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==GEAR AND EQUIPMENT== <font size=1>[https://wiki.rpg.net/index.php/SavageHellboySWADE Back to Top] </font></br> Characters start with a basic $500 in standard (legal!!!) Gear that the can purchases items with. These are their personal 'adventuring gear'. They need no special clearance or make request to use them. Many of the items listed below can be purchased by the characters from the SWADE pg. 67-85 (including heavy weapons which can be illegal is not available on the open market requiring a Contact or Netwooking check to find it and vehcifor money instead of requisting it. '''CLEARANCE LEVEL {CL}''': is dependent on how specialize, unusual, 'legal', costly and/or unique an item can make it harder to gain access to on any particual mission. For Game propuses your player's Clearance level is equal to 1. Agents of Veteran Rank or higher gain +1 CL (2) and Legendary Ranked Agents gain another +1 to the base CL (3).</br> In general terms CL 0 or 1 are legal and common every days off-the-shealf gear. CL 2 generally require a license or permit to own and/or use but are not to difficult to obtain. CL 3 are heavily lincesed and/or resisted. Things like light automatic weapons etc. CL 4 are generally illegal for the public to own and maybe resisted to the police if at all. Level 5 is the highest classification and restricted to military and Federal agancies only if not outright illegal.</br> As a final note that the highest CL is 5. '''MISSION TREAT LEVEL (TL)''': When the B.P.R.D. Assigns a mission, they also assign the mission a basic Threat Level. The idea here is how dangerous does the Agency believe this case will be. This is generally rated from 0-3; 0 (Gamma) is low priority, low threat level, 1 (Delta) is moderate or unkwnown threat level, 2 (Beta) is high risk or suspected threats and 3 (Alpha) is a known high danager threat. A missions threat level adds directly to the Agent's Clearance Level (i.e. a Novice Agent on a 'standard' mission of TL 1 would have a clearance level of 2). '''REQUISITION POINTS (RP)''': Agents that are assigned to a Mission also are assigned an 'Requisition Points'. These points are used to gain mission gear from the BPRD weapons lockers and equipment stores. You agents Team gain a number of these points equal to the (CL +TL +1) for each Agent added together (i.e, a Team of 4 Novice agents on a 'standard' TL 1 mission would have a total of 12 RP). Note that gear and equipment requested by the Agents is supposed to be returned at the end of the mission. Lost and stolen gear requires some paperwork to be filled out. Honest characters will make sure that if possible this gear is returned. ====Standard Gear==== Agents also will generally be assigned some basic gear. For a standard investigation mission the following are provided to all agents in the field regardless of clearance.</br> Some items are ranked in SIZE as this can be important as to where it might be carried on your character. GM has final say but using the items below as a base one can get a general idea on what the size on any item might be. The items that are used to carry such gear are not given a size (Backpacks and Tac Vest are worn and where these items maybe stored). '''B.P.R.D. HEAVY DUTY BACKPACK''': These versatile military backpacks come in a variety of sizes based on individual agent preference. Consisting of one large compartment, several smaller compartments, and enough straps to carry all but the largest items of equipment, this backpack is ideal for storing items that won’t be needed immediately.</br> Taking an item from the backpack takes an Action.</br> Wt. 2lb and can hold up to 40lbs (but only counts as 20lbs or half carried weight for Encumbrance due to load bearing design). Generally the maximum size of any item place into the pack will be LARGE. You might be able to fit more the one such item into the pack, depending on what it is.