Episode Transcript
[00:00:04] Speaker A: Strap in. Operatives, this is Go Bag. Your all access pass to modern day RPGs loaded with bullets, backstories, and a whole lot of bad decisions. And here are your mission leaders, Sean and Harrigan.
[00:00:22] Speaker B: Welcome to Go Bag Everybody.
Today we are going to do Tiny Spies actual play duet, vignette.
Vincent Drake's back, Harrigan's at the helm.
How you doing, Harrigan?
[00:00:41] Speaker A: I'm pretty good. How are you? Pretty good. Doing it. Doing okay.
[00:00:46] Speaker B: Doing okay.
[00:00:47] Speaker A: Hanging in there.
[00:00:47] Speaker B: Hanging in there.
[00:00:49] Speaker A: We're. This is, this is the second of the vignettes that we've recorded. Correct.
[00:00:55] Speaker B: Third.
[00:00:57] Speaker A: That we. The two of us.
[00:00:59] Speaker B: Yes, the two of us.
[00:01:00] Speaker A: Because I don't think let's. This is what I was going to say like when we recorded James Bond. And we're going to do the same thing today with Tiny Spies. It's meant to be kind of instructional. It's meant to be a little look behind the kimono to see how the game is run.
So there may be some things that Sean become as the player becomes made aware of, but he wouldn't normally an rpg. But I'll try to keep the, you know, the, the fourth wall sort of addressing the audience or the people who are looking to learn.
I think we did that in James Bond a little bit. Try to do that today. When Jason Connelly ran for us, he ran top secret for us. We didn't really do that. We didn't give Jason the same sort of heads up and the same briefing on what we're after. So that's a little more of a traditional short one shot setting where Jason's the GM and Sean and I played through it. And if that has not dropped yet, it will soon. Right, Sean?
[00:01:53] Speaker B: Yeah, of course.
[00:01:55] Speaker A: Okay. Yeah, he. I, yeah, you do all the hard work, man. I appreciate it. All the editing, all the posts and all that stuff. Right. So.
So yeah, today is Tiny Spies. And what Sean and I talked about was just flowing. It won't be, you'll see, Sean. It won't be a direct follow on. We're not going to pick up scene for scene with Mr. Vincent Drake.
But I figured, you know, we got a little story going, why not sort of continue it and the characters and stick with Vincent and you know, before we really get into the game, I'd love to have you tell me a little bit about Vincent Drake because you built him in the last week in the Tiny Spies, you know, but as a, you know, in the generator or whatever, I guess he did it by hand probably. There's not really A generator. Tell me more about Vincent. I guess if what I'm trying to say and then we'll get into the game.
[00:02:42] Speaker B: Well, picking up where he started in the James Bond world. James Bond RPG World.
He's still an agent of the UK of the Crown, if you will.
[00:02:54] Speaker A: MI6.
[00:02:55] Speaker B: MI6, baby. Not double O status. I mean he's got a few pounds to lose before he hits double O status.
So Vincent Drake, in the Tiny Spies world, he's not smaller, he's about the same height. I think I had him down for about 5 foot 4 maybe potentially peppered hair, though he's probably looking a little older than his actual age. But in the Tiny Spies world, I made him an agent for an archetype. And his background is analyst.
Yes. And then for his belief I chose for God and country because I mean you can't really be James Bond if you're not forgotten country here. The other ones didn't align, I don't think.
[00:03:51] Speaker A: So you can make up your own as well for those beliefs, but they do give you a little palette to choose from.
Yep. Okay, so he's an, he's an agent. He still works for MI6. His belief is for God and country. What else?
[00:04:03] Speaker B: He has four traits which will come as no surprise to those that are fans of Vincent Drake and the Vincent Drake saga.
The first one of course is going to be charismatic because, well, he's Vincent Drake.
Come on.
Second one is insightful.
This third one is marksman, which allows him to, to be better with a light weapon because that is. His proficiency is light ranged. He is. He's not a heavy machine gunner or a hand to hand type of weapon aficionado, if you will. And then of course Die Hard because he will only live thrice.
[00:04:54] Speaker A: Do you have those handy? We should, we should go into those to see what they tell me about mechanically what charismatic, insightful marksman and Die Hard do. But before you do that, you have light range proficiency, which really means handguns throw knives, et cetera. Right. Throwing stars, anything that's, that's a light weapon that does one damage, takes one hand basically. But what is your, what is your mastered weapon type?
[00:05:20] Speaker B: Oh, that's a good question. I did not write that down. But I would say probably a pistol. Nine millimeter. Walther ppk man.
[00:05:29] Speaker A: Okay, I don't think you even have to get that specific.
I think you can just say pistols.
And the Walther PPK isn't a 9 millimeter, Sean. It's 7.62, but that's okay.
Actually you know what? Oh, my gun creds on the line here. It might be 7.65. I think I'll have to go check. It's. It's a 32 generally speaking.
Yeah, There you go.
[00:05:53] Speaker B: You know every chance for me to have you correct me on guns.
[00:05:58] Speaker A: You like that? Yeah, that's what I'm here for. I don't know if you saw, if you read the fine print of the contract, but that's literally why I'm here.
[00:06:06] Speaker B: That's right.
[00:06:06] Speaker A: Point. Point being your. So your service weapon, your pistol is your favorite weapon.
[00:06:11] Speaker B: It is, yeah. Yeah.
[00:06:13] Speaker A: Or your, or your master weapon, which means you roll at advantage with it. Right.
So if those who heard the tiny spies breakdown, if you master a weapon, you're rolling at advantage 3d6 and you're looking for a 5 or 6 on any.
If you have proficiency, you roll 2d6. It's a normal roll. And if you don't have proficiency. So picture that like this is a part that's a little bit weird about this game. Like Vincent being a, this high end agent is not proficient in like rifles in, in hand to hand combat because that would be light melee. Right. So we'll get into some of that. But it's, it's a little weird that you're, you have such a narrow thing that you're so that you're good at which is basically light ranged. And now pistols. Right.
Anyway, you were going to talk about charismatic, insightful marksman and Die Hard before we do that.
[00:07:03] Speaker B: I have to say, later years of Bond probably more hand to hand than anything.
[00:07:09] Speaker A: Yeah.
[00:07:10] Speaker B: Daniel Craig's always getting his ass kicked hand in hand.
[00:07:13] Speaker A: You know what, in fact, through the Bond movies he does. He doesn't shoot a ton. No. You know, he's got the PPK a lot and he's often, you know, holding people at, at gunpoint or he'll be in a little bit of a shootout and there are times, especially on the Roger Moore side of things, there'll be big gunfights and he participates with the cast of thousands in red and blue jumpsuits who are shooting at each other. Right. He'll, he'll participate in that kind of thing. But yeah, I mean they're not. There's other things going on in Bond movies than just gunplay. For sure.
[00:07:42] Speaker B: Yeah.
[00:07:44] Speaker A: And the books certainly. Right. Like I forget which book it was. He like never even pulls his gun.
One of the first three books that I've read.
Anyway.
[00:07:56] Speaker B: You wanted me to go into the.
[00:07:59] Speaker A: Yeah. Tell us what the what the mechanics are so listeners can understand. And I can keep it in mind. You can keep it in mind as we. As we play the vignette.
[00:08:08] Speaker B: Starting off with his core trait would be charismatic, which each trait in Tiny Spies has a little. Little blurb at the beginning, few words. So this one is I can get what I want without even asking.
Yeah.
You gain advantage when attempting to convince someone of something or otherwise influence them.
[00:08:34] Speaker A: Nice. So like when you were at the gate or the front doors of the casino in the last vignette, Charismatic would have come to play when you're trying to get the guards to let you in because you were a server who was late and all that stuff, Right?
[00:08:49] Speaker B: Yes.
[00:08:50] Speaker A: Yes. Okay.
[00:08:52] Speaker B: And of course, I will use my powers for good.
[00:08:58] Speaker A: I have no doubt.
[00:09:00] Speaker B: The next one is insightful. Insightful is stop pulling my leg.
You gain advantage when testing to discern whether or not someone is telling the truth or lying.
[00:09:15] Speaker A: So it's kind of a whole like D and D, I disbelieve kind of thing.
[00:09:19] Speaker B: That's right.
[00:09:20] Speaker A: And you get advantage on that.
Got it?
[00:09:23] Speaker B: Yes, yes, yes, yes, yes. And then the third one that I have is marksman, which is the odds of hitting your target increase dramatically. That's the blurb. Everything else has a little. Little spice. Not this one. Cut to the chase. It's the odds of hitting your target increase dramatically when you aim at it. So when use. When using the focus action, your next attack with a ranged weapon is a success successful on a test of 3, 4, 5, or 6.
[00:09:53] Speaker A: So are you picking up what they're laying down there? If you. If you just. If you just shoot, it's a five or a six. If you focus, in other words, of your two actions in your. On your turn, you spend one. Anybody spends one turn aiming, they get focus, which is 4, 5, or 6. You get 3, 4, 5, or 6 because of this trait. So, yeah, you're hitting two thirds of the time on one die.
[00:10:15] Speaker B: Makes me want to think I should be a sniper rifle guy instead of a pistol, but whatever.
[00:10:20] Speaker A: Well, it is called marksman.
[00:10:22] Speaker B: True.
[00:10:25] Speaker A: Anyway. Yep. It's about basically taking the time to make the shot. You'll. You're a very good chance of hitting if you take the time to make the shot.
And then die hard. What's that do Die hard.
[00:10:37] Speaker B: That is, I could do this all day.
When an attack would reduce you to zero hit points and instead reduces you to two hit points, you could do this once per day.
[00:10:53] Speaker A: All day. Once per day. Right.
Kind of cool, though. Basically, it's you know, you gotta. You got reserves, you got. You're not. You're not down and out when it looks like you are. Right.
[00:11:02] Speaker B: Right.
[00:11:02] Speaker A: A little bit of a comeback you can make.
[00:11:05] Speaker B: Also, I should mention my character typically gets three traits, but because I'm Agent, I get the bonus. Worth.
[00:11:15] Speaker A: Yeah. And I think the way that the other. I think there's four other archetypes, they all come with their own custom trait that you can't access otherwise in the game. So you have to choose that archetype to get it. The agent's the one that's like, you're the. You're the. Do all you know. You know, you're. You're Bond. You can do it all. You know, you're born. Whoever.
[00:11:36] Speaker B: I'm Drake, silly.
[00:11:38] Speaker A: In this case. You're Drake. Yes.
[00:11:40] Speaker B: Yes.
[00:11:42] Speaker A: Uhhuh. Okay. All right. Anything else you need to tell us about Drake? And I do, I do love, by the way, he's probably like early 30s. He's one of those guys whose early 30s and still has salt and pepper hair, like, starts going gray at like age 29.
[00:11:56] Speaker B: The life of a, of a spy in MI6 wears on you.
[00:12:00] Speaker A: Yep. Yep. It's distinguished, man. Makes him look good.
[00:12:03] Speaker B: Yeah.
[00:12:04] Speaker A: Yeah.
[00:12:05] Speaker B: There is nothing else that I can share other than the fact that I have six hit points for health.
I don't have any affiliations or favors, but I think that comes with play. Correct.
[00:12:17] Speaker A: Are those, Are those something that's on the character. The character sheet?
[00:12:20] Speaker B: It's on the character sheet, but I don't believe it's part of character gen.
That is correct.
[00:12:24] Speaker A: It would come through play.
[00:12:25] Speaker B: Yeah. So I think. And then vehicles, gadgets, and inventory, which I don't have anything filled in for that either.
[00:12:30] Speaker A: Yeah. I would, I would put down just like your wall through PPK somewhere on your sheet so that you know that you've. You know, you're typically armed with it. Right.
[00:12:38] Speaker B: Gun.
[00:12:39] Speaker A: Yeah. You could do that too, if you want. It is Tiny spies. Yeah.
[00:12:43] Speaker B: Shooter. Pew pew. Shoot.
[00:12:47] Speaker A: More of a pow pow, but that's okay.
[00:12:49] Speaker B: Pow pow.
[00:12:51] Speaker A: Good.
We'll. We'll do the spy space stuff later, but not tonight, not today.
Okay. Anything else you want to do podcast wise or set the scene for like, what the series is or anything? These are, you know, you. I thought you did a great job with the Bond version of this, but anything you want to. You want to put on, put out there before we start.
[00:13:12] Speaker B: I think so. Other than the fact that if this is your first time ever watching Go Bag or listening to Go Bag. This is not the common format. This is a vignette duet game where one of us is going to game master and the other one is going to be the player. And as we do this, we're going to break some of the fourth wall to explain some of the rules as we play and how we explain things. So it's like taking actual play just a bit up to a notch in the mechanics piece because somebody could watch this and say, well, how does tiny spies actually work? What's the mechanics behind it? So that's the purpose of this, is to not only do actual play and you a little, little tasty taste the Vincent Drake's mojo, but also to, to show you what the game has to offer as far as, and the nuances. And then you can compare the different covert action games to, to see how the they align. So thanks for tuning in.
[00:14:07] Speaker A: Yeah, well said. And we do have the, the one from Top Secret, which is a slightly different format coming. And I think we're going to do Agent Provocateur soon enough as well. And that may even come up or this one does. Who knows? We'll, we'll see.
