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New Professional Edge
 
New Professional Edge
 
:'''Trailblazer''' [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a ''Notice'' -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to ''Notice'' rolls to avoid being surprised.
 
:'''Trailblazer''' [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a ''Notice'' -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to ''Notice'' rolls to avoid being surprised.
 
'''RITUALS'''</br>
 
In the Hellboy comics and stories the Agents often run into a ritual being preformed or they themselves need to perform one to prevent something bad from happening.</br>
 
Rituals are a pervasive force of nature that can be called upon by any creature with sufficient willpower or training. That being said, being born into the world of witches and curses certainly makes it easier on all concerned. The archive is inconclusive, but there are recorded instances of agents being able to utilise the rituals and magic that the creatures and cultists usually use to further their goals to reverse the damage.</br>
 
Rituals can take anywhere from a few minutes to hours of painstaking work. Agents mostly encounter rituals being performed when in their final stages or post resolution, when they must then reverse a ritual’s damage or contain a creature it has unleashed.</br>
 
To perform a ritual, the practitioner, ritualist, or agent will require all of the items listed under called components. Some of these components are consumed as part of the ritual and will need replacing before the ritual can be attempted again. Components may include how many people are required to conduct the ritual. In addition, if the ritualist will require the Grimore tome or artefact that contains the ritual to be at hand during the casting. Many of these tomes are written in long dead or alien languages and must be translated or understood to perform.</br>
 
When everything is ready and the tome understood the ritualist will make a series of task rolls per the '''Dramatic Task''' rules (SWADE pg. 122). The standard Skills used for these skill rolls is ''Occultism'' or ''Spellcasting''. Anyone with the Occultism skill can attempt or aid in these task. Each Ritual is unique and will require different steps and could have different Complications and Time Required. As such there are no Rituals listed here but instead are included in individual Missions.
 
  
 
===Theme===
 
===Theme===
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Characters start with a basic $500 in standard (legal!!!) Gear that the can purchases items with. These are their personal 'adventuring gear'. They need no special clearance or make request to use them. Many of the items listed below can be purchased by the characters from the SWADE pg. 67-85 (including heavy weapons which can be illegal is not available on the open market requiring a Contact or Netwooking check to find it and vehcifor money instead of requisting it.
 
Characters start with a basic $500 in standard (legal!!!) Gear that the can purchases items with. These are their personal 'adventuring gear'. They need no special clearance or make request to use them. Many of the items listed below can be purchased by the characters from the SWADE pg. 67-85 (including heavy weapons which can be illegal is not available on the open market requiring a Contact or Netwooking check to find it and vehcifor money instead of requisting it.
  
'''CLEARANCE LEVEL {CL}''': is dependent on how specialize, unusual, 'legal', costly and/or unique an item can make it harder to gain access to on any particual mission. For Game propuses your player's Clearance level is equal to 1. Agents of Veteran Rank or higher gain +1 CL (2) and Legendary Ranked Agents gain another +1 to the base CL (3).</br>
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'''CLEARANCE LEVEL {CL}''': is dependent on how specialize, unusual, 'legal', costly and/or unique an item can make it harder to gain access to on any particual mission. For Game propuses your player's Clearance level is equal to 1. Agents of Veteran Rank or higher gain +1 CL (2) and Legendary Ranked Agents gain another +1 to the base CL (3). For 'dangerous' mission the Agency might also inceae the Agent's CL by 1 or 2.</br>
In general terms CL 0 or 1 are legal and common every days off-the-shealf gear. CL 2 generally require a license or permit to own and/or use but are not to difficult to obtain. CL 3 are heavily lincesed and/or resisted. Things like light automatic weapons etc. CL 4 are generally illegal for the public to own and maybe resisted to the police if at all. Level 5 is the highest classification and restricted to military and Federal agancies only if not outright illegal.</br>
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In general terms CL 0 or 1 are legal and common every days off-the-shealf gear. CL 2 generally require a license or permit to own and/or use but are not to difficult to obtain. CL 3 are heavily lincesed and/or resisted. Things like light automatic weapons etc. CL 4 are generally illegal for the public to own and maybe resisted to the police if at all. Level 5 is the highest classification and restricted to military and Federal agancies only if not outright illegal.
As a final note that the highest CL is 5.  
 
  
'''MISSION TREAT LEVEL (TL)''': When the B.P.R.D. Assigns a mission, they also assign the mission a basic Threat Level. The idea here is how dangerous does the Agency believe this case will be. This is generally rated from 0-3; 0 (Gamma) is low priority, low threat level, 1 (Delta) is moderate or unkwnown threat level, 2 (Beta) is high risk or suspected threats and 3 (Alpha) is a known high danager threat. A missions threat level adds directly to the Agent's Clearance Level (i.e. a Novice Agent on a 'standard' mission of TL 1 would have a clearance level of 2).
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'''REQUISITION POINTS (RP)''': Agents that are assigned to a Mission also are assigned an Requisition 'Points'. Generally this is your CL (including any dangerous level increase) for each Agent +1 added together (a Team of 4 agents of Novice rank on a 'standard' mission would have a total of 8 RP).  
 