</br> '''B.P.R.D. SIDEARM (SMALL)''': The standard-issue 9mm sidearm of the B.P.R.D. The agents must register these weapons with local authorities when operating outside the US. In some regions or countries, the agents may not have access to these or similar firearms, and the GM has final say over when this occurs. Each agent can begin a Case File with up to 3 magazines of ammunition for their sidearms.</br> Treat as Glock (9mm) from SWADE pg. 73 with the 3 extra clips totaling an extra 1lb. each. Each clip is also TINY</br> '''B.P.R.D. TACTICAL VEST''': The iconic B.P.R.D. tactical vest (or TacVest). B.P.R.D. proudly printed on the back, this sleeveless tactical vest has a number of pockets that allow agents in the field to operate with their equipment close to hand. While backpacks are standard issue for all agents, most find that the vest is able to carry all the equipment they need. Within the vest are reinforced panels to provide agents with additional protection.</br> The tactical vest has 4 pockets and one Pistol Holster. Each pocket can hold 2 Tiny items or 1 Small item for a total capacity of 8. The holster can hold one Small firearm and 3 Tiny clips.</br> POCKETS: The agent is able to access equipment in their TacVest’s pockets as it were at hand. As part of an agents turn, they can produce 1 item from the vest’s pockets. They could instead as a limited action stow 1 item and replace it with another item from their tactical vest. Any items not in the tactical vest but in an agent’s inventory are in their backpack, which requires an Action to open and retrieve an item. The tactical vest does not have a size as it is a means of organising an agent’s inventory.</br> TACVEST (torso) grants AP 2 with a ST Min of d4 and Wt. 5lbs. Can add advanced matierial ceramic inserts (torso) that will increase the AP to 4 but also ST Min of d6+ and Wt. 12lbs. Also serve as acts as either a 'Stab' or 'Ballistic' Vest (choice one of the following)... *STAB VEST: Multiple layers of material to defend against stab attacks. No help against bullets, sadly. The agent wearing it subtracts 2 damage from stabbing or slashing weapon (not blunt melee weapons) include bows, crossbows, swords, daggers, claws and bite attacks, etc. *BALLISTIC VEST: Experimental lightweight graphite lining of the vest provides protection from traditional projectile weapons, while spreading the impact of other attacks across a wider area. Still very painful, regrettably . The agent wearing it subtracts 4 from ballistic damage before it applies to her Toughness.</br> '''HIGH-POWERED FLASHLIGHT (SMALL)''': A sturdy one-handed flashlight with a fresh set of batteries installed before you left base. While activated, it casts bright light out in a beam to 10" (20 yards) and dim light out for another 5" (15" total or 30 yards). Wt. 1lb</br> '''B.P.R.D. TRACKER (TINY)''': Using a B.P.R.D. laptop, agents can determine where these trackers are located almost anywhere on the planet's surface to within 2" (4 yards). Each agent usually wears their tracker on a belt. The range on a tracker is substantial but can be blocked by physical obstacles. An agent can use an Action to attach a tracker to a hostile creature that is being grappled. Wt. 1lb</br> '''FIRST AID KIT (SMALL)''': Each agent is issued a basic First Aid Kit for field use. Wt. 1lb, three uses for Healing (see SWADE pg. 96)</br> ====Additional Standard Gear==== While each agent will have their own specific list of “must have” items, those listed here are commonly used by all agents and are available without spending Requisition points.</br> '''BINOCULARS (SMALL)''': Provides a magnification factor of up to ten times normal vision. Grants a +2 ''Notice'' checks to focus on a location/area. Wt. 2lbs.</br> '''BOXES OF MATCHES OR LIGHTER (TINY)''': When ignited, cast bright light for 2" (1 yard) and dim light for 2" (2 yards) for 6 second per use. Each has 10 uses. Wt. 0.5lbs.</br> '''CANTEEN (MEDIUM)''': Plastic canteen hold two pints of water when full. Wt. 0.5lb empty, 4lbs full.</br> '''FLARE (SMALL)''' Commercially available chemical flares burn red in both water and ominous corners. Flares cast light in a circle for 1 minute, bright light for 2" (4 yards), dim light for 4" (8 yards). Wt. 0.5lbs.