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=====The Cursed===== The cursed are a wide and varied group. There are those who are granted abilities to ensure they may better serve their new masters, individuals that find themselves under the skin-crawling Wendigo curse, and those who find themselves with a blood thirst or acting as a vessel for demonic forces. Often, those who are cursed find that the only resolution available to them is oblivion. Those cursed with demonic influence may simply find that they were part of a long-dead demon’s forgotten plan. All too often, however, both the demon and their plan still live.</br> NOTE that for all Curses you should take some level of either ''Outsider'' or ''Secret'' as part of your nature to the outside world. The B.P.R.D. is rather forgiving and open to the weird and legendary evil monsters in their ranks but does except that they are willing to help defend humanity against the other dark forces out there.</br> SUB-TYPE OF CURSED :HALLOWED: Perhaps your curse was via a cursed object that you did not notice when you stepped on it, or maybe when you stared into the abyss, something stared back into you or you were killed and raised from the dead by a necrotic ritual. Your curse has led to you surviving more than you care to mention, though even you have noticed that the experience has left you increasingly hollow. While you corpse may not be rotting it is becoming harder to care as much as it once was. The world increasingly feels like the colour is being drained out of it. There are no universial powers for the Hallowed as it can include so many sub-sub-types. ::'''''Harrowed Powers''''': Undead [8]. ::'''''Common Banes''''': The Hallowed can take up to 4 points of Banes from the following list - Bad Luck (as Major Hindrance) [-2], Cannot Speak/Mute (as Major Hindrance) [-2], Elemental Weakness (Holy items; as Minor Hindrance) [-1], Grimm (as Minor Hindrance [-1], Mean (as Minor Hindrance) [-1], Vow (as Minor or Major Hindrance; often placed on them at the time of their creation to reflect a ancient commond to follow) [-1 or -2], Ugly (as Minor or Major Hindrance) [-1 or -2]. Note that the Ugly here more reflect a unnatural look about them that makes people uncomforatable around them. ::'''''Other Common Harrowed Powers''''': The Harrowed can spend their remaining Super Power points on the following powers - Ageless, Doesn't Sleep, Environmental Resistance, Fear, Fearless, Hardy, Leaping, Melee Attack, Regeneration, Super Attributes and Skills (generally limited to a max of d12+3), Super Edges, Undead with the Spark of Life modifier. :VAMPIRE: To many, the demonic nature of a curse is more a balance of trading one life for another. The power granted by the creature that turned you to this new unending existence, however, remains deeply embedded in your psyche. Though it might be buried deep, it can never be forgotten. Fortunately, due to the nature of the B.P.R.D.’s work, often the creature that turned you rarely continues to exist long enough to gloat. Note that Vampire (and Demon) Weaknesses are supernatural Hindrances that effect their behavior. Each has their own discreption. ::'''''Vampire Powers''''': Heightened Senses: Low-Light Vision [1], Melee Attack: Bite (Str+d6) [2], Regeneration (once an hour; Limitation -must have drank one pint of blood in the last hour -2. Cannot regenerate damage from Holy trappings) [3] ::'''''Common Vampire Banes''''': The Vampires can take up to 4 points of Banes from the following list - Bloodthristy (as Major Hindrance) [-2], Dependency (Blood; as Negative Racial Abilities) [-2], Elemental Weakness (Silver and/or Wooden Weaps; as Minor Hindrance) [-1 or -2], Vulnerability (Holy Sights/Gound; as Major Hindrances) [-2], Weakness (Holy Water) [-2]: A vampire sprinkled with holy water suffers a level of Fatigued. If immersed, he combusts as if it were direct sunlight (see below), Weakness (Invitation Only) [-1]: Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please, Weakness (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally. ::'''''Other Common Vampire Powers''''': Additional Actions, Ageless, Doesn’t Breathe, Doesn't Eat, Heightened Senses, Infection (common mod Lethat and Requires Touch) (at GM's call can also be used to transform a victim into a new Vampire), Intangibility, Leaping, Melee