Friday, January 26, 2018

Spies Like Us! for Savage Worlds

With the bitter cold after Christmas, we hunkered down in the Casa de ViscountEric, played a few traditional boardgames, and searched the internet for the perfect Facebook picture to represent the discontent with out winter.

For it was the classic Dan Akroyd/Chevy Chase film, Spies Like Us. 
After finding a copy to watch, and multiple viewings to remind me just how awesome this film is still today, it was time to stat out the characters from the movie.

First rule of the Spies Like Us universe:  Just about everyone is an incompetent mooks.  The Generals, the Afghan freedom fighters, the ICBM crew, even the KGB Agents are too incompetent to be given Wild Card status.

Austin Millbarge 
Agility d6  Smarts d8  Spirit d6  Strength d4  Vigor d8
Pace 6  Parry 5  Toughness 6 Charisma 0
Edge:  McGuyver, Scholar
Hindrances: Overconfident Know-It-All
Skills: Fighting  d6, Shooting d8 ,Throwing d4, Healing d4(-2), Investigation d8 Streetwise  d6, Survival d6,  Climbing d6, Repair d10, Notice d8, Riding d8, Language: Russian d8(+2), Knowledge: Soviet Tech d8(+2)
Austin starts the movie as the already indispensable tech guy hidden in the Pentagon, but as the movie progresses, his knowledge of all Soviet materials and processes is trumped by his rescue of Fitz Hume, dual-wielding machine pistols while riding a horse.  He's easily a Veteran character in Savage Worlds. 

Emmett Fitz-Hume
Agility d4   Smarts d6  Spirit d8 Strength d4 Vigor d8
Pace 6  Parry 4  Toughness 6 Charisma +2
Edge:  Charismatic (+2)
Hindrances: Yellow
Skills: Fighting d4,  Shooting d6,  Driving d4, Stealth d4, Throwing d10  Investigation d4,  Notice d4, Stealth d4 (-2), Healing d4(-2), Persuasion d10(+2), Taunt d6
The pedigree is there after generations of his family working as envoys, but Fitz-Hume is really only good at two things in the movie: BSing everyone, and magically tossing a grenade through a window and into another box of grenades.  With the added skills, Fitz-Hume is a seasoned Wild Card in the Foreign Service.. or a TV game show.

Karen Boyer
Agility d6  Smarts d6 Spirit d6  Strength d6 Vigor d6
Pace 6  Parry   Toughness  Charisma +4
Edge:  Attractive, Charisma, Alertness, Dodge
Hindrances: Code of Honor, Loyal
Skills: Fighting d6, Shooting d6, Stealth d6,  Investigation d6, Streetwise d6 Survival d6  Persuasion d6(+4), Repair d6, Riding d6, Notice d6(+2), Healing d4(-2), Lockpicking d6, Knowledge: Soviet Tech d6, 
Karen Boyer is smart, resourceful, and beautiful, a powerful, but very balanced combination.  She would be the only person in the movie able to convince Fitz-Hume to perform an appendectomy, and for good reason.  Unfortunately, we don't get to see her kick butt, so we don't know the extent of her training, but we can assume that attributes and skills are bare minimums and should be higher.  Despite years more of experience, her partner, Jerry Hadley, allowed Soviet agents to discover them, and died like some rank amateur, thus following the rule: everyone else is a mook. 

Colonel Rhombus
Agility d8 Smarts d6  Spirit d6  Strength d6 Vigor d8
Pace 6  Parry 6  Toughness 6 Charisma 0
Edges: Command Presence, Inspire, Assassin, Leader of Men, Martial Artist,
Hindrances: Arrogant, Loyal
Skills: Fighting d10, Shooting d10, Throwing d6, Intimidation d8, Notice d6, Stealth d8, Survival d8, Swimming d6, Climbing d8
Colonel Rhombus is either a Iron Man 3 Mandarin-like actor used by the State Department to process the decoy GLG-20s, or a well trained killing machine that I hope he is.  His actions in the forest against the ninjas help give credence to the latter theory.  His extraordinary leadership edges plus his intimidation skill explains why Millbarge and Fitz-Hume go along with all the gonzo training as long as they do.  

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