</br> '''MOBILE PHONE (SMALL)''': Heavily dependent on local reception and limited to domestic calls. Includes functions of internet access, PDF, GPS, camera, etc. It is bulky enough to withstand most of the damage that the agent carrying it can dish out. Wt. 0.5lbs.</br> '''MRE (Meal Ready to Eat) (MEDIUM)''': Enought food or a day. Still requires water. Wt. 1lbs.</br> '''PEN AND NOTEBOOK (TINY)''': A small notebook with water-resistant paper and a pen. Wt. 0.5lbs.</br> '''RADIO (SMALL)''' Handheld VHF radios that allow for communication between agents within several miles that are able to receive, depending on terrain. The radio includes an earpiece for ease of use. Wt. 1lb.</br> '''ROPE, NYLON 20 YARDS (10") (MEDIUM)''': light weight climbing or securing rope. Wt. 3lbs. ====Specialist Gear==== The following equipment require CL and spending of RP for them. '''B.P.R.D. LAPTOP (LARGE)''': CL 0, RP 2 points if the only laptop in a team, i.e. not part of a kit, otherwise 4 points per additional laptop. B.P.R.D. laptops are heavily reliant on local signals but could provide additional computing power to confirm tests from a field kit. They also allow for historical record searches, granting +2 skill bonus to Academia, Electronics, Science. B.P.R.D. trackers can be viewed/displayed their location via this piece of equipment. Wt. 5lbs.</br> '''CONTAINMENT SUIT''': CL 0, RP 0, Issued free if needed. Only available to agents with the bound ghost origin. This containment suit allows creatures without physical bodies to manifest via ectoplasm and interact with the physical world. Etheric creatures can enter a containment suit if vacant. Damage to the suit couts against the ghost character as if it is taking the wounds, etc. but only while in the suit. Once the ghost leaves a damage suit he is fine (see BOUND GHOST). Wt. 5lbs.</br> Armored Version are available for special mission and these due require request. ARMOR POINTS +2; CL 2, RP 2. ARMOR POINTS +4; CL 3, RP 4. A Stab or Ballastic Vest upgrade costs RP +2.</br> '''GAS MASK (MEDIUM)''': CL 1, RP 2 point per mask. Provides the wearer +4 to Vigor checks verses the airborn toxins and poisons and their ill effects (see Hazards SWADE). However you field of vision is somewhat obscured and as such you suffer a -1 to any ranged attack (''Athletics'' throwing or ''Shooting'') and with ''Notice'' checks. with immunity from airborne poison damage or similar airborne effects, including the poisoned condition. To don or doff the mask takes an action. Wt. 1lb.</br> '''NIGHT VISION GOGGLES (MEDIUM)''': CL 2, RP 3 points per set. (as found in SWADE pg. 68 but with some added effects/rules). Acts as Low-Light Vision (ignoring Dim and Dark illumination penalties; for double the RP (6) the goggles are “active” and ignore all Illumination penalties). However sudden burst of lights (like turning on the lights in a darkened room) requires a Vigor -2 check. Failure cause the character to be blind (as Major Hindrances) for one full round. Afterwards the character is Distracted and Vulnerable. Each round the character can attempt a new Vigor -2 check. Success ends these conditions at the end of the round, a raise instantly negates them. To don or doff the goggles takes an action. Wt. 3lbs.</br> '''SATELLITE PHONE (SMALL)''': CL 1, RP 2 points. A sat phone grants occasional reliable communication with base from almost anywhere in the world. Just remember to keep it charged. Wt. 3lbs.</br> '''WINTER CLOTHING AND BOOTS''': CL 1, RP 1 per outfit. For treks out into winter conditions. See Cold Hazzards SWADE pg. 125. Wt. 5lbs.