Order ends up being the only thing I would add. Sean, you know, for those who are tuning in for like a high end AP experience, you're not going to get it.
You know, the, the focus is absolutely on mechanics. So there'll be some railroading, there'll be some sort of scene jumping, some hard framing to get us where we need to go. We're trying to get these done in like a, you know, less than a couple of hours, I think is what we're really aiming at. Ideally like 90 minutes if we can do that. But as anybody who's run one shots before knows that can be hard to get much done in that kind of time period. Having one player makes it easier.
But yeah, consider the focus here to be on the mechanics and not the story or the role playing. But we'll hopefully make it entertaining as well.
All right, you ready, Sean?
[00:15:04] Speaker B: I am ready.
[00:15:06] Speaker A: Okay.
[00:15:06] Speaker B: I have my, I have my six shooter dice.
[00:15:10] Speaker A: Oh, look at you. Just make sure you know how to read them because those filled in little cylinder chambers.
[00:15:18] Speaker B: Yeah, those are ones to read.
[00:15:21] Speaker A: Look at them. And, and you, you tell me they are. Because one of them. Okay, the black. Right, Right.
[00:15:27] Speaker B: Because if you take both ends, they should add up to seven.
[00:15:32] Speaker A: You have to edit this out, folks. He's holding up dice that are easy to misread is the problem. These are from Q. No, not from Q Workshop. They are from who?
I don't remember.
[00:15:42] Speaker B: I got him out of Con.
[00:15:43] Speaker A: Name of the company. Damn it.
We'll have to edit it in because I love these. I love these guys actually. They make great dice.
This. This one has revolver cylinders. One, you know, with the gaps, one through six, where you put the bullets. Basically he's going to roll those for.
In fact the tiny. These guys have made tiny D6 dice too, now that I think about it, which is kind of cool.
[00:16:04] Speaker B: These are my lampshades and revolvers. Dice.
[00:16:10] Speaker A: One day we will write that game.
Well, sit down. It's going to be a lasers and feelings hack. It's going to be easy to do, you know.
Should be. Should be easy.
Black Oak Workshop. I knew it had to come to me. That's who makes the dice. Black Oak Workshop. Great dice.
All right. It is still 1970ish, let's say if you remember last time when we had Vincent Drake's Adventure, he was in Egypt, he ended up in a casino in Spain.
There was a little bit of a chase, there was a some gambling action, there was some seduction, etc. Right. So we're still in that sort of 1970 handover from Connory to Bond kind of time period. Right? It's still Connery at that point. Or Lazenby actually is in the. Is in the mix, but you know what I mean. It's kind of classic Bond era. We are staying with all the background. We've already established you do work for MI6.
And as the curtain opens in the movie theater and the crowd settles in to watch, we have a cold open Sean that doesn't have Vincent Drake in it. So get ready. Hang on to your hat, my friend.
We see a train yard from an overhead shot. Somewhere in it must be Eastern Europe or the Baltic or something.
It's got to be somewhere like that. And this is the kind of scene where there must be a hundred tracks and in the distance you can see that they jet off in many different directions, going all over Europe kind of thing. But as the camera pans, we see a dark haired man. He's handsome, he's rugged, got some dashing good looks. Who has an attache case handcuffed to his wrist.
And he is running for his life.
He is sprinting.
Sweat's beating on his brow as the sun beats down. And as we camera moves again, we actually see Budapest in the background. So we're in Hungary.
And if you look closer, you'll actually see that we're in a famous place called Eantelec, which is a train graveyard in Budapest known often as the Red star graveyard.
You are 002 for this opening scene. Sean, 002 has a case full of secrets that he's trying to get back to headquarters, but he is being pursued by men trying to kill him.
And in fact, let me share you a couple of pictures of what the train yard looks like. This is a famous place where plant life is taken over. This huge train yard where there's all kinds of engines and cars that are all rusted out hulks and whatnot, but there's all kinds of like plants growing up through the, the old stations and through the cars themselves. I'm sharing a couple of pictures here with Sean in our discord. So you can see what it looks like, but you can picture there are rusted out train hulks everywhere. So there's tons of COVID there's lots of places to sort of, you know, nooks and crannies to dart into, etc. So if you look at your discord, Sean, you'll see that.
But to punctuate what's going on right now, we're 002 running. There are a couple of shots spring out from way behind you and there's dudes in black turtlenecks aiming pistols that just fired and a few little ricochets go off around.
You've got to get to the other end of this train yard and try to find your contact that you're supposed to hand the case to. Now we'll see how we get the case off your hand. But anything you want to do or say, other than just flee forward and try to escape this high intensity moment?
[00:20:03] Speaker B: No, I think it's to, to make sure I have cover as I run down the tracks in between some of these cars to my rendezvous point.
[00:20:15] Speaker A: Okay, so I will also say the audience sees blood on your face. It's clear that 002 has been injured. We don't even know it's 002 at this point. We're going to find that out later.
All right, 002, you, you know, are keeping low. You, you put a couple of train cars between you and your pursuers. You can still hear the gunfire kind of ringing out randomly as they're just firing in your direction. And you come to a point where you reach the end of a long rusted out train, knee high, grass all around you, and you got a hundred yards or more to break for an old train station with a rusted out metal corrugated sides and roof that's you know, half collapsed, there are trees growing through it. But you, you know, this is where you're hoping that your contact is going to make, you know, make the connection with you. But you've got a long way to go before you get there.
You gonna try to make that run?
[00:21:10] Speaker B: I'm gonna make that run. And ducking and dodging and hoping to maybe throw them off a little bit in different directions somehow. Like maybe I can lose them just for a brief moment.
[00:21:27] Speaker A: Okay, let's, let's, let's try initially to see if you can make the run.
Actually, it's. It sounds like you're not making the run. Like you want to do some misdirection first, right?
I have an idea. Let's do, let's do this. Make a test. And this is where, like, you know, this is one of those games that's pretty roll forward, right. You can either describe what you're doing and we can test, but you can also just say, I'm going to try to evade and throw them off. And I'm just going to say, sure. I'll make a test without any kind of trait or, or environmental thing that would change that. It's going to be a normal test, which is 2D6. Yep. He's got him in his hand and he's looking for a five or a six. So let's see if you can. You can basically throw them off of.
By throwing a rock and making a noise or something like that, right?
[00:22:14] Speaker B: Two twos.
[00:22:16] Speaker A: Okay. They got two twos.
As you look around, there's no, you know, they've got line of sight on you. Then you dart behind this one train cart. They know where you are. You're not going to be throwing them off, unfortunately. So you're going to have to make this run right while they shoot.
So what I want you to do now, I'm going to give you a pair of evades as you, as you. You know what, let's. Let's actually use the combat rules a little bit differently.
Recall in tiny D6 games, you get two actions for a combat round, right?
Let's say it's going to take you two.
I'll say this. It's going to take you three moves to get there because you can move twice around, right? So you could combine a move and an evade or you could just go all out. So in other words, if you're going to get three different movement ranges, and that really basically takes you from far to near to close because it uses range bands, right? So from your, from the COVID that you're crouched behind. Forgive me for breaking this down the way I am, but I'm trying to get my head wrapped around how to run this thing.
You need to make three. You have to cover three, three range bands of distance, right? You get to take two actions in the first round, and if you just sprint, they're gonna shoot at you and you won't get to event evade. If you throw in an evasion, you'll be able to also try to evade a gunshot if it hits you, which is remember one, only one D6 and trying to get that success. There are various traits that allow you to evade better and that sort of thing in the game, but old Vincent didn't choose those. What's your first move gonna be?
[00:23:54] Speaker B: This would be 002 and not Vincent, but that's okay.
[00:23:57] Speaker A: I'm sorry. You're right, you're right. You know what, let's.
Let's play a little faster and looser with this. Let's say 002 does have some sort of trait that gives him 2d6 if he evades because he's a double O agent.
[00:24:11] Speaker B: Okay, Excellent.
[00:24:12] Speaker A: Not. Not Vincent. It's somebody who's a little taller, a little more distinguished.
[00:24:16] Speaker B: That's right. It's the cold open. It's somebody not in the main.
[00:24:19] Speaker A: That's right.
[00:24:20] Speaker B: Yeah, that's right.
At least yet. So. Or down the road, I'm going to choose to evade and do two move actions. Never run in a straight line, never give him a free single shot at you.
[00:24:31] Speaker A: So, okay, so what that tells me is that will probably take you three rounds to get there because you're going to be move, evade, move evade, and move evade. You need the three move actions to get there. Right?
That makes sense.
[00:24:44] Speaker B: Yes.
[00:24:44] Speaker A: Okay. All right, so outburst 002. Running as hard as you can. Double O agents are in great shape. You're making up, you know, all kinds of. All kinds of good ground. Running through this this long, you're having to jump over like old train wheels that are rusted on the ground. There's old railroad ties, there's. There's some track that you have to get over. It's. It's quite a, a, a run, but. And while you're running crack, crack, these pistols go off.
They're running to keep up with you, but they're also firing. So the first guy hits. So you weren't going to want to try to evade that. And the second guy does not hit. So there's one potential damage coming your way.
Gonna try to roll your evasion. You got two dice, right?
[00:25:27] Speaker B: Rolling my evade.
Okay, I got two ones this time.
[00:25:32] Speaker A: Okay.
[00:25:33] Speaker B: Yeah.
[00:25:34] Speaker A: So as one of these guns go off, what do we hear? What do we hear and see? When one of them wings you in the shoulder, it's not. It's not a hit that will put you down, but it definitely, definitely draws blood. What do we hear and see?
[00:25:47] Speaker B: Probably goes through my right shoulder as I'm trying to run away.
Comes out, and I grab with my left hand. As my gun is in my right hand, I grab my shoulder and wince in pain and topple over a little sideways, kind of staggering as it exits my. The front of my shoulder.
[00:26:09] Speaker A: Yep. This is kind of before when this is filmed, it's before the time of squibs where you have the remote controlled gunshot little packets.
[00:26:17] Speaker B: Right.
[00:26:17] Speaker A: And in fact, if you do watch From Russia with Love again anytime soon, there's a great scene in the shootout at the, like, gypsy camp where they're. They're having, like, a big party where a guy gets shot and he's got. Clearly has the red stuff on his hand, and he. He grabs his stomach like, oh, you got me. He's, like, rubbing it around, so it goes on his shirt. I'm seeing 002 do something similar. Similar with his shoulder. Grab your shoulder.
[00:26:41] Speaker B: I smash the ketchup packet.
[00:26:43] Speaker A: Yeah, exactly, exactly. But you. You get winged, dude. You're only. You're a third of the way there, and one of these guys is winged you already.
So these two guys in their dark pants and dark turtlenecks are still coming. They're still pow, pow, pow, coming. Make your second move. And then another evasion. If you need to. Let me make their shots first.
We're playing this pretty fast and loose here. There's one hit, okay? One of them may hit you again.
Did I tell you what your health is, by the way?
[00:27:12] Speaker B: You did not.
[00:27:13] Speaker A: Your health goes from three to two because you're already injured.
And now you've got another shot coming in.
You're gonna try to evade it.
[00:27:26] Speaker B: Oh, yeah, yeah.
[00:27:27] Speaker A: Yep. Try your evasion.
[00:27:31] Speaker B: This time. I rolled a six, sir.
[00:27:33] Speaker A: Look at you. All right, so ducks and weaves. You're a difficult target. We are looking down the sights of that guy's gun, and you're just, you know, just zigzagging. He fires, and the bullet impacts in the dust.
[00:27:46] Speaker B: Can you add the really loud, obnoxious ricochet sound effect?
[00:27:52] Speaker A: We can.
It hits one of the steel tracks.
Yes, we can. All right, and then you are two thirds of the way there as we've kind of chunked this up. Right. So one more move action and an evasion.
They're still coming and they still do shoot twice man, that first guy has hit you all three times. He's a, or, or potentially hit you unless you evade. So if you make this evasion you're going to make it to the COVID of the big rusted out train station building somewhere. I shouldn't say train station, it's more like a covered place where you keep all the locomotives and make do maintenance on them and all that sort of stuff. Right. It's a big giant workshop that would fit like 50 trains in it, that kind of thing.
All right, go ahead.
[00:28:36] Speaker B: Two ones again.
[00:28:38] Speaker A: All right.
[00:28:38] Speaker B: These have more like symbols on them. I don't know what's going on.
[00:28:44] Speaker A: You know what you're discovering is that the Dyson Tiny spies and tiny D6 games are not that nice to you. No. Like with, with 2d6 you've got 50, 55 chance to succeed or something like that. Right.
All right, describe another hit and you're down to one health as you stumble into the building.
[00:29:03] Speaker B: Yeah, this one probably hits me in the leg somewhere.
[00:29:06] Speaker A: Oh yeah. All right, so you're. You limp in bleeding from two fresh bullet wounds. You're hurting. You've got this attache case and if you see a close up your, your wrist is rubbed and chafed raw red like someone's trying to get this thing off your wrist in the most violent of ways.
You're, you're not in good shape 002 as you stumble in.
But as you come around the end of a great big locomotive with a big red star on the front. This being, you know, where the Soviets retire a lot of their engines in the area.
