Editing SavageHellboySWADE

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
SAVAGE HELLBOY </br>
 
SAVAGE HELLBOY </br>
This is a conversion of the Hellboy/B.P.R.D. game idea. This conversion is not complete or covers everything but to get a 'feel' of the setting to SWADE. I took a lot of ideas and notes from the recent ''Hellboy RPG'' d20 game to use here in loving trubite. But against not a total conversion.
+
This is a conversion of the Hellboy/B.P.R.D. game idea. This conversion is not complete or covers everything but to get a 'feel' of the setting to SWADE.
  
 
[[File:Hellboy cover art.jpg]]
 
[[File:Hellboy cover art.jpg]]
  
 
==RULES & SETTING RULES==
 
==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.
+
The rules setting for this game are the '''Savage World Adventure Edition''' (SWADE) and the '''Super Powers Companion''' (SPC)
  
 
'''Setting Rules''' (SWAE pg. 136-141 and SPC pg. 29-36)
 
'''Setting Rules''' (SWAE pg. 136-141 and SPC pg. 29-36)
Line 22: Line 22:
 
===House Rules===
 
===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>
 
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>
+
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 below.</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.
+
Most Edges listed under POWER EDGES are not allowed except for the following (must still meet the Requirements too take these Edges) -- Artificer, Extra Effort, Mentalist and Wizard.
  
 
'''NEW EDGES'''</br>
 
'''NEW EDGES'''</br>
Line 38: Line 38:
 
:'''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.
 
:'''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>
+
==CHARACTER CREATION==
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>
+
<font size=1>[https://wiki.rpg.net/index.php/SavageHellboySWADE Back to Top] </font></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>
+
*Pick a overall Theme and Origin. This will help you determine where you spend your Super Power Points later (see below).
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>
+
* Pick your Agent's Role within the B.P.R.D. This can help you know where you will want to invest your base Attributes, Skills and Edges.  
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>
+
* Apply 5 points for Attribute Traits
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.
+
* Apply 15 points for Skills and base Starting Skills
 
+
* Pick a starting Edge. Standard for Humans and for this game just easier if everyone, even the non-humans start with the basics and build from that. Also gain the Super Powered Edge (SPC pg) for free. See Themes for how you can spend these points.
 +
* Assigm one Major and two Minor Hindrances. Spend these points as described on SWADE pg. 9
 +
* Pick your Native Languages at d8 and then ½ your Smarts die in additional Languages starting at a d6 each.
 +
* Character start with $500 in cash to purchase any personal items that they want. Most automatic and explosive and heavy weapons are illegal to purchase an own. Characters wishing to buy such items will need either the Edge Connected (Criminal, etc.) or must spend time doing extensive Networking to try and fine and illegal seller. The BPRD generally will turn a blinds eye to such good so long as they are not abused by the agent, etc.
 +
:But in this setting most Agents will also be assign gear and equiment for each mission, many of it illegal or really odd. Spending their own money on these things means they also have to maintain and supply it, not the Agency.
 
===Theme===
 
===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.
 
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.
+
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.
  
 
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.   
 
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.   
Line 54: Line 58:
 
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.?
 
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.
+
Basic Roles in the B.P.R.D. are '''Field Agents''', '''Resseach and Development''' and '''Concultants'''. These help you define what your Agents knows and can do for the group.
  
==CHARACTER CREATION==
+
The basic Backgrounds and/or Origins of the charadcters are '''Remarkable Human''', '''Limited Awakened''' and '''Supernatural Origins'''. This is your origins and might help you decide how you came to work for the B.P.R.D.
<font size=1>[https://wiki.rpg.net/index.php/SavageHellboySWADE Back to Top] </font></br>
 
* Pick your Agent's Role within the B.P.R.D. This can help you know where you will want to invest your base Attributes, Skills and Edges.
 
* Apply 5 points for Attribute Traits
 
* Apply 15 points for Skills and base Starting Skills
 
* Pick a starting Edge. Standard for Humans and for this game just easier if everyone, even the non-humans start with the basics and build from that. Also gain the Super Powered Edge (SPC pg) for free. See Themes for how you can spend these points.
 
* Pick one Major and two Minor Hindrances. Spend these points as described on SWADE pg. 9
 
* Pick your Native Languages at d8 and then ½ your Smarts die in additional Languages starting at a d6 each.
 
* Character start with $500 in cash to purchase any personal items that they want. Most automatic, explosive and heavy weapons are illegal to purchase an own. Characters wishing to buy such items will need either the Edge Connected (Criminal, etc.) or must spend time doing extensive Networking to try and fine and illegal seller. The B.P.R.D. generally will turn a blinds eye to such good so long as they are not abused by the agent, etc.
 
:But in this setting most Agents will also be assign gear and equiment for each mission, many of it illegal or really odd. Spending their own money on these things means they also have to maintain and supply it, not the Agency.
 
*Spend your 30 points in Super Powers (from the SPC) based on your Background or Origin. Remember the Power Limit is 10pts and that many Backgrounds limit where and how you can spend these points.
 
  
==ROLES WITHIN THE B.P.R.D.==
+
===Roles of 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>
 
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.  
 
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.  
+
'''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, a Field Medic should have Healing d6+ along with maybe the Healer's Edge, and an Investigator should have Notice d6+ and Research d6+ and the Investigator Edge, 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.   
 
:''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+
 
:''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 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.  
 
:''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).
+
:''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), 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.  
 
'''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.  
Line 127: Line 121:
 
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>
 
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
 
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.  
+
: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. 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. 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].
 
::'''''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.
+
::'''''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], 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.   
 
::'''''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: 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]
+
::'''''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) [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.
 
::'''''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.
+
::'''''Other Common Vampire Powers''''': Ageless, Doesn’t Breathe, Doesn't Eat, Heightened Senses, Infection (common mod Lethat and Requires Touch), Infection (common mod Lethat and Requires Touch), Intangibility, Leaping, Melee Attack, Mind Control (common mods Leashed, Limited-Requires Eye Contact), Pace or Speed, 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: 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.
::'''''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 Powers''''': Growth 1 (permanent -2) [1], Heightened Senses: Smell [1], Melee Weapon - Claws (Str+d4, +2 ''Athletics'' when climbing) [2], Regeneration [2].
 
::'''''Lycan Banes''''': Transformation (as Minor Hindrance) [-1]
 
::'''''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].
+
::'''''Common Lycan Banes''''': the Lycan can take up to 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.
+
::'''''Other Common Lycan Powers''''': Fear, Hardy, Heightened Sense, Infection (common mod Lethat and Requires Touch), Melee AttaCK, Pace [2], 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.
 
: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.
 
: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]
 
::'''''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.
+
::'''''Common Demon Banes''''': Elemental Weakness (Holy trapping, as Minor Hindrance) [-1]. 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.
+
::'''''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; maximum of maybe 4), 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.
  
 
=====Psychics=====
 
=====Psychics=====
 
The exact nature of an individual’s psychic ability is as unique as the individuals who manifest them. Throughout history, organisations, nations, and creatures have tried to use the powers of these individuals for their own means. Many a calamity has been spared with a psychic image warning, and many a trap relied on the abilities of the psychic involved. Most psychics are humans who at some stage have begun to exhibit their abilities.</br>
 
The exact nature of an individual’s psychic ability is as unique as the individuals who manifest them. Throughout history, organisations, nations, and creatures have tried to use the powers of these individuals for their own means. Many a calamity has been spared with a psychic image warning, and many a trap relied on the abilities of the psychic involved. Most psychics are humans who at some stage have begun to exhibit their abilities.</br>
 
Often this occurs early in their life, and it forever shapes it. Some manage to live largely normal lives, whether it be learning to control their gifts or through the limited nature of their abilities.</br>
 
Often this occurs early in their life, and it forever shapes it. Some manage to live largely normal lives, whether it be learning to control their gifts or through the limited nature of their abilities.</br>
All Psychic Powers atomatically default to an alternate skill - ''Psionics'' (Smarts) without any increase cost.</br>
+
All Psychic Powers atomatically default to an alternate skill - Psionice (Smarts) without any increase cost.</br>
 
Full blown Psychics have the fewest problems interacting with normal humans but all have a standrad '''''Pychic Bane''''' of Weakness (Open Channel) [-1]. This bane is a penalty of -4 to any resistant rolls against powers use to control, process or read their minds, etc. by ghosts and spirits. Many also suffer some form of the Hindrances of ''Outsider'' and/or ''Secret'' but they don't count as Banes and are not universial.</br>
 