</br> '''ARTIC CLOTHING AND BOOTS''': CL 1, RP 2 per outfit. Heated advantage winter clothing for artic conditions. See SWADE pg. 125. Wt. 10lbs. '''OTHER'''</br> Any other of the standard ADVANTURING GEAR listed in SWADE pg. 67 along with PERSONAL DEFENSE and SURVEILLANCE gear found on SWADE pg. 68 is available. The CL of the item is generally 0 or 1 but if semi-legal (like lockpicking tools) and most Surveillance gear increses this to 2. For RP most items are 1 points each, but any item with a costs of $10 or less costs no points, while items over $50 require 2 points, anything over $100 costs 3 points and anything over $500 increase the RP to 4 points each. For semi-legal or licend items add +1 to the RP and for police only issued items add +2 RP. For military only or illegal items add +4 to the RP. As for SIZE it will have to be GMs call. A Lighter and Lockpicking set are TINY, a Digital Camera and Candles would be SMALL while 20 yards (10") of Hemp Rope and a Tools Kit would be MEDIUM, etc. A First Aid kit is SMALL while the Medical Kit is MEDIUM. Use your best judgement. Could this item be reasonable carried in the pocket of a tacvest? If so its TINY or SMALL, if not its MEDIUM or larger. Most CLOTHING and FOOD does not require CL or RP, issues to the agents as needed. ====Ritual and Divine Components==== These are magical and blessed items that could have a use in field on most/many missions.</br> '''GHOST BOX (MEDIUM)''': CL 1, RP 3 points. Basically a handheld EMP Radio scanner with a frequency scan mode that some ghost hunters claim allows communication with spirits. This grants the user an ''Electronics'' or ''Occultism'' skill check to determine if there is a spirit nearby (within 4" or 8 yards). Wt. 3lbs.</br> '''HOLY WATER (SMALL per vial)''': CL 0, RP 1 point per vial. Against some creatures, the sanctified water causes their supernatural abilities to short circuit. In others, it physically burns as if it were acid. Sometimes, it just causes them to be slightly wet and rather annoyed. If the creature has a bane associated with Holy or Radiant damage, the creature suffers associated to their individual bane from each splash, spill, or pour of holy water.</br> Characters with the Conviction Limited Awakening Theme can bless a number of vial of Holy Water equal to half their Spirits or ''Faith'' dice (whichever is higher) after an hour long ritual. Wt. 0.5lbs a vial.</br> '''PRAYER BEADS AND HOLY SYMBOL (TINY)''': CL 1, RP 2 points. By expending an Action against creatures with the bane against holy symbles allows a Contest of Spirits check. Failure by the creature of the bane it cannot approach the barer. This can be repeart each round. Comes in all faiths but requires the individual is a believer in that faith for it to work. Wt. 0.5lbs.</br> '''RITUAL OF EXORCISM (SMALL)''': CL 2, RP 4 points. This is a small book of religious texts that allows a agent to perform an Exprcism Ritual that can expel a ghost, spirit, demon or other entity that is possession a unwilling victim or item (or even cursed or unholy sites). As with other Rituals this is a Dramatic Task (SWADE pg. 122). A basic task is a '''''Chanelling Test''''' (requiring 4 tokens in 3 'rounds). Each round is 10 minutes long and requires an ''Occultism'' or ''Faith'' skill checks (using the Faith skill adds +2 to the caster's checks). There can be penalties to these tasks depending on how strong the spirit is. Complications can cause the spirit to attempt to possesse the exorcist with the caster of the ritual suffering an additional -2. The ritual requires Prayer Beads or Holy Symbols and other components (as from a Ritual Deployment Kit). Wt. 1lb.</br> '''RITUAL DEPLPYMENT KIT (MEDIUM)''': CL 2, RP 6 points. This is a case full of chalk, candles, matches, aradia and cernunnos charms, a chalice, various herbs, a few grams of Censer and incense, etc. This kit carries common ritual components required to preform such a task (see Rituals under House Rules). Wt. 5lbs.</br> '''SPIRIT BOARD (MEDIUM)''': CL 1, RP 4 points. A spirit board allows a non-psychic to communicate with spirits that are not manifest by spending 10 minutes Ritual with an ''Occultism'' check and waiting for the spirit to respond. Success means the spirit will respond either yes or no, or spell out the answer using up to five words for one question. The spirit can answer up to 1d4+2 questions. Generally requires at least a full 24 hours for the board to 'rest' before it can communicate with spirits again in this way. Wt. 4lbs.</br> '''TAROT CARDS (SMALL)''': CL 1, RP 3 points. The user can read the cards as part of a hour long ritual with a ''Occultism''. Success allows the Agents can ask 1d4 questions, and the GM can answer with yes, no, doom, insight, or unclear. If the answer is doom, the proposed course of action or line of investigation will be dangerous or problematic for the agents. A Spirits check will lead to a positive resolution. Each additional question asked invites Doom. It requires at least a week of 'rest' for the cards to be used again safely. Wt. 0.5lbs. ====Specialist Technical Kits==== These are specialized and advanced kits used by Agents in the field for specialized fields of study and survival and medical care.</br> '''SURVEILLANCE PACKAGE (LARGE)''': CL 2, RP 3 points. A parabolic microphone and thermal imaging camera grants +2 to the operators ''Notice'' checks to overhear or see creatures within 20" (40 yards). Wt. 8lbs</br> '''TACTICAL ENTRY KIT (LARGE)''': CL 1, RP 2 points for each kit. Includes a mini-sledge hammer, crowbar, and utility knife, the TEK is capable of getting through any resistance and most security-hardened boxes, doors, or windows. GMs call but depending on the materials/toughness maybe require multiple actions and/or an ''Athletics'' skill check. Wt. 5lbs</br> '''WILDERNESS SURVIVAL KIT (LARGE)''': CL 1, RP 2 points per kit. This kit contains fire starters, 5 field rations, a tent large enough for 1 agent, bed roll, and a compass. Wt. 15lbs. ====Other Weapons and Firearms==== Includes weapons and firearms from the B.P.R.D.'s weapon lockets. These are generally keep locked up of course but are offen requested for dangerous or specialied missions. For most I am just using the Medieval and Modern Melee Weapon along with Medieval and Modern Ranged Weapons and Modern Firearms from the SWADE pg. 72-75. Each weapons Weight is listed in the game stats there.</br> '''MEDIEVAL and MODERN MELEE WEAPONS (MEDIUM)''' (except for Great Axe, Great Sword and Katana): CL 1, RP 2 points for each weapon. For Great Axe, Great Sword and Katana increase the RP to 4 for each weapon requests and their size is LARGE.</br> '''MEDIEVAL and MODERN RANGED WEAPONS (LARGE)''': CL1, RP 2. Increads bows and crossbows. A sling reduces the RP to 1 and is sized SMALL.</br> '''MODERN REVOLVERS and AUTO-PISTOLS (SMALL)''' (except the Desert Eagle): CL 1, RP 3 points. The Desert Eagle increase the CL 2, RP 5 points.</br> '''SMG (MEDIUM)''': CL 3, RP 4 points for each weapon.</br> '''SHOTGUNS (LARGE)''': CL 1, RP 3 points each weapon. Note a Saw-Off Barrel shotgun is considered MEDIUM.</br> '''LEVEL or BOLT-ACTION RIFLES (LARGE)''' (except the Barrett .50), CL 2, RP 4 points for each weapon. The Barrett (.50) has a CL 4, RP 8 points and a size of HUGE</br> '''ASSAULT RIFLES (LARGE)''': CL 3, RP 6 points for each weapon.</br> '''MACHINE GUNS (HUGE)''': CL 4, RP 8 points for the Borrowing Automatic Rifle (BAR) and the MG42 (7.92mm) each. </br> '''MACHINE GUNS (HUGE)''': CL 5, RP 10 for each of the M60 (7.62mm) and SAW (5.56mm)</br> '''FLAMETHROWERS (HUGE)''' (SWADE pg. 78): CL 4, RP 6 points.</br> NEW FIREARMS TYPES</br> '''S&W HAND CANNON (MEDIUM)''': CL 3, RP 6 poits. Also called the ''Hellboy Special'' as he made it popular in the field. This enormous high caliber five cynder revolver was built specially for the B.P.R.D. who has to develop specialize rounds full of exotic chems and exiler to affect various supernaturals that they have enoutered over the years.</br> RANGE 15/30/60, DAMAGE 2d10, AP 3, ROF 1, SHOTS 5, MIN STR d12. WEIGHT 6lbs COST $750 All Medieval Ranged Weapons come with a quiver or bag of 20 arrows, bolts or sling stones. All Firearms come with 3 full magazine of speed-loaders or clips of ammo for them. For internal magazines (like shotguns and many bolt and leveler action firearms) a should slung ammo bandoleer is provided to all easy access to the individual rounds (Size MEDIUM, ammo counts as being stored in a pocket on the tecvest, Wt. 2lbs empty 4lbs full) ====Firearm Accessories & Ammo==== '''BIPOD/TRIDOP (LARGE)''': CL 2, RP 2 points. T As SWADE pg. 68. Wt. 4lbs.</br> '''LASER/RED DOT SIGHTS (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 1lb.