 
'''REQUISITION POINTS (RP)''': Agents that are assigned to a Mission also are assigned an 'Requisition Points'. These points are used to gain mission gear from the BPRD weapons lockers and equipment stores. You agents Team gain a number of these points equal to the (CL +TL +1) for each Agent added together (i.e, a Team of 4 Novice agents on a 'standard' TL 1 mission would have a total of 12 RP).  
 
  
 
Note that gear and equipment requested by the Agents is supposed to be returned at the end of the mission. Lost and stolen gear requires some paperwork to be filled out. Honest characters will make sure that if possible this gear is returned.  
 
Note that gear and equipment requested by the Agents is supposed to be returned at the end of the mission. Lost and stolen gear requires some paperwork to be filled out. Honest characters will make sure that if possible this gear is returned.  
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'''BINOCULARS (SMALL)''': Provides a magnification factor of up to ten times normal vision. Grants a +2 ''Notice'' checks to focus on a location/area. Wt. 2lbs.</br>
 
'''BINOCULARS (SMALL)''': Provides a magnification factor of up to ten times normal vision. Grants a +2 ''Notice'' checks to focus on a location/area. Wt. 2lbs.</br>
 
'''BOXES OF MATCHES OR LIGHTER (TINY)''': When ignited, cast bright light for 2" (1 yard) and dim light for 2" (2 yards) for 6 second per use. Each has 10 uses. Wt. 0.5lbs.</br>
 
'''BOXES OF MATCHES OR LIGHTER (TINY)''': When ignited, cast bright light for 2" (1 yard) and dim light for 2" (2 yards) for 6 second per use. Each has 10 uses. Wt. 0.5lbs.</br>
'''CANTEEN (MEDIUM)''': Plastic canteen hold two pints of water when full. Wt. 0.5lb empty, 4lbs full.</br>
 
 
'''FLARE (SMALL)''' Commercially available chemical flares burn red in both water and ominous corners. Flares cast light in a circle for 1 minute, bright light for 2" (4 yards), dim light for 4" (8 yards). Wt. 0.5lbs.</br>
 
'''FLARE (SMALL)''' Commercially available chemical flares burn red in both water and ominous corners. Flares cast light in a circle for 1 minute, bright light for 2" (4 yards), dim light for 4" (8 yards). Wt. 0.5lbs.</br>
 
'''MOBILE PHONE (SMALL)''': Heavily dependent on local reception and limited to domestic
 
'''MOBILE PHONE (SMALL)''': Heavily dependent on local reception and limited to domestic
calls. Includes functions of internet access, PDF, GPS, camera, etc. It is bulky enough to withstand most of the damage that the agent carrying it can dish out. Wt. 0.5lbs.</br>
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calls. It is bulky enough to withstand most of the damage that the agent carrying it can dish out. Wt. 0.5lbs.</br>
'''MRE (Meal Ready to Eat) (MEDIUM)''': Enought food or a day. Still requires water. Wt. 1lbs.</br>
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'''PEN AND NOTEBOOK (TINY)''': A small notebook with water-resistant paper and a pen. Wt. 0.5lbs,</br>
'''PEN AND NOTEBOOK (TINY)''': A small notebook with water-resistant paper and a pen. Wt. 0.5lbs.</br>
 
 
'''RADIO (SMALL)''' Handheld VHF radios that allow for communication between agents within several miles that are able to receive, depending on terrain. The radio includes an earpiece for ease of use. Wt. 1lb.</br>
 
'''RADIO (SMALL)''' Handheld VHF radios that allow for communication between agents within several miles that are able to receive, depending on terrain. The radio includes an earpiece for ease of use. Wt. 1lb.</br>
'''ROPE, NYLON 20 YARDS (10") (MEDIUM)''': light weight climbing or securing rope. Wt. 3lbs.
 
  
 
====Specialist Gear====
 
====Specialist Gear====
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'''CONTAINMENT SUIT''': CL 0, RP 0, Issued free if needed. Only available to agents with the bound ghost origin. This containment suit allows creatures without physical bodies to manifest via ectoplasm and interact with the physical world. Etheric creatures can enter a containment suit if vacant. Damage to the suit couts against the ghost character as if it is taking the wounds, etc. but only while in the suit. Once the ghost leaves a damage suit he is fine (see BOUND GHOST). Wt. 5lbs.</br>
 
'''CONTAINMENT SUIT''': CL 0, RP 0, Issued free if needed. Only available to agents with the bound ghost origin. This containment suit allows creatures without physical bodies to manifest via ectoplasm and interact with the physical world. Etheric creatures can enter a containment suit if vacant. Damage to the suit couts against the ghost character as if it is taking the wounds, etc. but only while in the suit. Once the ghost leaves a damage suit he is fine (see BOUND GHOST). Wt. 5lbs.</br>
 
Armored Version are available for special mission and these due require request. ARMOR POINTS +2; CL 2, RP 2. ARMOR POINTS +4; CL 3, RP 4. A Stab or Ballastic Vest upgrade costs RP +2.</br>
 
Armored Version are available for special mission and these due require request. ARMOR POINTS +2; CL 2, RP 2. ARMOR POINTS +4; CL 3, RP 4. A Stab or Ballastic Vest upgrade costs RP +2.</br>
'''GAS MASK (MEDIUM)''': CL 1, RP 2 point per mask. Provides the wearer +4 to Vigor checks verses the airborn toxins and poisons and their ill effects (see Hazards SWADE). However you field of vision is somewhat obscured and as such you suffer a -1 to any ranged attack (''Athletics'' throwing or ''Shooting'') and with ''Notice'' checks. with  immunity from airborne poison
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'''EMF READER (SMALL)''': CL1, RP 2 points. With an ''Electronics'' skill check can detect hidden electronic signal (like Bugs etc.) within 4" (8 yards). Can also be used with ''Occultism'' to detect Ectoplasma Energy and possibly ghost within 2" (4 yards). Wt. 2lbs.</br>
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'''GAS MASK (SMALL)''': CL 1, RP 1 point per mask. Provides the wearer +4 to Vigor checks verses the airborn toxins and poisons and their ill effects (see Hazards SWADE). However you field of vision is somewhat obscured and as such you suffer a -1 to any ranged attack (''Athletics'' throwing or ''Shooting'') and with ''Notice'' checks. with  immunity from airborne poison
 
damage or similar airborne effects, including the poisoned condition. To don or doff the mask takes an action. Wt. 1lb.</br>
 
damage or similar airborne effects, including the poisoned condition. To don or doff the mask takes an action. Wt. 1lb.</br>
'''NIGHT VISION GOGGLES (MEDIUM)''': CL 2, RP 3 points per set. (as found in SWADE pg. 68 but with some added effects/rules). Acts as Low-Light Vision (ignoring Dim and Dark illumination penalties; for double the RP (6) the goggles are “active” and ignore all Illumination penalties). However sudden burst of lights (like turning on the lights in a darkened room) requires a Vigor -2 check. Failure cause the character to be blind (as Major Hindrances) for one full round. Afterwards the character is Distracted and Vulnerable. Each round the character can attempt a new Vigor -2 check. Success ends these conditions at the end of the round, a raise instantly negates them. To don or doff the goggles takes an action. Wt. 3lbs.</br>
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'''NIGHT VISION GOGGLES (MEDIUM)''': CL 2, RP 2 points per set. (as found in SWADE pg. 68 but with some added effects/rules). Acts as Low-Light Vision (ignoring Dim and Dark illumination penalties; for double the RP (4) the goggles are “active” and ignore all Illumination penalties). However sudden burst of lights (like turning on the lights in a darkened room) requires a Vigor -2 check. Failure cause the character to be blind (as Major Hindrances) for one full round. Afterwards the character is Distracted and Vulnerable. Each round the character can attempt a new Vigor -2 check. Success ends these conditions at the end of the round, a raise instantly negates them. To don or doff the goggles takes an action. Wt. 3lbs.</br>
 
'''SATELLITE PHONE (SMALL)''': CL 1, RP 2 points. A sat phone grants occasional reliable communication with base from almost anywhere in the world. Just remember to keep it charged. Wt. 3lbs.</br>
 
'''SATELLITE PHONE (SMALL)''': CL 1, RP 2 points. A sat phone grants occasional reliable communication with base from almost anywhere in the world. Just remember to keep it charged. Wt. 3lbs.</br>
 
'''WINTER CLOTHING AND BOOTS''': CL 1, RP 1 per outfit. For treks out into winter conditions. See Cold Hazzards SWADE pg. 125. Wt. 5lbs.</br>
 
'''WINTER CLOTHING AND BOOTS''': CL 1, RP 1 per outfit. For treks out into winter conditions. See Cold Hazzards SWADE pg. 125. Wt. 5lbs.</br>
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'''OTHER'''</br>
 
'''OTHER'''</br>
Any other of the standard ADVANTURING GEAR listed in SWADE pg. 67 along with PERSONAL DEFENSE and SURVEILLANCE gear found on SWADE pg. 68 is available. The CL of the item is generally 0 or 1 but if semi-legal (like lockpicking tools) and most Surveillance gear increses this to 2. For RP most items are 1 points each, but any item with a costs of $10 or less costs no points, while items over $50 require 2 points, anything over $100 costs 3 points and anything over $500 increase the RP to 4 points each. For semi-legal or licend items add +1 to the RP and for police only issued items add +2 RP. For military only or illegal items add +4 to the RP.
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Any other of the standard ADVANTURING GEAR listed in SWADE pg. 67 along with PERSONAL DEFENSE and SURVEILLANCE gear found on SWADE pg. 68 is available. The CL of the item is generally 0 or 1 but if semi-legal (like lockpicking tools) and most Surveillance gear increses this to 2. For RP most items are 1 points each, but any item with a costs of $10 or less costs no points, while items over $50 require 2 points, anything over $100 costs 3 points and anything over $500 increase the RP to 4 points each.  
  