Full blown Psychics have the fewest problems interacting with normal humans but all have a standrad '''''Pychic Bane''''' of Weakness (Open Channel) [-1]. This bane is a penalty of -4 to any resistant rolls against powers use to control, process or read their minds, etc. by ghosts and spirits. Many also suffer some form of the Hindrances of ''Outsider'' and/or ''Secret'' but they don't count as Banes and are not universial.</br>
 
PSYCHIC CLASIFICATION
 
PSYCHIC CLASIFICATION
Line 169: Line 163:
 
::'''''Other Common Pyrokinesis Powers''''': You can spend their remaining points on the following powers - Absorption (fire), Altered Form (fire), Damage Field (fire), Doesn’t Breathe, Energy Control (fire), Fear, Force Field (fire), Intangibility (through Altered Form), Melee Attack (fire) and/or Toughness. Also if the character wishes they can take the 'The Best There Is' you can spend up to 15 points on Ranged Attack (fire).
 
::'''''Other Common Pyrokinesis Powers''''': You can spend their remaining points on the following powers - Absorption (fire), Altered Form (fire), Damage Field (fire), Doesn’t Breathe, Energy Control (fire), Fear, Force Field (fire), Intangibility (through Altered Form), Melee Attack (fire) and/or Toughness. Also if the character wishes they can take the 'The Best There Is' you can spend up to 15 points on Ranged Attack (fire).
 
: * Telekinetic - Unlike psychokinetics, whose powers range from healing to materialisation, telekinetics specialise in levitation and movement.
 
: * Telekinetic - Unlike psychokinetics, whose powers range from healing to materialisation, telekinetics specialise in levitation and movement.
::'''''Telekinetic Powers''''': Telekinesis: base range of 12" and TK strength of a d10 (Fine Control +3; Power +4) [10]
+
::'''''Telekinetic Powers''''': Telekinesis: base range of 12" and TK strength of a d10 (Fine Control +2; Power +4) [9]
::'''''Other Common Telekinetic Powers''''': The telekintic can spend an their remaining power points on the follow - Awareness, Fearless, Force Field, Genius, Mind Shield, Push, Toughness and/or Whirlwind. The TK could also purchase 'The Best There Is' edge to be able to spend up to 6 additional super power points on Power (each 2 points increase the TK Strength by +1 step). ''GMs note I will allow a character with The Best There Is edge spend up 16 points in this instants.''
+
::'''''Other Common Telekinetic Powers''''': The telekintic can spend an their remaining power points on the follow - Awareness, Fearless, Force Field, Genius, Mind Shield, Push, Toughness and/or Whirlwind. The TK could also purchase 'The Best There Is' edge to be able to spend up to 6 additional super power points on Power (each 2 points increase the TK Strength by +1 step).
  
 
=====Ghosts=====
 
=====Ghosts=====
Line 178: Line 172:
 
All Ghosts share these common '''''Universial Ghost Powers''''' automatically - Environmental Resistance - Cold and Heat [2], Intanibility (Permanent -2) [3], Invisibility (Permanent -2) [6], Possession (Requires Touch -2) [3], Undead (Spark of Life) [10]. They also share the following '''''Ghost Banes''''' - Distinctive Appears [-1] (Its a Ghost!!), and Vulnerability (Holy Sights/Gound ''or''Unholy Sights/Grounds; as Major Hindrances) [-2] (player's choice). </br>  
 
All Ghosts share these common '''''Universial Ghost Powers''''' automatically - Environmental Resistance - Cold and Heat [2], Intanibility (Permanent -2) [3], Invisibility (Permanent -2) [6], Possession (Requires Touch -2) [3], Undead (Spark of Life) [10]. They also share the following '''''Ghost Banes''''' - Distinctive Appears [-1] (Its a Ghost!!), and Vulnerability (Holy Sights/Gound ''or''Unholy Sights/Grounds; as Major Hindrances) [-2] (player's choice). </br>  
 
CLASSIFICATIONS OF GHOST
 
CLASSIFICATIONS OF GHOST
:BOUND: Whether through a containment suit, being bound via ritual to an object, or any other method, you are still able to manifest in the mundane world and move about relatively freely. Bound ghosts are able to directly interact with the physical world but only through this item. And as the item is damaged they suffer Wounds and can be Incapacitaded. If they leave that 'vessel' they are no longer effected by them as if they were 'healed' instantly. However they cannot inhabit another vessel (non-living construct vessels) for one Hour per Wound they have suffered afterwards.
+
:BOUND: Whether through a containment suit, being bound via ritual to an object, or any other method, you are still able to manifest in the mundane world and move about relatively freely. Bound ghosts are able to directly interact with the physical world but only through this item. And as the item is damaged they suffer Wounds and can be Incapacitaded. If they leave that 'vessel' they are no longer effected by them as if they were 'healed' instantly. However they cannot inhabit another vessel (non-living construct vessels) for one Hour per Wound they have suffered afterwards. If they possess a living vessel their 'Wounds' are still there and effect any trait or skill check.
 
