Difference between revisions of "SavageHellboySWADE"

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(GEAR AND EQUIPMENT)
(GEAR AND EQUIPMENT)
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Characters start with a basic $500 in standard (legal!!!) Gear that the can purchases items with. These are their personal 'adventuring gear'. They need no special clearance or make request to use them.
 
Characters start with a basic $500 in standard (legal!!!) Gear that the can purchases items with. These are their personal 'adventuring gear'. They need no special clearance or make request to use them.
  
CLEARANCE LEVEL {CL}: is dependent on how specialize, unusual, 'legal', costly and/or unique an item can make it harder to gain access to on any particual mission. For Game propuses your player's Clearance level is equal to 1. When you raise each rank (Season, Veteran, etc.) you gain a +1 Clearance level. For 'dangerous' mission the Agency might also inceae the Agent's CL  
+
CLEARANCE LEVEL {CL}: is dependent on how specialize, unusual, 'legal', costly and/or unique an item can make it harder to gain access to on any particual mission. For Game propuses your player's Clearance level is equal to 1. Agents of Veteran Rank or higher gain +1 CL (2) and Legendary Ranked Agents gain another +1 to the base CL (3). For 'dangerous' mission the Agency might also inceae the Agent's CL by 1 or 2. 
  
REQUISITION (RP): Agents that are assigned to a Mission also are assigned an Requisition 'Points'. Generally this is your CL for each Agent +1 added together (a Team of 4 agents of Novice level would have a total of 8 RP).
+
REQUISITION (RP): Agents that are assigned to a Mission also are assigned an Requisition 'Points'. Generally this is your CL (including any dangerous level increase) for each Agent +2 added together (a Team of 4 agents of Novice level would have a total of 12 RP).  
 +
 
 +
Note that gear and equipment requested by the Agents is supposed to be returned
 
====Standard Gear====
 
====Standard Gear====
 
Agents also will generally be assigned some basic gear. For a standard investigation mission the following are provided to all agents in the field regardless of clearance.</br>
 
Agents also will generally be assigned some basic gear. For a standard investigation mission the following are provided to all agents in the field regardless of clearance.</br>
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'''B.P.R.D. LAPTOP (LARGE)''': CL 0, RP 2 points if the only laptop in a team, i.e. not part of a kit, otherwise 4 points per additional laptop. B.P.R.D. laptops are heavily reliant on local signals but could provide additional computing power to confirm tests from a field kit. They also allow for historical record searches, granting +2 skill bonus to Academia, Electronics, Science. B.P.R.D. trackers can be viewed/displayed their location via this piece of equipment.</br>
 
'''B.P.R.D. LAPTOP (LARGE)''': CL 0, RP 2 points if the only laptop in a team, i.e. not part of a kit, otherwise 4 points per additional laptop. B.P.R.D. laptops are heavily reliant on local signals but could provide additional computing power to confirm tests from a field kit. They also allow for historical record searches, granting +2 skill bonus to Academia, Electronics, Science. B.P.R.D. trackers can be viewed/displayed their location via this piece of equipment.</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.</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.</br>
'''GAS MASK (SMALL)''': CL 1, RP 1 point per mask. Provides the wearer with  immunity from airborne poison
+
'''GAS MASK (SMALL)''': CL 1, RP 1 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.
+
damage or similar airborne effects, including the poisoned condition. To don or doff the mask takes an action.</br>
The user suffers disadvantage on all ranged attack rolls,
+
'''NIGHT VISION GOGGLES (MEDIUM)''': CL 2, RP 2 points per set. Acts as Low-Light Vision (ignoring Dim and Dark 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.</br>
Wisdom (Perception), and Intelligence (Investigation) checks.
+
 
Creatures flanking the wearer make their attack rolls at advantage.
 
To don or doff the mask takes an action.
 
NIGHT VISION GOGGLES (MEDIUM)
 
REQUISITION: Level 2, 2 points per set.
 
Allows the wearer to see in dim light as if it were bright light
 
up to 60 ft away and in darkness as if it were dim light up
 
to 30 ft. If worn while looking at bright light, such as a flashlight,
 
the wearer must immediately make a DC 15 Constitution
 
saving throw. On failure, they are blinded until the end of their
 
next turn. On success, the agent has a headache but is able
 
to see still.
 
 
LOCKPICKING TOOLS (SMALL)
 
LOCKPICKING TOOLS (SMALL)
 
REQUISITION: Level 1, 1 point per set.
 
REQUISITION: Level 1, 1 point per set.

Revision as of 11:56, 7 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.
However, while not using the Arcane Backgrounds, I am using the Arcane Skills for the activation and controlling of various Super Powers, depending on how they are defined. They include Faith (Spirits), Focus (Spirits), Psionics (Smarts), Spellcasting (Smarts) and Weird Science (Smarts). See Limited Awakening and Supernaturals below.
Most Edges listed under POWER EDGES are not allowed except for the following (must still meet the Requirements too take these Edges) -- Artificer, Extra Effort, Mentalist and Wizard.

NEW EDGES
New Combat Edges
Charger [Seasoned, Fighting d10+]: The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. He may ignore the standard multi-action penalty for Running when making a Fighting attack roll at the end of your movement.
Heavy Melee Weapon [Novice, Strength d10+, Fighting d6+]: you training allows you to wield a two-handed weapon in one hand. You must still have the weapon's Strength Minimum.
Spring Attack [Seasoned, Extraction, Fighting d8+]: You can move both before and after your attack, and as long as you end your movement not adjacent to any opponents, you do not suffering a free attack from any attacker. You may not move more than your Pace (cannot Run as part of this maneuver) in this round. You also cannot ignore First Strike or someone on ‘Hold’.

New Leadership Edges
Born Leader [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.
Move It Mister! [Seasoned, Command]: You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)

New Professional Edge
Trailblazer [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a Notice -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to Notice rolls to avoid being surprised.

CHARACTER CREATION

  • Pick a overall Theme. This will determine where you spend your Super Power Points later (see below).
  • Pick your Agent's Role within the B.P.R.D. This show where you will want to invest your base Attributes, Skills and Edges.
  • 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 help you know where your character is heading. The basic Themes are Remarkable Human, Limited Awakened and Supernatural Origins.

Roles of the B.P.R.D.

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 need good scores in all stats, and important skills and abilpes that reflect that. They do have some what specialization through depending on their 'team roles' as a group. For example the Team Leader also have Battle d4+ and Intimidate d4+ and should focus on Leadership and Social Edges, a Combat Specialist should have Athletics, 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, and an Investigator should have Notice d6+ and Research d6+ and the Investigator Edge, etc.

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.
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.
Common Hindrances: Field Agents tend to have an Obligation (Major) to the B.P.R.D. Upi are after all working for them pretty much 24/7/365.
Forbidden Hindrances: The B.P.R.D. tends to have a rigged Phsysical and Mental qualification for its field agents. As should they should not have the following --and Arrogant (Major), Bad Eyes (Major), Blind (Major), Delusions (Major), Doubting Thomas (Minor), Eldery (Major), Hard of Hearing (Major), Wanted (Minor or Major) or Young (Major).

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. Their focus is far more on the mental then their physical aspects.

Base Attributes: Smarts d8+ often higher.
Common Skills: Any combination of Acedemia, Common Knowledge, Electronics, Hacking, Occultism, Research and Science at high levels depends on expertise (d8 or higher). Other skills as Field Agents might be helpful for their survivability in the field.
Common Edges: Jack-Of-All-Trades, McGyver, Mr. Fix It and Scholar are all important.
Forbidden Hindrances: as Field Agents athough excepts can (and will be made). A Genius teenage hacker might be able to get into the B.P.R.D. with the Young Hindrance, etc.

Consultant: the Consultant is generally not a full time member of the B.P.R.D. instead hired on as a case by case basics when their expertise might be useful for the mission.

Base Attributes: none or any combination. A local guild is going to have a good Strength and Vigor while a expert on Meteor Alchemy might be more focused on her Smarts, etc.
Common Skills: none. Instead make sure you focus on those skills that you 'specialize' in. Are you a Lingustic in the field of dead languages and Acedemia d8+, a Cryptozoologist in the prosuit of the Yeti might want high Acedemia, Notice and Occultism of d6+, a Guild will want Athletics, Notice and Survival of d8+, and a profession safe cracker should have an Thievery of a d8+ etc.
Common Edges: none but instead as always depending on your field of expertise should help define what Edges are going to be important to you.
Forbidden Hindrances: as Field Agents athough excepts can (and will be made). A Genius teenage hacker might be able to get short term work with the Young Hindrance or Eldery expect scholar in obscure lore and languege etc.