You're expecting to see a, a woman with shoulder length steel gray hair.
She's like the, you know, one of the local agents in, in Bulgaria. But instead you see a man with silver plumage and a white little lapel pin with a white scorpion on it.
And he's standing in his three piece very tailored suit and he smiles, looking at you and says 002. You're expecting to find someone else.
He draws a long stiletto from beneath his vest and says, you have something that belongs to me.
What do you do? 002?
[00:30:28] Speaker B: Pop the cyanide pill.
Just kidding.
I.
How far away is he?
[00:30:43] Speaker A: For me, 30ft. You could move and get to him. We require one move to get there.
[00:30:52] Speaker B: So this is obviously an ambush, right?
[00:30:55] Speaker A: Yes. Took care of either, either you're either it didn't. It was you were set up, or he found out who your contact was and they've been removed or something. You're not sure which.
[00:31:06] Speaker B: Son of a.
[00:31:11] Speaker A: I will take it from you by taking your arm.
He flicks that stiletto back and forth. He's very skilled with knives.
He starts walking towards you.
[00:31:26] Speaker B: And I. So is the attache the briefcase, like, handcuffed to me.
[00:31:31] Speaker A: It is handcuffed to you.
[00:31:32] Speaker B: Okay.
So I hold it.
[00:31:36] Speaker A: We have not revealed what's inside of it yet. No. Yeah.
[00:31:38] Speaker B: So it would have made it interesting to grab my shoulder, but that's okay. I would have done it with it in my hand. Like.
[00:31:44] Speaker A: Yeah, it could have been the other hand.
[00:31:45] Speaker B: Okay.
[00:31:47] Speaker A: Or that's one of those editing mistakes that people love to point out later.
[00:31:50] Speaker B: That's right. Continuity.
[00:31:52] Speaker A: What? That's a continuity problem.
[00:31:54] Speaker B: Hold his shoulder. Where's the briefcase?
[00:31:57] Speaker A: Exactly.
[00:32:00] Speaker B: I do. I know what's in the briefcase.
[00:32:03] Speaker A: You do? Yes, you do.002 does.
And you know, you do not want to give it back to him. It's something you've taken from his organization.
[00:32:12] Speaker B: Okay.
Just was contemplating, like, throwing it out into the air and having.
[00:32:18] Speaker A: That's not a good idea.
[00:32:20] Speaker B: That's fine. I.
I will close on him and swing that thing as if it were like a flail.
[00:32:33] Speaker A: Okay. Sweet. So let's do a little bit of combat, which when. When you. Look, we. I was playing, like I said, playing a little bit looser with it when you're outside running. But now I want you to roll a test to see. It's an initiative test to see who goes first. Right.
[00:32:48] Speaker B: I don't have any modifiers for that, I imagine.
[00:32:51] Speaker A: I think it's just a standard test.
So 2D6. Unless you would have a trait or something. Or again, like, if this is where the situation would matter. Right. If you were kind of surprising somebody, I could give.
Make it an advantage. If someone was surprising you, I could make you roll it at disadvantage. But this is. I think you're both ready. Right. So he doesn't roll. It's player facing. You just make. Make your test. If you succeed, you go first. If you fail, he goes first.
[00:33:17] Speaker B: I rolled a five.
[00:33:20] Speaker A: You succeed. Okay. So you've got to use a move action to get to him. Then you're. It's not like you're going to use an attack action as well.
All right, let's do 2D6 and see if you can hit him with. Hit him with the case.
[00:33:32] Speaker B: Do I have any trait that would do. I Have ma. Oh, so do I have a proficiency in melee or ranged?
[00:33:44] Speaker A: Let's say you're 002. You've. You've added some things to the pile. So you've at least got proficiency in light melee, which is what the case is.
[00:33:54] Speaker B: And that would allow me 2d6, but I hit on a 3, 4, 5, 6.
[00:33:59] Speaker A: Why a 4, 5, or 6?
[00:34:01] Speaker B: Because of the proficiency or no. Am I wrong?
[00:34:03] Speaker A: No proficiency. Yeah. So if you don't have proficiency, like, if you were. If you were Vincent in this situation.
[00:34:08] Speaker B: Yeah.
[00:34:09] Speaker A: With the case.
[00:34:09] Speaker B: Yeah.
[00:34:10] Speaker A: You would be rolling 1D6 to try to hit him because you don't have light melee.
This double 002 agent has light melee, so he's allowed to roll two D6 and still trying to get a 5 or a 6.
[00:34:23] Speaker B: Got it.
[00:34:24] Speaker A: If the.
Think about it this way, though, this is where, like, you had to use one of your actions to get close to him. Right. If you were able to use one action to, like, prepare or to, like, muster your strength, this is where you can focus for an action. And then you would hit on a 4, 5, or 6. So if you take the take, if you burn a whole action to focus on something, it improves your odds, basically.
But as it stands right now, you didn't have time to do that.
[00:34:49] Speaker B: I don't want to focus. I'm going to go in there and just whomp them upside the head with this briefcase. That is. That is the intention.
[00:34:58] Speaker A: Okay, got it.
[00:35:03] Speaker B: I rolled a four and a three.
[00:35:07] Speaker A: All right. That is a failure. This game has no meta currency. So this is one of the things that I want, like, us and listeners to become aware of, like, the game is. That's why I said, like, maybe as a Cold War simulator, it's better because you have no recourse for your miss. Right. And now he gets two actions so he can attack twice.
Let's find out how that goes. I am going to say if you use the attache case to defend, although you didn't. You didn't evade. Oh, you. You've used your actions. Oh, my God.
So this is also where it makes a big difference as to whether you go first.
Forgive me for getting ahead of myself. One thing you could have done, and maybe I'll make this clear more clear, when we have Vincent in action, you can save an action to use it as an evade.
So you can attack and say, I'm worried about the reprisal. So I'm going to save one of my actions and use that as an evade. As it stands right. Now, 002 is desperate. He crossed that, that. That. That distance. He swung the case. The guy stepped back and avoided it. And what he does with his stiletto, if she rolls at advantage. Oh, the first swipe is just beneath your chin. Misses your neck, though.
But there's very much a cat and mouse kind of. You're both walking delicately around. You know, he's got this twirling knife. You got the case that you're holding up, trying to protect yourself.
Second swipe hits you, and you can't evade, can you?
Opens. He opens your cheek from nose to ear.
Full slash. Blood pours down. And he twirls the stiletto and holds it up and looks at it. Not only do we see your blood, 002's blood running down it, but it's glistening with something else as well.
002's throat starts to constrict a bit.
Can't. Can't breathe.
Falls to his knees as El Scorpion Blanco twirls his knife. Clears. Clears it off. It cleans it off. Slides it back into its sheath in his vest. And 002 keels over dead in front of him, eyes staring.
Yeah. We go to the, you know, the montage of the.
Looking down the barrel of the gun. And here comes Vincent.
All right, there's our coal open. You cool with that?
[00:37:33] Speaker B: Yeah.
[00:37:34] Speaker A: All right, good. I'm glad to hear that. All right, our next scene is a briefing room in London in MI6.
And as we join the scene in progress, M is briefing one, Vincent Drake.
What's Vincent. How's he dressed? What's he look like in the. You've seen the office 100 times with all the mahogany and wood in that office.
[00:38:02] Speaker B: Charcoal gray suit, white shirt, 70s, right? Probably a little skinnier tie than the typical business attire of the late 80s.
[00:38:17] Speaker A: Yeah.
[00:38:20] Speaker B: Probably has a fedora gray, charcoal black band.
When he. Before he walks into M's office before the briefing, he probably tried to toss it onto the cochery.
[00:38:35] Speaker A: Moneypenny rolls her eyes. Roll a test to see if you can do it.
We'll see if Moneypenny is impressed or not.
[00:38:41] Speaker B: Ho ho, two fives.
[00:38:43] Speaker A: Look at that. Right on there. And so also recall where. And forgive me, this is one of those sidelines. We'll get into it. I. In the review of Tiny Spies, I mentioned how tiny D6 games don't really encode.
They don't interpret all the information that is encoded into a die roll. Sean just rolled two fives. Tiny Day Six says, I don't care as long as you roll one, I'm good. It could mean something further if you wanted to house rule it, to say he actually got two successes there, not just one, but to keep things lean and mean. The tiny D6 games say, yeah, as long as you get one, just move on, right? There's. There's no criticals, there's no fumbles. You just kind of move ahead. Many people house rule this part of it, especially if you. If you look at a one on a D6 to make a one a fumble. And basically what they say is if you get a one on all dice, it's a fumble. And that makes sense because if you have two dice in the standard test, it's harder to fumble than if you're at disadvantage because you have to get two ones on two dice instead of one. Done on 1, 1, 1 on 1, die. And becomes even harder when you have advantage, etc. Long story short, hat sails across the room, lands on the coat rack, the hat rack, and Moneypenny gives you a smile and a wink as you go through the door.
Sean's giving it a nod for those who are listening. Yes, he's making all kinds of facial.
[00:40:08] Speaker B: Yeah, sorry, it's a podcast for not audio aficionados.
[00:40:14] Speaker A: Indeed.
[00:40:14] Speaker B: I nod towards money penny and give her a little wink and then enter into ems. I actually look at her for, like, approval to walk into the office before opening the door.
[00:40:26] Speaker A: She buzzes you through.
He's on his way, sir.
And then we let's. For. For the take of. Sake of brevity and time, let's, let's. We're not going to do a deep, big detail debriefing, but the. The gist of it is m saying to you, so you remember your time in Spain investigating Blanco? 002 was further investigating him and has been found dead in Budapest, Hungary.
We need you, Drake.
You need to be our man and find Blanco.
002 had something very important he wanted to bring back to headquarters and we don't know what it was. You need to recover this from Blanco after you find him. He raises an eyebrow and says, do you still have connections with the Contessa Lucia Marin?
We have word.
We have word that El Scorpion, Blanco's cabin cruiser yacht, has been seen off the coast of her casino again. He's been there recently.
Do you still have that connection?
[00:41:30] Speaker B: I believe I do, sir.
[00:41:33] Speaker A: Excellent. He slides a dossier forward and he says, Congratulations, 003.
This is your license.
You know what to do should you see Blanco, recover that case and do what needs doing?
[00:41:51] Speaker B: Of course, sir.
[00:41:56] Speaker A: All right. Anything else you want to do here, or should I have Q bust in?
Yes, 007.
[00:42:02] Speaker B: I want to know the name. I want to know the name of the yacht.
[00:42:07] Speaker A: Okay, I've got the name of the yacht.
The name of the yacht is the Colmillo, which means Fang C O L M I L L O Colmio.
And it's one of these. I'll drop it in the discord. It's one of these, you know, Thunderball style, multiple level cabin cruiser, like helipad on the back radar up top.
You know, black bikini clad Italian ladies hang out on it.
You know, this is a serious boat that's been spotted near the casino where you were last time when we last saw Vincent.
So in other words, they recovered 002's body.
And then subsequent to that, this, the Comio was spotted off the off the coast of Spain. But they don't know where it went. And they're wondering if the contessa does know that information. The contessa who? You have a history with Lucia.
Sean's nodding.
[00:43:16] Speaker B: I'm not. It'll be this one side.
Lucia Contessa.
[00:43:20] Speaker A: Got it?
Yes, got it, got it. Okay, and let me get back to my notes here.
Q breaks in 003 some equipment that you might find useful on this First, a laser watch.
So he opens a box. This is Q now in the office, pulls it out. And what you have, Sean, is a light ranged weapon, a laser that can be used to cut through metal if need be. But every time you use it, you have to make a save test with disadvantage. And if you fail, that uses all the power in the watch. So it has a very limited battery. It's meant to be like for cutting bars, etc. You can picture the beam is effective for about maybe 8 or 10 inches. Right. This is not a long range weapon.
Also, 002 was found with some sort of strange toxin, toxin or venom in his body. He holds a little vial up and says, anti venom for you. Good for one hour. Only one dose. Very, very difficult for us to manufacture. Don't waste it.
And then he also hands you a dossier with some blueprints in it and says, should you need these, we're not sure that you will contact me and I can tell you more about the specifications and the use of this device.
This charm we will get into later if we happen to need questions.
[00:44:48] Speaker B: So as he looks at the watch originally, he's kind of looking at it and adjusting the band and winding it.
[00:44:57] Speaker A: Maybe.
[00:45:03] Speaker B: And Then the anti venom mic probably, like, opens it up and smells it. Puts the stopper back into it.
Just making probably Q nervous. I don't know, maybe, huh?
[00:45:14] Speaker A: This.
Don't. Don't uncap it. It's volatile.
He screws the cap back up.
[00:45:20] Speaker B: Pardon me.
This is very good.
Appreciate. Appreciate this, Q.
[00:45:30] Speaker A: Make good use of our resources.
M's got his pipe out now. He's spoken. It says, Good luck, 003.
Meet with the contestants to find Blanco. Complete the mission.
[00:45:42] Speaker B: Very well. Good day, sir.
[00:45:47] Speaker A: Off goes our newly minted double O. Yeah, baby.
All right. You are 003 now, Vincent.
[00:45:57] Speaker B: You know, I feel as though I've always been.