 
As for SIZE it will have to be GMs call. A Lighter and Lockpicking set are TINY, a Digital Camera and Candles would be SMALL while 20 yards (10") of Hemp Rope and a Tools Kit would be MEDIUM, etc. A First Aid kit is SMALL while the Medical Kit is MEDIUM. Use your best judgement. Could this item be reasonable carried in the pocket of a tacvest? If so its TINY or SMALL, if not its MEDIUM or larger.  
 
As for SIZE it will have to be GMs call. A Lighter and Lockpicking set are TINY, a Digital Camera and Candles would be SMALL while 20 yards (10") of Hemp Rope and a Tools Kit would be MEDIUM, etc. A First Aid kit is SMALL while the Medical Kit is MEDIUM. Use your best judgement. Could this item be reasonable carried in the pocket of a tacvest? If so its TINY or SMALL, if not its MEDIUM or larger.  
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====Ritual and Divine Components====
 
====Ritual and Divine Components====
 
These are magical and blessed items that could have a use in field on most/many missions.</br>  
 
These are magical and blessed items that could have a use in field on most/many missions.</br>  
'''GHOST BOX (MEDIUM)''': CL 1, RP 3 points. Basically a handheld EMP Radio scanner with a frequency scan mode that some ghost hunters claim allows communication with spirits. This grants the user an ''Electronics'' or ''Occultism'' skill check to determine if there is a spirit nearby (within 4" or 8 yards). Wt. 3lbs.</br>
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'''GHOST BOX (MEDIUM)''': CL 1, RP 2 points. A radio with a frequency scan mode that some ghost hunters claim allows communication with spirits. This grants the user an Electronics or Occultism skill check to determine if there is a spirit nearby. Wt. 3lbs.</br>
 
'''HOLY WATER (SMALL per vial)''': CL 0, RP 1 point per vial.  Against some creatures, the sanctified water causes their supernatural abilities to short circuit. In others, it physically burns as if it were acid. Sometimes, it just causes them to be slightly wet and rather annoyed. If the creature has a bane associated with Holy or Radiant damage, the creature suffers associated to their individual bane from each splash, spill, or pour of holy water.</br>
 
'''HOLY WATER (SMALL per vial)''': CL 0, RP 1 point per vial.  Against some creatures, the sanctified water causes their supernatural abilities to short circuit. In others, it physically burns as if it were acid. Sometimes, it just causes them to be slightly wet and rather annoyed. If the creature has a bane associated with Holy or Radiant damage, the creature suffers associated to their individual bane from each splash, spill, or pour of holy water.</br>
Characters with the Conviction Limited Awakening Theme can bless a number of vial of Holy Water equal to half their Spirits or ''Faith'' dice (whichever is higher) after an hour long ritual. Wt. 0.5lbs a vial.</br>
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Characters with the Conviction Limited Awakening Theme can bless a number of vial of Holy Water equal to half their Spirits or Faith dice (whichever is higher) after an hour long ritual. Wt. 0.5lbs a vial.</br>
 
'''PRAYER BEADS AND HOLY SYMBOL (TINY)''': CL 1, RP 2 points. By expending an Action against creatures with the bane against holy symbles allows a Contest of Spirits check. Failure by the creature of the bane it cannot approach the barer. This can be repeart each round. Comes in all faiths but requires the individual is a believer in that faith for it to work. Wt. 0.5lbs.</br>
 