</br> '''RIFLE SCOPE (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 4lbs.</br> '''EXTENDED MAGAZINE (SMALL or MEDIUM)''': CL 2, RP 2 points per magazine. Longer magazines or a drum keep you in the fight. For any non-revolver or interanal mag (like pump shotguns) firearm can be requested. Pistols gain 7 addition ammunition shots, for SMG and Assault riles gain and additional 15 shots. The Tompson SMG can fit a 50 round drum for 3RP, a size of MEDIUM and 4lbs. Wt. 1lb. per full pistol clip and 2+lbs for rifles.</br> '''SPEED LOADER (TINY or SMALL for S&W Hand Cannon)''': CL 2, RP 2 points per speed loader. For any revolver firearm. Allows full reload of weapon as a Clip Magazine. Speed loaders must be reloaded between uses. Wt. 1lb. per full speed-loader (2lbs for each of the S&W Hand Cannon) </br> '''SILENCER (SMALL)''': CL 3, RP 2 points per weapon. Reduces the noise of a firearm so that only creatures in the immediate area can hear it fire. Requires a ''Hearing'' Notice check at -4. Not available for revolvers, shotguns or machine guns (or flamethrowers). Wt. 1lb. Ammo Requests</br> '''ARMOUR PIERCING ROUNDS''': CL 2, RP 2 points per magazine. A Tungsten core that penetrates armour. Firearms using Armor piercing rounds increase the AP of the firearm by 2 but also deal -2 to damage.</br> '''FULL METAL JACKET ROUNDS''': Standard Equipment Ammo, RP 1 point for every 2 additional magazines.</br> '''INCENDIARY ROUNDS''': CL 3, RP 5 points per magazine. Deal an additional +1d4 fire damage to the target. </br> '''RUBBER ROUNDS''': CL 1, RP 1 point per magazine. Deal half damage against targets but they must also make a Vigor check (-2 if you got a raise to hit them) or be Distracted and Vulnerable for one round. Also will not Bleed Out (see SWADE pg.)</br> '''SILVER ROUNDS''': CL 3, RP 3 points per magazine. Though a poor metal for a projectile, the Bureau have found them effective against many creatures. The firearms AP drops to 0. Additional Ammo types for the S&W HAND CANNON</br> '''ACID ROUNDS''': CL 3, RP 5 per five rounds.</br> '''EXPLODING ROUNDS''': CL 3, RP 5 per five rounds.</br> '''HOLY ROUNDS''': CL 1, RP 2 per five rounds.</br> ====Explosives==== '''HAND GRENADES (SMALL)''': see SWADE pg. 78; Smoke and Stun Grenades are CL 2, RP 3 points each. The Mk67 (Modern) Grenades are CL 4, RP 4 each. Weight is listed in their game stats.</br> '''TEAR GAS GRENADE (SMALL)''': CL 2, RP 3 points each canister grenade. Within a LBT must make a Vigor -2 check or become Distracted and Vulnerable and lowers their Pace by half. The tear gas lingers in the LBT for 3d6 rounds and any creature who enters must make the Vigor -2 check or suffers as above. It also creates a Obscure in the LBT (-2 to Vision ''Novice'' and ''Shooting'' or Ranged Attacks) Creatures that move out of the area can make a Vigor -2 check on the round, a success removes the adverse affects at the end of your round, a raise removes them instantly. As an Action can try a ''Healing'' skill check when the target is out of the burst area to remove these conditions also. Wt. 2lbs.</br> '''C4 BREACHING CHARGE (SMALL)''': CL 3, RP 3 points per charge. The breaching charge requires a tiny wireless or wired detonator, which is issued with the charge and requires an action to detonate. When detonated, a C4 breaching charge will open a locked wooden or metal door. If detonated while attached to a creature, the charge deals 3d6 damage to the creature. Wt. 3lbs.</br> '''TIMED CHARGE (MEDIUM)''': CL 4, RP 6 points per charge. An action can be used to set the timer for either 30 seconds, 1 minute, or 10 minutes. Once activated, the timer can only be stopped by succeeding ''Repair'' check. With the charge detonates it deals 4d6 damage with AP4 in a LBT. Wt. 6lbs. ====Relics==== Relics in Hellboy's world are never generic or mundane. They always have an origin that is steeped in local culture — and occasionally the story of how the B.P.R.D. acquired it. Although the one item may be similar to another in effect, they are still one-of-a-kind artefacts in terms of design and historical significance. These items can include things like magical artificits created in ancient days, blessed weapons of some long dead Saints, strange esoteric items created by modern scientists that defy what should exist or work in this reality! The list is near endless in what is possible, but what the Agency has in storages and can be given as requests to agents in the field? Thats a whole different story. Instead of listed out a huge shopping list of items for the Agents to pick from I am going to provide a few examples. On certian mission the agency might suggest a few others or the players can come up with there crazy ideas. Note that I am going to use some (many) of the ideas found in the Savage Pathfinders and Fantasy Companion lists of Magical Items along with the SPC lists of "Itens of Power" for idea and the players can ask for many of these specifically. Not saying I will grant them even access to such but keep them in mind. '''ANKH (SMALL)''': CL 1, RP 4 points. Dating back to the First Dynasty, the Research Department is unsure of the ankh's original function. Those available for use are from the Old Kingdom and are infused with the power of life. While carrying one on your person the first time a character is Incapacitated by Wounds (see SWADE pg. 95) treat her Vigor test as gaining a Raise automatically without need to a check. The Ankh must be returned to the Research Department for 'rechanging' before it can be used in this way again. Wt. 1lb.</br> '''BLESSED or MAGICAL WEAPON (Size Varies by weapon)''': CL 2, RP 8 points. Ancient weapons include all manner of swords, spears, daggers, knives, and axes from historic lost cultures. A few can be requisitioned, but agents could also run across one of these blades in the field. These weapons at their base grant a +1 ''Fighting'' checks and deal +2 damage that either counts as Radiant/Holy damage or Arcane/Magical damage. This can matter against certain supernatural's banes. </br> '''LUCKY CHARMS (SMALL)''': CL 1, RP 4 points. Many agent carry lucky charms but to be granted one of these relics has real effects (beyond what a individual might believe). Carrying one on your person grants the character one addition Benny for this mission. Wt. 0.5lbs.</br> '''MYSTIC SIGIL (SMALL)''': CL 2, RP 8 points. The B.P.R.D. has an entire selection of mystic sigils in a variety of portable articles from necklaces to notebook covers. When carried on one's person these allow the character to re-roll any one trait, ability or skill check so long as the test was not a Critical Failure. They must however accept the new roll. After they have used this ability it requires a hour of 'rest' before the sigil can be used again. You could also break the sigil as part of a successful melee attack (armed or unarmed). This destroys the sigil but the creature you attacked deals an addition +2d6 Radiant or Holy damage to the target in addition to the best attacks damage. Wt. 0.5lbs.</br> '''SCHUFFTEIN GLASSES (MEDIUM)''': CL 1, RP 8 points. Created by Emil Schufftein in 1878, three pairs of these glasses have been recovered so far. Though bulky with a leather harness, the glasses use four crystal dioptres to penetrate through glamour and magic illusions. While wearing these google like glasses you can ignore or see through the following powers to see a creatures "true" form and see Ghosts - Chameleon, Illusion and Invisibility. However wearing them for too long can be disorienting. After one minute (10 rounds) of use the wearing is Distracted and Vulnerable. Removing them removes these condition after one hour or rest. Wt. 4lbs.</br> '''WARDING TALISMAN (SMALL)''': CL 1, RL 6 points. Symbols of the various faiths or saints and even stones and crystals can protect the wearer when imbued. They grant Resistance (as Elemental Resistance) against psionic and magical mental abilities such as Mind Control, Mind Reading and Possession. They can also be broken (destroyed) to end any effects of a magical or divine 'curse' on the character. What a curse might be can be determined by the GM. Wt. 0.5lbs.
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