[00:46:02] Speaker A: That's right. He's like, it's only a matter of time.
All right, scene wipe.
Insert various Bond 60s. Fantastic. You know, music that takes you from one scene to the next, basically. And we see. I'll share this again for you, Sean. A winding road on the Spanish coastline. We've all seen these beautiful, like, coursing highways back and forth, almost like a racetrack.
Lots of low green vegetation. Blue. Blue water in the background.
And there are two cars that are parked in a little. Little pull out, like an overview that looks over, looks over the ocean. And we see both Vincent. And we see, wearing dark sunglasses and with her long shock of dark hair, Contessa Lucia.
Gorgeous as she was in the previous movie. Same actress. They've done well bringing her back. Yeah, that may not be true for all of our characters.
[00:47:07] Speaker B: Drake's the actor that plays. Probably forfeited a few dollars so she could come back.
[00:47:15] Speaker A: Yes. There you go. There you go. He wanted that actress back in the saddle.
[00:47:19] Speaker B: That's right.
[00:47:19] Speaker A: Fair enough.
All right, so the two of you, she agreed to meet you like, you know, out of sight, essentially. Not, Not. Not in her. Her casino castle. I forget the name of it. The Red Wolf, or whatever the hell it was called. Go back and look at it. But this is basically a secret meeting. And she says, does she know your name? Your real name?
[00:47:40] Speaker B: Vincent Drake. Of course.
[00:47:41] Speaker A: Okay. Why wouldn't she?
[00:47:44] Speaker B: Drake.
Vincent Drake.
[00:47:47] Speaker A: Yeah.
Yep, yep. All right, so she's leaning against her car, probably smoking a cigarette since it's 1970.
Bond smokes so many cigarettes in the first couple of movies, dude. It's crazy. Anyway, the wind is blowing, the shock of hair. Yeah. Drake's there with his cigarette. She says, vincent, I did not expect to see you again so soon. What?
What? What do I have to thank for this? You're gracing me with your presence.
[00:48:12] Speaker B: Well, I've been Missed you, darling.
[00:48:15] Speaker A: Have you?
[00:48:17] Speaker B: Well, of course. But I will say that it is also mixing business with pleasure. Perhaps we could, when I'm done, take a country drive to our favorite restaurant.
But before we do, I must find the Scorpion.
Have you heard of his whereabouts lately?
[00:48:43] Speaker A: The Scorpion?
He is a dangerous man.
[00:48:48] Speaker B: He is.
[00:48:48] Speaker A: But what, what are you offering for this information, darling?
[00:48:56] Speaker B: Now I thought. Why would I have to offer you something? I thought just our company would be something that would be valued to you.
[00:49:04] Speaker A: But I know she walks up while you say that. She interrupts you, grabs you by the lapels of your shirt, leans in close, doesn't quite kiss you, but you can tell she's thinking about it. And she says, I already know what I want.
Some excitement in my bland life.
She shoves you back against her car, runs for her Alfa Romeo Spider and says, if you can catch me, you can have the information. She slides in, guns the engine, peels out, rocks are flying.
Your Porsche 911 Targa S is parked nearby as well. We're gonna have a car chase.
You have to catch her for her to be able to tell you this information.
[00:49:50] Speaker B: Story of my life.
[00:49:54] Speaker A: So your car is German?
1970 Porsche 911 Targa T, top 180 horsepower for the S model. She's got about 130 some horsepower in her Alpha. So you've got more power, but she's got a little light like very nimble car on these roads.
So are you ready to do a chase?
[00:50:14] Speaker B: I am.
[00:50:15] Speaker A: Okay.
So we kind of glossed this over when we covered it doing the, the review because there's a fair bit to it. I dug into it last night.
I'm either gonna not like it, this chase mechanic, or I'm gonna be surprised because I, as I, as I first read it, I'm like, oh, I don't know about this compared to the James Bond one. By the time I got to the end and I was sort of tallying some things, I was like, actually I kind of like how some of these things work.
So put Bonds, Bonds, chase mechanic out of your mind. Right. The one that we've done, we've done so far.
This tracks momentum and basically we're going to establish a starting momentum for the agent, for the super spy in Tiny Spies. And if you can double that momentum. So if you start off at three, for example, if you can get to six, you'll have caught her, you'll have won the chase. If she can get that momentum down to zero, she's going to get away and you're not going to, you're not going to get the information.
So we use a little table to establish what the momentum is. And I don't know if you're going to show that eventually. Here that is. Let me just zoom to it for a second.
So starting momentum is the number of super spies, which is one, right? Just. Vincent, are you outnumbered? No. You'd lose momentum if you were. Are you in a faster mode of transportation? Yes, the Porsche is faster, so you get plus two for, for that. Taking your, your starting momentum to three. Are there, Are the opponents in faster, faster cars? No, that would be a minus two.
Does the player have a head start? No. Is it a crowded area? No. Is there advanced technology in use? So these are. The rest of these are all nos. Right? So really what it means is as she pulls away and as you jump behind the wheel of the Porsche and pull it onto this, this winding road, start, start gunning the engine, you have a starting momentum of three. And then we move into the chase itself, which starts with a bid phase. And the way this works is you have the three momentum, right, to be able to go first in the chase, which means really you dictate, dictate the types of maneuvers that people will be using. So in other words, if you choose, if, let's say you're her, if you choose a fast turn and you're going first, the person chasing you has to choose fast turn or they lose the, they lose the chase sort of thing. So by going first, you get to dictate what some of the actions might be. And like, like the Bond game, there are set maneuvers that you'll be choosing from. They include Floret, which is Go, go fast. They include Overwhelm, which is pretty interesting. It's trying to disrupt your opponent. So it's, it's like breaking right in front of them, it's tapping their car, it's harrying them in various ways to. Basically you might make them wipe out or spin out by, you know, by the actions you're taking. So there's floor it, there's overwhelm, there's fast turn.
And this is one that's kind of cool, where it can make you automatically go first if the, if the. On the next turn, if the opponent doesn't choose it, there's a flip of U, which is basically a 180, where you can, you can, you know, flip the car around and go back towards them. Bond had a similar one, if you remember correctly. So basically you can perform like a head on Pass and if you were attacking, it would potentially attacking or ramming. You could potentially do that. And then there's a stunt as well.
Most of these result in a plus one or a plus two shift to momentum if you are successful. And then the other car has to do the same thing, which also might resent.
Might result in gaining or losing momentum. So hopefully I'm being kind of clear here. We should see it over the couple. A couple of rounds as it plays out. So basically you spend your momentum, you have a bid phase to see who gets to go first. And from there you choose one maneuver each in order. Whoever won the bid goes first. Then whoever lost the bid goes and. And the momentum is going to keep shifting up and down. There will be tests. So if you were, for example, floor it, you're going to make a standard test with your car to see if you can in fact catch up a little bit. And that would be plus one momentum. So momentum would go from three to four, for example, that kind of thing.
You have any questions or any or insights you want to share? Should we just get to the chase?
[00:54:25] Speaker B: I think I'm good.
[00:54:27] Speaker A: Okay, so I'll let leave it to the player to bid first and you can also bid.
Forgive me for drinking. What, what does it say about bidding?
After the starting momentum is established, the super spies will bid against their opponents. Starting with the super spies. That's what I wanted to know. Choose how much momentum you're willing to spend to take the first action.
So my advice to you is that before we see this in action, I wouldn't spend a ton because we don't know how important going first is versus conserving your momentum because you've only got three to start with. So what's your, what's your opening bid gonna be?
[00:55:07] Speaker B: Oh, bid one, sir.
[00:55:09] Speaker A: You will bid one. Contessa looks in her rear view mirror with her big dark glasses as the yellow Porsche takes the road. She doesn't bid at all.
So that means you get to go first. You can choose the maneuver as her gray Alpha with the, with the red interior and her shock of hair out the back, tears down the road in front of you. What is your maneuver going to be? Floor it. Overwhelmed. Faster and fluffy. You or stunt.
[00:55:32] Speaker B: Floor it.
[00:55:34] Speaker A: Okay, so here's something that's kind of cool. Tiny. Tiny Spies does have traits on cars as well, right. One of the ones that a sports car gets is supercharged. And it means if you are in a test where speed matters, like this one, you get to roll an advantage.
So you put the pedal to the metal. That's what it says, and kick it into high gear. Make a driving test if in a vehicle or a standard test if you're on foot.
If successful, choose plus one or minus one to the momentum, and you may choose to make the test with this. Oh, listen to this. If you drive, like, really wildly, you can choose to make the test with disadvantage, but if you're successful, you would add or add or subtract 2 from your momentum so high you could. You could really make it high risk if you wanted to. If you just want to just kind of roll out and try to catch her by flooring it, I think that's just a standard test. But the Porsche offers advantage. So on 3D6, if you get a 5 or a 6, you're going to add 1 to your momentum, which is now 2. Right? Momentum has dropped from 3 to 2.
That makes sense.
[00:56:41] Speaker B: Does. I'm going to just take the advantage of the sports car, not do anything too crazy.
[00:56:49] Speaker A: Got it. 3D6, man.
Second gear, accelerate.
[00:56:55] Speaker B: Third gear, roll the six.
Okay. And a two.
[00:57:01] Speaker A: So the momentum goes from two because you spent one on the bid, back up to three, and then it's her turn. And she is also going to floor it to try to increase the distance. So you can imagine if she's successful, it'll go back down to two. Right? But she, in her little alpha, the. It's not a speedster, right? This is not like a powerful sports car. So she's only gonna roll two dice. She succeeds, so it drops back down to two.
And that. You know what? This one. This is one of the parts that I like about it.
The steps are establish momentum in the first round only then you have bid. Winner maneuvers, loser maneuvers, repeat the process like very simple chase rules. So we go right back to the bid phase now. So you close the distance, and then she got to some wiggles in the road, some curves, and she's starting to pull away again a little bit. She's got the hammer down too.
So we're back to the bid phase. And you can pass, in which case she would go first, but you wouldn't spend momentum.
That makes sense. Or you can spend one momentum.
[00:58:07] Speaker B: I'm gonna spend one momentum.
[00:58:09] Speaker A: Okay, so you go down to one, and you get to choose your maneuver first.
[00:58:16] Speaker B: I'm gonna floor it again.
[00:58:19] Speaker A: Okay. 3D6.
Just trying to use that speed.
[00:58:24] Speaker B: Six, four and a one.
[00:58:26] Speaker A: Okay. Momentum goes from one to two.
What's she gonna do here?
I'm trying to read as well. Like some, some of these maneuvers make the opponent have to choose the same maneuver.
Some of them do not. Do not. Ah, no. She's gonna try overwhelming overwhelm. So the, you know, Porsche now hits fourth gear, right. It's roaring the engine behind you. Right. Rear engine. Rear engine vehicle.
So suddenly her, her bumper and license plate are rushing right up to you as the Porsche just overwhelms the Alpha Romeo and she slams on her brakes and you're like, what? You know, Vincent's got to get right on it to not wipe out. So she's trying to overwhelm to disrupt you to make a mistake.
They. Oh, she doesn't have to roll anything. You have to make a save test. And if you fail, you have to immediately roll on the complication table. So Vincent has to make a test, and if he doesn't have any kind of driving trait, it's going to be 2D6. This is where in her car, because her car is very agile. I would probably award advantage to this type of high speed maneuver. It's very agile. Right. But the Porsche is a little heavier. So I want you to roll a regular test to try to avoid a complication.
[00:59:46] Speaker B: Four and a two.
No luck.
[00:59:48] Speaker A: That's a failure. Roll a D6. Sean.
[00:59:52] Speaker B: A three.
[00:59:57] Speaker A: Oh, accident. You must make a save test or give your opponent two momentum in their favor. If you do that, she gets away.
So when she breaks hard, you have to slam on your brakes. The back end breaks loose. You start, you know, you're sliding sideways down this little, this little road. So this is you trying to get control of it again. And if you don't, you're going to spin out onto the gravel shoulder and she, with her long hair is going to disappear down the road.
Make your test great.
[01:00:26] Speaker B: 2D6.
[01:00:27] Speaker A: 2D6. Unless you've got some trait or something.
[01:00:30] Speaker B: No.
[01:00:32] Speaker A: Nope. Okay.
[01:00:38] Speaker B: Four and a two.
[01:00:40] Speaker A: Four and a two. All right.
Porsche spins out.
Gravel flies as you go off the side of the road. You don't, you don't particularly damage the car.
You do your ego and her Alpha, you see, just ripping down.
She clearly knows these roads better than you do.
Off she goes.
That is the end of the chase because she brought the momentum from two down to zero.
Okay. As you pick back up Vincent, you're on the side of the road. You're, you know, you probably have gotten out of your Porsche to make sure there's no damage under the car, etc, right? Because you had this pretty significant spin out. Dust is still rising from your, from your, your near wipeout, spin out, and she has disappeared around a corner up ahead and is now like not even in sight. Right.
You. Then, you know what? Let me. I mean, let's. Let's do this. Make a test for me. Just a regular test, kind of if. If you have anything around, senses, insight, which I don't think you do.
But that's for lying, right?
[01:01:45] Speaker B: Yeah, it is. It's not going to work.
[01:01:47] Speaker A: Nope. Not.
