Difference between revisions of "SavageHellboySWADE"

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(Fae Born)
(Psychics)
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:MEDIUM: Mediums can channel ectoplasm to open their mind to the spirits and echoes of their surroundings. Though this is never without risk, the powers it grants and the information gained is often priceless.
 
:MEDIUM: Mediums can channel ectoplasm to open their mind to the spirits and echoes of their surroundings. Though this is never without risk, the powers it grants and the information gained is often priceless.
 
::'''''Universial Powers''''': Mind Control (3; Spirits and Ghosts only -2), Mind Reading (1; Spirits and Ghosts only -2), Possession (3; Spirits and Ghosts only -2), Object Reading (2), Scan (Ghost, Spirits and Ectoplasm) (2), Telepathy (2)
 
::'''''Universial Powers''''': Mind Control (3; Spirits and Ghosts only -2), Mind Reading (1; Spirits and Ghosts only -2), Possession (3; Spirits and Ghosts only -2), Object Reading (2), Scan (Ghost, Spirits and Ectoplasm) (2), Telepathy (2)
::'''''Other Common Powers''''': Mediums can spend their remaining 18 points (include the Univeral Bane of Open Channel, see above) on the following - Animal Companion, Animal Control, Awareness, Fear, Fearless, Genius, Healing, Illusions, Jinx, Malfunction, Mind Shield, Obscure, Super-Skills (especially Psionics), Stun, Uncanny Reflexes, and/or Whirlwind.
+
::'''''Other Common Powers''''': Mediums can spend their remaining 18 points on the following - Animal Companion, Animal Control, Awareness, Fear, Fearless, Genius, Healing, Illusions, Jinx, Malfunction, Mind Shield, Obscure, Super-Skills (especially Psionics), Stun, Uncanny Reflexes, and/or Whirlwind.
 
:PSYCHOKINETIC: The B.P.R.D. is home to a number of individuals that can use their psychic abilities to manipulate the physical world, the most famous being Liz Sherman and her ability to manipulate fire.
 
:PSYCHOKINETIC: The B.P.R.D. is home to a number of individuals that can use their psychic abilities to manipulate the physical world, the most famous being Liz Sherman and her ability to manipulate fire.
 
::'''''Universial Powers''''': Environmental Resistant (Fire; 3, Immunity +2), Heightened Senses: Infravion (1), Ranged Attack - Fire in any combination up to 10 points (don't need to spend that much but most do).
 
::'''''Universial Powers''''': Environmental Resistant (Fire; 3, Immunity +2), Heightened Senses: Infravion (1), Ranged Attack - Fire in any combination up to 10 points (don't need to spend that much but most do).
::'''''Other Common Powers''''': You can spend an additional 27 points - the points you spent of the Fire Ranged Attack, on the following - Absorption (fire), Altered Form (fire), Damage Field (fire), Doesn’t Breathe, Energy Control (fire), Fear, Force Field (fire), Intangibility (through Altered Form), Melee Attack (fire) and/or Toughness. Also if the character wishes they can take the 'The Best There Is' you can spend up to 15 points on Ranged Attack (fire).
+
::'''''Other Common Powers''''': You can spend their remaining (27 points - the points you spent of the Fire Ranged Attack) on the following powers - Absorption (fire), Altered Form (fire), Damage Field (fire), Doesn’t Breathe, Energy Control (fire), Fear, Force Field (fire), Intangibility (through Altered Form), Melee Attack (fire) and/or Toughness. Also if the character wishes they can take the 'The Best There Is' you can spend up to 15 points on Ranged Attack (fire).
 
:TELEKINETIC: Unlike psychokinetics, whose powers range from healing to materialisation, telekinetics specialise in levitation and movement.
 
:TELEKINETIC: Unlike psychokinetics, whose powers range from healing to materialisation, telekinetics specialise in levitation and movement.
 
