#RPG Kingsman for Agents of SWING

fc,220x200,whiteSooner or later a new version of SWING more compatible with the new version of FATE will be Kickstarted. In the meantime…

Kingsman for Agents of SWING

This is based on the film, rather than the related comic, as honestly this is one instance in which the film really is better.

Kingsman’s concept operates very much like that of SWING in the game, a third-party, private espionage organisation trying to stop great powers from kicking off a new world war and also operating against massive threats, outside the laws and treaties that – theoretically – bind other espionage agencies.

Their sheer access to money (old and new), contacts and the ‘Old Boy Network’ of the British establishment and banking system gives them truly global reach which, when combined with their massively high standards and cut-throat training regimen makes them a small, but formidable force.

Failed candidates for ‘Knight’ positions seem to fill other roles within Kingsman’s organisation such as guards and support staff on a global basis (satellite offices are mentioned). So there is scope for playing characters who are not ‘Knights’. Merlin appears to be the head of the tech/support staff and training program but there’s certainly scope for others and given the success of Roxy (albeit in a minority) there’s no reason to think there aren’t plenty of women at work in the organisation – no matter what their codename.

Possible Arthurian Codenames

  • Arthur (Head of Kingsman)
  • Guinevere (Support – Medical?)
  • Merlin (Head of Support – Technical)
  • Morgana (Support – Personnel?)
  • Taliesin (Support – broker/deal maker?)

 

  • Agolvale (Knight)
  • Agravain (Knight)
  • Bagdemagus (Knight)
  • Bedivere (Knight)
  • Bercilak (Knight)
  • Bors (Knight)
  • Bruenor (Knight)
  • Cador (Knight)
  • Calogrenant (Knight)
  • Caradoc (Knight)
  • Claudin (Knight)
  • Dagonet (Knight)
  • Daniel (Knight)
  • Dinadan (Knight)
  • Ector (Knight)
  • Elyan (Knight)
  • Erec (Knight)
  • Esclabor (Knight)
  • Feirefiz (Knight)
  • Gaheris (Knight)
  • Galahad (Knight)
  • Galehault (Knight)
  • Galeschin (Knight)
  • Gareth (Knight)
  • Gawain (Knight)
  • Geraint (Knight)
  • Gingalain (Knight)
  • Griflet (Knight)
  • Hector (Knight)
  • Hoel (Knight)
  • Kay (Knight)
  • Lamorak (Knight)
  • Lancelot (Knight)
  • Lanval (Knight)
  • Leodegrance (Knight)
  • Lincoln (Knight)
  • Lionel (Knight)
  • Lucan (Knight)
  • Maleagant (Knight)
  • Mordred (Knight)
  • Morholt (Knight)
  • Morien (Knight)
  • Owain (Knight)
  • Palamedes (Knight)
  • Pelleas (Knight)
  • Pellinore (Knight)
  • Percival (Knight)
  • Safir (Knight)
  • Sagramore (Knight)
  • Segwarides (Knight)
  • Tor (Knight)
  • Tristan (Knight)
  • Urien (Knight)

4499454-0799153200-tumblCharacters

Unlike SWING characters, Kingsmen are cut from similar cloth and have a similar degree of competence.

Kingsman characters must spend at least the following points in the following Skills.

Athletics 1
Drive 1
Fists 2
Guns 2
Endurance 1
Resolve 1
Resources 1
Weaponry 1

Leaving 10 points for further customisation.

Gadgets

Similarly, gadgets are also standard issue in a way they are not for SWING.

kingsman-umbrellaUmbrella: The reinforced and gadget-packed umbrella makes for a good close-combat weapon. Its hook gives it the aspect ‘Entangling’ and as a close combat weapon it does +1 damage. The umbrella itself projects onto itself what is behind it, so you can take cover behind it. When taking cover the umbrella provides +2 Armour to the agent behind it, but they cannot move as they must brace the umbrella for it to be effective. The shaft of the umbrella also houses a number of bullets which can be fired with lethal force (+2) or non-lethal force (+1, and confer a ‘dazed’ aspect if they hit).

st-george-9ct-gold-sovereign-ring-21mm_1Sovereign Ring: The sovereign ring holds a powerful electric charge, good for one solid punch doing +2 damage and conveyed the ‘shocked’ aspect.