[01:01:48] Speaker B: Can I use Insightful?
[01:01:53] Speaker A: Sure. I roll 2D6.
[01:01:56] Speaker B: I can. Insightful.
[01:01:58] Speaker A: No, as long as you only roll 2d6, I don't care what you use.
[01:02:01] Speaker B: Yeah, you can call it whatever.
[01:02:02] Speaker A: Standard test. Yep, exactly.
[01:02:05] Speaker B: A four and a one.
[01:02:08] Speaker A: Okay.
You hear a sound of her engine sort of disappearing in the distance a little bit.
You then hear another sound.
Engine coming closer and a.
What is this?
I did all this research on these. These fantastic late 60s, 19. This is an Alpha Romeo GTV. Check this out, Sean. I'll drop it in the discord. So coming roaring back from the way that she went is this maroon colored, you know, compact sedan.
And it comes roaring past you with the window open. There's two guys in it. And one of them is just looking out at you with this big smile on his face. He's a bald guy. Big smile. As they rip past you and, you know, as you finish the inspection of your car and they are going back the other way up towards her castle.
[01:03:03] Speaker B: I recognize that guy is probably top hat without his top hat.
[01:03:09] Speaker A: Bald Head. I think his name is Bald Head.
Yes.
If we're gonna be literal about our.
[01:03:15] Speaker B: About our.
[01:03:20] Speaker A: Oh, my.
What do you do, Vincent, down the road after her? You go back to the castle. What do you do?
[01:03:31] Speaker B: Well, I don't know if they're bad guys in the.
[01:03:35] Speaker A: You don't. Yeah, yeah. No, absolutely not. It was. It was two dudes in the car. One had his window down. He was kind of. He was kind of looking at you as they went.
[01:03:42] Speaker B: He was glaring at me.
[01:03:42] Speaker A: I didn't like it, but he was glaring at you. Yep.
[01:03:45] Speaker B: I'm gonna go south and see if I can catch up with her. With her.
[01:03:50] Speaker A: You get the car back on the. On the road. Little. Little fishtail.
Get it going.
And you don't go but a mile or two out of, you know, around the corner that she disappeared down. And you see her little car off the road.
[01:04:05] Speaker B: I knew it.
[01:04:09] Speaker A: All right. Porsche comes screaming up and slam the brakes on, I presume. Right, right. Why don't you describe it? I don't want to do all the talking. Here.
[01:04:18] Speaker B: So I. I could see from a distance that are cars, like, tilted off the side of the road.
[01:04:22] Speaker A: The car is like, veered off the road into a ditch. Like, it's like partly in the ditch. So like one wheels in the air, tail lights are still on.
[01:04:31] Speaker B: So I pull up quickly, hit the brakes, making the car slide, just throw it in park, get out of the car, and rush down to the car to see if she's okay.
[01:04:45] Speaker A: All right. So you. You have to. You can picture. You have to kind of climb down the bank. You're doing it, you know, half jumping down. Yep. Kind of, kind of leaping down. She's behind the wheel. And you can. You can see even when you come around the side of the car, this, this awesome little Alpha, you know, sports car, a stitch of holes in the. In the windshield. Like, 1, 2, 3, 4, 5, 6. Like someone raked automatic fire across the windshield.
Her head is. Is hanging limply by the steering wheel. She's not moving.
Down comes Vincent.
What do you do, Vincent? Sons of a.
[01:05:25] Speaker B: Wow.
I'd want to get her to a doctor, but is she alive?
[01:05:30] Speaker A: Do you check?
[01:05:31] Speaker B: I check it to make sure she's alive.
[01:05:33] Speaker A: So you get in there, and sure enough, there's a. She's been shot a couple of times.
She seems semi conscious, like she. She's not dead, but she is absolutely dying.
So she's, you know, doesn't, doesn't. She's not conscious that you're there, but she groans when you kind of move her head a little bit. And you can tell that she needs to get to a doctor quickly or she's gonna. She's gonna die. But she also has information that you want. So you prioritize what you. What you want to do here.
[01:06:00] Speaker B: So I say, who did this?
Who did this to you?
[01:06:07] Speaker A: She groans in your arms now. She leans against you. Blood all over her, all over you. And she says, it must. Must have been Blanco's men.
It must have been. They were waiting for me.
[01:06:24] Speaker B: We gotta get you to a hospital.
Do you know where the scorpion is?
[01:06:34] Speaker A: He left here. You pick her up as she's talking to you. Now you're taking her to your car. Yeah, he left these waters one week ago.
There we're going. Her head, her eyes flutter. She's almost ready to pass out to Sen. Tropez. And her head, hands, head hangs limply.
And now we're going to make a momentous test to see if you can get her to a hospital before she dies. Sean.
Yeah.
Yeah.
Put her in this, in the passenger Seat of the Porsche.
You stop the wounds, the bleeding as much as you can, but you've got to get her to a hospital.
[01:07:15] Speaker B: Okay.
[01:07:16] Speaker A: Do you have, do you have anything? Oh, you know what, the Porsche's supercharged. I'll let you have advantage on this roll. Because it's fast, right?
[01:07:22] Speaker B: It is.
[01:07:23] Speaker A: So the, the Porsche lets you get there quickly. You got advantage on this roll. This is live or die for the Contessa.
[01:07:30] Speaker B: I spend a.
Oh, no, you don't.
[01:07:36] Speaker A: Which some people will like that there's so much. Yeah, this is for Connolly, this role. There's no way to change it.
[01:07:41] Speaker B: A one, a two and a two.
[01:07:45] Speaker A: Okay, okay, so tell us, tell us a little bit about this, your inability, how this makes you feel like you know, when she expires and how close you get. Etc.
[01:08:00] Speaker B: He's going down these windy coastal roads.
The engine of the Porsche is screaming. Every once in a while he does a close up of his face and he's sweating and then he's glancing around if she's still with him at the same time, coming up behind cars, like 100 miles an hour, down to like 50, trying to wiggle around. And then it's like an external exterior curve. And he's like, waits until he could get a view. Passes around the car, just frantically driving, honking, looking at her as she's breath getting shallow.
Screaming down this road, not going fast enough. Starting to get a panic. His eyes are really intense.
Shifting of the gears, the winding of the engine.
Pulls into town, like just blowing through streets in this small little villa of a town with cobblestone. Finally makes his way to, like in a hospital and pulls into the emergency kind of entrance spot and gets out of the car, quickly goes around to the back, flagging emergency doctors or medicine, medical personnel to the car.
And they drag her out. And he realizes, like, she's. She's not breathing. And they probably even say she's not breathing.
And he's just like.
[01:09:30] Speaker A: The music swells close up of his face and we have a wipe.
Sean's giving us all kinds of emotion in his face.
We cut Sean to San Tropez, which I'm dropping a picture of. You've all seen pictures of. This is the Riviera in France, Nice, Cannes, etc.
You've seen these, like, gorgeous pastel buildings right on the water with all kinds of markets and stalls in front of them, tons of yachts out in front, the waters right there.
So this is, you know, Centrape is one of those towns.
And to be good with our time, we see Vincent at a cafe table smoking a cigarette. His eyes are hard. He's smoking the cigarette. He's got a drink in front of him and across the water is.
What do we call it? The cold.
Yep. And I. Did I share that picture already? I think I did. Yep. So that like three or four deck, you know, glistening white super yacht, basically, at least for 1970, you have found your way to Saint Tropez and you have indeed identified that. At least you haven't seen El Scorpion Blanco. But you know, his yacht is here and you're looking at it right now. It's like moored half a mile offshore type of thing.
In front of you again, this is where we get a little railroady because we're trying to be good with time. In front of you is the dossier that Q gave you.
And as the wind sort of blows it open a little bit, you see Vincent's hand. He closes the COVID We saw the schematics for a one man submarine.
Then I'll leave it to you, Vincent, as to what you want to do.
[01:11:24] Speaker B: So the schematics of the one man submarine is that you can have that.
[01:11:28] Speaker A: You have that. Have had that delivered to San Tropez if you want.
Yep. As a means of, you know, infiltrating the Columbio.
[01:11:37] Speaker B: Got it.
So I take the dossier and take the newspaper that's sitting there, and I unfold the newspaper, shove the dossier in.
[01:11:46] Speaker A: It.
[01:11:48] Speaker B: Fold the newspaper over, stick it under my arm, and make my way down to the docks where this submarine may be sitting.
[01:12:03] Speaker A: Well, you know what, tell me about it. Can't be out in the side of plain sight. Tell me about how it is. It is camouflaged along with all the other yachts and like rowboats and fishing boats and everything else that's here. This is a pretty high end area. Right. So this is, I shouldn't say fishing boats. Probably aren't too many fishing boats here. It's probably mostly sailboats and, and power boats.
[01:12:23] Speaker B: Yachts, probably like a weird, like weird, strange, beat up fishing boat, but pretty large.
And it's up against maybe a little uncharacteristic, but maybe there's an old, I don't know what you call a garage for boats, but.
[01:12:46] Speaker A: Boat shed.
[01:12:47] Speaker B: Boat shed, yeah. And it's, it's pulled up to that like it's backed into it a little bit.
[01:12:54] Speaker A: Ah, okay.
[01:12:55] Speaker B: And. And as Drake walks like down the pathway in the sidewalk, then it starts to become skiffs and makes his way to where it's not very busy. There's not a lot of foot traffic in this particular area. Maybe it's more business. Right. Fishing boat business or transport.
[01:13:16] Speaker A: Yeah. You're at one end or the other of the market area.
[01:13:18] Speaker B: It's not the touristy end, where.
[01:13:20] Speaker A: Yep, got it.
[01:13:22] Speaker B: You know, the. The oligarchs come in and park their big yachts.
[01:13:25] Speaker A: This is where the shell fishermen are and all that kind of stuff.
[01:13:27] Speaker B: Exactly, exactly. Big boons, netting everywhere and birds seagulls in the air.
And he walks very purposefully, like, knows exactly where he's going, what he's looking for. And he comes across this boat. It's called the Queen Elizabeth or something.
Eliz Elizabeth's, you know. Yeah.
And he hops up board and everybody that's working on the boat look like fishermen. They got the big coveralls on, you know, and they're just going about their business. And he walks on like he owns the place. Nobody pays any attention to him. And he goes back down around the cabin and there's a stairway that's down nice. He walks down the stairway and he comes to a.
Like a small bulkhead door that's kind of rickety and not like a typical ship door, strangely enough.
And he swipes across a picture that's hanging on the wall. And he just kind of swipes it and it pivots almost like it's on a pin on a corner and divulges a pin pad. And he pushes in a couple key numbers, brings down the photo back. And then the wall kind of shifts, divulging a bulkhead door. He unscrews it, opens it up and goes through it. Completely different than the rest of the ship.
And then it's like a ten foot long kind of winds back to the back of the ship.
And another. Another, it's a bulkhead door. And he opens that and you could see the submarine kind of bouncing in the water very subtly as he sees it.
[01:15:22] Speaker A: So inside the ship or be like.
[01:15:24] Speaker B: Underneath the ship or probably in the back underneath.
So maybe there's like, it's the fishing boat seems rather mundane.
But in the back it's submerged, it's deeper.
Mm, gotcha.
[01:15:46] Speaker A: And you just walk right onto. Onto the sub and then you'll detach and drop.
[01:15:50] Speaker B: Yeah. And it's probably even suspended maybe like from a crane inside, like. And he just kind of climbs up a little ladder, squeezes in between the ceiling and the sub.
[01:16:02] Speaker A: All right, any. Was there any gear or anything that Vincent wanted to, you know, request before he gets into the Sub and scuba gear.
Scuba gear.
[01:16:13] Speaker B: Okay, scuba gear.
Oxygen tank, flippers. No wet suit.
[01:16:23] Speaker A: Well, it's going to be shallow and it's warm.
[01:16:25] Speaker B: It's. Yeah. And he's going to have his speedo on and he'll have his little.
[01:16:31] Speaker A: You could do that Connory thing where it's like a, it's like a half wetsuit with shorts, where it's like an orange jacket, long sleeve, but with like short, short neoprene short shorts. Vincent needs one of those, dude.
[01:16:43] Speaker B: Yeah, yeah.
[01:16:44] Speaker A: Also remember Largo from Thunderball? Largo's not a small dude. Must be like 280 or something. The zipper on that thing is under extreme stress when he zips up his wetsuit.
Okay, so the real question is if you're going to begin the infiltration now, are you waiting till dark? Are you doing it in broad daylight? What's the, what's the overall plan there?
[01:17:06] Speaker B: It does it at twilight. Like twilight in the day, like later evening, sunset.
[01:17:11] Speaker A: Okay, so when we saw him get up from the table, the sun was actually pretty low in the sky and he's like, it's time kind of thing. Right. So you guys have.
[01:17:18] Speaker B: Well, maybe it wasn't, but now it is.
[01:17:22] Speaker A: Yes, fair enough.
The sun was like directly overhead.
[01:17:26] Speaker B: It's like noon, bright ass day.
[01:17:28] Speaker A: He walks, he walks 100 yards and.
[01:17:31] Speaker B: It'S like almost night time.
