Difference between revisions of "SavageHellboySWADE"

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(Theme Bonuses and Modifiers)
(Roles of B.P.R.D. Agents and Concsultants)
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'''Field Agent''' has to be well rounds in order to deal with direct threats and unconvering the truth. FIeld Agents should be well rounded, in stats, skills and abilpes that reflect that.  
 
'''Field Agent''' has to be well rounds in order to deal with direct threats and unconvering the truth. FIeld Agents should be well rounded, in stats, skills and abilpes that reflect that.  
:''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.
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:''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. They do have some specialization through - a Team Leader have Battle d4+ and Intimidate d4+ and should focus on Leadership and Social Edges, Combat Specialist should have Fighting and Shooting of d6+ along with a focus on Combat Edges, a Field Medic should have Healing d6+ along with maybe the Healer's Edge (from Weird Edges), an Investigator should have Notice d6+ and Research d6+ and the Investigator Edge, etc. 
 
:''Skill Requirements'': Acedemia d4+, Common Knowledge d6+, Fighting d4+, Occultism d4+, Persuasion d6+, Research d4+, Shooting d4+
 
:''Skill Requirements'': Acedemia d4+, Common Knowledge d6+, Fighting d4+, Occultism d4+, Persuasion d6+, Research d4+, Shooting d4+
:''Common Edges'': any Combat, Leadership and Social Edges are important
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:''Common Edges'': any Combat, Leadership and Social Edges are important. Some Background and Weird Edges can also be important depending on the speciality.
:''Forbidden Hindrances'': cannot have the following --
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:''Forbidden Hindrances'': cannot have the following --and
  
'''Field Agalyst'''
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'''Research and Development''': generally confind back in the safety of the B.P.R.D. Headquarters base, none the less these scientist and arcane builders of the weird and fantastic
:''Base Attributes'': Smarts and Spirits of d6+ and often higher.
 
:''Skill Requirements'': as Field Agent plus
 
:''Common Edges'':
 
:Forbidden Hindrances:
 
 
 
'''Research and Development'''
 
 
:''Base Attributes'': Smarts d8+ often higher.  
 
:''Base Attributes'': Smarts d8+ often higher.  
 
:''Skill Requirements'': Any combination of Acedemia, Common Knowledge, Electronics, Hacking, Occultism, Research and Science at high levels depends on expertise.  
 
:''Skill Requirements'': Any combination of Acedemia, Common Knowledge, Electronics, Hacking, Occultism, Research and Science at high levels depends on expertise.  

Revision as of 15:44, 6 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

The rules setting for this game are the 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

House Rules

  • Not using any of the Arcane Backgrounds nor any Powers from the SWADE. Note however that Arcane Reistance is allowed and protects against all forms of Supernatural Powers etc.

CHARACTER CREATION

  • Pick a overall Theme. See below but this is mostly to determine your background and will modify you in various degrees later.
  • Pick your Agent's Role within the B.P.R.D.
  • Apply 5 points for Attribute Traits
  • Apply 15 points for Skills and base Starting Skills
  • Pick a starting Edge. Standard for Humans and for this game just easier if everyone, even the non-humans start with the basics and build from that. Also gain the Super Powered Edge (SPC pg) for free. See Themes for how you can spend these points.
  • 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.

Themes

Is your B.P.R.D. Agents just a highly trained human or have you been partially touched by the supernatural or even are you a supernatural creature like a Vampire or a Ghost? Don't spend these points yet but just picking a theme to helo you know where your character is heading.

Roles of 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?
These roles are only for the suggestion of how to built an agent to meeting the needs of the B.P.R.D. in its investigations of the supernatural but also in defending the rest of humanity from the danagers that many such entities poss.

Field Agent has to be well rounds in order to deal with direct threats and unconvering the truth. FIeld Agents should be well rounded, in stats, skills and abilpes that reflect that.

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. They do have some specialization through - a Team Leader have Battle d4+ and Intimidate d4+ and should focus on Leadership and Social Edges, Combat Specialist should have Fighting and Shooting of d6+ along with a focus on Combat Edges, a Field Medic should have Healing d6+ along with maybe the Healer's Edge (from Weird Edges), an Investigator should have Notice d6+ and Research d6+ and the Investigator Edge, etc.
Skill Requirements: Acedemia d4+, Common Knowledge d6+, Fighting d4+, Occultism d4+, Persuasion d6+, Research d4+, Shooting d4+
Common Edges: any Combat, Leadership and Social Edges are important. Some Background and Weird Edges can also be important depending on the speciality.
Forbidden Hindrances: cannot have the following --and

Research and Development: generally confind back in the safety of the B.P.R.D. Headquarters base, none the less these scientist and arcane builders of the weird and fantastic