::'''''Additional Bane''''': Transformation (In order to inhabit or 'possess' a vessel that cannot resist the Possession power requires a ''Focus'' skill check and an Action; as Minow Hindrance) [-1]
 
::'''''Additional Bane''''': Transformation (In order to inhabit or 'possess' a vessel that cannot resist the Possession power requires a ''Focus'' skill check and an Action; as Minow Hindrance) [-1]
 
::'''''Bound Ghost Powers''''': Construct [8], and their Possession adds the modier - can inhabit dead bodies, simple contructs, itmes etc [+2]
 
::'''''Bound Ghost Powers''''': Construct [8], and their Possession adds the modier - can inhabit dead bodies, simple contructs, itmes etc [+2]
Line 189: Line 183:
 
It's theorised that the Fae have been inhabiting parts of our world for long enough to have witnessed its beginning. The legends surrounding them speak of a last refuge of the old
 
It's theorised that the Fae have been inhabiting parts of our world for long enough to have witnessed its beginning. The legends surrounding them speak of a last refuge of the old
 
world hidden from humanity behind the pathways and gates that the Fae creatures use to travel the mortal world. The history of the Fae creatures and the legendary history of the world are heavily interwoven. The one fact that agents can embrace is that these creatures will hold themselves to the letter, if not the spirit, of an agreement or promise that they make.</br>
 
world hidden from humanity behind the pathways and gates that the Fae creatures use to travel the mortal world. The history of the Fae creatures and the legendary history of the world are heavily interwoven. The one fact that agents can embrace is that these creatures will hold themselves to the letter, if not the spirit, of an agreement or promise that they make.</br>
All Fae have the following '''''Universial Fae Powers''''' - Ageless [1], Awareness [4], Doesn't Sleep (Tireless +1) [2], Immunity to Disease [1].</br>  
+
All Fae have the following '''''Universial Fae Powers''''' - Ageless (Very Old +2) [3], Awareness [4], Doesn't Sleep (Tireless +1) [2], Immunity to Disease [1].</br>  
They also all suffer the following '''''Fae Banes''''' - Distinctive Appearance (as Minor Hindrance) [-1]: a fae unnatural features makes them stand out if they don't hide their nature.  Environmental Weakness (as Minor Hindrance; Iron. Suffering +4 damage from iron cast weapons) [-1]. Vow (as Major Hindrance; 'Bound by Words') [-2]: the fea are obsessed with keeping their oaths and 'word' in all manners. They can't easily break their promises or words without suffering curses, something they do not tolerate.</br>  
+
They also all suffer the following '''''Fae Banes''''' - Distinctive Appearance (as Minor Hindrance) [-1]: a fae unnatural features makes them stand out if they don't hide their nature.  Environmental Weakness (as Minor Hindrance; Iron) [-1]: the fae suffer +4 damage from iron cast weapons. They also have Vulnerability (as Minor Hindrance; Iron) [-1]: as they cannot stand to be close proximity to iron. Vow (as Major Hindrance; 'Bound by Words') [-2]: the fea are obsessed with keeping their oaths and 'word' in all manners. They can't easily break their promises or words without suffering curses, something they do not tolerate.</br>  
 
CLASSIFICATION OF FAE BORN
 
CLASSIFICATION OF FAE BORN
 
:CHANGELINGS: There was a time when the Fae would leave behind changelings in place of the human children they stole, though the creature would eventually be discovered and forced to flee. Perhaps they would let part of their appearance slip, give into their “unique” sense of humour, whisper words in the dark, or else the family would somehow sense that something was not right. Regardless, the results were often traumatic. Changelings that join the B.P.R.D. typically use a humanoid appearance to fit in with their new family, but still are able to shift their appearances. As a nomal Hindrance many Changelings take Secret as even amoung their friends they are obsessed with them.
 
