Editing SavageHellboySWADE

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 264: Line 264:
 
'''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
+
'''GAS MASK (SMALL)''': 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
 
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>
 
'''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>

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)