'''PRAYER BEADS AND HOLY SYMBOL (TINY)''': CL 1, RP 2 points. By expending an Action against creatures with the bane against holy symbles allows a Contest of Spirits check. Failure by the creature of the bane it cannot approach the barer. This can be repeart each round. Comes in all faiths but requires the individual is a believer in that faith for it to work. Wt. 0.5lbs.</br>
'''RITUAL OF EXORCISM (SMALL)''': CL 2, RP 4 points. This is a small book of religious texts that allows a agent to perform an Exprcism Ritual that can expel a ghost, spirit, demon or other entity that is possession a unwilling victim or item (or even cursed or unholy sites). As with other Rituals this is a Dramatic Task (SWADE pg. 122). A basic task is a '''''Chanelling Test''''' (requiring 4 tokens in 3 'rounds). Each round is 10 minutes long and requires an ''Occultism'' or ''Faith'' skill checks (using the Faith skill adds +2 to the caster's checks). There can be penalties to these tasks depending on how strong the spirit is. Complications can cause the spirit to attempt to possesse the exorcist with the caster of the ritual suffering an additional -2. The ritual requires Prayer Beads or Holy Symbols and other components (as from a Ritual Deployment Kit). Wt. 1lb.</br>
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'''RITE OF EXORCISM (SMALL)''': CL 2, RP 4 points. This is a small book of religious texts that allows a agent to perform a 10 minute Ritual that can expel a ghost, spirit, demon or other entity that is possession a unwilling victim or item (or even cursed or unholy sites). This is a contest of one ''Faith'' or ''Occultims'' vs. the enemy's Spirits. A limited awakened Conviction indiduals gains a +2 to this test. The victim must be willing or restrained in somewhat if a living being. The ritual requires material (as from a Ritual Deployment Kit). Wt. 1lb.</br>
'''RITUAL DEPLPYMENT KIT (MEDIUM)''': CL 2, RP 6 points. This is a case full of chalk, candles, matches, aradia and cernunnos charms, a chalice, various herbs, a few grams of Censer and incense, etc. This kit carries common ritual components required to preform such a task (see Rituals under House Rules). Wt. 5lbs.</br>
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'''RITUAL DEPLPYMENT KIT (MEDIUM)''': CL 1, RP 4 points. This is a case full of chalk, candles, matches, aradia and cernunnos charms, a chalice, various herbs, a few grams of Censer and incense, etc. That can be used to aid in the preform a ritual via a Ritual written in a arcane or holy Tome. Thise are seperate items but are often used in the field for found tomes or rituals in the field. Wt. 5lbs.</br>
'''SPIRIT BOARD (MEDIUM)''': CL 1, RP 4 points. A spirit board allows a non-psychic to communicate with spirits that are not manifest by spending 10 minutes Ritual with an ''Occultism'' check and waiting for the spirit to respond. Success means the spirit will respond either yes or no, or spell out the answer using up to five words for one question. The spirit can answer up to 1d4+2 questions. Generally requires at least a full 24 hours for the board to 'rest' before it can communicate with spirits again in this way. Wt. 4lbs.</br>  
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'''SPIRIT BOARD (MEDIUM)''': CL 1, RP 3 points. A spirit board allows a non-psychic to communicate with spirits that are not manifest by spending 10 minutes Ritual and waiting for the
'''TAROT CARDS (SMALL)''': CL 1, RP 3 points. The user can read the cards as part of a hour long ritual with a ''Occultism''. Success allows the Agents can ask 1d4 questions, and the GM can answer with yes, no, doom, insight, or unclear. If the answer is doom, the proposed course of action or line of investigation will be dangerous or problematic for the agents. A Spirits check will lead to a positive resolution. Each additional question asked invites Doom. It requires at least a week of 'rest' for the cards to be used again safely. Wt. 0.5lbs.
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spirit to respond. The spirit can respond either yes or no, or spell out the answer using up to five words for one question. The spirit can answer up to five questions. Generally requires at least a full 24 hours for the board to 'rest' before it can communicate with spirits again in this way. Wt. 4lbs.</br>  
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'''TAROT CARDS (SMALL)''': CL 1, RP 3 points. The user can read the cards as part of a hour long ritual. Agents can ask three questions, and the GM can answer with yes, no, doom, insight, or unclear. If the answer is doom, the proposed course of action or line of investigation will be dangerous or problematic for the agents. A Spirits check will lead to a positive resolution. Each additional question asked invites Doom. It requires at least a week of 'rest' for the cards to be used again safely. Wt. 0.5lbs.
  
 
====Specialist Technical Kits====
 
====Specialist Technical Kits====
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NEW FIREARMS TYPES</br>
 
NEW FIREARMS TYPES</br>
'''S&W HAND CANNON (MEDIUM)''': CL 3, RP 6 poits. Also called the ''Hellboy Special'' as he made it popular in the field. This enormous high caliber five cynder revolver was built specially for the B.P.R.D. who has to develop specialize rounds full of exotic chems and exiler to affect various supernaturals that they have enoutered over the years.</br>  
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'''ZINCO HAND CANNON (MEDIUM)''': CL 3, RP 6 poits. Also called the ''Hellboy Special'' as he made it popular in the field. This enormous high caliber five cynder revolver. The B.P.R.D. has to develop specialize rounds full of exotic chems and exiler to affect various supernaturals that they have enoutered over the years.</br>  
 
RANGE 15/30/60, DAMAGE 2d10, AP 3, ROF 1, SHOTS 5, MIN STR d12. WEIGHT 6lbs COST $750
 
RANGE 15/30/60, DAMAGE 2d10, AP 3, ROF 1, SHOTS 5, MIN STR d12. WEIGHT 6lbs COST $750
  
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'''RIFLE SCOPE (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 4lbs.</br>
 