THEME BACKGROUNDS

Super Power Companion Powers

Campagain Power Level II.
Super Power Points: 30
Power Limit: 10

You should pick one of the following overall Themes (and if they include them sub-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. The BASIC THEMES - Remarkable Humans, Limited Awakening and Supernatural.

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 Deadeye) 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 their points as above for a Remarkable Human or spend up to 10 points in powers and abilities based on the type of 'Awakening' you had. But no matter the types cannot spend more the 10 points on these listed limited Super Powers.
TYPES AND CLASSIFICATIONS OF LIMITED AWAKENING

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. For Example a Medium might be able to talk to ghost. This power could be purchases as Mind Control and/or Mind Reading (Limited - only with Ghosts and Spirits -2). Others much include Boost/Lower Traits, Genius, object Reading, Scan (ghosts etc) and/or Telepathy. These powers use the Psionics (Smarts) skill to activate and control them.
PARTICAL 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 (but the curse did not fully transform you) or being born a Dhampir (half vampires), or maybe you are under a Mummy Curse, etc. Power Point Spends- You can purchase up to 10 points of powers from - Heightened Senses, Melee Weapon (generally Natural weapons like Bite and/ir Claws), Regeneration (2 or 5 points) and Super Skills -Athletics, Fighting and/or Notice (max generally d12+1 maybe 2). You could also take an Environmental Weakness or Vulnerability to reflect your cursed nature, but as normal Hindrances.
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 up to 10 points any powers 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 them.
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. You could also take Super Sorcery. These powers use the Spellcasting (Smarts) skill to activate and control them.
FAE INFLUENCED: You have had an encounter with the fae court or others that went favorably and the fae work in your favor now. Power Point Spends - You can spend up to 10 points on the following powers - Armor (magical armor), Awareness, Blind, Boost/Lower Traits, Chameleon, Dodge, Genius, Healing, Heightened Senses, Illusions, Invisiability, Jinx, Malfunction, Melee Weapons (magical/special weapons), Mind Control, Obscure, Pace, Parry, Shape Change and/or Uncanny Reflexes.. These powers use the Focus (Spirits) skil to activate and control them.
FRINGE SCIENCE: You are a weird scientist expert, able to craft and create devices that defy physics and should not work. Power Point Spends - You can purchase up to 10 points (total) in any powers that can be defined as Fringe or Weird Science. Many of your powers should have the Device modifier, except Super Science if you take that power (its already built into the power itself). These powers use the Weird Science (Smarts) skill to active and control them.

SUPERNATURAL ORIGINS

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).
Many supernatural types can include Universial Powers that all memebers of the type of origin have (for example, all Fae Born are Ageless, etc.). Many also include a list of Common Powers and powers that all of that Supernatral Origin type have automatically for many origins sub-type. These Supernatural Origin 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 common Banes among their orgins and/or sub-types. 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. Finally, the supernatirel do not interact the same with other supernatural whom work for the B.P.R.D. 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.