350px-KingsmanPistolKingsman Pistol: The Kingsman pistol is a custom-modified firearm with an underslung single-shot, shotgun barrel – reloaded by break action. The pistol does +2 damage, while the shotgun, with a standard shot, does +2 damage and has the aspect ‘spread shot’. It imposes a -1 penalty to hit, however, due to its short barrel. Specialist shotgun rounds are available, but not detailed in the film. Presumably these would include:

1. Standard Shot.
2. Solid shot (+3 damage, no spread aspect).
3. Incendiary (+1 damage, confers aspect ‘on fire’ and 1 stress damage per turn.
4. High Explosive (+4 damage with an area explosion).
5. Armour Piercing (+2 damage, ignore up to 2 points of armour).
6. Rock Salt (+0 damage, confers ‘in pain’ aspect).

fe4f385841454725d8ee9e749ddab695Bulletproof Suit: The bulletproof, double-breasted suit confers two points of armour, but only against bullets and impact weapons.

628438_mrp_fr_lBlade Shoes: With these a kick attack can be made doing +1 damage. On the following turn the target suffers a damaging poison attack with a potency of +8. The oil on the blade is only good for a single attack and the damage is not ongoing.

AR Spectacles: The AR spectacles can take pictures, provide an augmented overlay (+1 to Alertness rolls) and provide a live feed back to HQ. As standard, everything is recorded.

Watch: The Kingsman watch, as well as being a £5,000 top of the range watch can fire a number of amnesia darts (potency +8, forget the last hour) or a single shock/bola dart which does +0 damage, has the aspect ‘entangling’ and confers the aspect ‘shocked’ if it hits and does damage.


Poison Pen:
The ink from the pen can be used as a powerful, ongoing poison. Normally harmless, it can be activated by the pen (if within a few metres range) after which it is a Potency +4 poison with ongoing effect.

69ee7d1a895810738cf605d10d012c25Lighter: The Kingsman lighter (gold, naturally) can be used as a single-shot flamethrower (+2, confers the ‘on fire’ aspect and 1 damage every turn, or as a grenade. Doing +5 damage with an area explosion.

A Shiny Review of Agents of SWING

Waking up to a nice review is always a good booster. It’s especially nice when the reviewer seems to ‘grok’ what you were trying for and to appreciate the way you’ve gone about it.

You can buy Agents of SWING on PDF or Hardcopy

Everyone says my reviews are too long and nobody reads them. So here’s my two paragraph summary first: 

Want to see an amazing game that nails down a very slippery and specific genre and consistently and effectively pursues it? Buy this game.

Want a game that is mechanically well-balanced and won’t lead you into crazy problems? Give it a pass.

Now for the lengthy/verbose/nonsensical analysis.

It seems hard to imagine at this late date, when if you wanted to watch every James Bond movie it would take two uninterrupted days, when the deliberate but tense 1970s Bourne novels have been made into a visceral action series, and when Tinker, Tailor, Soldier, Spy can sucker us in with the professionalism of lying, but there was a time in history when espionage and counter-espionage was just coming into pop culture. Of course The Secret Agent by Joseph Conrad was a 19th century venture into the popular spy novel (and modern readers will appreciate terrorism as its central conflict instead of the Cold War), but in the 1950s and 60s, the spy-as-hero jumped into prominence, and a good deal of it was an almost countercultural espionage – the spy not as defender of the stodgy status quo, but the swinger, the con artist, Mr. Suave, the femme fatale, and of course, the only person who could tell that the whole Cold War was a sham, a big crazy lie, man.