::'''''Universial Powers''''': Telekinesis: base range of 12" and TK strength of a d10 (Fine Control +2; Power +4)
 
::'''''Universial Powers''''': Telekinesis: base range of 12" and TK strength of a d10 (Fine Control +2; Power +4)
::'''''Other Common Powers''''': The telekintic can spend an additional 22 power points on the follow - Awareness, Fearless, Force Field, Genius, Mind Shield, Push, Toughness and/or Whirlwind. The TK could also purchase 'The Best There Is' edge to be able to spend up to 6 additional super power points on Power (each 2 points increase the TK Strength by +1 step).
+
::'''''Other Common Powers''''': The telekintic can spend an their remaining 22 power points on the follow - Awareness, Fearless, Force Field, Genius, Mind Shield, Push, Toughness and/or Whirlwind. The TK could also purchase 'The Best There Is' edge to be able to spend up to 6 additional super power points on Power (each 2 points increase the TK Strength by +1 step).
  
 
=====Ghosts=====
 
=====Ghosts=====

Revision as of 20:05, 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. Super Power Points: 30
Power Limit: 10

BASIC THEMES - Remarkable Humans, Limited Awakening and Supernatural. See below.

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 Awakening

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. These curses might be via a werewolf bite or being born a Dhampir (half vampires), etc. 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

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).
There are Common Powers and Universal Powers for many origins. The Universal Powers generally have to be purhcased by that Origin and the Common Powers are similar common for them. The player is not limited to taking these powers and can take some other so long as they can 'explain' it as part of the Origin types.
Many supernatural creatures have Banes. Banes are supernatural or super hero level Hindrances can granted a few additional points in Super Powers but these can only be spent in very limited way. See individual types of supernatural.

The Cursed

The cursed are a wide and 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 for all Curses you should take some level of either Outsider or Secret as part of your nature to the outside world. The B.P.R.D. 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.
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.
Universial Powers: Immunity to Disease and Poisons (2), Hardy (2)
Other Common Powers: The Harrowed can spend their additional 29 (or 30 if they also took the 'Cannont Speak', see below) Ageless, Doesn’t Breathe, Doesn't Eat, Doesn't Sleep, Environmental Resistance, Fear, Fearless, Leaping (max level 2), Melee Attack, 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 Major Hindrance) [-2] abd Ugly (as Minor Hindrance) [-1]. Note that the Ugly here more reflect a unnatural look about them that makes people uncomforatable around them. 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), Toughness +2 (2), 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; Vulnerability (Holy Sights/Gound; as Major Hindrances) [-2]; 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. These Banes allow a vampire to purchase 8 points over 30 points of Powers but there are no real points left over.
Note that the Vampire does not have any leyway in how they spend their points for powers (as they are expensive!). 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: Ageless (1), Environmental Resistant (Fire; 3, Immunity +2), Heightened Senses: Infravion (1), Hardy (2), Immunity to Disease and Poisons (2), Regeneration (2)
Other Common Powers: The other 26 points (including the 5 points from Bane below) Powers are commonenly from - Additional Actions (level 1), Awareness, Doesn't Breath, Doesn't Eat, Doesn't Sleep, Extra Limbs, Fear, Fearless, Flight (limitation -Wings -1; maximum of maybe 4), Genius, Growth (with the Permanent Modifier), Illusion, Infection, Jinx, Malfunction, Melee Weapon - Bite, Claws or Horns or maybe a Magical Sword/Weapon, No Vital Organs, Pace, Poison, Ranged Attack (Fire breath or attack), Regeneration (higher levels), Speak Language, Super Abilities, Edges and Skills, and Toughness.
Banes: Vulnerability (Holy Sights/Gound; as Major Hindrances) [-2]; 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, holy commands, etc.).
Psychics

The exact nature of an individual’s psychic ability is as unique as the individuals who manifest them. Throughout history, organisations, nations, and creatures have tried to use the powers of these individuals for their own means. Many a calamity has been spared with a psychic image warning, and many a trap relied on the abilities of the psychic involved. Most psychics are humans who at some stage have begun to exhibit their abilities.
Often this occurs early in their life, and it forever shapes it. Some manage to live largely normal lives, whether it be learning to control their gifts or through the limited nature of their abilities.
All Psychic Powers atomatically default to an alternate skill - Psionice (Smarts) without any increase cost.
Full blown Psychics have the fewest problems interacting with normal humans but all have a universal Bane of Weakness (Open Channel) [-1]. This bane is a penalty of -4 to any resistant rolls against powers use to control, process or read their minds, etc. by ghosts and spirits. Many also suffer some form of the Hindrances of Outsider and/or Secret but they don't count as Banes and are not universial.
PSYCHIC CLASIFICATION