Attack, Mind Control (common mods Leashed, Limited-Requires Eye Contact), Pace or Speed, Regeneration (higher), Super-Attributes and Super Skill (max starting d12+3), Super Edges, Toughness, Undead, Wall Walking. :LYCAN: When a full moon emerges, humans infected with lycanthropy lose control and become snarling creatures bent on murder. Some embrace their cursed state and revel in the destruction they cause. Others may never embrace their curse but learn to live with it, even control it. They can transform even when the moon is not full. Of course the B.P.R.D. is welcoming so long as the lycan strive to overcomes their darker natures and not spread their curse to others. NOTE that your Transformation Bane requires you to make a ''Focus'' skill check so you might want to invest points into that skill. ::'''''Lycan Powers''''': Growth 1 (permanent -2) [1], Heightened Senses: Smell [1], Melee Weapon - Claws (Str+d4, +2 ''Athletics'' when climbing) [2], Regeneration (cannot regenerate damage cause by silver trappings) [2]. ::'''''Lycan Banes''''': Transformation (as Minor Hindrance) [-1] ::'''''Other Common Lycan Banes''''': the Lycan can take an additional 3 points on Bane from the following list - Bloodthristy (as Major Hindrance) [-2], Discintive Appearance (as Minor Hindrance) ("its a Werewolf!") [-1], Elemental Weakness (Silver as Minor Hindrance) [-1], Mean (as Minor Hindrance [-1], Reckless (as Major Hindrance) [-2], Vulnerability (Wolf's Bane, as Minor or Major Hindrance) [-1 or -2]. ::'''''Other Common Lycan Powers''''': The lycan can spend their remaining Power points on the following - Fear, Hardy, Heightened Sense, Infection (common mod Lethat and Requires Touch) (at GM's call can also be used to transform a victim into a new Werewolf), , Melee AttaCK, Pace, Regeneration (higher levels), Super-Attributes and Super Skill (max starting d12+3), Super Edges, Toughness. :DEMON: Though much of the metaphysics of the different worlds is up for discussion, one thing is true: there is a place called Hell populated by various malevolent spirits that have earned their place as demons. Though "spirit" is a technical classification, they can materialise as solid and universally powerful. Fortunately, they can only enter the physical world when summoned via magic. They are creatures that exist within a hierarchy where the strong bully and rule the weak. Their one bane seems to be that they are bound by ancient laws and rarely harm humans that have not signed themselves over to the demons' whims. :Summoned by magical rite and bound by prophecy and ancient laws, you have become empowered by demonic energies and physically altered as part of your new power. Alternatively, your family may have entered into a contract or agreement with the forces of Hell or you were discovered at the site of a ritual. ::'''''Demon Powers''''': Ageless [1], Environmental Resistant (Fire; Immunity +2) [3], Heightened Senses: Infravion [1] ::'''''Common Demon Banes''''': Elemental Weakness (Holy trapping, as Minor Hindrance) [-1], Small (as Negative Racial Quality; or Really Small. Being one a half feet tall and -2 to Toughness) [-1 or -2], Vulnerability (Holy Sights/Gound; as Major Hindrances) [-2], Weakness (Holy Symbol) [-1]: A character may keep a demon at bay by displaying a holy symbol. A demon who wants to directly attack the victim must beat her in an opposed Spirit roll, Weakness (Holy Water) [-2]: A demon sprinkled with holy water is Fatigued. If immersed, he combusts (as if it were a Vampire in direct sunlight; see above), Weakness ('The Laws of Hell') [-1]: You suffer a -4 to all Resistant rolls made against you with the 'Holy' or 'Arcane' trappiints (such as spells, magical abilities, holy commands, etc. ::'''''Other Common Demon Powers''''': Demons can spend their remaining points on the following Powers - Additional Actions, Awareness, Doesn't Breath, Doesn't Eat, Doesn't Sleep, Extra Limbs, Fear, Fearless, Flight (limitation -Wings -1), Genius, Growth (with the Permanent Modifier), Illusion, Immuniny to Disease/Poisons, Infection, Jinx, Malfunction, Melee Weapon (Bite, Claws or Horns or maybe a Magical Sword/Weapon), No Vital Organs, Pace, Poison, Ranged Attack (Fire breath or attack), Regeneration, Speak Language, Super Abilities, Edges and Skills, and Toughness.
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