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.
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.
Harrowed Powers: Immunity to Disease and Poisons [2], Hardy [2].
Harrowed Banes: Bad Luck (as Major Hindrance) [-2] and Ugly (as Major Hindrance) [-2]. 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/Mute (as Major Hindrance) [-2].
Other Common Powers: The Harrowed can spend their remaining 30 (or 32 if they also took the 'Cannot Speak' bane) on the following powers - 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 modifier.
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.
Vampire Powers: Ageless [1], Doesn’t Breathe (Extreme +1) [2], Doesn't Eat [1], Intangibility ('Mist Form', Requires Activation -1) [4], Melee Attack [5]- Claws (Str+d6, AP2), Switchable -Bite (Str+2d6), Leaping [1], Mind Control (Leashed -2, Limited-Requires Eye Contact -1) [2], Pace [2], Regeneration (Every round; Limited- Only when dealing at least a Wound to a being with blood -3, max amount of Wounds healed to Incapacite the target -1) [6], Super Attributes: Agility +1 step, Strength +3 steps [8], Undead [8], Wall Walking [1].
Vampire 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.
LYCAN: When a full moon emerges, humans infected with lycanthropy lose control and become snarling creatures bent on murder. Some embrace their cursed state and revel in the destruction they cause. Others may never embrace their curse but learn to live with it, even control it. They can transform even when the moon is not full. Of course the B.P.R.D. is welcoming so long as the lycan strive to overcomes their darker natures and not spread their curse to others.
Lycan Powers: Fear [2], Growth 1 (permanent -2) [1], Hardy [2], Heightened Senses: Hearing, Infravion, Low-Light Vision, Smell [4], Infection (Leathal +1, Requires Touch -2) [1] (might also impose the lycantrop curse onto the victim, GMs call), Melee Attack [6] - Claws (Str+2d6, +2 Athletics; Switchable +1: Bite for Str+2d6), Pace [2], Regeneration (Every Round; cannot regenerate from damage caused by silver) [10], Super-Attributes: +1 step to Agility, Strength and Vigor (all with a max of d12+1 but stength can go to d12+2) [6], Super Skill: Fighting d6, Survival d6 (max d12+2 in each) [4], Toughness +2 [2]
Lycan Banes: Bloodthristy (as Major Hindrance) [-2], Discintive Appearance (as Minor Hindrance) ("its a Werewolf!") [-1], Elemental Weakness (to Silver as Minor Hindrance) [-1], Mean (as Minor Hindrance) (think short tempered and gruff) [-1], Reckless (as Major Hindrance) [-2], Transformation (as Minor Hindrance) [-1], Vulnerability (Wolf's Bane, as Major Hindrance) [-2]: A lycan within 12" (24 yards) of Wolf's Bane plants are Distracted and must make a Vigor roll every minute (10 rounds) spent near it or suffer a Fatigue level (this can lead to death).
As with Vampires, Lychan must spend a lot of points on their powers (especially Regeneration).
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.
Demon Powers: Ageless [1], Environmental Resistant (Fire; Immunity +2) [3], Heightened Senses: Infravion [1], Hardy [2], Immunity to Disease and Poisons [2], Regeneration [2]
Demon 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 demon 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.
Other Common Powers: Demons can spend their remaining 26 points on the following Powers - Additional Actions, 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.
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 standrad Pychic 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.
Mediums Powers: Mind Control (Spirits and Ghosts only -2) [3], Mind Reading (Spirits and Ghosts only -2) [1], Possession (Spirits and Ghosts only -2) [3], 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.
Sub-Types (only a few)
* ESPers - Extrasensory perception or ESP, also called sixth sense, includes claimed reception of information not gained through the recognized physical senses, but sensed with the mind.
ESPER Powers: Awareness [4], Mind Reading [3], Mind Shield [1], Scan (psychic powers or beings) [1] and Telepathy [2]
Other Common Powers: ESPERs can spend their remaining 20 points on the following - Animal Companion, Animal Control, Fear, Fearless, Genius, Healing, Illusions, Jinx, Malfunction, Mind Conceal, Obscure, Super-Skills (especially Psionics), Stun, Uncanny Reflexes, and/or Whirlwind.
* Cryokinesis - Psychic ability to control freezing temperature to create snow and ice.
Cryokinesis Powers: Environmental Resistant (Cold; Immunity +2) [3], Energy Control (cold) [5], Heightened Senses: Infravion [1]
Additional Bane: Environmental Weakness (Heat/Fire, as Minor Hindrance) [-1]: suffer a -4 to resist powers' affects or +4 to damage from heat or fire trapping powers.
Other Common Powers: You can spend their remaining 23 points on the following powers - Absorption (fire), Altered Form (cold/ice or snow being), Damage Field (cold), Force Field (cold), Melee Attack (cold), Ranged Attacks (cold) and/or Toughness. You could also increase the Energy Control (cold) with additional Modifiers.
* Pyrokinesis - Psychic ability allowing a person to create and control fire with the mind.
Pyrokinesis Powers: Environmental Resistant (Fire; Immunity +2) [3], Heightened Senses: Infravion [1], Ranged Attack - Fire in any combination up to [10] points.
Additional Bane: Environmental Weakness (Cold, as Minor Hindrance) [-1]: suffer a -4 to resist powers' affects or +4 to damage from cold trapping powers.
Other Common Powers: You can spend their remaining 18 points 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 Powers: Telekinesis: base range of 12" and TK strength of a d10 (Fine Control +2; Power +4) [9]
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 Ghost Powers automatically - Environmental Resistance - Cold and Heat [2], Intanibility (Permanent -2) [3], Invisibility (Permanent -2) [6], Possession (Requires Touch -2) [3], Undead (Spark of Life) [10]. They also share the following Ghost 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.
Bound Ghost 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.
Wandering Ghost Powers: Mind Control (Forgetfulness +2, Leashed -2, Multiple Minds +2, Stronger +2) [9]. Note that all of these powers the Ghost must be possessing a vessel in order to use them.
Additional Banes: Weakness (Etheric) [-4]: When possessing a creature you suffer the same damage results as the vessel (can suffer Wounds from physical attacks, etc.). The vessel is consider a Wild Card while you possese it, even if it is normally a Minion. Also while possessing a vessel you suffer Environmental Weakness (as Hindrance) taking +4 damage from Psychic and Holy damage.
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.
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 Fae Powers - Ageless (Very Old +2) [3], Awareness [4], Doesn't Sleep (Tireless +1) [2], Immunity to Disease [1], Speak Languages (Written Word +1) [2], Super-Edge: Attractive, Very Attactive [4], Super Skills: Occultism d6 [2].
They also all suffer the following Fae Banes - Distinctive Appearance (as Minor Hindrance) [-1]: a fae unnatural beauty and grace makes them stand out if they don't hide their nature. Vow (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.
Changeling Powers: Mind Shield [1], Shirking [4].
Additional Banes: All Thumbs (as Minor Hindrance) [-1] and Frail (-1 to Toughness) [-1]
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.
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.
Noble Fae Powers: Super Edge: Aristocrat [2]
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.
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 Sorcery.
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.
Additional Banes: Driven (as Minor Hindrance) [-1]: to playing pranks on others and Ruthless (as Major Hindrance) [-2]: There pranks can be harmful depending on their nature, but the Prankster must preform at least one prank a session.
Common Powers: The prankster fae can spend their remaining 20 points on any of those listed under the Changeling's power list.
Others

