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==RULES & SETTING RULES== The rules setting for this game are the '''Savage World Adventure Edition''' (SWADE) and the '''Super Powers Companion''' (SPC). All Hindrances and Edges found in the SPC are allowed. '''Setting Rules''' (SWAE pg. 136-141 and SPC pg. 29-36) :'''''Born a Hero''''' - ignore Rank requirements for Edges at character creation. :'''''Comic Book Combat''''' (SPC pg. 29-33) - a number of rule idea about combat (including Combination Attacks, Knockback, Power Stunts, Large Improvised weapons and Synergy) that we will be using in this setting. :'''''Convictions''''': Gain conviction for heroic deads. When spent they grant a +1d6 to any Trait roll total; which can also Ace. :'''''Death & Defeat''''' (SPC pg. 34) - In comic books, heroes and villains are often defeated but seldom perish. This option reflects a more narrative fate for those superpowered individuals who fall in battle. :'''''High Adventure''''' - the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements. :'''''Mega Destruction''''' (SPC pg. 34) - means combat between supers wreaks terrible havoc on the landscape. Mostly used when encountering giant kaiju elder things. :'''''More Skill Points''''' - heroes start with 15 points for Skills. :'''''Multiple Languages''''' - start with native in a d8 and start with ½ Smarts dice in additional languages at d6. These languages can include ancient languages and some weird alien tounges. :'''''Never Surrender''''' (SPC pg. 34) - incapacitated Wild Cards are dealt Action Initiative Cards as usual during a fight. If dealt a Joker, the fallen hero immediately regains consciousness and returns to the fight Shaken. Wounds and Injuries remain in full effect, but he stabilizes if he was Bleeding Out. :'''''Throwdown''''' (SPC pg. 34)- Ignore the Unarmed Defender rule that normally gives an attacker armed with a melee weapon +2 to hit an unarmed foe. :'''''Villainous Convictions''''' (SPC pg. 36) - the player characters have Bennies and Conviction to help them in their epic struggles—and the ability to earn more through great roleplaying. Villains can alos have Benny and Convictions to aid them in their goals. :'''''Wound Cap''''' - heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls. ===House Rules=== Not using any of the Arcane Backgrounds nor any Powers from the SWADE. Note however that Arcane Reistance is allowed and protects against all forms of Supernatural Powers etc.</br> However, while not using the Arcane Backgrounds, I am using the Arcane Skills for the activation and controlling of various Super Powers, depending on how they are defined. They include Faith (Spirits), Focus (Spirits), Psionics (Smarts), Spellcasting (Smarts) and Weird Science (Smarts). See Limited Awakening and Supernaturals.</br> Most Edges listed under POWER EDGES are not allowed except for the following (must still meet the Requirements, except Arcane Background, too take these Edges) -- Artificer, Extra Effect, Gadgeteer, Mentalist and Wizard. For the Extra Effect, Gadgeteer and Wizard Edges all use Power Points. So instad be used but then after that it cannot be used again for a number of hours eqyal to Power Points required. '''NEW EDGES'''</br> New Combat Edges :'''Charger''' [Seasoned, Fighting d10+]: The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. He may ignore the standard multi-action penalty for Running when making a ''Fighting'' attack roll at the end of your movement. :'''Heavy Melee Weapon''' [Novice, Strength d10+, Fighting d6+]: you training allows you to wield a two-handed weapon in one hand. You must still have the weapon's Strength Minimum. :'''Spring Attack''' [Seasoned, Extraction, Fighting d8+]: You can move both before and after your attack, and as long as you end your movement not adjacent to any opponents, you do not suffering a free attack from any attacker. You may not move more than your Pace (cannot Run as part of this maneuver) in this round. You also cannot ignore First Strike or someone on ‘Hold’. New Leadership Edges :'''Born Leader''' [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing. :'''Move It Mister!''' [Seasoned, Command]: You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal) New Professional Edge :'''Trailblazer''' [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a ''Notice'' -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to ''Notice'' rolls to avoid being surprised. '''RITUALS'''</br> In the Hellboy comics and stories the Agents often run into a ritual being preformed or they themselves need to perform one to prevent something bad from happening.</br> Rituals are a pervasive force of nature that can be called upon by any creature with sufficient willpower or training. That being said, being born into the world of witches and curses certainly makes it easier on all concerned. The archive is inconclusive, but there are recorded instances of agents being able to utilise the rituals and magic that the creatures and cultists usually use to further their goals to reverse the damage.</br> Rituals can take anywhere from a few minutes to hours of painstaking work. Agents mostly encounter rituals being performed when in their final stages or post resolution, when they must then reverse a ritual’s damage or contain a creature it has unleashed.</br> To perform a ritual, the practitioner, ritualist, or agent will require all of the items listed under called components. Some of these components are consumed as part of the ritual and will need replacing before the ritual can be attempted again. Components may include how many people are required to conduct the ritual. In addition, if the ritualist will require the Grimore tome or artefact that contains the ritual to be at hand during the casting. Many of these tomes are written in long dead or alien languages and must be translated or understood to perform.</br> When everything is ready and the tome understood the ritualist will make a series of task rolls per the '''Dramatic Task''' rules (SWADE pg. 122). The standard Skills used for these skill rolls is ''Occultism'' or ''Spellcasting''. Anyone with the Occultism skill can attempt or aid in these task. Each Ritual is unique and will require different steps and could have different Complications and Time Required. As such there are no Rituals listed here but instead are included in individual Missions. ===Theme=== This is a game setting where the heroes are Agents of the '''Bureau for Paranormal Research and Defense''' (or the B.P.R.D.) an organization charged with protecting of America and the world from the occult, paranormal and supernatural. It retains the services of several supernatural persons, including Hellboy. Professor Bruttenholm served as director until the late 1950s when he stepped down to return to field work. The current Director is Dr. Thomas Manning. Since the 1970s, additional paranormal agents have joined the ranks, such as Liz Sherman, Abraham Sapien, Johann Kraus, and Ben Daimio. This has become necessary to maintain the high profile of the Bureau, especially in light of the departure of their flagship agent, Hellboy, in 2001. Most of these have also retired or left the agency by now and a new bunch of agents are needed. The B.P.R.D. is a well known and respected organization that has excellent relations with most international governments and United States government agencies, with the exceptions of China and the CIA. They also partnered with multiple foreign whom also have thier own agencies and organizations that deal with the superntural in their own countries. For your own characters Origin are you a B.P.R.D. Agent who is a highly trained human or have you been partially touched by the supernatural or are you a supernatural creature like a Vampire or a Ghost? Are you a research inventor with a breakthrough fringe science device you want to test in the field? What role do you play in the B.P.R.D.? Too better help guide you think about the 'Role' you character will have in the agency and your 'Background' or 'Origin'. These will help you create and build your character.
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