'''RIFLE SCOPE (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 4lbs.</br>
 
'''EXTENDED MAGAZINE (SMALL or MEDIUM)''': CL 2, RP 2 points per magazine. Longer magazines or a drum keep you in the fight. For any non-revolver or interanal mag (like pump shotguns) firearm can be requested. Pistols gain 7 addition ammunition shots, for SMG and Assault riles gain and additional 15 shots. The Tompson SMG can fit a 50 round drum for 3RP, a size of MEDIUM and 4lbs. Wt. 1lb. per full pistol clip and 2+lbs for rifles.</br>
 
'''EXTENDED MAGAZINE (SMALL or MEDIUM)''': CL 2, RP 2 points per magazine. Longer magazines or a drum keep you in the fight. For any non-revolver or interanal mag (like pump shotguns) firearm can be requested. Pistols gain 7 addition ammunition shots, for SMG and Assault riles gain and additional 15 shots. The Tompson SMG can fit a 50 round drum for 3RP, a size of MEDIUM and 4lbs. Wt. 1lb. per full pistol clip and 2+lbs for rifles.</br>
'''SPEED LOADER (TINY or SMALL for S&W Hand Cannon)''': CL 2, RP 2 points per speed loader. For any revolver firearm. Allows full reload of weapon as a Clip Magazine. Speed loaders must be reloaded between uses. Wt. 1lb. per full speed-loader (2lbs for each of the S&W Hand Cannon) </br>
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'''SPEED LOADER (TINY or SMALL for Zinco Hand Cannon)''': CL 2, RP 2 points per speed loader. For any revolver firearm. Allows full reload of weapon as a Clip Magazine. Speed loaders must be reloaded between uses. Wt. 1lb. per full speed-loader (2lbs for each of the Zinco Hand Cannon) </br>
 
'''SILENCER (SMALL)''': CL 3, RP 2 points per weapon. Reduces the noise of a firearm so that only creatures in the immediate area can hear it fire. Requires a ''Hearing'' Notice check at -4. Not available for revolvers, shotguns or machine guns (or flamethrowers). Wt. 1lb.
 
'''SILENCER (SMALL)''': CL 3, RP 2 points per weapon. Reduces the noise of a firearm so that only creatures in the immediate area can hear it fire. Requires a ''Hearing'' Notice check at -4. Not available for revolvers, shotguns or machine guns (or flamethrowers). Wt. 1lb.
  
 
Ammo Requests</br>
 
Ammo Requests</br>
'''ARMOUR PIERCING ROUNDS''': CL 2, RP 2 points per magazine. A Tungsten core that penetrates armour. Firearms using Armor piercing rounds increase the AP of the firearm by 2 but also deal -2 to damage.</br>
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'''ARMOUR PIERCING AMMO''': CL 2, RP 2 points per magazine. A Tungsten core that penetrates armour. Firearms using Armor piercing rounds increase the AP of the firearm by 2 but also deal -2 to damage.</br>
'''FULL METAL JACKET ROUNDS''': Standard Equipment Ammo, RP 1 point for every 2 additional magazines.</br>
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'''FULL METAL JACKET''': Standard Equipment Ammo, RP 1 point for every 2 additional magazines.</br>
'''INCENDIARY ROUNDS''': CL 3, RP 5 points per magazine. Deal an additional +1d4 fire damage to the target. </br>
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'''INCENDIARY AMMO''': CL 3, RP 3 points per magazine. Deal an additional +1d4 fire damage to the target. </br>
'''RUBBER ROUNDS''': CL 1, RP 1 point per magazine. Deal half damage against targets but they must also make a Vigor check (-2 if you got a raise to hit them) or be Distracted and Vulnerable for one round. Also will not Bleed Out (see SWADE pg.)</br>
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'''RUBBER ROUNDS''': CL 1, 1 point per magazine. Deal half damage against targets but they must also make a Vigor check (-2 if you got a raise to hit them) or be Distracted and Vulnerable for one round. Also will not Bleed Out (see SWADE pg.)</br>
'''SILVER ROUNDS''': CL 3, RP 3 points per magazine.  Though a poor metal for a projectile, the Bureau have found them effective against many creatures. The firearms AP drops to 0.  
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'''SILVER''': CL 3, RP 2 points per magazine.  Though a poor metal for a projectile, the Bureau have found them effective against many creatures. The firearms AP drops to 0.  
  
Additional Ammo types for the S&W HAND CANNON</br>
+
Additional Ammo types for the ZINCO HAND CANNON</br>
'''ACID ROUNDS''': CL 3, RP 5 per five rounds.</br>
 
'''EXPLODING ROUNDS''': CL 3, RP 5 per five rounds.</br>
 
'''HOLY ROUNDS''': CL 1, RP 2 per five rounds.</br>
 
  
 
====Explosives====
 
====Explosives====
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Instead of listed out a huge shopping list of items for the Agents to pick from I am going to provide a few examples. On certian mission the agency might suggest a few others or the players can come up with there crazy ideas. Note that I am going to use some (many) of the ideas found in the Savage Pathfinders and Fantasy Companion lists of Magical Items along with the SPC lists of "Itens of Power" for idea and the players can ask for many of these specifically. Not saying I will grant them even access to such but keep them in mind.
 