To some extent this was because the other arm of visible authority, the police officer, was engaged, quite publicly, in a heart-wrenching shift from primarily being concerned with order to primarily being concerned with law. Cops knew as much as everyone else that when they saw fire hoses turned on voting rights activists in Selma that being a police officer had to change. So in addition to the cop who was in touch with the kids, we gained the spy who didn’t play by any rules. And sometimes these spy stories were lighthearted action romps – fantasies about what we’d do if we were trained to the top of our abilities and turned loose in the world with a gun, a quip and some cool gadget nobody else had. 

It’s hard to remember this now when we can count James Bond’s genuine smiles since 1992 on one hand, but Austin Powers is a parody not of Bond but of the goofy/sexy spies that blossomed at the same time, but did not necessarily survive. (I have no idea why people chose to parody swingin’ 60s spies in 1997. Why not parody balloonist adventure tales or picaresques about travelling to the Mysterious East? Those would be just as relevant. But that’s far afield even for my normal rambling review style.)

It’s this fantasy that Agents of SWING targets, and hits, dead on. Not the parody (though I guess you could use it for that) – this is not a satire game, this is a game about that lighthearted fantasy.

Your characters are in an implausible agency, given implausible covers, and must battle against implausible villains, while bedding their unbelievably attractive and somewhat reluctant lieutenants and sorting out ridiculous gadgets. All of these things are given a thorough once-over. The quick-moving FATE 3.0 system (with some changes, see below) is a great setup for this.

It’s always a matter of walking a tightrope when replicating social attitudes of past times that might interfere with people’s enjoyments – Agents of SWING, I feel, does a pretty decent job of emphasizing that players who are women will have opportunities for fun along with those that aren’t. Because the agents are beyond the straitjacketed moralities of the (crumbling, it’s 1967) square world they protect, they are able to forge their own way. You can even play up the tension by selecting Aspects that will emphasize this conflict – and you gain fate points when they cause problems for you, so you’re actually encouraged to think about the issue and bring it to the table with your own spin on it. This game convinced me that FATE’s Aspects (perhaps along with The Shadow of Yesterday’s Keys) are an excellent mechanic for putting those issues into the hands of the players rather than having them feel imposed-upon by a GM or a group. There are a few examples of women characters who are not well-turned, but even if it’s not a bullseye, this game gets a lot of credit from me for aiming at a difficult target and hitting at least within the first ring (to extend the metaphor.)

The game also replaces the normal FATE 3.0 “Spin” with a third “Swing Die” which you can earn, and then spend in future rolls. (It uses the d6-d6 FATE setup rather than Fate dice.) This is a pretty cool way of putting the application of Spin into the hands of the player and prevents something I’ve seen in other FATE games, which is people scratching their heads trying to figure out how to Spin something that doesn’t really fit so that people don’t feel like it’s wasted. This is a really good solution to that – it shifts the probabilities significantly but doesn’t necessarily make it a slam dunk. (You can put your Swing Die on top of your pile of Fate chips too – a nice stack of your player resources that you have available whenever you’re planning for a roll.)

There are a number of ways this product could be improved:

For example, the stunt list doesn’t hyperlink to the description of each stunt, so the list itself is pretty worthless. 

There’s no real explanation of what the NPCs are for or how you decide what NPC stats should be. The advice is just “try to keep it balanced with the player characters”, which is sort of bad advice given that there’s likely to be 3-4 player characters for each villain, and player characters may have a HUGE swing in their abilities to face off against the villain, since they can buy their skills all the way up to +8 from character creation. This is fine for the somewhat lighthearted/cartoony source material, but can easily lead to one or two characters walking off with the game and leaving others feeling useless without some clear guidance on how to create opposition (or tighter instructions at character creation).

I’m not super thrilled with the handouts. While it’s nice to see them divided up, the monospace font makes it hard to work out/remember where things are. (I guess they’re a good starting point and I’m glad they’re there because all games should have handouts in their PDFs, what are you gonna do, make me go to your website? My mouse only clicks so many times per game, pal.) Also, the stunt section of the character sheet doesn’t really give enough space to explain some of the more complicated stunts.

