Difference between revisions of "Agent Frederick Holmes"

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(Agent Frederick Holmes)
(Agent Frederick Holmes)
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'''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, Intimidate d6, Notice d6, Persuasion d6, Shooting d8, Stealth d10
+
'''SKILLS''': Ahletics d8, Common Knowledge d6, Fighting d8, Focus d6, Notice d6, Persuasion d6, Shooting d8, Stealth d10
  
 
'''EDGE''': Marksman, Two Gun Kid
 
'''EDGE''': Marksman, Two Gun Kid
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'''VAMPIRE POWERS'''
 
'''VAMPIRE POWERS'''
*'''Hardy''' [2].
+
*'''Hardy''': A second Shaken result in combat doesn’t cause a Wound. [2].
*'''Heightened Senses''': Infravion and Low-Light Vision [2].
+
*'''Heightened Senses''': Infravion and Low-Light Vision. No penalties for Illumation [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''' (Leashed -2, Limited-Requires Eye Contact -1) [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].
 
*'''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''' [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].
*'''Wall Walking''' [1].
+
*'''Wall Walking''': can walk on horizontal surfaces at their normal Pace (and may run), or inverted surfaces at half Pace [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.

Revision as of 13:41, 16 May 2022

Hellboy Agent Holmes.jpg

Agent Frederick Holmes

Cursed: Vampire, Field Agent

ATTRIBUTES: Agility d8, Smarts d6, Spirits d6, Strength d12, Vigor d8

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

EDGE: Marksman, Two Gun Kid

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)

He uses a Standard RP of 2 points for each mission.

Total Encumbrance: 41lbs (can carry 100lbs)

VAMPIRE POWERS

  • Hardy: A second Shaken result in combat doesn’t cause a Wound. [2].
  • Heightened Senses: Infravion and Low-Light Vision. No penalties for Illumation [2].
  • Melee Attack - Claws (Str+d6, AP2), Switchable -Bite (Str+2d6) [5].
  • 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].
  • 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].
  • 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].
  • Wall Walking: can walk on horizontal surfaces at their normal Pace (and may run), or inverted surfaces at half Pace [1].

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
  • Weakness (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally.