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==ROLES WITHIN THE B.P.R.D.== What is your Role within the B.P.R.D.? Are you a field agent who works to protect the team and provides a lot of training on who to solve the mysteries that are assigned them, or are you Concscultant, assigned to the team because of some special expertise?</br> These roles are only for the suggestion of how to built an agent to meeting the needs of the B.P.R.D. in its investigations of the supernatural but also in defending the rest of humanity from the danagers that many such entities poss. '''Field Agent''' has to be well rounds in order to deal with direct threats and unconvering the truth. FIeld Agents need good scores in all stats, and important skills and abilpes that reflect that. They do have some what specialization through depending on their 'team roles' as a group. For example the Team Leader also have Battle d4+ and Intimidate d4+ and should focus on Leadership and Social Edges, a Combat Specialist should have Athletics, Fighting and Shooting of d6+ along with a focus on Combat Edges, the Team's Negotiator wants Persuasion at least of a d6+ and the Charisma and any other Social Edges, a Field Medic should have Healing d6+ along with maybe the Healer's Edge, Communication and Electronics Expert might want Electronics and/or Hacking along with Repair all at d6+, a Investigator should have Notice d6+ and Research d6+ and the Investigator Edge, a Scout/Point Man rquires an excellent Notice and maybe Survival d8+ and might want the Alertness, Danger Sense and/or Woodsman Edges, etc. :''Base Attributes'': most agents should be well rounded and have at least a d6 in all five Attribute Traits. All of these traits at higher levels will help them with their jobs. :''Skill Requirements'': Acedemia d4+, Common Knowledge d6+, Fighting d4+, Occultism d4+, Persuasion d6+, Research d4+, Shooting d4+ :''Common Edges'': any Combat, Leadership and Social Edges are important. Some Background and Weird Edges can also be important depending on the speciality. :''Common Hindrances'': Field Agents tend to have an Obligation (Major) to the B.P.R.D. Upi are after all working for them pretty much 24/7/365. :''Forbidden Hindrances'': The B.P.R.D. tends to have a rigged Phsysical and Mental qualification for its field agents. As should they should not have the following --and Arrogant (Major), Bad Eyes (Major), Blind (Major), Delusions (Major), Doubting Thomas (Minor), Eldery (Major), Hard of Hearing (Major), Obligation (someone else), Wanted (Minor or Major) or Young (Major). '''Research and Development''': generally confind back in the safety of the B.P.R.D. Headquarters base, none the less these scientist and arcane builders of the weird and fantastic. Their focus is far more on the mental then their physical aspects. :''Base Attributes'': Smarts d8+. :''Common Skills'': Any combination of Acedemia, Common Knowledge, Electronics, Hacking, Occultism, Research and Science at high levels depends on expertise (d8 or higher). Other skills as Field Agents might be helpful for their survivability in the field. :''Common Edges'': Jack-Of-All-Trades, McGyver, Mr. Fix It and Scholar are all important. :''Forbidden Hindrances'': as Field Agents athough excepts can (and will be made). A Genius teenage hacker might be able to get into the B.P.R.D. with the Young Hindrance, etc. '''Consultant''': the Consultant is generally not a full time member of the B.P.R.D. instead hired on as a case by case basics when their expertise might be useful for the mission. :''Base Attributes'': none or any combination. A local guild is going to have a good Strength and Vigor while a expert on Meteor Alchemy might be more focused on her Smarts, etc. :''Common Skills'': none. Instead make sure you focus on those skills that you 'specialize' in. Are you a Lingustic in the field of dead languages and Acedemia d8+, a Cryptozoologist in the prosuit of the Yeti might want high Acedemia, Notice and Occultism of d6+, a Guild will want Athletics, Notice and Survival of d8+, and a profession safe cracker should have an Thievery of a d8+ etc. :''Common Edges'': none but instead as always depending on your field of expertise should help define what Edges are going to be important to you. :''Forbidden Hindrances'': as Field Agents athough excepts can (and will be made). A Genius Eldery expect scholar in obscure lore and languege etc.
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