Difference between revisions of "Magnus Colgrave"

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(P.I. Magnus Colgrave)
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==P.I.  Magnus Colgrave==
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A player character in [[SWADE Hellboy PBP]].
'''Hindrances'''</br>
 
Curious (major)</br>
 
Heroic (major)</br>
 
Obligation (minor; the B.P.R.D.)</br>
 
  
'''Supernatural Banes'''</br>
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Consulting field agent on permanent retainer. An expert investigator, talented academic dabbler and amateur heavyweight prizefighter, co-habited by a pre-human ENTITY of great power.
Distinctive Appearance (-1)</br>
+
 
 +
Tall, dark and handsome; a bit of a dork.
 +
 
 +
In his own time he runs a private agency specializing in supernatural cases and ''pro bono'' work (largely enabled by his paid work for the Bureau).
 +
 
 +
== Statistics ==
 +
 
 +
'''Attributes<br>
 +
Agility d6<br>
 +
Smarts d8<br>
 +
Spirit d8<br>
 +
Strength d10 (powered up from d6)<br>
 +
Vigor d10 (powered up from d6)
 +
 
 +
'''Skills<br>
 +
Athletics d10 (powered up from d6)<br>
 +
Common Knowledge d4<br>
 +
Fighting d10 (powered up from d6)<br>
 +
Focus d6 (powered up from none)<br>
 +
Notice d8, +2 when investigating<br>
 +
Persuasion d8<br>
 +
Research d8+2<br>
 +
Shooting d6<br>
 +
Stealth d6<br>
 +
Taunt d6
 +
 
 +
'''Pace:''' 6", '''Parry:''' 7, '''Size:''' 1, '''Toughness:''' 10 (2)
 +
 
 +
'''Languages:''' English (native), Greek, Japanese, Latin, Spanish
 +
 
 +
'''Hindrances<br>
 +
Curious (major)<br>
 +
Heroic (major)<br>
 +
Obligation (minor; the B.P.R.D.)
 +
 
 +
'''Supernatural Banes<br>
 +
Distinctive Appearance (-1, featureless eyes of golden light)<br>
 
Monologuer (-2)
 
Monologuer (-2)
  
'''Attributes'''</br>
+
'''Edges<br>
Agility d6</br>
+
Command (powered)<br>
Smarts d8</br>
+
Investigator (human)<br>
Spirit d8, +2 to recover from Shaken</br>
+
Natural Leader (powered)<br>
Strength d10 (powered up from d6)</br>
+
Super Powers (free; Power Level II, limit 10, power points 30+3)
Vigor d10, +2 to recover from Stunned (powered up from d6)</br>
+
 
 +
== Powers ==
  
'''Skills'''</br>
+
'''Environmental Resistance:''' Magic 1 + Device -1, Area Effect 2 = '''2pp''' ''(all in MBT get +4 to resist and -4 damage from magical effects, and ignore background effects of same)''<br>
Athletics* d10 (powered up from d6)</br>
+
- switchable with Environmental Resistance: Magic 1 + Device -1, Immunity 2 = '''1pp''' ''(immune to magical damage and effects)''<br>
Common Knowledge* d4</br>
+
'''Fearless''' 2 + Steady 2 = '''4pp''' ''(immune to Fear checks, all in command range get +2 to Fear checks)''<br>
Fighting d10 (powered up from d6)</br>
+
'''Genius''' 2 + Fast Learner 1 = '''3pp''' ''(free reroll on Smarts and Smarts-based skills, no unskilled penalty on same skills)''<br>
Focus d6</br>
+
'''Growth''' 3 + Permanent -2 = '''1pp''' ''(increase Strength, Size and Toughness one step)''<br>
Notice* d8, +2 when investigating</br>
+
'''Melee Attack''' 4 + Thrown Weapons 2 = '''6pp''' ''(+2d6 melee and thrown damage)''<br>
Persuasion* d8</br>
+
'''Super Attribute:''' Strength 2, Vigor 4 = '''6pp'''<br>
Research d8, +2 when investigating</br>
+
'''Super Edge:''' Command 2, Natural Leader 2 = '''4pp'''<br>
Shooting d6</br>
+
'''Super Skill:''' Athletics 2, Fighting 2, Focus 2 = '''6pp'''
Stealth* d6</br>
 
Taunt d8 (powered up from none)</br>
 
  
'''Derived Statistics'''</br>
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== Gear ==
Pace 6"</br>
 
