TEXT: 1 
   
   
  I found the Fields of Experience in the original version of the game lacking in actual use of dice rolling.  I 
  have decided to give a bonus to a Skill roll depending on what Field of Experience the player has. 
    Instead of a character ‘just knowing’ the information in a particular Field of Experience, I also 
  implemented that the character rolls on Intelligence, Ease Factor of ‘8’, to understand the information.  
  If the player rolls a Quality Rating ‘1’ on their Intelligence check I would also grant bonus Experience 
  Points. 
  Steps for choosing a Field of Experience: 
  1)  The player rolls a D6 to determine how old they are: 27yrs old + D6.   
  The D6 roll also determines how many different Fields of experience the character will have. 
  2)  The player rolls on the ‘Fields of Experience’ Chart below to see what fields of Experience they get. 
  3) For every ‘3’ Fields of Experience’  the player will roll on the Weakness Chart below to determine 
  whether or not they have a weakness.   
  
  2 
   
   
  Field of Experience Chart: 
   
  Roll 1-100 
  Field of Experience 
   
  Ease Factor Bonus 
  1-3 
  Biology/Biochemistry 
  +1 Science rolls 
  4-7 
  Board Games 
  +1 Gambling rolls 
  8-10 
  Botany 
  +1 Connoisseur rolls 
  11-13 
  Chemistry 
  +1 Demolitions rolls 
  14-17 
  Computers 
  +1 Electronics rolls 
  18-20 
  Cricket 
  +1 to Hand to Hand Combat when using blunt 
  weapons. 
  21-23 
  Economics/business 
  +1 Charisma rolls 
  24-26 
  Fine Arts 
  +1 Seduction rolls 
  27-29 
  Football 
  +1 Evasion rolls on foot 
  30-32 
  Forensics 
  +1 Photography rolls 
  33-35 
  Golf 
  +1 Pickpocket 
  36-38 
  Ice Hockey 
  +1 Hand to Hand Combat  rolls (can’t be using 
  a weapon of any kind for this bonus) 
  39-41 
  International Law 
  +1 Disguise rolls 
  42-44 
  Jewelry 
  +1 to Lockpicking/Safecracking rolls 
  45-47 
  Law 
  +1 Local Custom rolls 
  48-50 
  Mechanical Engineering 
  +1 Electronics rolls 
  51-53 
  Medicine/Physiology 
  +1 First Aid rolls 
  54-57 
  Microphotography 
  +1 Cryptography rolls 
  58-62 
  Military Science 
  +1 stealth rolls 
  63-66 
  Political Science 
  +1 Local Custom rolls 
  67-69 
  Rare Collectibles 
  +1 Connoisseur rolls 
  70-73 
  Snow Skiing 
  +1 Evasion rolls in winter/icy conditions when 
  on foot 
  74-77 
  Space Sciences 
  +1 Piloting rolls 
  78-80 
  Squash 
  +1 Hand to Hand when using knives 
  81-83 
  Tennis 
  +1 Hand to Hand when using Long edged 
  weapons. 
  84-87 
  Toxicology 
  +1 Interrogation/Torture rolls 
  88-91 
  Wargaming 
  +1 Sixth Sense 
  92-99 
  Water Skiing 
  +1 Dive rolls 
  100 
  Players Choice 
   
  
  3 
   
  Weaknesses Chart: 
  Roll 1-100 
  Weakness 
  1-4 
  Acrophobia 
  5-9 
  None 
  10-14 
  Agoraphobia 
  15-19 
  Attraction to Members of the Opposite Sex 
  20-24 
  None 
  25-29 
  Claustrophobia 
  30-34 
  Close Personal Tie 
  35-39 
  Dependence on Drugs 
  40-44 
  None 
  45-49 
  Dependence on Liquor 
  50-55 
  None 
  56-60 
  Fear of Spiders 
  61-67 
  None 
  68-72 
  Fear of Snakes 
  73-78 
  None 
  79-84 
  Gambling 
  85-87 
  None 
  88-91 
  Greed 
  92-93 
  None 
  94-98 
  Superstition 
  99 
  None 
  100 
  Players Choice of  Weakness 
   
  Enjoy! 
  K.j 
   
   
   
   
   
   
   
   follow on Twitter: @jamesbondrpg 
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Spies & Heist & Noir & Politics/James Bond 007/Homebrew Add-ons/Add-on Rules/Fields of Experience and Weakness.pdf