Base Attributes: Smarts d8+ often higher.
Skill Requirements: Any combination of Acedemia, Common Knowledge, Electronics, Hacking, Occultism, Research and Science at high levels depends on expertise.
Common Edges:
Forbidden Hindrances:

Concsultant

Base Attributes: none.
Skill Requirements: none. Instead make sure you focus on those skills that you 'specialize' in. Are you a
Common Edges:
Forbidden Hindrances:

Theme Bonuses and Modifiers

You should pick one of the following Themes below for the most common types of Agents found in the B.P.R.D. If you don't see one below that you like

Campagain Power Level II. Remarkable humans, limited awakened humans and the supernatural.
Super Power Points: 30
Power Limit: 10

BASIC THEMES
REMARKABLE HUMANS: Humanity makes up the overwhelming majority of the population in the mortal world. Though they may be more fragile than some of their more notorious colleagues, the remarkable agents that make up the bulk of the Bureau are no less impressive. With unmatched focus and unwavering commitment, they are the best and brightest humanity has to offer.
Despite the presence of demons, ghosts, werewolves, witches, elder gods, giant gorillas, necromancers, and undying Nazis, humanity is still on top — for the moment. The majority of the B.P.R.D. and the overwhelming population of the world at large are human, though to many reatures to be simply human again would be worth anything and everything. It is no wonder that remarkable humans make up the majority of the B.P.R.D. leadership structure and pool of field agents.
Power Point Spends: You can raise any of your Attributes or Skills to a maximum level of a d12+1. You are not allowed to later raise them above this maximum except through Legendary Edges. Other powers that cannot be explained easily as Training (for example Dead Shot) must be defined as a device and could include Weird Science experiments or Magic item, etc. Generally no more then one without GM approval.

LIMITED AWAKENED: During your time with the B.P.R.D., or even before you joined, things became somewhat… complicated. Maybe you discovered your grandmother was a witch, perhaps you touched a cursed idol, or possibly you started to hear the voices of dead people. Regardless, something in your humanity has been substituted along the way, granting you certain abilities that you still do not fully comprehend. You’re certain that trying to understand them will unlock more of these powers, but none of this answers why you keep getting randomly selected for testing in one of the live-in labs. Are you the only one not on that mailing list?
For a Limited Awakening you can spend points as above for a Remarkable Human with the following features based on the type of 'Awakening' you had...
TYPES

LIMITED PSYCHIC: You have a single limited or multiple minor psychic powers that are beyond scientific understanding. Power Point Spends - You can purchase up to 10 points (total) in Power(s) that you can define as Psychic. These powers use the Psionics (Smarts) skill to activate and control. For Example a Medium might be able to talk to ghost. This power could be purchases as Mind Reading and/or Telepathy (Limited - only with Ghosts and Spirits -2).
CURSED: One of the more unique occupational hazards while working for the B.P.R.D. is that a curse of legend will turn out to be all too real. Power Point Spends- You can purchase Heightened Senses to reflect your limited cursed form and you can raise your Notice skill to above the d12+1 limit. You can also purchase Melee Weapons - Bite and/or Claw (but with a maximum damage of Str+d6). You can also start with Regeneration of 2 points. Note you cannot spend more the a total of 10 points on these powers.
CONVICTION: Your faith is so strong that it grants you special abilities. This could mean you are an ordained priest within an Establish religion but does not have to. Your faith is strong if you follow one religion or not. Power Point Spends - You can purchase any power that you can define as Holy and assign that 'trapping' to all these powers. These powers use the Faith (Spirits) skill to activate and control.
MYSTICAL BLOODLINE: Arcane magical rituals are considered dangerous, fueld by the dark gods of old. But there are some individuals who can handle the dark energies and turn them against them. Power Point Spends- You can purchase up to 10 points (total) in Power(s) that you can define as Arcane Magic and assign that 'trapping' to all these powers. These powers use the Spellcasting (Smarts) skill to activate and control.
FAE INFLUENCED: Power Point Spends -
WEIRD SCIENCE: Power Point Spends -

SUPERNATURAL ORIGIN: There are full on psychics, mystics and warlocks, werewolves, vampires, demons and fae creatures in the world. Most are hostile but not all. You are one that has chosen to ally yourself with humanity against these dark forces. Supernatural count as a wide range of Types and hench tend to have many Sub-Types. For this reasone
You can spend all of your points on Super Powers so long as they are defined are part of your 'nature' or origin of your supernatural gift (or curse).