Instead of listed out a huge shopping list of items for the Agents to pick from I am going to provide a few examples. On certian mission the agency might suggest a few others or the players can come up with there crazy ideas. Note that I am going to use some (many) of the ideas found in the Savage Pathfinders and Fantasy Companion lists of Magical Items along with the SPC lists of "Itens of Power" for idea and the players can ask for many of these specifically. Not saying I will grant them even access to such but keep them in mind.
  
'''ANKH (SMALL)''': CL 1, RP 4 points. Dating back to the First Dynasty, the Research Department is unsure of the ankh's original function. Those available for use are from the Old Kingdom and are infused with the power of life. While carrying one on your person the first time a character is Incapacitated by Wounds (see SWADE pg. 95) treat her Vigor test as gaining a Raise automatically without need to a check. The Ankh must be returned to the Research Department for 'rechanging' before it can be used in this way again. Wt. 1lb.</br>
+
'''ANKH (SMALL)''': CL 1, RP 4 points. Dating back to the First Dynasty, the Research Department is unsure of the ankh's original function. Those available for use are from the Old Kingdom and are infused with the power of life. While carrying one on your person the first time a character is Incapacitated by Wounds (see SWADE pg. 95) treat her Vigor test as gaining a Raise automatically without need to a check. The Ankh must be returned to the Research Department for 'rechanging' before it can be used in this way again.</br>
 
'''BLESSED or MAGICAL WEAPON (Size Varies by weapon)''': CL 2, RP 8 points. Ancient weapons include all manner of swords, spears, daggers, knives, and axes from historic lost cultures. A few can be requisitioned, but agents could also run across one of these blades in the field. These weapons at their base grant a +1 ''Fighting'' checks and deal +2 damage that either counts as Radiant/Holy damage or Arcane/Magical damage. This can matter against certain supernatural's banes. </br>  
 
'''BLESSED or MAGICAL WEAPON (Size Varies by weapon)''': CL 2, RP 8 points. Ancient weapons include all manner of swords, spears, daggers, knives, and axes from historic lost cultures. A few can be requisitioned, but agents could also run across one of these blades in the field. These weapons at their base grant a +1 ''Fighting'' checks and deal +2 damage that either counts as Radiant/Holy damage or Arcane/Magical damage. This can matter against certain supernatural's banes. </br>  
'''LUCKY CHARMS (SMALL)''': CL 1, RP 4 points. Many agent carry lucky charms but to be granted one of these relics has real effects (beyond what a individual might believe). Carrying one on your person grants the character one addition Benny for this mission. Wt. 0.5lbs.</br>
+
'''LUCKY CHARMS (SMALL)''': CL 1, RP 4 points. Many agent carry lucky charms but to be granted one of these relics has real effects (beyond what a individual might believe). Carrying one on your person grants the character one addition Benny for this mission.</br>
'''MYSTIC SIGIL (SMALL)''': CL 2, RP 8 points.  The B.P.R.D. has an entire selection of mystic sigils in a variety of portable articles from necklaces to notebook covers. When carried on one's person these allow the character to re-roll any one trait, ability or skill check so long as the test was not a Critical Failure. They must however accept the new roll. After they have used this ability it requires a hour of 'rest' before the sigil can be used again. You could also break the sigil as part of a successful melee attack (armed or unarmed). This destroys the sigil but the creature you attacked deals an addition +2d6 Radiant or Holy damage to the target in addition to the best attacks damage. Wt. 0.5lbs.</br>
+
'''MYSTIC SIGIL (SMALL)''': CL 2, RP 8 points.  The B.P.R.D. has an entire selection of mystic sigils in a variety of portable articles from necklaces to notebook covers. When carried on one's person these allow the character to re-roll any one trait, ability or skill check so long as the test was not a Critical Failure. They must however accept the new roll. After they have used this ability it requires a hour of 'rest' before the sigil can be used again. You could also break the sigil as part of a successful melee attack (armed or unarmed). This destroys the sigil but the creature you attacked deals an addition +2d6 Radiant or Holy damage to the target in addition to the best attacks damage.</br>
'''SCHUFFTEIN GLASSES (MEDIUM)''': CL 1, RP 8 points. Created by Emil Schufftein in 1878, three pairs of these glasses have been recovered so far. Though bulky with a leather harness, the glasses use four crystal dioptres to penetrate through glamour and magic illusions. While wearing these google like glasses you can ignore or see through the following powers to see a creatures "true" form and see Ghosts - Chameleon, Illusion and Invisibility. However wearing them for too long can be disorienting. After one minute (10 rounds) of use the wearing is Distracted and Vulnerable. Removing them removes these condition after one hour or rest. Wt. 4lbs.</br>
+
'''SCHUFFTEIN GLASSES (MEDIUM)''': CL 1, RP 8 points. Created by Emil Schufftein in 1878, three pairs of these glasses have been recovered so far. Though bulky with a leather harness, the glasses use four crystal dioptres to penetrate through glamour and magic illusions. While wearing these google like glasses you can ignore or see through the following powers to see a creatures "true" form and see Ghosts - Chameleon, Illusion and Invisibility. However wearing them for too long can be disorienting. After one minute (10 rounds) of use the wearing is Distracted and Vulnerable. Removing them removes these condition after one hour or rest.</br>
'''WARDING TALISMAN (SMALL)''': CL 1, RL 6 points.  Symbols of the various faiths or saints and even stones and crystals can protect the wearer when imbued. They grant Resistance (as Elemental Resistance) against psionic and magical mental abilities such as Mind Control, Mind Reading and Possession. They can also be broken (destroyed) to end any effects of a magical or divine 'curse' on the character. What a curse might be can be determined by the GM. Wt. 0.5lbs.
+
'''WARDING TALISMAN (SMALL)''': CL 1, RL 6 points.  Symbols of the various faiths or saints and even stones and crystals can protect the wearer when imbued. They grant Resistance (as Elemental Resistance) against psionic and magical mental abilities such as Mind Control, Mind Reading and Possession. They can also be broken (destroyed) to end any effects of a magical or divine 'curse' on the character. What a curse might be can be determined by the GM.
 