Parry 7</br>
 
Size 1</br>
 
Toughness 8</br>
 
  
'''Edges'''</br>
+
; On person (15 lbs.)
Combat Reflexes (super)</br>
+
* A handcrafted jacket of heavy brown leather, patinaed almost black. Flames climbing up both sleeves and a burning skull on the back are artfully embossed in gold foil. Closer examination would reveal several cuts and bullet holes repaired with great skill and care. A B.P.R.D. cloth badge is velcroed onto the left arm.
Command (super)</br>
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* An everchanging selection of minor magical trinkets, charms, amulets and talismans of every description, many worn as jewelry and more floating around every pocket. None are of any real value in their own right, but collectively they channel the ENTITY's power into a strong mystical ward. (Environmental Resistance "device", 1 lb.)
Investigator (human)</br>
+
* B.P.R.D. tactical vest (Armor +2, 5 lbs.)
Natural Leader (super)</br>
+
** Sidearm, 3 magazines (12/24/48", 2d6, AP 1, ROF 1, shots 17, 5 lbs.)
Super Powers (free; Power Level II, limit 10, power points 30+3)</br>
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** POCKET 1 - Multitool (0.5 lbs.), Pen and notebook (0.5 lbs.)
 +
** POCKET 2 - Radio (1 lb.)
 +
** POCKET 3 - Flashlight (1 lb.)
 +
** POCKET 4 -
 +
* Tracker (1 lb.)
 +
* Wristwatch
  
'''Powers'''
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; Backpack (30 lbs., halved for encumbrance)
*Fearless 2, steady 2 = 4
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* Bedroll (4 lbs.)
*Genius 2, fast learner 1 = 3
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* Binoculars (2 lbs.)
*Growth 3, Permanent -2 = 1
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* Canteen (4 lbs.)
*Melee Attack 2, charge 1 = 3
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* First aid kit (1 lb.)
*Mind Shield 1, strong 2 = 3
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* Flares x 4 (2 lbs.)
*Super Attribute (strength 2, vigor 4) 6
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* Hammock (2 lbs.)
*Super Edge (combat reflexes 2, command 2, natural leader 2) 6
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* Hatchet (Str+d6, 2 lbs.)
*Super Skill (athletics 2, fighting 2, intimidation 3) 7
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* Knife (Str+d4, 1 lb.)
 +
* Light tarp, 2x3 yards (2 lbs.)
 +
* Matches x 2 (1 lbs.)
 +
* MREs x 2 (2 lbs.)
 +
* Rope, 20 yards (3 lbs.)
 +
* Smartphone (0.5 lbs.)
 +
* Thread, waxed, heavy, 150 yards (0.5 lbs.)
 +
* Tracker (1 lb.)
  
'''Gear'''</br>
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; Scuba gear (40 lbs., negligible in water)
Worn leather jacket with B.P.R.D. shoulder patch</br>
+
* Speargun (6/12/24", half range out of water, 2d6, ROF 1, Shots 1, 4 lbs.)
Multitool</br>
+
** 3 spears
Smartphone</br>
+
** 2 bangsticks (touch, 2d8, AP 2)
Assortment of mostly but not necessarily useless charms and talismans</br>
 
etc./TBA</br>
 
  
'''B.P.R.D. ISSUED GEAR'''</br>
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__NOTOC__
B.P.R.D. HEAVY DUTY BACKPACK: Taking an item from the backpack takes an Action.
 
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.
 
Treat as Glock (9mm) from SWADE pg. 73 (Range 12/24/48, Damage 2d6, AP1, ROF1, Wt. 3lb) with the 3 extra clips totaling an extra 1lb. each. Each clip is also TINY</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.</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.
 
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.</br>
 
Also serve as acts as either a 'Stab' or 'Ballistic' Vest (choice one of the following)...
 
*''STAB VEST'': subtract 2 damage from stabbing or slashing weapon (not blunt melee weapons) include bows, crossbows, swords, daggers, claws and bite attacks, etc.
 
*''BALLISTIC VEST'': subtract 4 from ballistic damage before it applies to her Toughness.
 
HIGH-POWERED FLASHLIGHT (SMALL): 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>
 
B.P.R.D. TRACKER (TINY) Wt. 1lb</br>
 
FIRST AID KIT (SMALL) Wt. 1lb (see SWADE pg. 96)</br>
 
Total Wt. Carried: 16lbs with standard TacVest. 23lbs with inserts for TacVest</br>
 
  
Plus STUPID PROOF SCUBA GEAR (full mask helmet, oxgyen tank, wet suit, swimming fins) Wt.40lbs. (does not count towards Encumbrance when in the water). The oxygen tank lasts for pne hour of use.
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[[Category:Character]]
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[[Category:Player Character]]
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[[Category:Savage Worlds]]
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[[Category:SWADE]]
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[[Category:PBP]]

Latest revision as of 03:06, 12 June 2022

A player character in SWADE Hellboy PBP.