[01:17:33] Speaker A: Yes, fair enough. But I think at some point you are joined. One of the hands comes down with you to make sure that they have to probably seal the hatch behind you and all that kind of, of stuff. Right. So there's a, there's a, a quiet clapping on the shoulder. People know what you know, that there's been some, some tragedy involved in this. And they know that the new, newly minted 003 has not been himself as he's arrived in Centrope and you know, climbs into the submarine.
[01:18:04] Speaker B: That hand is from, from hq. But he's here and I know we know each other's names, right?
[01:18:11] Speaker A: Correct. He came, you sent him to get you educated on the sub and all that sort of stuff. And he just gives you a good luck, sir, as you go in.
Are you wearing your, your scuba suit already?
[01:18:26] Speaker B: No, it's probably, I'm probably wearing like shorts and a, a very casual top. Like a.
[01:18:36] Speaker A: A linen shirt. Like a linen shirt?
[01:18:38] Speaker B: Yeah, yeah. And then when I need to button up, I'll rip off my shirt. Like just pull it apart. Buttons pop off.
Yeah. And then he puts on the scuba tank and.
[01:18:51] Speaker A: Yeah. Insert rubber stretching sounds here.
[01:18:54] Speaker B: Yes.
[01:18:59] Speaker A: Yes.
All right. Are you. So as the sun dips, touches the water, golden hues across, you know, all of Saint Tropez on the water. It's gorgeous. Outside, you can see that long streak of sunshine reaching towards the town. And out, further, further out is the boat that you're going to. The Cormillo sub detaches and heads off.
[01:19:23] Speaker B: It does.
[01:19:24] Speaker A: Okay.
Insert 70s cartoon submarine noises here.
[01:19:31] Speaker B: And the audio, like the music.
[01:19:34] Speaker A: Yes, exactly.
All the Bond rising tension kind of. Kind of music.
But sure enough, on the surface, the fishing boat you were describing kind of bumps and rocks a little bit. There's some bubbles probably come up from the back, and then we switch to inside. And I'm not picturing this sub as being very large, Sean. These one man subs were like. You're having to like, almost like ride a bicycle kind of thing, the way you have to crouch in there, but the screws start spinning and then it drops down beneath the boat. And beneath the whole. You can probably, you know, looking up, there's a ton of other boats. Right. There's people swimming, there's people, people kayaking and on their boards and everything else above you.
[01:20:20] Speaker B: I picture the front of the boat, like being almost the full ball.
[01:20:26] Speaker A: Yep.
[01:20:27] Speaker B: Of transparency and the controls. Okay.
[01:20:31] Speaker A: So you're. So Vincent's there.
[01:20:33] Speaker B: It's like an old, old chopper.
[01:20:35] Speaker A: Yeah.
[01:20:37] Speaker B: Days. But it was only a single one.
[01:20:39] Speaker A: Of those old bell helicopters.
[01:20:40] Speaker B: Yeah, yeah. And it's probably got one joy stick in the middle of my.
Between my legs.
[01:20:47] Speaker A: Yes. I love it. All right, so the seafloor is. You can see the seafloor. It's gorgeous with all the, you know, kelp and grass waving, you know, in the waning sunlight above, you can see the surface of the water has kind of got that golden hue as all these boats are above you. But within just minutes, you're past the. The marina and past where all the boats are moored and you're in the open water. Water.
So probably a little periscope maybe.
[01:21:12] Speaker B: Yeah, a real short one. Right. Like, most of the stuff that I'm trying to do in here is like, I have my limited range of motion. So if I need to, like, look up at the periscope, I would envision, like me reclining my seat so I'm completely vertical and then having something go straight up, but I'm looking literally straight up.
[01:21:31] Speaker A: Yep, Yep.
Fewer mirrors are required.
[01:21:35] Speaker B: Yes, Fewer mirrors. Only. Only one in this setup.
[01:21:37] Speaker A: Yeah. Okay, cool.
All right. And sure enough, you know, we get the classic periscope view with the big bullseye.
And, and again, have a look at that at Colmio. It has a helicopter pad on the back. This is a serious yacht. It's lit up as it's starting to get dark. And you see on the very top deck on the bow and on the CERN there are guards. And all of them carry Beretta M12 submachine guns.
We pause now for our gun porn moment. I'm gonna drop that in, Sean. It's one of the coolest SMGs of all time, man.
Have a look at that bad boy.
[01:22:17] Speaker B: It does look pretty cool.
[01:22:18] Speaker A: It's pretty cool.
It's pretty cool.
So in other words, three very well armed guards are on this thing.
And you can tell that parts of the boat are dark, but it looks like there's either what you, you imagine is either a bar on board or some sort of like, like little mini ballroom almost or something like a big open space on, on the third deck. The top deck would be where the bridge and everything is. So the third deck is the largest that's still used by everybody who's using it in a leisure kind of way. What's, what is your approach as you lower the periscope and kind of, you know, you're going to try to approach it, I presume, undetected. But what's your overall thinking here?
[01:22:58] Speaker B: I'm gonna get close enough where I don't have to swim a hole, you know, too far, not a lake's distance. And then I will stop and get my scuba suit on and everything.
And then.
[01:23:16] Speaker A: You know, pretty close confines in there, man.
[01:23:18] Speaker B: Yeah, it's like sitting down and I'm.
[01:23:20] Speaker A: Like, yep, there's a lot of rubber pulling. Yeah.
[01:23:22] Speaker B: Almost like if I lay down, I just put in the harness. Yeah. And I just.
Yeah.
[01:23:28] Speaker A: Flippers, mask, tank.
[01:23:32] Speaker B: I would even say that I would submerge it or I mean, the opposite of submerging.
[01:23:41] Speaker A: Surface.
[01:23:42] Speaker B: Thank you. Surface the sub. Yeah, fill up the, the ballast and surface it up. So it's just like, comes up really slow, it breaks.
[01:23:51] Speaker A: Okay. Okay. Once it's dark.
[01:23:52] Speaker B: Once it's dark. Yeah. Oh, it's dark. Isn't it dark? Right. Now it's.
[01:23:55] Speaker A: Sure. Now it's dark. Suddenly the sun has gone down. It's probably, you know, the sub probably doesn't make more than 2 knots. So it takes you a while to get out there, right?
[01:24:04] Speaker B: Yeah. So I get enough distance away so that if it submerges, it's very soft and gentle and it just kind of bubbles up onto the surface and Kind of floats. And then he will get out, of course, the top, the only, you know, thing that's exposed and opens that up. Yeah. And then he kind of slings.
[01:24:28] Speaker A: I've got to think there's a little tiny airlock. So any seawater that slops in is not going to go into the sub. You've closed another hatch that you're now standing on basically, Right?
Yeah.
[01:24:38] Speaker B: And then I crawl out a little bit. I kind of make my way over the edge of the opening and back down into the water.
[01:24:45] Speaker A: Okay. So as you do that, I'm gonna roll to see if they notice.
[01:24:48] Speaker B: Okay.
[01:24:50] Speaker A: As you pop the hatch and stick your head out and you can, you can hear the water, you can smell the sea water.
You can hear it lapping against the side of the sub. Right. But in the distance when. And you wanted to get within what like 100 yards, 100ft of the cabin cruiser. What do you think?
[01:25:03] Speaker B: Yeah, I'm gonna swim quite a ways.
[01:25:05] Speaker A: Yeah. Maybe between, somewhere between that, like, you know, 100ft, 150ft, something closer. And they'd see it for sure because as you get out, like the thing is lit up like a Christmas tree. Like it has like, you know, running lights. It's got floodlights on top.
It's got, you can tell it has floodlights that can be aimed on both stern and bow. Right.
They do not see you. That was a, again for, for transparency. That was a role at disadvantage because of the darkness, because of the subs camouflage. It's meant to, it's meant to be a stealth vehicle, Right. I presume you're not wearing reflective gear, right?
[01:25:45] Speaker B: Not yet.
[01:25:46] Speaker A: Yep. Not yet. All right, so in other words, you've slipped into the water undetected. Your sub is there. You know, quietly seal the hatch back up and you're now going to try to make for the ship under underwater with your scuba gear. Okay. No, they have no chance to detect you doing that. So you can approach as you will bow, stern. The stern as you can picture has the easiest way onto the boat. Because it's one of those things where they like you can. If you look at the actual picture I sent you, there's a platform where you would be like fishing off of it, diving off of it.
Right. The, the bow is like 15, 20ft in the air. Like it's not easy. So the stern is really, unless you have a grapple or something, it's your easiest way in. Or magnetic clamps, right? Something like that, yeah.
[01:26:33] Speaker B: Yes.
[01:26:35] Speaker A: Tell me your approach.
[01:26:37] Speaker B: No, I'll Go in the stern, the aft. I mean.
[01:26:42] Speaker A: Okay, yeah. So I'm. Picture. I'm picturing as you get back there, you can be within a couple of feet of the surface of the water and looking through your mask, you can kind of see there's a guard up there. He's not particularly on. You know, these guys are there, like, all night, every night. So there's not a lot of threats that they've been dealing with. Clearly, he's smoking a cigarette. He has that Beretta on a strap around his neck, but he hasn't got it in both hands, like he's ready to go with it kind of thing. He's just carrying it. In fact, it's probably slung behind his back at this stage as he looks over the railing at Saint Tropez, at the beautiful city, smoking a cigarette.
What's it going to be, buddy?
[01:27:19] Speaker B: So I'm going to make my way up there.
[01:27:21] Speaker A: Yep.
[01:27:22] Speaker B: And hope he's on the edge of the platform, that he's there.
And I'm going to get it, you know, bring myself out of the water and grab him. Bring myself out of the water with one hand, grab him with the other and bring them down into the water.
[01:27:44] Speaker A: Okay. All right. So that's a test to basically attack and grapple and drag him in. And I'm gonna. I'm gonna offer advantage to you because he doesn't know this is coming. He's clearly distracted, you know, with his cigarette, dreaming of the French girls that he'd rather be with right now in central. Pay three dice.
Need a five or six.
[01:28:06] Speaker B: I got one five.
[01:28:08] Speaker A: All right, so you grab him and you want to pull him in, Is that right?
[01:28:11] Speaker B: I do.
[01:28:12] Speaker A: All right. So he is not ready for that. You grab him by the. By the pant leg, you know, by the. By the pocket almost. And you fall backwards, basically. Yeah. Pull him right into the water.
There's a splash, but he. He immediately yells. But it's all.
He's already underwater.
[01:28:29] Speaker B: Right.
[01:28:29] Speaker A: He's. So his call for help, his gun is slinging around behind him.
Shots. Making the universal slit throat.
The two of you are kind of, you know, kind of drifting down into the water, and you can see the struggle and the bubbles and everything else coming.
Roll me an initiative. He's gonna try to get away. While you say you're gonna just off him. I want you to roll 2d6 and try to get a success.
See if he gets to try to break free before you.
[01:28:58] Speaker B: One five.
[01:28:59] Speaker A: You got a five. So you. You know what we didn't say you have a knife, but I can't imagine you don't have a knife or.
[01:29:06] Speaker B: If I don't, that's fine. I just hold them underwater as most. As long as possible.
[01:29:13] Speaker A: Okay, which. Which is it? Do you have a belt knife? Are you trying to drown them?
[01:29:19] Speaker B: I. I will.
I would knife them.
[01:29:23] Speaker A: All right, so if you can. If you. You're grappling with them right now, if you can make it succeed a standard.
[01:29:29] Speaker B: Test.
[01:29:31] Speaker A: You can deal some damage.
[01:29:36] Speaker B: I did another five.
That's a good one. I'm gonna keep that down.
[01:29:40] Speaker A: Okay, so this is where I will house rule this a slight amount. This is where when we talk about, like, mooks and cannon fodder and whatnot on the show and the ability for people who are supposed to be super agents to eliminate people quickly, this guy actually has two hit points. And you would have just done one with the knife, But I'm just going to hand wave that and say, no, he's under the water. You've already succeeded at dragging him down there. Maybe you've got some water on his lungs. The next thing we see is that it's the sharp moment movement of the knife. And in classic Bond fashion, there's that spill of red into the water, right? That just kind of goes up and all over. And then. Then we see you letting him go, and he falls out of the camera down, you know, lower, lower, lower. As the water fills his lungs and his blood gushes from that area around his neck.
All right, climb out of the water.
[01:30:29] Speaker B: Climb out of the water.
[01:30:32] Speaker A: Okay. Blood, Seawater. And blood drizzles off your nice knife as you. As you sheath it.
And as you get on the boat, you hear music going.
You can tell there's, like, there's that guard on top. You know, that he's there from before. And there's probably at least the one on the bow as well, but you can't see that guy because you're at the very stern of the boat. You can either climb up to Deck 2 from here, or you can go straight into Deck 1. Like through a door straight away.
[01:30:57] Speaker B: I'm gonna go through. Give me the door.
[01:30:59] Speaker A: Give me the general gist of what you want to do as you infiltrate here, basically.
[01:31:02] Speaker B: Well, I don't want to make myself known to the guards so that they're hunting me through the ship. So if there is a. If I try to stay from outside, away from the outside where they're walking along the decks and the.
[01:31:17] Speaker A: What do you do with your gear with Your scuba gear, your tank, your flippers.
[01:31:20] Speaker B: Well, before I get out of the water, I just take it off and leave it.