 
 
==Examples of Character Creation==
 
==Examples of Character Creation==
 
<font size=1>[https://wiki.rpg.net/index.php/SavageHellboySWADE Back to Top] </font></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SavageHellboySWADE Back to Top] </font></br>
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ATTRIBUTES: Agility d6, Smarts d10, Spirts d8, Strength d6, Vigor d6</br>
 
ATTRIBUTES: Agility d6, Smarts d10, Spirts d8, Strength d6, Vigor d6</br>
 
Pace 6, Parry 4, Toughness 7 (2)</br>
 
Pace 6, Parry 4, Toughness 7 (2)</br>
SKILLS: Academics d4, Athletics d4, Common Knowledge d8, Fighting d4, Notice d6, Occultism d8+2, Persuasion d6, Psionics d10, Research d4, Science d8, Shooting d6, Stealth d4, Weird Science d6</br>
+
SKILLS: Athletics d4, Common Knowledge d8, Fighting d4, Notice d6, Occultism d8+2, Persuasion d6, Psionics d10, Research d4, Science d8, Shooting d6, Stealth d4, Weird Science d6</br>
EDGES: Arcane Reistance, Elan, Jack-of-all-Trades, Luck, Scholar (Occultism)</br>
+
EDGES: Arcane Reistance, Elan, Luck, Scholar (Occultism)</br>
 
HINDRANCE: Curiousity (Major), Obligation (the BPRD, Major)</br>
 
HINDRANCE: Curiousity (Major), Obligation (the BPRD, Major)</br>
 
Gear: Glock 9mm Pistol (Range 12/24/48, Damage 2d6, AP1, ROF1, Ammo 17, Wt. 3lbs) with 3 full clips (3lbs); BPRD Ballistic TacVest (Torso; AP2, -4 to ballistic damage; Wt. 6lbs); 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), Healing Bowl (7lbs), generally request a BPRD Laptop (Wt. 5lbs)</br>
 
Gear: Glock 9mm Pistol (Range 12/24/48, Damage 2d6, AP1, ROF1, Ammo 17, Wt. 3lbs) with 3 full clips (3lbs); BPRD Ballistic TacVest (Torso; AP2, -4 to ballistic damage; Wt. 6lbs); 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), Healing Bowl (7lbs), generally request a BPRD Laptop (Wt. 5lbs)</br>
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*Scan (psychic powers and users) [2]</br>
 
*Scan (psychic powers and users) [2]</br>
 
*Telepathy [2]</br>
 
*Telepathy [2]</br>
*Healing (Cure +2, Requires Touch -2, Restoration +2; Device -2 Easily grabbed) [5] "Healing Rod" - an Weird Science devie requiring that skill (Wt. 7lbs)</br>
+
*Healing (Cure +2, Fatigue +2, Refresh +2, Requires Touch -2, Restoration +2; Device -2 Easily grabbed) [7] "Healing Rod" - an Weird Science devie requiring that skill (Wt. 7lbs)</br>
 
*Super Attributes: +2 steps to Smarts and +1 step to Spirits [6]</br>
 
*Super Attributes: +2 steps to Smarts and +1 step to Spirits [6]</br>
*Super Edge: Jack-of-all-Trades, Scholar -Occultism [4]</br>
+
*Super Edge: Scholar -Occultism [2]</br>
*Super Skills: +2 steps to Psionics, Sciences, and Occultism, +1 step to Academics [7]
+
*Super Skills: +2 stes to Psionics and Sciences, +1 step to Occultism [5]
  
  

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