I actually rated this one a bit lower at first because of the difficulty in getting from the player characters to a workable scenario, but I have to reviewer tilt up one because it chases after something very specific, something rarely seen these days, and comes a lot closer than I thought it might when I first began reading the introduction. All in all, this is a pretty special game and it’s one that I’ve returned to many times.

Score: 4/5

Jason C.

7TV, SWING and Miniatures

Minis don’t necessarily fit with Agents of SWING as a FATE game, but they can still be useful. That’s why I put out some paper minis.

7TV is a skirmish minis game set in the same kind of world of 60s and 70s action/adventure serials that Agents of SWING is and as such they produce some great stuff and you could even cross over campaigns between the two games.

Check out Crooked Dice. They do good work.

Agents of SWING: Untouchable – RELEASED!

An adventure for Agents of SWING that takes the agents on a chase across Southern Europe and India after a mysterious death is brought to their attention by the Spanish government.

A familiar enemy and a new threat stand against them, each with their own ideology but are they truly allies and can SWING prevent the revolution going nuclear?

Print

PDF

NEW: Purchase via GUMROAD

This adventure will soon be available via Paizo, IPR and e23 if you prefer to make your purchases there.

Agents of SWING: Gosh, Spies! RELEASED!

Gosh, Spies! is 120 pages of information for your Agents of SWING games, expanding the scope of the game into the realms of Saturday Morning Adventure cartoons with a particular emphasis on girl’s adventures.

The book has information and ideas on running SWINGgames for children and particularly for girls. While the book itself is not necessarily for kids and younger teens, it should help you create and run games for them.

More generally Gosh, Spies! contains rules for creating child characters, some new child/teen oriented stunts, background for two boarding schools, information on the teen subcultures of the 60s and 70s and an introductory, Saturday Morning style adventure called ‘Field Trip’

Buy it HERE

Hardcopy HERE

It should be available through your other usual PDF outlets soon.

Imminent Release: Gosh, Spies!

Gosh, Spies! will be out tomorrow, so I thought it might be an idea to tell you what it’s about, what’s in it and why I think it’s a good buy.

Gosh, Spies! is 120 pages of information for your Agents of SWING games, expanding the scope of the game into the realms of Saturday Morning Adventure cartoons with a particular emphasis on girl’s adventures.

The book has information and ideas on running SWING games for children and particularly for girls. While the book itself is not necessarily for kids and younger teens, it should help you create and run games for them.

More generally Gosh, Spies! contains rules for creating child characters, some new child/teen oriented stunts, background for two boarding schools, information on the teen subcultures of the 60s and 70s and an introductory, Saturday Morning style adventure called ‘Field Trip’

Here’s an incomplete inspiration list:

Gosh, Spies! Preview – Alex the Tomboy

Alex (Member of the Prying Pentad)

Alex is thirteen years old and very much a tomboy, so much so that she often gets mistaken for a boy and that’s something that makes her enormously happy. Fierce, fiery, almost perpetually scowling Alex is – nonetheless – a loyal friend and very protective of those she cares about, especially her dog, Jimmy. Alex is very athletic and physical and cares not a jot for academics despite the scientific bent of her father.

Concept: Fierce tomboy.

“No, I’m a BOY.”
“You leave my dog alone, you prig!”
Stubborn as two mules in an argument with each other.
Terribly fierce.

+1 Cool: Alertness, Athletics, Endurance, Fists, Intimidation, Investigation, Might, Resolve, Stealth, Survival.

Boys will be Boys – You can spend a FATE point to unquestionably get away with convincing someone that something you were up to was simple, boyish hijinx.

Secret Club (Prying Pentad) – The characters with this Stunt share a special, communal pool of FATE points that any of them can tap into. Whenever a character from the team gains a FATE point they can, instead, choose to donate it to the group fund.

Physical Stress: OOOOOO
Composure Stress: OOOOOO
Social Stress: OOOOO
FATE: OOOOOOOO

Prying Pentad FATE: OOOOO

Refresh: 8