Consulting field agent on permanent retainer. An expert investigator, talented academic dabbler and amateur heavyweight prizefighter, co-habited by a pre-human ENTITY of great power.

Tall, dark and handsome; a bit of a dork.

In his own time he runs a private agency specializing in supernatural cases and pro bono work (largely enabled by his paid work for the Bureau).

Statistics[edit]

Attributes
Agility d6
Smarts d8
Spirit d8
Strength d10 (powered up from d6)
Vigor d10 (powered up from d6)

Skills
Athletics d10 (powered up from d6)
Common Knowledge d4
Fighting d10 (powered up from d6)
Focus d6 (powered up from none)
Notice d8, +2 when investigating
Persuasion d8
Research d8+2
Shooting d6
Stealth d6
Taunt d6

Pace: 6", Parry: 7, Size: 1, Toughness: 10 (2)

Languages: English (native), Greek, Japanese, Latin, Spanish

Hindrances
Curious (major)
Heroic (major)
Obligation (minor; the B.P.R.D.)

Supernatural Banes
Distinctive Appearance (-1, featureless eyes of golden light)
Monologuer (-2)

Edges
Command (powered)
Investigator (human)
Natural Leader (powered)
Super Powers (free; Power Level II, limit 10, power points 30+3)

Powers[edit]

Environmental Resistance: Magic 1 + Device -1, Area Effect 2 = 2pp (all in MBT get +4 to resist and -4 damage from magical effects, and ignore background effects of same)
- switchable with Environmental Resistance: Magic 1 + Device -1, Immunity 2 = 1pp (immune to magical damage and effects)
Fearless 2 + Steady 2 = 4pp (immune to Fear checks, all in command range get +2 to Fear checks)
Genius 2 + Fast Learner 1 = 3pp (free reroll on Smarts and Smarts-based skills, no unskilled penalty on same skills)
Growth 3 + Permanent -2 = 1pp (increase Strength, Size and Toughness one step)
Melee Attack 4 + Thrown Weapons 2 = 6pp (+2d6 melee and thrown damage)
Super Attribute: Strength 2, Vigor 4 = 6pp
Super Edge: Command 2, Natural Leader 2 = 4pp
Super Skill: Athletics 2, Fighting 2, Focus 2 = 6pp

Gear[edit]

On person (15 lbs.)
  • A handcrafted jacket of heavy brown leather, patinaed almost black. Flames climbing up both sleeves and a burning skull on the back are artfully embossed in gold foil. Closer examination would reveal several cuts and bullet holes repaired with great skill and care. A B.P.R.D. cloth badge is velcroed onto the left arm.
  • An everchanging selection of minor magical trinkets, charms, amulets and talismans of every description, many worn as jewelry and more floating around every pocket. None are of any real value in their own right, but collectively they channel the ENTITY's power into a strong mystical ward. (Environmental Resistance "device", 1 lb.)
  • B.P.R.D. tactical vest (Armor +2, 5 lbs.)
    • Sidearm, 3 magazines (12/24/48", 2d6, AP 1, ROF 1, shots 17, 5 lbs.)
    • POCKET 1 - Multitool (0.5 lbs.), Pen and notebook (0.5 lbs.)
    • POCKET 2 - Radio (1 lb.)
    • POCKET 3 - Flashlight (1 lb.)
    • POCKET 4 -
  • Tracker (1 lb.)
  • Wristwatch
Backpack (30 lbs., halved for encumbrance)
  • Bedroll (4 lbs.)
  • Binoculars (2 lbs.)
  • Canteen (4 lbs.)
  • First aid kit (1 lb.)
  • Flares x 4 (2 lbs.)
  • Hammock (2 lbs.)
  • Hatchet (Str+d6, 2 lbs.)
  • Knife (Str+d4, 1 lb.)
  • Light tarp, 2x3 yards (2 lbs.)
  • Matches x 2 (1 lbs.)
  • MREs x 2 (2 lbs.)
  • Rope, 20 yards (3 lbs.)
  • Smartphone (0.5 lbs.)
  • Thread, waxed, heavy, 150 yards (0.5 lbs.)
  • Tracker (1 lb.)
Scuba gear (40 lbs., negligible in water)
  • Speargun (6/12/24", half range out of water, 2d6, ROF 1, Shots 1, 4 lbs.)
    • 3 spears
    • 2 bangsticks (touch, 2d8, AP 2)