:CHANGELINGS: There was a time when the Fae would leave behind changelings in place of the human children they stole, though the creature would eventually be discovered and forced to flee. Perhaps they would let part of their appearance slip, give into their “unique” sense of humour, whisper words in the dark, or else the family would somehow sense that something was not right. Regardless, the results were often traumatic. Changelings that join the B.P.R.D. typically use a humanoid appearance to fit in with their new family, but still are able to shift their appearances. As a nomal Hindrance many Changelings take Secret as even amoung their friends they are obsessed with them.
Line 217: Line 211:
 
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.
 
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>
+
'''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). For 'dangerous' mission the Agency might also inceae the Agent's CL by 1 or 2.</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>
+
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.
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).  
+
'''REQUISITION POINTS (RP)''': Agents that are assigned to a Mission also are assigned an Requisition 'Points'. Generally this is your CL (including any dangerous level increase) for each Agent +1 added together (a Team of 4 agents of Novice rank on a 'standard' mission would have a total of 8 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.  
 
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.  
Line 234: Line 225:
 
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>
 
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>
 
'''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>
+
Treat as Glock (9mm) from SWADE pg. 73 with the 3 extra clips totaling an extra 1lb. each</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>
 
'''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>
+
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.</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>
 
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)...
 
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.  
+
*STAB VEST: Multiple layers of material to defend against stab attacks. Not any 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>
 
*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>
 
'''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>
Line 249: Line 240:
 
'''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>
 
'''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>
 
'''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>
 
'''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
 
'''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>
+
calls. 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>
'''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>
 
'''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====
 
====Specialist Gear====
Line 264: Line 252:
 
'''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>
 
'''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>
 
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
+
'''GAS MASK (SMALL)''': CL 1, RP 1 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>
 
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>
+
'''NIGHT VISION GOGGLES (MEDIUM)''': CL 2, RP 2 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 (4) 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>
 
'''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>
 
'''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>
Line 272: Line 260:
  
 
'''OTHER'''</br>
 
'''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.
+
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 1 but if semi-legal (like lockpicking tools) and most Surveillance gear increses this to 2. For RP most items are 2 points each, but any item with a costs of $10 or less only requires 1 point, while items over $100 require 3 points and anything over $500 increase the RP to 4 points each. 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. 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.  
 
 
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.
 
Most CLOTHING and FOOD does not require CL or RP, issues to the agents as needed.
Line 280: Line 266:
 
====Ritual and Divine Components====
 
====Ritual and Divine Components====
 
These are magical and blessed items that could have a use in field on most/many missions.</br>  
 
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>
+
'''GHOST BOX (MEDIUM)''': CL 1, RP 2 points. A radio 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. 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>
 
'''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>
+
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>
 
'''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>
+
'''TAROT CARDS (SMALL)''': CL 1, RP 3 points. The user can read the cards as part of a hour long ritual. Agents can ask three 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.</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 3 points. A spirit board allows a non-psychic to communicate with spirits that are not manifest by spending 10 minutes Ritual and waiting for the
'''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>
+
spirit to respond. The spirit can respond either yes or no, or spell out the answer using up to five words for one question. The spirit can answer up to five 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.
'''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====
 
====Specialist Technical Kits====
Line 299: Line 284:
  
 
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>
 
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 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 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>
 
'''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>
 
'''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>
Line 312: Line 297:
  
 
NEW FIREARMS TYPES</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>  
+
'''ZINCO 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. The B.P.R.D. 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
 
RANGE 15/30/60, DAMAGE 2d10, AP 3, ROF 1, SHOTS 5, MIN STR d12. WEIGHT 6lbs COST $750
  
Line 322: Line 307:
 
'''LASER/RED DOT SIGHTS (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 1lb.</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>
 
'''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>
+
'''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 5 ammunition, for SMG and Assault riles gain 10. 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>
+
'''SPEED LOADER (SMALL)''': 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</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.
 
'''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>
 
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>
+
'''ARMOUR PIERCING AMMO''': 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>
+
'''FULL METAL JACKET''': 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>
+
'''INCENDIARY AMMO''': CL 3, RP 3 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>
+
'''RUBBER ROUNDS''': CL 1, 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.  
+
'''SILVER''': CL 3, RP 2 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>
+
Additional Ammo types for the ZINCO 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====
 
====Explosives====
Line 351: Line 333:
 
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.
 
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>
+
'''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.</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>  
 
'''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>
+
'''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.</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>
+
'''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.</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>
+
'''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.</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.
+
'''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.
 
 
==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>
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)