THE CURSES: The cursed are a varied group. There are those who are granted abilities to ensure they may better serve their new masters, individuals that find themselves under the skin-crawling Wendigo curse, and those who find themselves with a blood thirst or acting as a vessel for demonic forces. Often, those who are cursed find that the only resolution available to them is oblivion. Those cursed with demonic influence may simply find that they were part of a long-dead demon’s forgotten plan. All too often, however, both the demon and their plan still live. Note that all associated supernatural have Banes. Banes are supernatural or super hero level Hindrances and count as granted limited or a few additional points in Super Powers but these can only be spent in very limited way. See individual Sub-Types. NOTE that for all Curses you should take some level of either Outsider or Secret as part of your nature to the outside world. The BPRD is rather forgiving and open to the weird and legendary evil monsters in their ranks but does except that they are willing to help defend humanity against the other dark forces out there.
In addition, you may find that both mortal and supernatural creatures will react differently based upon your supernatural origin. Psychics, for example, may find they are of great interest to ghosts and spirits. Power always comes with a price.
All commonly have the following Super-Powers: Immunity to Disease and Posions, Hardy, Regeneration (2pt) and/or Toughness
SUB-TYPE OF CURSED

HALLOWED: Perhaps your curse was via a cursed object that you did not notice when you stepped on it, or maybe when you stared into the abyss, something stared back into you. Your curse has led to you surviving more than you care to mention, though even you have noticed that the experience has left you increasingly hollow. It is becoming harder to care as much as it once was. The world increasingly feels like the colour is being drained out of it. There are no universial powers for the Hallowed as it can include so many sub-sub-types.
Other Common Powers: Ageless, Doesn’t Breathe, Doesn't Eat, Doesn't Sleep, Environmental Resistance, Fear, Fearless, Leaping (max level 2), Melee Attack (max Str+d6), Super Attributes and Skills (generally limited to a max of d12+3), Super Edges, Undead with the Spark of Life mod.
Banes: Bad Luck (as Hindrance) [-2] and another common Bane (but not universial) is Cannot Speak [-1]. These banes can grant you 2 (or 3 with Cannot Speak) additional Power Points that you can spend on Other Common Powers.
VAMPIRE: To many, the demonic nature of a curse is more a balance of trading one life for another. The power granted by the creature that turned you to this new unending existence, however, remains deeply embedded in your psyche. Though it might be buried deep, it can never be forgotten. Fortunately, due to the nature of the B.P.R.D.’s work, often the creature that turned you rarely continues to exist long enough to gloat.
Universial Powers: Ageless (1), Doesn’t Breathe (Extreme; 2), Doesn't Eat (1), Intangibility (4; 'Mist Form', Requires Activation -1), Melee Attack - Bite (1) and Claws (Str+d6; 3), Leaping (1), Mind Control (2; Leashed -2, Limited-Requires Eye Contact -1), Regeneration (6; Every round; Limited- Only when dealing at least a Shaken to a being with blood -3, max amount of Wounds healed to Incapacite target -1), Super Attributes: Agility +1 step, Strength +3 steps (8), Undead (8), Wall Walking (1)
Banes: Dependency (Blood) [-2]: Vampires are required to drink at least one pint of blood every day. Without the required blood, the vampire becomes Fatigued each day until Incapacitated. A day after that, they perish. Each pint of blood drank will instantly restores a level of Fatigue. Weakness (Holy Symbol) [-1]: A character may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed Spirit roll. Weakness (Holy Water) [-2]: A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see below). Weakness (Invitation Only) [-1]: Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please. Weakness (Stake Through the Heart) [-1]: A vampire hit with a wooden weapon takes +4 damage or -4 to resist the effects. Weakness (Sunlight) [-2]: Vampires burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally. This Banes allow a vampire to purchase 8 points over 30 points of Powers but there are no real points left over. With GM permission maybe can change the powers line up to reflect other types of vampires.
DEMON: Though much of the metaphysics of the different worlds is up for discussion, one thing is true: there is a place called Hell populated by various malevolent spirits that have earned their place as demons. Though "spirit" is a technical classification, they can materialise as solid and universally powerful. Fortunately, they can only enter the physical world when summoned via magic. They are creatures that exist within a hierarchy where the strong bully and rule the weak. Their one bane seems to be that they are bound by ancient laws and rarely harm humans that have not signed themselves over to the demons' whims.
Summoned by magical rite and bound by prophecy and ancient laws, you have become empowered by demonic energies and physically altered as part of your new power. Alternatively, your family may have entered into a contract or agreement with the forces of Hell or you were discovered at the site of a ritual.
Universial Powers:
Other Common Powers:
Banes: Weakness (Holy Fury) [-1]: You suffer +4 damage from any attack with a 'Holy' trapping. This could include spells, holy blessed items, etc. Weakness (Holy Symbol) [-1]: A character may keep a demon at bay by displaying a holy symbol. A demon who wants to directly attack the victim must beat her in an opposed Spirit roll. Weakness (Holy Water) [-2]: A damage sprinkled with holy water is Fatigued. If immersed, he combusts (as if it were a Vampire in direct sunlight; see above). Weakness (The Laws of Hell) [-1]: You suffer a -4 to all Resistant rolls made against you with the 'Holy' or 'Arcane' trappiints (such as spells, magical abilities, etc.).