Editing Agent Frederick Holmes

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:
[https://wiki.rpg.net/index.php/SWADE_Hellboy_PBP '''Back to the WIKI PBP''']
 
 
 
[[File:Hellboy Agent Holmes.jpg]]
 
[[File:Hellboy Agent Holmes.jpg]]
  
==Agent Frederick Holmes==
+
'''Agent Frederick Holmes'''
  
 
Cursed: Vampire, Field Agent
 
Cursed: Vampire, Field Agent
Line 11: Line 9:
 
'''Pace''' 8 (d6+2), '''Parry''' 6, '''Toughness''' 12 (4)
 
'''Pace''' 8 (d6+2), '''Parry''' 6, '''Toughness''' 12 (4)
  
'''SKILLS''': Ahletics d8, Common Knowledge d6, Fighting d8, Focus d6, Notice d6, Persuasion d6, Shooting d8, Stealth d10
+
'''SKILLS''': Ahletics d8, Common Knowledge d6, Fighting d8, Intimidate d6, Notice d6, Persuasion d6, Shooting d8, Stealth d10
  
'''EDGES''': '''''Marksman''''' (Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first ''Athletics''/throwing or ''Shooting'' roll. Character may not move or fire greater than RoF 1), '''''Two Gun Kid''''' (Make one extra ''Shooting'' or ''Athletics''/throwing roll with a second ranged weapon in the off-hand at no Multi-Action penalty)
+
'''EDGE''': Marksman, Two Gun Kid
  
 
'''HINDRANCES''': Code of Honor (Major), Heroic (Major)
 
'''HINDRANCES''': Code of Honor (Major), Heroic (Major)
  
 
'''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)
 
'''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)
 
+
He has a Standard RP 2 points for each mission.
He uses a Standard RP of 2 points for each mission.
+
Total Encumbrance: 41lbs
 
 
Total Encumbrance: 41lbs (can carry 100lbs)
 
  
 
'''VAMPIRE POWERS'''
 
'''VAMPIRE POWERS'''
*'''Hardy''': A second Shaken result in combat doesn’t cause a Wound. [2].
+
*'''Hardy''' [2].
*'''Heightened Senses''': Infravion and Low-Light Vision. No penalties for Illumation [2].
+
*'''Heightened Senses''': Infravion and Low-Light Vision [2].
 
*'''Melee Attack''' - Claws (Str+d6, AP2), Switchable -Bite (Str+2d6) [5].
 
*'''Melee Attack''' - Claws (Str+d6, AP2), Switchable -Bite (Str+2d6) [5].
 
*'''Leaping''': Horizontal 4", Long 8" base [2].
 
*'''Leaping''': Horizontal 4", Long 8" base [2].
*'''Mind Control''': ''Focus'' check vs. target within 12". Target can attempt a Spirits check (-2 if you got a Raise on ''Focus'' test) to resist (Leashed -2, Limited-Requires Eye Contact -1) [2].
+
*'''Mind Control''' (Leashed -2, Limited-Requires Eye Contact -1) [2].
 
*'''Pace''': +2 to Pace and Running [2].
 
*'''Pace''': +2 to Pace and Running [2].
*'''Regeneration''': Every Hour (Limited- Requires to have drank a pint of blood in the last hour -2) [3].
+
*'''Regeneration''' (Every Hour; Limited- Requires to have drank a pint of blood in the last hour -2) [3].
 
*'''Super Attributes''': Agility +1 step, Strength +3 steps [8].
 
*'''Super Attributes''': Agility +1 step, Strength +3 steps [8].
*'''Undead''': +2 to their Toughness, add +2 to recover from being Shaken, don’t breathe or eat, are immune to disease and poison, and don’t suffer additional damage from Called Shots. Undead Wild Cards ignore one point of Wound penalties and don’t Bleed Out.[8].
+
*'''Undead''' [8].
*'''Wall Walking''': can walk on horizontal surfaces at their normal Pace (and may run), or inverted surfaces at half Pace [1].
+
*'''Wall Walking''' [1].
 
'''VAMPIRE BANES'''
 
'''VAMPIRE BANES'''
 
*'''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
 
*'''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
 
*'''Weakness''' (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally.
 
*'''Weakness''' (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally.

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)