[01:31:25] Speaker A: Okay. Are you leaving it, like, discarding it, or are you, like, attaching it via a line to the back of the ship or something so you can use it again later?
[01:31:34] Speaker B: I would net, you know, maybe there's a rail that I'm climbing up.
[01:31:40] Speaker A: Totally.
[01:31:40] Speaker B: A ladder, small little ladder. So I'll take one of the straps and just put it through and click it.
[01:31:44] Speaker A: Yeah. Okay. So you pin your flippers and your. And your tank and your mask, basically snorkel, all that kind of stuff there. So now you're just in your wetsuit, which is, I think you described as more like a speedo with a shirt kind of thing, right?
[01:31:56] Speaker B: Yeah, it's like the onesie.
It's like the shorts and the, you know.
[01:32:01] Speaker A: Oh, and short sleeves.
[01:32:02] Speaker B: Short sleeves, yeah, yeah.
[01:32:04] Speaker A: Is there a tattoo? What does it say?
[01:32:08] Speaker B: It's probably a tattoo of.
The.
The British flag.
Nice.
[01:32:19] Speaker A: The Union Jack.
[01:32:20] Speaker B: Yeah. Union Jack, Yeah, yeah.
[01:32:22] Speaker A: Forgotten country.
[01:32:23] Speaker B: Yeah. Right on the shoulder.
[01:32:24] Speaker A: All right. All right. Again, in the interest of pace, let's just see if you can make a.
If you can infiltrate this boat without being seen. I'm just going to make. Make you make a test. I, you know, state for me what your goal is. Are you trying to find Blanco? You're trying to find the case and get away both. Like, what's your. What's your intent here?
[01:32:44] Speaker B: Find the case.
[01:32:45] Speaker A: Yep.
[01:32:47] Speaker B: And leave?
[01:32:49] Speaker A: That would be.
[01:32:50] Speaker B: That would be number one. If I run into Blanco, then he's in trouble.
Well, then I'll probably just try to get the case from him and then see if.
[01:32:59] Speaker A: Where do you tell me this? Where would you think to look for the case? You looking in private quarters? Some sort of, like, below decks? You should be above decks. Where would it be?
[01:33:07] Speaker B: I would say it's probably below deck and I have restricted room somewhere. It's, like, under lock and key.
Maybe his quarters, potentially. Otherwise it's going to be in some weird room with a. Maybe a safe that it's locked in or a closet or even just a cabin that's under guard and locked.
Especially if it's like. Wait a minute. What? I've passed a couple cabins and no sign, and now I come to one that's got two goons standing in it or one goon standing on it, standing at the door.
[01:33:42] Speaker A: Got it.
Make for me a regular test to stealth on board and basically get down to those staterooms without being seen.
Six, make it all Right. So there's a few moments where you're having to wait where, you know, there's some hired help on the ship. You can see there's a chef, there's a. There's a server, you know, bringing. There's clearly a few people upstairs on this third deck enjoying champagne, caviar, whatever they're doing up there. But you're going down, so you have to wait a few moments for the person to walk by. But Vincent's got some smoothness. He's, you know, they walk past, he slips. He slips, slips behind a curtain or the door or the bulkhead, and then someone else walks by. And then he makes a little further progress. Takes him a couple of minutes, but sure enough, he gets down to the lower level where the staterooms are, and he finds a door that has the scorpion.
The scorpion emblem on it.
On it. You know what I want? I have a.
I forgot to do something before, so I'm going to inject it now. Make me a test that's about wreck. Do you. Haven't you say you had insightful.
[01:34:47] Speaker B: I do.
[01:34:48] Speaker A: Make it an advantage.
As you see this scorpion, this white scorpion like crest on the door. Roll three, D6.
[01:35:02] Speaker B: A five and a six.
[01:35:05] Speaker A: Vincent.
You reach up to this crest, you can tell it rotates.
And only part of it rotates, like the center part, the first, the center three quarters. And as you rotate it and it clicks into place, the image is no longer of a white scorpion, but of Specter's octopus face.
It becomes Specter as you rotate it.
Sean is making the. Making the face. Oh, my God.
[01:35:40] Speaker B: Well, that. That. That dude's gonna have to definitely go down.
[01:35:42] Speaker A: And as you do that, you hear a click with the door.
Yeah, I try it and it opens.
[01:35:54] Speaker B: Do I hear anything on the inside?
[01:35:58] Speaker A: You do not.
[01:35:59] Speaker B: Is it lit or dark?
[01:36:02] Speaker A: Pushing it open. It is lit. There's. There's a lot. There's a light on in here. It's your classic little state room. I mean, it's. It's, you know, palatial for a stateroom. Put it that way. There's a writing desk. There's its own bathroom.
There's a large bed as opposed to a little tiny bed. This is clearly Blanco's quarters that you have found.
And it's got family pictures on the. There's artwork on the wall. Yeah, all kinds of scorpions and stuff. There's. There probably are little, like, you know, it's the kind of kid, when. When his family realized he'd like scorpions, he used to give him different, like toy miniature scorpions for Christmas every year. So he's got tons of them everywhere.
You probably see against the wall, a whole line of stilettos.
So he has these all. You know, they're all mounted.
There's a. Probably a station where he prepares his venom and whatnot. So you found the. The real deal here, but you're searching for the case, right?
[01:36:57] Speaker B: I am.
[01:36:58] Speaker A: Go ahead and give me a.
A regular test to search the room.
I don't think your insight's going to help you here.
[01:37:08] Speaker B: I roll the six.
[01:37:10] Speaker A: Got a six. So sure enough, you lift one painting off the wall, and there is a safe.
Unfortunately, it looks like a relatively difficult to crack. Like, there's like three dials that you have to spin.
Like, you would need some serious equipment to get into the safe.
[01:37:26] Speaker B: Is this safe? It does look big enough to hold.
[01:37:28] Speaker A: Up for a case. It is.
Remember your gear?
Remember your gear?
[01:37:35] Speaker B: Oh, yeah, yeah. The laser. I got it written down right here. Laser watch.
Jesus.
[01:37:41] Speaker A: Yep.
[01:37:42] Speaker B: Like looking at my sheet, and then I'm looking at what I have written down.
[01:37:45] Speaker A: No, yeah, it's all good, man.
[01:37:46] Speaker B: I take my laser. Watch out. And cut around the.
[01:37:56] Speaker A: The lock.
[01:37:56] Speaker B: The lock, yeah.
[01:37:58] Speaker A: The spinning combo mechanism.
[01:38:00] Speaker B: Yes.
[01:38:02] Speaker A: All right, roll 1D6 to see if the. What the power reserve will be like after you do this.
So only. Only on a five or six will you have power still. Otherwise, this is your one use for this. Watch.
[01:38:15] Speaker B: Roll the five.
[01:38:17] Speaker A: All right. Look at you. So takes you a while. And, you know, if you got.
[01:38:23] Speaker B: You go.
[01:38:23] Speaker A: You know, can see the little red beam sort of drill into the steel. And then you start walking it up so you can cut around the lock. It's taking forever.
[01:38:31] Speaker B: I imagine it's not gonna be filming me trying to crack this thing for, like, five minutes. It's probably gonna cut away to the upper decks or the swarm is happening, right?
[01:38:43] Speaker A: Yeah.
[01:38:43] Speaker B: And that one. And that one SOB that told me that I had to leave the casino is probably there too.
[01:38:53] Speaker A: Oh, Navarro.
[01:38:54] Speaker B: Navarro.
[01:38:54] Speaker A: Navarro.
[01:38:55] Speaker B: Navarro is absolutely. In fact.
[01:38:57] Speaker A: Yes. No, in fact, let's. Let's do this. And we're going to do. What we're going to do, Sean, is a cutaway where the camera rises through the decks. So we see things that are happening on each deck. We see the kitchen.
We see two people who are making out. We see the party deck where Navarro is there talking with El Scorpion Blanco, and they are clapping someone on the shoulder.
It's the guy who was in the car who looked at you in Spain.
He's Here, too.
And then we drop back down as the laser.
You cut the. The red beam. The beam, and you pop the lock out. There's a little bit of smoke and dust and, you know, some. Some melted metal. But you look at your. Your watch, and you indeed, you have enough charge to. To use this one more time.
You have to be careful because the metals, you know, you can picture the metal a little bit red hot, right? But use a. A rag or something that you find. You pull open the door, and there is an attache case in there, blood smeared. It's a metal case.
You know, that's 002's blood for sure.
I grab it, okay, Pull it out. No alarm goes off or anything.
[01:40:09] Speaker B: Okay.
All right.
I'm gonna make my way out of here. I don't.
Is it.
I'm gonna open it up, make sure there's contents in it.
[01:40:25] Speaker A: It's locked.
[01:40:27] Speaker B: Some juice left.
[01:40:29] Speaker A: You do that'll. That will not make it lockable or closable, probably, if you use the laser to open it. That's up to you.
[01:40:37] Speaker B: Does it still have the handcuff to it?
[01:40:41] Speaker A: The handcuff has been cut.
So you know what? Let's.
[01:40:45] Speaker B: Let's say this.
[01:40:47] Speaker A: It does have a handcuff on it, on the. On the case. And there's another free handcuff that is very much marked with blood.
It was probably cut off of the agent. The handcuffs are still there.
[01:41:00] Speaker B: All right.
[01:41:04] Speaker A: Well, what's it going to be?
[01:41:05] Speaker B: I think in prime movie fashion, I would just take the attache case and make my way out of here silently.
[01:41:14] Speaker A: I think you're right. And I need you to make a test to see if you can do that.
See if you can exfiltrate.
[01:41:25] Speaker B: Dude, two sixes. Not even lying.
[01:41:31] Speaker A: Not even lying.
[01:41:31] Speaker B: Not even.
[01:41:32] Speaker A: All right, so again, you have to, you know, be careful about your. The path. The path that you take. But you wind from empty stateroom to empty stateroom or alcove to alcove, the wait staff don't see you. You get yourself to the back of the ship again. I presume that's where you want to go. And you've got your case, right?
Roll me a D6.
Don't get a. Don't get a 1 or a 2.
This is the direction that the guy on top is looking.
[01:41:57] Speaker B: Six.
[01:41:59] Speaker A: Look at you. Okay.
[01:42:00] Speaker B: Failed the whole end of this game.
[01:42:02] Speaker A: Yeah.
[01:42:03] Speaker B: Love it.
[01:42:04] Speaker A: Yeah, Pretty. Pretty great.
So you're at the back of the boat. You have the metal case, which would be difficult to swim with, by the way.
Sorry, what's it? What's the plan?
[01:42:15] Speaker B: So I get back to the back. To the back.
[01:42:19] Speaker A: You're at the rear of the boat with the water lapping right there where you would, you know, normally fish and dive. The ladder goes into the water. Your gear's there, right?
It is.
[01:42:28] Speaker B: So I get into the water to put on my gear in the water.
[01:42:33] Speaker A: Okay. With the case, like sitting on the side kind of thing.
[01:42:36] Speaker B: Case sitting on the side, just on the edge.
[01:42:42] Speaker A: Got it. Okay.
For drama.
The fella at the back, we, then we. Then the camera zooms into the water where the guy is like, he hasn't sunk to the bottom or anything because bodies don't do that. But he's a ways a ways down. And on his vest we see a radio kind of little lights flashing, fizzing because the water's damaging it, but someone's been trying to contact him.
And then at the front of the boat, we see a guy with his headset.
And he swings his Beretta around to the front and he's like, I can't reach him.
And he starts walking towards the back of the boat as we switch back to your.
In the water, putting your on.
And again, just, just, just so we can kind of move the ball here. Let's, let's see. Let me see if you can roll initiative and you can beat him before he gets to the angle of the side of the ship where he would see someone in the water, basically. Case still up there.
[01:43:44] Speaker B: A six and a five.
[01:43:46] Speaker A: Look at you. All right, so you see him coming.
And let's, let's say this. You'll have to sink down to like, your eyes kind of thing, right?
And you see this, this turtle, black turtleneck wearing guy. All my guys are going to have black turtlenecks and black pants and black boots, by the way. Every one of them. They're all tall, long drinks of water. You know, classic Spectre goons.
But he's got, he's got his gun ready. As he's looking, he's like. And he kind of, you can tell. He's like, where's the, where's the guy? Where's Emilio? Kind of thing. So he gets to the back, you can kind of hear him. Emilio's not to this at his, you know, touches his, touches his headset. Emilio's not, not at his station. I don't know where he is.
Let's see if he notices the case that's at the foot of the. Yeah, he does.
He does notice the case. So he takes his hand up, he goes Stand by.
And he looks down. There's this metal case on the final step before it gets into the water. You're probably, like, only, like, five or six feet away, but it's dark outside.
Your hair is dark. You're bobbing in the water. He comes down a step, and you can. And is about to reach for that case. What do you do? Let him grab it?
[01:44:53] Speaker B: No, I freaking stab him.
I pull out my knife out of my. It's in my. All right. I got a leg. A leg holster. It's around my thigh.
[01:45:01] Speaker A: You had already won initiative, so I'll let you just have an attack here. But if you're trying to attack a guy, I might make this at disadvantage.
