Agent Frederick Holmes

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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, Intimidate 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 has a Standard RP 2 points for each mission. Total Encumbrance: 41lbs

VAMPIRE POWERS

  • Hardy [2].
  • Heightened Senses: Infravion and Low-Light Vision [2].
  • Melee Attack - Claws (Str+d6, AP2), Switchable -Bite (Str+2d6) [5].
  • Leaping: Horizontal 4", Long 8" base [2].
  • Mind Control (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 [8].
  • Wall Walking [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.