MEDIUM: Mediums can channel ectoplasm to open their mind to the spirits and echoes of their surroundings. Though this is never without risk, the powers it grants and the information gained is often priceless.
Universial Powers: Mind Control (3; Spirits and Ghosts only -2), Mind Reading (1; Spirits and Ghosts only -2), Possession (3; Spirits and Ghosts only -2), Object Reading (2), Scan (Ghost, Spirits and Ectoplasm) (2), Telepathy (2)
Other Common Powers: Mediums can spend their remaining 18 points on the following - Animal Companion, Animal Control, Awareness, Fear, Fearless, Genius, Healing, Illusions, Jinx, Malfunction, Mind Shield, Obscure, Super-Skills (especially Psionics), Stun, Uncanny Reflexes, and/or Whirlwind.
PSYCHOKINETIC: The B.P.R.D. is home to a number of individuals that can use their psychic abilities to manipulate the physical world, the most famous being Liz Sherman and her ability to manipulate fire.
Universial Powers: Environmental Resistant (Fire; 3, Immunity +2), Heightened Senses: Infravion (1), Ranged Attack - Fire in any combination up to 10 points (don't need to spend that much but most do).
Other Common Powers: You can spend their remaining (27 points - the points you spent of the Fire Ranged Attack) on the following powers - Absorption (fire), Altered Form (fire), Damage Field (fire), Doesn’t Breathe, Energy Control (fire), Fear, Force Field (fire), Intangibility (through Altered Form), Melee Attack (fire) and/or Toughness. Also if the character wishes they can take the 'The Best There Is' you can spend up to 15 points on Ranged Attack (fire).
TELEKINETIC: Unlike psychokinetics, whose powers range from healing to materialisation, telekinetics specialise in levitation and movement.
Universial Powers: Telekinesis: base range of 12" and TK strength of a d10 (Fine Control +2; Power +4)
Other Common Powers: The telekintic can spend an their remaining 22 power points on the follow - Awareness, Fearless, Force Field, Genius, Mind Shield, Push, Toughness and/or Whirlwind. The TK could also purchase 'The Best There Is' edge to be able to spend up to 6 additional super power points on Power (each 2 points increase the TK Strength by +1 step).
Ghosts

In hindsight, death should always be in the top five of the worst things that could happen, at least twice, preferably. Regardless of how much you feared it or how careful you were, the fact remains that you are particularly deceased or dead. Oddly however, this was not the normal ending that you had come to believe would be the natural progression that came with life ending. You remain in a spectral form. A ghost.
All powers used by Ghosts use the Focus (Spirits) skill to activate and control them with.
All Ghosts share these common Universial Powers automatically - Environmental Resistance - Cold and Heat (2), Intanibility (3; Permanent -2), Invisibility (6; Permanent -2), Possession (3; Requires Touch -2), Undead (10; Spark of Life). They also share the following Banes' - Distinctive Appears [-1] (a Ghost!!), Transformation (In order to Possession anyone requires a Focus check and an Action; as Minow Hindrance) [-1] and Vulnerability (Holy Sights/Gound; as Major Hindrances) [-2].
CLASSIFICATIONS OF GHOST

BOUND: Whether through a containment suit, being bound via ritual to an object, or any other method, you are still able to manifest in the mundane world and move about relatively freely. Bound ghosts are able to directly interact with the physical world but only through this item. And as the item is damaged they suffer Wounds and can be Incapacitaded.
Universial Powers: Construct (8), and their Possession adds the modier - can inhabit dead bodies, simple contracts, etc (+2)
WANDERING: You are not physically bound to the mundane world and are instead bound by your will and the business that keeps you from moving on. Though this allows the ghost greater protection from mundane threats, it does leave them disconnected from the physical world. This in turn drives their detachment from the living, leaving them increasingly isolated with nothing but the memory of the life ripped from them to console them.
Universial Powers: Mind Control (9; Forgetfulness +2, Leashed -2, Multiple Minds +2, Stronger +2). Note that all of these powers the Ghost must be possessing a vessel in order to use them.
Other Common Powers: The wandering ghost can spend an addition 5 points (from their banes) on the following - Fearless, Fear*, Mind Reading*, Telepathy* and/or Whirlwind. *Note that all of these powers the Ghost must be possessing a vessel in order to use them.
Banes: Weakness (Etheric) [-4]: When possessing a creature you take half the damage suffered by the vessel (can suffer wounds from physical attacks, etc.) Also while possessing a vessel you suffer Environmental Weakness (as Hindrance) taking +4 damage from Psychic and Holy damage.
Fae Born