[01:45:09] Speaker B: He's bending over to pick up that case, man.
[01:45:11] Speaker A: Bloop. Okay. You're waiting until he's right there.
[01:45:13] Speaker B: Boom.
Right?
[01:45:15] Speaker A: That's what we. Let's.
[01:45:17] Speaker B: Let's try that right up through the old.
[01:45:19] Speaker A: He does look wary. He looks wary. That's all I will say. Make a regular attack.
Oh, no, no, no, no, no. We did. I think we did this wrong before too. This is at disadvantage because you don't have proficiency with light melee weapons.
[01:45:35] Speaker B: That is true. That is true.
Yeah.
[01:45:38] Speaker A: And I'm.
[01:45:39] Speaker B: I'm not gonna pull out my freaking pistol.
[01:45:43] Speaker A: I'm not gonna say you have, like. You're surprising. Because he's wary. He's like, what the hell's going on back here? The guard's not here, so he's on edge.
[01:45:50] Speaker B: Right.
[01:45:50] Speaker A: As he reaches for the. Reaches for the case. You have to roll at disadvantage because you don't have light Melee proficiency. 1d6.
[01:45:58] Speaker B: This is where shit goes south for old Drake. I'm guessing it's been gravy since.
[01:46:06] Speaker A: Ah.
[01:46:06] Speaker B: Five.
[01:46:07] Speaker A: Oh, my God.
[01:46:08] Speaker B: I'm on fire, man.
[01:46:11] Speaker A: All right, so you get. You do get two actions, by the way.
So you. You are. What are you trying to do? Dart up and just knife him in the neck? Right? That's what you're trying to do.
[01:46:20] Speaker B: Yeah.
[01:46:21] Speaker A: So I'm not. I'm gonna play by the rules this time because we're not just trying to expedite the action.
And you draw blood on his neck. And he falls back, but he's not. He's not down. He, like, falls back against the steps that he descended. Like.
[01:46:33] Speaker B: Oh.
[01:46:33] Speaker A: His blood rushes from beneath his ear and down his shoulder. And there's this guy in the water with his knife. But what do you do now? You probably can't even reach him very easily from here.
[01:46:42] Speaker B: I'm just gonna Grab the briefcase and leave.
[01:46:45] Speaker A: Okay, so grabbing the briefcase is an action.
[01:46:48] Speaker B: Yep. And I'm gonna go down.
[01:46:51] Speaker A: You say that before. He gets the act. He gets to act.
[01:46:53] Speaker B: Now I get you.
[01:46:54] Speaker A: He gets two. He gets two actions.
Yeah.
[01:46:58] Speaker B: Okay.
[01:46:59] Speaker A: And in which case he is, you know, trying to hold this massive wound on his. On his neck shut. But he lifts up his.
His pistol, machine pistol, the Beretta, and he opens fire.
Just like. Like peppers the water, basically. And that is you have no actions left. You can't evade. He's gonna fire twice.
Oh, my God.
So cut to a scene beneath the water, looking up at. At Vincent, treading water, reaching up and, you know, making the stabbing motion, grabbing the case. And then you're. You're in the water and you're trying to fall back. Right now we're seeing all these, like, you know, the little vortexes of water as the 9 millimeter bullets pepper the whole area. But for whatever reason, none of them are on target. They're all around your face, around your shoulders.
The bullets are slowing down as they're all, you know, pancaking in the water as you just rip sl water with the gun. But I think we can probably move towards closure here, Sean, as Vincent sinks down lower. You got your gear on, you got the case under one arm, and you are swimming madly away from the ship.
Anything else you want to do or any closure you want to give us on this scene before we wrap it up?
[01:48:12] Speaker B: So I would imagine I don't go back to the submarine. I swim all the way to the beach.
[01:48:18] Speaker A: Okay.
[01:48:19] Speaker B: Okay. Submarine is not an option. Let's do.
[01:48:21] Speaker A: Let's do this then.
Let's cut to a picture. It's late at night now. The cabin cruiser is. Is searching like searchlights all over the water. They've got rubber. Rubber dinghies they put in the water. Guys with their little umbretta machine guns are looking. Sean's got something he wants to say.
[01:48:39] Speaker B: I don't know where you're going with this, but I.
[01:48:40] Speaker A: Where I'm going. Where I'm going is I think Vincent should now walk out of the water in front of us.
[01:48:45] Speaker B: Oh, I think they should come across the submarine.
[01:48:48] Speaker A: Oh, for sure, for sure. There's like. Like, yeah, hey, bring it in.
[01:48:53] Speaker B: And they're reeling it in.
[01:48:54] Speaker A: The bell is ringing, and the cat, like, the. The cruiser's coming over as well. And that's, you know, that's all in focus. And as we pull back to focus on something that's closer to the terrain, it's Vincent in his wetsuit walking out of the surf.
[01:49:08] Speaker B: And the submarine Bl.
[01:49:15] Speaker A: Sure. You want a big orange fireball explosion on the Riviera at late at night. So it just lights. Lights up the whole town.
Absolutely. And we'll see Blanco with his fist like this, like on board, yelling at Navarro. Yeah.
All right. You won that round. Vincent.
Want me to reveal what the. What was in the case or. No? Is that for next?
[01:49:39] Speaker B: I don't know. Oh, should I? I don't know if I. I would. Should know.
[01:49:43] Speaker A: He's not going to open it. Right. So there you go. I mean, the objective was not to find out what was in the case. It was to bring. Bring what the information was back to follow orders.
[01:49:53] Speaker B: Yeah.
[01:49:54] Speaker A: All right, I think that's a wrap. How was that?
What do you think of tiny, tiny spies?
[01:50:01] Speaker B: Well, it's good if it goes your way. It could be pretty bad if you go south.
[01:50:08] Speaker A: You rolled pretty well.
Tail end there.
Yep. Yeah, but you saw, like, look, in the chase. The chase was like, over like that, right? Yeah. Yeah. And you got her killed. Well done, man.
[01:50:22] Speaker B: Yeah.
So much for the recurring love interest.
Yes, I know Bon's gonna be just, you know, Drake just. He's.
Yeah, he's tormented now.
[01:50:38] Speaker A: I like. I kind of like the way it flowed.
I mean, it's super simple.
It's all about whether or not you can be okay with only being 1, 2, 3, D6 and being in situations like that situation where you had to make the stab without the proficiency. Like, it's. Those are pretty hard to succeed at. Right. And things could have gone. Could have gone quite differently had you failed at that.
But, yeah, hopefully this is of value to people to see how this kind of game with, you know, a game with rules, this light can still simulate this kind of action, I think. And recall that I always wanted to. I mentioned. I want to see how the lighter games do, modeling this fiction. I think tiny spies can do it.
I enjoyed it. Yeah.
[01:51:21] Speaker B: I think, though, if I would have failed half my roles even, it would have been chaos.
[01:51:28] Speaker A: Yeah.
Yeah, definitely.
[01:51:31] Speaker B: There's no way to change them. Right. Like, it's.
[01:51:34] Speaker A: That's the thing, like, especially like the. When you were trying to infiltrate, for example, to the belly of the ship. Like, if someone sees you, all hell breaks loose there. You're not. You're not near the exit, the alarm is being raised and all that kind of stuff. You. You just rolled really well.
I agree. The game could, you know, the game could probably be taken to the next level if you added some Small amount of metacurrency. What do you think it would look like? Would it be an auto success? Would it be rolling at advantage? Would it be a reroll? What would it look like?
[01:52:04] Speaker B: Maybe, maybe a reroll or an auto success. Auto successes are maybe asking for a lot, but to Bond, it's like Bond.
This mimics James Bond. I wanted to do an RPG about like James Bond and Mission Impossible. And it's like there's so many role playing games that if you leave it up to the roles and you fail.
[01:52:29] Speaker A: This is one of them.
[01:52:30] Speaker B: You're freaking screwed.
[01:52:32] Speaker A: Even at a. With advantage, you're only in the 70s for. Right. A success rate. So yeah, yeah, failures can be pretty bad.
[01:52:43] Speaker B: I mean, yes, failure is fun in RPGs, but it's also the, you know, how much like Bond's gonna fail. But then what comes out of it is, yeah, yeah, he fell short. But that guy is when, but when the, when it's clutch.
There's nothing, there's nothing clutch about some of these games.
[01:53:08] Speaker A: Yeah.
[01:53:09] Speaker B: So I mean other than like the hero puns, hero points or fame points and top secret or even agent provocateur, but without them, like you're. It's all die roll, period.
[01:53:21] Speaker A: Yeah. And a game like this doesn't even have like the, the YZE version of take a condition or suffer something to push. There's no push mechanic.
You know, and this might be a case where they call it Cthulhu Push mechanic might be a decent one, which is basically, you can try that role again, but things are going to get much worse if you fail again. Right. You know, but you're, you're really sort of sticking your neck out there. So the gym would be okay either having you captured or significantly injured or whatever. Right? All those sorts of things.
[01:53:51] Speaker B: Yeah.
[01:53:52] Speaker A: I don't know. Maybe, maybe in the end we, we are our little one. 1.52 hour playthrough. Doesn't really get to the bottom of the. How it would feel over a campaign. I don't know. Because you were succeeding so much, but.
[01:54:03] Speaker B: Right.
[01:54:04] Speaker A: I don't know.
[01:54:05] Speaker B: It can be very cut and dry. Like I think if I would have failed a few of those, it would have been. It would have prolonged things. So, okay, somebody detects you, then I have to deal with the detection and hopefully that goes swimmingly. Otherwise I would be, I, I'd probably be eventually hung up like a caught shark. You know, my feet up in the air and the scorpion's like, well, well, well, Mr. Drake, it appears we've met again.
[01:54:37] Speaker A: We were trying. Yeah, Yeah. I, I think it's good at. I think this game would be fine for Cold War or like mid range spy stuff. But the minute you start getting into like I want to do really cool and double down, not have my love interest die.
Right. That kind of thing. Or not let her drive off. I don't want to wipe my car out. I want to stay right on her because some people would be even upset by that. Right. The fact that the chase just ended because you, you know, she, she did one maneuver, you failed the roll. And because you didn't have a whole lot of momentum, she was gone. Right. And in many, you know, many games you're spending a banding a fate point or whatever to prevent that for happening because you're like, I'm the hero. Of course she doesn't get away now. I think it makes for a good story that she did. But.
[01:55:21] Speaker B: Right. And I don't have. What is it? Is it.
What is it for driving?
[01:55:30] Speaker A: I don't know. Is there a trait? There should be. We talked about this when we reviewed the game. Like they didn't do a great job with the traits making them genre specific or emulative.
[01:55:40] Speaker B: There isn't one. But there's. It's probably under the archetype. Right.
Driver.
[01:55:45] Speaker A: Oh, there's a driver archetype.
[01:55:47] Speaker B: But that's archetype. But that goes into the team thing. But like as an agent I have no upper hand and I can't.
[01:55:56] Speaker A: Yeah. The part I think it gets, you know, I like the game but the part it gets wrong, I think most clearly to me is the weapon proficiency thing. At least if you're supposed to be suit. It calls them super spies. And you have one type of four weapons. Four weapon types. You have one type that you, you don't literally suck at everything else. You roll 1d6 like your knife in the water. That's the part that. But that's super easy to fix. Right. I mean for super spies I would almost be like choose one of the four that you're not proficient at. What is your one weakness? Right.
I'm not great at, you know, at sniper rifles or heavy melee weapons. Weapons kind of thing. Right? Fine. But to say you're only good at one of them now maybe it's meant to be a growth thing so that you're. Because you're adding traits and whatnot. If you use the. One of the alternative experience systems is point based and I think you can get web proficiencies if you, if you use that one anyway.
Well, we probably shouldn't go too long. We have a whole other show here on the breakdown. But yeah. Thanks for. Thanks for playing, Sean. It was fun.
[01:57:00] Speaker B: Thanks for running, man. That was fun. Good stuff.
Scorpion.
[01:57:07] Speaker A: Still. Still at large.
[01:57:08] Speaker B: He's my Blofeld, apparently.
[01:57:12] Speaker A: Yep. Yep. So. Yeah. And if people are either tired of this type of AP or vignette, they can let us know or if they like it, we. Because we have made this kind of decision to like, let's chain them together through different systems and kind of tell one story. We won't always do that. Like when we get to some call War Stop, we. We obviously won't return to. To Vincent. Sean will just rename him slightly, I'm sure.
And then when we do Agent Provocateur, I think the intention is that you're going to run that one. Right.
[01:57:40] Speaker B: That's the goal. So I guess then it'll be a whole another ball game.
[01:57:44] Speaker A: Yeah, I'm happy to run as well, but. But I'm also, you know, I'll be keen to play six of one. Half a dozen. VR.
[01:57:52] Speaker B: Indeed I. Having said that it's been an issue.
Issue. This has been an issue with Go Bag. This is.
[01:57:59] Speaker A: Go Bag has issues. It sure does.
[01:58:01] Speaker B: It does.
[01:58:02] Speaker A: We're looking at two of them.
[01:58:03] Speaker B: Make sure you check out the next issue of Go Bag coming to a podcatcher near you.
Thanks for joining everybody, and we'll catch you on the next one. See ya.
[01:58:19] Speaker A: It.