This is sort of a catch-all for anything even more unusual and strange, such as Constructs (magical like Golems and Elementals), Experiments (magical alchemist experiments, gene-threapy or cybernetics to create a more perfect human or soldiers) or Throw-backs (sub-species of legend like Big Foot or Fish Men).
BOARD TYPES

CONSTRUCTS: You were created, either like the legendary hebrew Flesh or Clay Golem or perhaps Arcane Stone or Metal Golem or maybe a super tech robot or android, etc. Maybe you are a free spirited Elemental, who was summoned rather then created. No matter your creator (or summoner) they are long lost and/or gone and you find yourself struggling for propuse in the world. You have found a place within the B.P.R.D. recently and seem content to work for them and the better of humanity.
All Contructs have the following Universal Construct Power of Construct [8] although note that for some created or summoned beings with a more magical origin can substitue the Repair skill for Occultism
They can take Construct Banes and chose up with -4 points of the following set to reflect the weakness(es) of their origins - Alien Appearance (as Major Hindrance) [-2], Clueless (as Major Hindrance) [-2], Distrinctive Appearance (as Minor Hindrance) [-1], Enemy (as Minor or Major Hindrance) (some minions of your creator, etc.) [-1 or -2], EnvironmentalWeakness (+4 damage and -4 to resist powers from an elemental like fire/heat, water/cold, lightning, etc. trapping) [-1], Grim (as Minor Hindrance) [-1], Outside (as Minor or Major Hindrance; can reflect unconscion fears and hatred also) [-1 or -2], Tongue-Tied (as Major Hindrance) [-2], Ugly (as Minor or Major Hindrance; can reflect uneasy or unconscious fear or hatred) [-1 or -2]
Other Common Powers: Depending on how many, if any, Banes the character took they can spend their addition 22+ power points on - Absorption, Additional Actions, Ageless, Aquatic, Armor, Awareness, Boost/Lower Traits, Broadcast, Burrowing, Dodge, Doesn't Breath, Doesn't Eat, Doesn't Sleep, Earthquake, Energy Control, Entangle, Environmental Resistance, Extra Limbs, Fear, Fearless, Flight, Genius, Growth (with permanent mod), Hardy, Heightened Senses, Interface, Machine Control, Melee Attack, No Vital Organs, Pace, Parry, Poison, Range Attack, Reach, Scan, Skill Bonus, Stun, Super Attribute and Skills (max around d12+3), Super Edges, Uncanny Reflexes, Vehicle and/or Wall Walker.
EXPERIMENT or THROWBACK: Maybe you are the result of some genetic or cybernetic experiment to create a more perfect human soldier. Maybe your genes were splised with an animal's or fish's or insect's that grant you strange and unusal gifts. Or they were changed due to an alchemist elixir that granted you super powers! Or you are where are class as a Throw-Back, a creature from the a hidden past such as what might be called a Big Foot or Yeti from the deep ancient forest or artic mountains or Fish/Frog Man from the lost lagoon.
As they are so wide ranging and board they don't have any universial powers.
They can also take Experimental or Thorw-Back Banes and chose up with -4 points of the following set to reflect the weakness(es) of their origins - Alien Appearance (as Major Hindrance) [-2], Big (as Racial Negative Quality) [-2], Dependence (as Racial Negative Quality) [-2], Distrinctive Appearance (as Minor Hindrance) [-1], Environmental Weakness (+4 damage and -4 to resist powers from an elemental like acid, electricity, fire/heat, water/cold, etc. trapping) [-1], Grim (as Minor Hindrance) [-1], Outside (as Minor or Major Hindrance; can reflect unconscion fears and hatred also) [-1 or -2], Tongue-Tied (as Major Hindrance) [-2], Ugly (as Minor or Major Hindrance; can reflect uneasy or unconscious fear or hatred) [-1 or -2]
Other Common Powers: Depending on how many, if any, Banes the character took they can spend their addition 30+ power points on Any power in the SPC but try to fit your overall background theme. A Cyber Warrior might be very different then a Sasquatch or Fish Man, etc.

