got past him, which is where it starts next session
I spent one "Grit" on the sniper shot to take out the lead car. I spent one (and Burned it) to Speak Perfect Russian (by Burning the point of "Grit" I get to speak Russian the rest of the adventure, BUT my max "Grit" is now reduced by one from 10 to 9). I may have spent a couple more in there to get full Success on some of my rolls.
In any case, I Recovered one "Grit" for "Kicking Ass" , I recovered one for acting on my "Attraction" Flaw, and one for acting on my "Duty" Drive, meaning I started next time at my (current) max of 9.
I think those are ALL the mechanics I can recall from the first session. I will try to incorporate the mechanics in my next write up. I will most likely do them as a recap after the write-up as I did here, as I REALLY don't like to break the flow of the narrative.
Hope that this has been instructional!