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==Examples of Character Creation== <font size=1>[https://wiki.rpg.net/index.php/SavageHellboySWADE Back to Top] </font></br> [[File:Hellboy Agent Walker.jpg | 300px | right]] '''Agent Olivia Walker'''</br> ''Remarkable Human, Field Agent'' ATTRIBUTES: Agility d8, Smarts d8, Spirts d8, Strength d8, Vigor d8</br> Pace 6, Parry 7, Toughness 10 (4)</br> SKILLS: Athletics d8, Common Knowledge d8, Drive d4, Fighting d10, Intimidate d6, Notice d8, Occultism d6, Persuasion d8, Shooting d10, Stealth d8</br> EDGES: Alertness, Brave, Command, Command Presence, Hold the Line, Martial Arts, Natural Leader, Rapid Fire</br> HINDRANCE: Loyal (Minor), Obligation (the BPRD) (Major), Superstitious (Minor)</br> Gear: Glock 9mm Pistol (Range 12/24/48, Damage 2d6, AP1, ROF1, Ammo 17, Wt. 3lbs) with 3 full clips (3lbs); BPRD Ballistic TacVest with inserts (Torso; AP4, -4 to ballistic damage; Wt. 12lbs); BPRD Heavy Duty Backpack (can carry up to 40lbs, Wt. 2lbs); High Powered Flashlight (Wt. 1lb); BPRD Tracer (Wt. 1lb); First Aid Kit (Wt. 1lb), Binoculars (Wt. 2lbs), 20 yards Nylone Rope (Wt. 3lbs), Two sets of Handcuffs (Wt. 2lbs)</br> Standard Request of RP 2 on most missions.</br> Encumbrance: 30lbs REMARKABLE HUMAN POWERS</br> *Deadeye: +1d6 damage to mundany firearms, bows, etc. [2]</br> *Super Attributes: +1 step to Agility, Snarts, Spirits, Stealth and Vigor [10]</br> *Super Edge: Command, Command Presence, Martial Arts, Natural Leader, Rapid Fire [10]</br> *Super Skills: +1 step to Athletics, Common Knowldge, Notice and Stealth; +2 steps to Fighting and Shooting [8]</br> [[File:Hellboy Field Analyst Parks.jpg2.jpg | 300px | right]] '''Field Analyst, Professor Melvin Parks'''</br> ''Limited Awakening Human, Field Agent'' ATTRIBUTES: Agility d6, Smarts d10, Spirts d8, Strength d6, Vigor d6</br> Pace 6, Parry 4, Toughness 7 (2)</br> SKILLS: Academics d4, Athletics d4, Common Knowledge d8, Fighting d4, Notice d6, Occultism d8+2, Persuasion d6, Psionics d10, Research d4, Science d8, Shooting d6, Stealth d4, Weird Science d6</br> EDGES: Arcane Reistance, Elan, Jack-of-all-Trades, Luck, Scholar (Occultism)</br> HINDRANCE: Curiousity (Major), Obligation (the BPRD, Major)</br> Gear: Glock 9mm Pistol (Range 12/24/48, Damage 2d6, AP1, ROF1, Ammo 17, Wt. 3lbs) with 3 full clips (3lbs); BPRD Ballistic TacVest (Torso; AP2, -4 to ballistic damage; Wt. 6lbs); BPRD Heavy Duty Backpack (can carry up to 40lbs, Wt. 2lbs); High Powered Flashlight (Wt. 1lb); BPRD Tracer (Wt. 1lb); First Aid Kit (Wt. 1lb), Healing Bowl (7lbs), generally request a BPRD Laptop (Wt. 5lbs)</br> Standard Request of RP 2 on most missions.</br> Encumbrance: 29lbs LIMITED AWAKENING POWERS (PSYCHIC)</br> *Mind Reading (Stronger +2) [4]</br> *Object Reading [2]</br> *Scan (psychic powers and users) [2]</br> *Telepathy [2]</br> *Healing (Cure +2, Requires Touch -2, Restoration +2; Device -2 Easily grabbed) [5] "Healing Rod" - an Weird Science devie requiring that skill (Wt. 7lbs)</br> *Super Attributes: +2 steps to Smarts and +1 step to Spirits [6]</br> *Super Edge: Jack-of-all-Trades, Scholar -Occultism [4]</br> *Super Skills: +2 steps to Psionics, Sciences, and Occultism, +1 step to Academics [7] [[File:Hellboy Agent Holmes.jpg | 300px | right]] '''Agent Frederick Holmes'''</br> ''Supernatural (Vampire), Field Agent'' ATTRIBUTES: Agility d8, Smarts d6, Spirits d6, Strength d12, Vigor d8 </br> Pace 8 (d6+2), Parry 6, Toughness 12 (4)</br> SKILLS: Ahletics d8, Common Knowledge d6, Fighting d8, Intimidate d6, Notice d6, Persuasion d6, Shooting d8, Stealth d10</br> EDGE: Marksman, Two Gun Kid</br> HINDRANCES: Code of Honor (Major), Heroic (Major)</br> GEAR: Glock 9mm Pistol (Range 12/24/48, Damage 2d6, AP1, ROF1, Ammo 17, Wt. 3lbs) with 3 full clips (3lbs); Requests normally a Second Glock 9mm Pistol (and mods to his TacVest to have two holsters) (+6lbs); BPRD Ballistic TacVest with inserts (Torso; AP4, -4 to ballistic damage; Wt. 12lbs); BPRD Heavy Duty Backpack (can carry up to 40lbs, Wt. 2lbs); High Powered Flashlight (Wt. 1lb); BPRD Tracer (Wt. 1lb); First Aid Kit (Wt. 1lb); 5 pints of blood in hardened carrying case (Wt. 5lbs), Crowbar (Wt. 2lbs), 20 yards Nylone Rope (Wt. 3lbs), Sholve (Wt. 2lbs) </br> He has a Standard RP 2 points for each mission. </br> Total Encumbrance: 41lbs VAMPIRE POWERS</br> *Hardy [2]</br> *Heightened Senses: Infravion and Low-Light Vision [2]</br> *Melee Attack - Claws (Str+d6, AP2), Switchable -Bite (Str+2d6) [5]</br> *Leaping [2]: Horizontal 4", Long 8" base.</br> *Mind Control (Leashed -2, Limited-Requires Eye Contact -1) [2]</br> *Pace [2]: +2 to Pace and Running</br> * Regeneration (Every Hour; Limited- Requires to have drank a pint of blood in the last hour -2) [3]</br> *Super Attributes: Agility +1 step, Strength +3 steps [8]</br> *Undead [8]</br> *Wall Walking [1]</br> Vampire Banes</br> *Dependency (Blood) [-2]: Vampires are required to drink at least one pint of blood every day. Without the required blood, the vampire becomes Fatigued each day until Incapacitated. A day after that, they perish. Each pint of blood drank will instantly restores a level of Fatigue</br> *Weakness (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally.</br>
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