GEAR AND EQUIPMENT

Characters start with a basic $500 in standard (legal!!!) Gear that the can purchases items with. These are their personal 'adventuring gear'. They need no special clearance or make request to use them.

CLEARANCE LEVEL {CL}: is dependent on how specialize, unusual, 'legal', costly and/or unique an item can make it harder to gain access to on any particual mission. For Game propuses your player's Clearance level is equal to 1. Agents of Veteran Rank or higher gain +1 CL (2) and Legendary Ranked Agents gain another +1 to the base CL (3). For 'dangerous' mission the Agency might also inceae the Agent's CL by 1 or 2.

REQUISITION (RP): Agents that are assigned to a Mission also are assigned an Requisition 'Points'. Generally this is your CL (including any dangerous level increase) for each Agent +2 added together (a Team of 4 agents of Novice level would have a total of 12 RP).

Note that gear and equipment requested by the Agents is supposed to be returned

Standard Gear

Agents also will generally be assigned some basic gear. For a standard investigation mission the following are provided to all agents in the field regardless of clearance.
Some items are ranked in Size as this can be important as to where it might be carried. GM has final say but using the items below as a base one can get a general idea on what the size on any item might be. The items that are used to carry such gear are not given a size (Backpacks and Tac Vest are worn and where these items maybe stored).

B.P.R.D. HEAVY DUTY BACKPACK: These versatile military backpacks come in a variety of sizes based on individual agent preference. Consisting of one large compartment, several smaller compartments, and enough straps to carry all but the largest items of equipment, this backpack is ideal for storing items that won’t be needed immediately.
Taking items from the backpack takes a single Action, leading most investigators to rely more on their tactical vest.
Wt. 2lb and can hold up to 40lbs (counts and 20lbs for Encumbrance due to load bearing design). A maximum of a Medium sized item might fit in the backpack.
B.P.R.D. SIDEARM (SMALL): The standard-issue 9mm sidearm of the B.P.R.D. The agents must register these weapons with local authorities when operating outside the US. In some regions or countries, the agents may not have access to these or similar firearms, and the GM has final say over when this occurs. Each agent can begin a Case File with up to 3 magazines of ammunition for their sidearms.
Treat as Glock (9mm) from SWADE pg. with the 3 extra clips totaling an extra 1lb.
B.P.R.D. TACTICAL VEST: The iconic B.P.R.D. tactical vest(TacVest). B.P.R.D. proudly printed on the back, this sleeveless tactical vest has a number of pockets that allow agents in the field to operate with their equipment close to hand. While backpacks are standard issue for all agents, most find that the vest is able to carry all the equipment they need. Within the vest are reinforced panels to provide agents with additional protection.
The tactical vest has 4 pockets. Each pocket can hold 2 Tiny items or 1 Small item for a total capacity of 8.
POCKETS: The agent is able to access equipment in their TacVest’s pockets as it were at hand. As part of an agents turn, they can produce 1 item from the vest’s pockets. They could instead as a limited action stow 1 item and replace it with another item from their tactical vest. Any items not in the tactical vest but in an agent’s inventory are in their backpack, which requires an Action to open and retrieve an item. The tactical vest does not have a size as it is a means of organising an agent’s inventory.
TACVEST (torso) grants AP 2 with a ST Min of d4 and Wt. 5lbs. Can add advanced matierial ceramic inserts (torso) that will increase the AP to 3 but also ST Min of d6+ and Wt. 12lbs. Also serve as acts as either a 'Stab' or 'Ballistic' Vest (choice one of the following)...

  • STAB VEST: Multiple layers of material to defend against stab attacks. Not any help against bullets, sadly. The agent wearing it subtracts -2 damage from stabbing or slashing weapon (not blunt melee weapons) include bows, crossbows, swords, daggers, claws and bite attacks, etc.
  • BALLISTIC VEST: Experimental lightweight graphite lining of the vest provides protection from traditional projectile weapons, while spreading the impact of other attacks across a wider area. Still very painful, regrettably . The agent wearing it subtracts 4 from ballistic damage before it applies to her Toughness.

HIGH-POWERED FLASHLIGHT (SMALL): A sturdy one-handed flashlight with a fresh set of batteries installed before you left base. While activated, it casts bright light out for 5" (10 yards) and dim light out for 10" (30 yards) in a cone. Wt. 1lb
B.P.R.D. TRACKER (TINY): Using a B.P.R.D. laptop, agents can determine where these trackers are located almost anywhere on the planet's surface to within 2" (4 yards). Each agent usually wears their tracker on a belt. The range on a tracker is substantial but can be blocked by physical obstacles. An agent can use an Action to attach a tracker to a hostile creature that is being grappled. Wt. 1lb
FIRST AID KIT (SMALL): Each agent is issued a basic First Aid Kit for field use. Wt. 1lb, three uses for Healing (see SWADE pg. 96)

Additional Base Gear

While each agent will have their own specific list of “must have” items, those listed here are commonly used by all agents and are available without spending Requisition points.
BINOCULARS (SMALL): Provides a magnification factor of up to ten times normal vision. Grants a +2 Notice checks to focus on a location/area.
BOXES OF MATCHES OR LIGHTER (TINY): When ignited, cast bright light for 2" (1 yard) and dim light for 2" (2 yards) for 6 second per use. Each has 10 uses.
FLARE (SMALL) Commercially available chemical flares burn red in both water and ominous corners. Flares cast light in a circle for 1 minute, bright light for 2" (4 yards), dim light for 4" (8 yards)
MOBILE PHONE (SMALL): Heavily dependent on local reception and limited to domestic calls. It is bulky enough to withstand most of the damage that the agent carrying it can dish out.
PEN AND NOTEBOOK (TINY): A small notebook with water-resistant paper and a pen.
RADIO (SMALL) Handheld VHF radios that allow for communication between agents within several miles that are able to receive, depending on terrain. The radio includes an earpiece for ease of use.

Specialist Gear

The following equipment require CL and spending of RP for them.

B.P.R.D. LAPTOP (LARGE): CL 0, RP 2 points if the only laptop in a team, i.e. not part of a kit, otherwise 4 points per additional laptop. B.P.R.D. laptops are heavily reliant on local signals but could provide additional computing power to confirm tests from a field kit. They also allow for historical record searches, granting +2 skill bonus to Academia, Electronics, Science. B.P.R.D. trackers can be viewed/displayed their location via this piece of equipment.
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.
GAS MASK (SMALL): CL 1, RP 1 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.
NIGHT VISION GOGGLES (MEDIUM): CL 2, RP 2 points per set. Acts as Low-Light Vision (ignoring Dim and Dark 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.

