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'''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>
 
'''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>
 
'''FULL METAL JACKET ROUNDS''': Standard Equipment Ammo, RP 1 point for every 2 additional magazines.</br>
 
'''FULL METAL JACKET ROUNDS''': 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 ROUNDS''': 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>
 
'''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>
'''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 ROUNDS''': 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 S&W HAND CANNON</br>
'''ACID ROUNDS''': CL 3, RP 5 per five rounds.</br>
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'''ACID ROUNDS'''</br>
'''EXPLODING ROUNDS''': CL 3, RP 5 per five rounds.</br>
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'''EXPLODING ROUNDS'''</br>
'''HOLY ROUNDS''': CL 1, RP 2 per five rounds.</br>
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'''HOLY 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>
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'''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>
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'''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>
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'''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>
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'''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.
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'''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==

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