Not much needs to be done in order to play most espionage scenarios with Savage Worlds. This will assuredly be a minimal collection of notes. Perhaps I will create some additional edges or hindrances to add a little spy-flavor, but nearly everything in the rules-rigid world of Top Secret can be accomplished in SW without adding anything new at all.
Skills
I strongly advocate the use of existing skills only.
Languages
Because languages are important to an espionage game, they should be handled outside the Skills mechanics. When a character is created, she knows a number of languages equal to her Smarts die/2. Thereafter, she may learn an additional language by spending a skill point. Fluency is automatic, though Smarts rolls may be used if and when deemed appropriate by the GM to deal with obscure or complex vocabulary.
Edges
Linguist: the character knows two additional languages and has a chance to communicate and recognize languages similar to those she already speaks. On a Smarts roll at -2, she can understand or be understood when discussing simple subjects after only a few minutes exposure to the language.
Adventures
Conversion notes: