Difference between revisions of "SavageHellboySWADE"

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(Remarkable Humans)
(Supernatural)
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Limited Awakening
 
Limited Awakening
  
===Supernatural===
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===Supernatural Origin===

Revision as of 13:12, 5 May 2022

SAVAGE HELLBOY
This is a conversion of the Hellboy/B.P.R.D. game idea. This conversion is not complete or covers everything but to get a 'feel' of the setting to SWADE.

Hellboy cover art.jpg

RULES & SETTING RULES

Savage World Adventure Edition (SWADE) and the Super Powers Companion (SPC)

Setting Rules (SWAE pg. 136-141)

Born a Hero - ignore Rank requirements for Edges at character creation
Convictions: Gain conviction for heroic deads. When spent they grant a +1d6 to any Trait roll total; which can also Ace
High Adventure - the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements
More Skill Points - heroes start with 15 points for Skills
Multiple Languages - start with native in a d8 and start with ½ Smarts dice in additional languages at d6. These languages can include ancient languages and some weird alien tounges.
Wound Cap - heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls

CHARACTER CREATION

  • Pick your Agent's Role within the B.P.R.D.
  • Pick Remarkable Human or Supernatural and apply points as described
  • Apply 5 points for Attribute Traits
  • Apply 15 points for Skills and base Starting Skills
  • Assigm one Major and two Minor Hindrances. Spend these points as described on SWADE pg. 9
  • Pick your Native Languages at d8 and then ½ your Smarts die in additional Languages starting at a d6 each.

B.P.R.D. Agents and Concsultants

What is your Role within the B.P.R.D.? Are you a field agent who works to protect the team and provides a lot of training on who to solve the mysteries that are assigned them, or are you Concscultant, assigned to the team because of some special expertise?

Field Agent are well rounds in dealing with direct threats and unconvering the truth. FIeld Agents should be well rounded, with a lot of knowledge and abilities and not really to focused on one area.

Base Attributes: most agents should be well rounded and have at least a d6 in all five Attribute Traits. All of these traits at higher levels will help them with their jobs.
Base Skills: Requires a Acedemia d4+, Common Knowledge d6+, Fighting d4+, Persuasion d6+, Research d4+, Shooting d4+
Base Edges: none but Combat, Leadership and Social Edges are important
Base Hindrances: cannot have the following --

Field Operators or Concsultant

Base Attributes:
Base Skills: Requires a Acedemia d4+, Common Knowledge d6+, Fighting d4+, Persuasion d6+, Research d4+, Shooting d4+
Base Edges:
Base Hindrances:

Field Agalyst

Base Attributes:Base Skills: Requires a Acedemia d4+, Common Knowledge d6+, Fighting d4+, Persuasion d6+, Research d4+, Shooting d4+
Base Edges:
Base Hindrances:

Research and Development

Base Attributes:
Base Skills: Requires a Acedemia d4+, Common Knowledge d6+, Fighting d4+, Persuasion d6+, Research d4+, Shooting d4+
Base Edges:
Base Hindrances:

Remarkable Humans

You have XX

Field Agent +4 steps in Attributes Traits but no more then +2 to any one trait and a maximum of a d12 in all. +4 steps in Skills that can be spend on Common Sense, Fighting, Healing, Notice, Persuasion, Research, Shooting and Stealth. No one that +2 steps to any one skill, these skills are still tied to their Attribute and anything that exceeds that cost double as normal. Maximum of any one Skill is a d12 +2 Edges choosen from Combat, Leadership and/or Social

Limited Awakening

Supernatural Origin