It's theorised that the Fae have been inhabiting parts of our world for long enough to have witnessed its beginning. The legends surrounding them speak of a last refuge of the old world hidden from humanity behind the pathways and gates that the Fae creatures use to travel the mortal world. The history of the Fae creatures and the legendary history of the world are heavily interwoven. The one fact that agents can embrace is that these creatures will hold themselves to the letter, if not the spirit, of an agreement or promise that they make.
All Fae have the following Universial Powers - Ageless (3; Very Old +2), Awareness (4), Doesn't Sleep (2; Tireless +1), Immunity to Disease (1), Speak Languages (2; Written Word +1), Super-Edge: Attractive, Very Attactive (4), Super Skills: Occultism d6 (2).
They also all suffer the following Banes - Distinctive Appearance (as Minor Hindrance) [-1]: a fae unnatural beauty and grace makes them stand out if they don't hide their nature. Obligation (as Major Hindrance; Bound by Words) [-2]: the fea are obsessed with keeping their oaths and 'word' in all manners. They can't easily break their word or bound without suffering curses, something they do not tolerate. Environmental Weakness (as Minor Hindrance; Iron) [-1]: the fae suffer +4 damage from iron cast weapons. They also have Vulnerability (as Minor Hindrance; Iron) [-1]: as they cannot stand to be close proximity to iron.
CLASSIFICATION OF FAE BORN

CHANGELINGS: There was a time when the Fae would leave behind changelings in place of the human children they stole, though the creature would eventually be discovered and forced to flee. Perhaps they would let part of their appearance slip, give into their “unique” sense of humour, whisper words in the dark, or else the family would somehow sense that something was not right. Regardless, the results were often traumatic. Changelings that join the B.P.R.D. typically use a humanoid appearance to fit in with their new family, but still are able to shift their appearances.
Universial Powers: Mind Shield (1), Shirking (4).
Other Common Powers: Changelings can spend their remaining 14 points on the following powers: Aquatic, Armor (magical item), Awareness, Blind, Boost/Lower Traits, Chameleon, Dodge, Fear, Genius, Healing, Heightened Senses, Illusions, Invisiability, Jinx, Malfunction, Melee Weapons (magical/special weapons or natural weapons like bite and/or claws), Mind Control, Obscure, Pace, Parry, Shape Change, Super Attributes and Skills (max arouond d12+3), Super Edges, Teleport and Uncanny Reflexes.
Additional Banes: All Thumbs (as Minor Hindrance) [-1] and Frail (-1 to Toughness) [-1]
THE NOBLES: There are documented cases of nobles within the Fae courts appearing largely human and possessing extraordinary powers, such as shapeshifting and an ease of channelling magical energies. Nobility of the Fae may join the B.P.R.D. out of a deal struck with an agent decades ago or simply to see the decline of their kind staved off. After all, if this world ends, there will be no human children to steal to replace their dwindling number.
Universial Powers: Super Edge: Aristocrat (2)
Other Common Powers: A Noble Fae may spend their remaining 18 points on any of those listed under the Changeling's power list plus Super-Magic.
Additional Banes: Code of Honor (as Major Hindrance) [-2] a Noble Fea is very honor bond within the court and how they interact with others. Driven (as Minor Hindrance) [-1]: all noble have some personal goal that they are driving too that helps define who they are.
PRANKSTERS: Fae creatures have a universally odd sense of humour. They delight in pranks and outwitting other creatures and each other. Despite this, there is very rarely any malicious intent behind the pranks, not directly at least. An agent may find their shoelaces replaced with strawberry lace candy, or their keys hanging from the branches of the third tallest branch of the nearest tree. Though these pranks are ultimately harmless, they often set in motion a series of events that either lead to great calamity or avoid it; in retrieving the car keys, the agent discovers a glyph only visible from a height.
Common Powers: The prankster fae can spend their remaining 20 points on any of those listed under the Changeling's power list
Additional Banes: Driven (as Minor Hindrance) [-1]:, Ruthless (as Major Hindrance) [-2]: