Editing D20 Hellboy Game

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 212: Line 212:
 
:'''Enhanced Field Training''' -- Bonus Skills (Acrobatics, Stealth), Enhanced Field Operation (gain an additional use of Field Operation features equal to proficiency bonus: 3), Inner Reserve (gain an additional use of Bounce Back before you must return to base to regain both uses of this feature), Go For the Head (generate critical hit on 19 and 20)</br>
 
:'''Enhanced Field Training''' -- Bonus Skills (Acrobatics, Stealth), Enhanced Field Operation (gain an additional use of Field Operation features equal to proficiency bonus: 3), Inner Reserve (gain an additional use of Bounce Back before you must return to base to regain both uses of this feature), Go For the Head (generate critical hit on 19 and 20)</br>
 
'''Languages''': English, French, Latin</br>
 
'''Languages''': English, French, Latin</br>
 +
 +
==Clearance & Gear==
 +
Basic Gear for all Agents
 +
 +
B.P.R.D. HEAVY DUTY BACKPACK</br>
 +
These versatile military backpacks come in a variety of sizes based on individual agent preference. Consisting of one large compartment, several smaller compartments, and enough straps to carry all but the largest items of equipment, this backpack is ideal for storing items that won’t be needed immediately.</br>
 +
Taking items from the backpack takes a single action, leading most investigators to rely more on their tactical vest.</br>
 +
 +
B.P.R.D. SIDEARM (SMALL)</br>
 +
The standard-issue 9mm semi-automatic sidearm of the B.P.R.D. The agents must register these weapons with local authorities when operating outside the US. In some regions, the agents may not have access to these or similar firearms, and the GM has final say over when this occurs. For game statistics, see the Weapon Tables. Each agent can begin a Case File with up to 3 magazines of ammunition for their sidearms.</br>
 +
 +
B.P.R.D. TACTICAL VEST</br>
 +
The iconic B.P.R.D. tactical vest (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. Each pocket can hold 2 Small items or 1 Medium item for a total capacity of 8. One pocket usually contains the standard-issue flashlight.</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. As a bonus action, they can 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.
 +
*TacVests grant +1 AC and can also serve as a Stab or Ballistic Vest:
 +
*STAB VEST: Multiple layers of material to defend against stab attacks. Not any help against bullets, sadly. The agent wearing it gains resistance to piercing damage and damage reduction 2 against slashing damage (to a minimum of 3).
 +
*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 gains resistance to bludgeoning damage and damage reduction 2 against slashing damage (to a minimum of 3).
 +
*Finally, a TacVest has two additional properties:
 +
* 1) RUINED: An agent wearing a TacVest can use a reaction to cause a critical hit to become a regular hit. The TacVest loses its damage resistance permanently after this use. When you return
 +
to base, you can request a new one and use this feature again.
 +
* 2) TAKING THE BRUNT: As a reaction, an agent can spend a point of Ingenuity to reduce the damage suffered from an attack by 1d6 OR their Constitution modifier per point of Ingenuity spent.
 +
 +
HIGH-POWERED FLASHLIGHT (SMALL)</br>
 +
A sturdy one-handed flashlight with a fresh set of batteries
 +
installed before you left base. While activated, it casts bright
 +
light out for 15 ft and dim light out for 30 ft in a cone.
 +
 +
B.P.R.D. TRACKER (TINY)</br>
 +
Using a B.P.R.D. laptop, agents can determine where these
 +
trackers are located almost anywhere on the planet's surface to
 +
within 10 ft. Each agent usually wears their tracker on a belt. The
 +
range on a tracker is substantial but can be blocked by physical
 +
obstacles. An agent can use an action to attach a tracker to a
 +
hostile creature that is being grappled.
 +
 +
MEDICAL KIT (MEDIUM)</br>
 +
Each agent is issued a medical kit for field use (see p. 80)

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)