LOCKPICKING TOOLS (SMALL) REQUISITION: Level 1, 1 point per set. A set of lockpicking tools allows the user to attempt to unlock a locked door or similar obstacle, grants advantage on Dexterity (Steady Hands) checks to unlock locked doors. SATELLITE PHONE (MEDIUM) REQUISITION: Level 1, 2 points. A sat phone grants occasional reliable communication with base. Just remember to keep it charged. RITUAL COMPONENTS GHOST BOX (MEDIUM) REQUISITION: Level 1, 2 points. A radio with a frequency scan mode that some ghost hunters claim allows communication with spirits. This grants the user advantage on any check to determine if a spirit is nearby. HOLY WATER REQUISITION: Level 0, 1 point. Against some creatures, the sanctified water causes their supernatural abilities to short circuit. In others, it physically burns as if it were acid. Sometimes, it just causes them to be slightly wet and rather annoyed. If the creature has a bane associated with radiant damage, the creature suffers 9 (2d8) radiant damage from each splash, spill, or pour of holy water. The targeted can make a DC 11 Dexterity saving throw against the water if it is more than 5 ft away from the creature throwing it at them, suffering half damage on a successful save. Creatures affected by holy water cannot regain HP until the end of their next turn. Those with the Ordained feat can use an action to bless water. PRAYER BEADS AND HOLY SYMBOL (TINY) REQUISITION: Level 1, 2 points. The user can expend an action to cause a creature with a bane relating to radiant damage to make a DC 13 Wisdom saving throw, becoming frightened of the wielder on a failure. The creature can repeat the save at the end of its turn. TAROT CARDS (SMALL) REQUISITION: Level 1, 3 points. The user can read the cards as part of a dust off or take time. Agents can ask three questions, and the GM can answer with yes, no, doom, insight, or unclear. If the answer is doom, the proposed course of action or line of investigation will be dangerous or problematic for the agents. Insight will lead to a positive resolution. Each additional question asked invites a point of Doom. A return to base must be completed before using again. SPIRIT BOARD (MEDIUM) REQUISITION: Level 1, 3 points. A spirit board allows a non-psychic to communicate with spirits that are not manifest by spending 10 minutes waiting for the spirit to respond. The spirit can respond either yes or no, or spell out the answer using up to five words for one question. The spirit can answer up to five questions. A point of Doom is generated for each additional question after the five. SPECIALIST TECHNICAL KITS COMMUNICATIONS PACKAGE (LARGE) REQUISITION: Level 1, 3 points. Limit 1 per team. A satellite phone, mobile phone, radio, and satellite upload link for a B.P.R.D. laptop. This kit grants reliable communication with the Bureau, between agents, and other teams in the area. EMERGENCY RAPID DEPLOYMENT RITUAL KIT (MEDIUM) REQUISITION: Level 1, 8 points per kit. Contains a number of small spray cans, pieces of chalk, stencils, candles, and a reliable lighter as a minimum. It may fulfil a ritual's requirements or may be in addition to. If the requisitioner knows a ritual, it is assumed this kit contains the components for the known rituals. In addition, it contains up to three of the ritual components listed under specialist equipment, opposite. ENHANCED FIELD LAB (HUGE) REQUISITION: Level 2, 4 points. Limit 1 per team. This kit contains a magnifying glass and portable microscope, portable thermal imaging camera, Geiger counter, FTIR spectroscope for organic molecule identification, portable XRF for elemental identification, a field lab kit, and a B.P.R.D. laptop. FIELD LAB KIT (MEDIUM) REQUISITION: Level 1, 2 points per kit. A small collection of already prepared test kits to analyse for the presence of certain phenomenon. Confirming if a substance is blood is a common use. Temperature readings to confirm shifts is another. The kit has 10 uses. A use can be expended for an Investigation, Medicine, Science, or Occult check, granting advantage on the roll provided 10 minutes are spent on the task. The accompanying d10 can be rerolled when the check is made if it doesn’t generate Doom or Ingenuity. FIELD COMMANDER KIT (HUGE) REQUISITION: Level 1, 3 points. Limit 1 per team. Consisting of binoculars, a B.P.R.D. laptop, and a satellite phone, the field commander kit is designed to monitor and report on the progress of ongoing investigations. Given the expensive nature, the kit is usually kept secured and guarded. MEDICAL KIT (MEDIUM) REQUISITION: Standard Equipment. Each agent starts with 1 of these kits but additional kits can be available for 1 point each. A small collection of military grade first aid material including bandages, tourniquet, adrenaline, morphine, antihistamines, splints, a ventilation kit, a stethoscope, a blood pressure cuff, shears, a saline IV, tweezers, gauze, steri-strips, and clotting agent. The kit has 10 uses. A use can be expended to attempt a DC 12 Wisdom (Medicine) check to stabilise an agent at 0 HP. During take time, a use can be used to restore 1d4 HP per use