In the latest thrilling instalment of their spine-tingling podcast (Improvised Radio Theatre With Dice episode 101: Fundamental GURPSiness) the sages of High Wycombe reviewed The James Bond 007 RPG from Victory Games (1983), and Professor Mike remarked that “Hero Points” in JB007 are a bit like fate points in FATE. That’s an interesting observation, and it suggests connecting characters’ acquisition of Hero Points to their appropriate weaknesses rather than to frenetic activity in resolving tasks out of combat. I’d leave the rules for spending Hero Points as they are.
Mulling over Our Mike’s remark, I stumbled across the thought that Fields of Familiarity in JB007 (which the Prof correctly described as “half baked”) might similarly be seen as like Investigative Abilities in Gumshoe. The rule for them is that any player who has them at all is an expert, and that they just basically always work. That is simply a useless rule for such FoF as “Golf” and “Snow Skiing” because to use them in the game even as they occur in the films you have to compare PCs’ results against NPCs’. But in the case of “Forensics”, for instance, that procedure is still bleedingly modern.
If you were going to modernise JB007 mechanically¹ it might be a good idea to replace some of the Fields of Familiarity with skills and augment the rest with investigative abilities cribbed from Night’s Black Agents, with a suitable tweak to the rule about them just always working.
¹ Rather than just update its setting and equipment lists as Joseph Browning’s retroclone Classified does.