TEXT: Quickstart
  Quickstart
  
  JOIN THE LEGENDARY 
  B.P.R.D!
  Inspired by Mike Mignola’s legendary tales of horror, myth, and folklore, 
  Hellboy: The Roleplaying Game is an immersive tabletop experience that 
  brings his world to life. Get ready to become a member of the Bureau for 
  Paranormal Research and Defense (B.P.R.D.) and begin investigating occult 
  perils that threaten the world’s very existence. Your team will explore gothic 
  locations, hunt clues, discover artefacts, and face off against terrifying foes.
  This free introductory quickstart guide provides the following contents:
   
   A brief introduction to the world of Hellboy and the B.P.R.D. 
   
   An overview of the popular 5th Edition ruleset that provides the 
       framework for B.P.R.D. investigations. 
   
   New mechanics such as Ingenuity and Doom, all designed 
       to capture the flavour and tension of Hellboy’s world. 
   
   An introductory adventure for up to six players. 
   
   Five pregenerated characters.
  
  Contents
  Welcome to the B.P.R.D. ....................1
  Fifth Edition Basics ............................. 2
   
   Checks and Skills .................................................3
   
   Attribute and Skill Descriptions ................5
   
   Saving Throws .......................................................7
  Action and Combat .............................8
   
   Actions on Your Turn ........................................8
   
   Hiding ..........................................................................9
   
   Movement ..............................................................10
   
   Attack and Damage Rolls............................10
   
   Grappling .................................................................11
   
   Conditions .............................................................. 12
   
   Hit Points  and Injuries .................................. 13
   
   Healing .....................................................................14
   
   Vision and Light .................................................14
  Ingenuity and Doom .........................15
   
   Uses of Ingenuity ............................................... 15
   
   Doom .........................................................................17
  The Sad Case of Mary Pym ..............19
   
   Chapter One ........................................................ 22
   
   Chapter Two ......................................................... 23
   
   Chapter Three .....................................................28
   
   Chapter Four .......................................................29
   
   Chapters Five and Six ..................................... 31
  Servants of Darkness .......................32
  Appendix 1 ............................................35
  Appendix 2 ...........................................36
  Pregenerated Characters ...............37
  Credits
   
  PROJECT LEAD: Mantic Games
  QUICKSTART LEAD: Alex Delaney, Red Scar Publishing
  WRITERS: Red Scar Publishing—Alex Delaney, Benn 
  Greybeaton, Marc Langworthy, Kimberly Nugent
  THE SAD CASE OF MARY PYM: Benn Greybeaton
  EDITING: Kimberly Nugent          PROOFREADING: T.R. Knight
  LAYOUT: Marc Langworthy
  GRAPHIC DESIGN: Duncan Aldis, Marc Ducrow
  CARTOGRAPHY: Terry Maughan
  PLAYTESTING: Special thanks to Quinn Bastin, John Bird, 
  Sam Costidell, Tyler Hayers, Albin Lonn, Harley McEvoy, Hope 
  Muckett, and Sam Taylor
  SENSITIVITY/PROOFREADER: Paco Garcia Jaen
   
  DARK HORSE: Katii O’Brien, Michael Gombos, Jenny Blenk, 
  Maria Saracino-Lowe, Nick McWhorter
   
  Hellboy and B.P.R.D. are ™ & © Mike Mignola. Abe Sapien, Liz 
  Sherman, and all other prominently featured characters are 
  trademarks of Mike Mignola.
  Produced for Mantic Games by Red Scar Publishing.
  
  1
  Ancient, doom-laden prophesies come to pass, otherworldly 
  evils wrap their grasping coils around the world, and earthly 
  minions carry out the nefarious bidding of their insane masters. 
  Only a few organisations dare to stand in their way, and only one 
  succeeds where so many others fail. The Bureau for Paranormal 
  Research and Defense, or B.P.R.D., shield the rest of the world 
  from monsters that few even know exist, the thin red line 
  against the supernatural and bizarre. Leading that fight with 
  his mighty Right Hand of Doom is the red-skinned son of an 
  archdemon from hell — Hellboy.
  Welcome to the B.P.R.D.
  In Hellboy: The Roleplaying Game, you will take on the role of 
  an agent within the B.P.R.D. and step onto the frontline to fend 
  off the worst evils the world will hopefully never get to see. If 
  you are new to roleplaying games or even the world of Hellboy, 
  it will be well worth taking the time to read this introduction. If 
  both are familiar to you, however, then feel free to skip ahead 
  to the next section.
  What is a Roleplaying Game?
  A roleplaying game—often shortened to RPG—is a storytelling 
  platform that helps a group of players create their own epic 
  tales and adventures. RPGs are collaborative efforts in which 
  almost everyone takes on the role of a player character (agent 
  or PC) and uses that character’s strength and weaknesses to 
  grow a story with the other players. One player, however, takes 
  on the role of the Game Master (GM), whose task it is to portray 
  the scenes, environments, and other characters (non-player 
  characters or NPCs) that the agents interact with throughout 
  the course of the narrative. 
  Hellboy: The Roleplaying Game makes use of the Fifth Edition 
  (5E) ruleset as a basis for defining the tasks and abilities that 
  agents utilise. The 5E rules are also a foundation for adjudicating 
  certain outcomes whenever something is attempted where the 
  result may be in doubt. You may be familiar with 5E thanks to its 
  connection with the world’s most popular fantasy RPG. While 
  the 5E ruleset forms the underpinning framework for Hellboy: 
  The RPG, some unique elements have been introduced to help 
  build upon the dark and otherworldly flavour that is so much 
  a part of Big Red’s world.
  To get you started once you are familiar with the basics, this 
  quickstart contains an introductory adventure and five pre-
  generated characters. These characters may initially look like 
  a set of statistics surrounded by grim and gritty graphics, but 
  taking a closer look at the stories that are included with them 
  will hopefully provide some insight into how to take on that 
  character’s persona. And if you feel as though you can’t act well 
  or are a little nervous, worry not! Remember that this is a collab-
  orative game, so you’ll have the support of the other players in 
  making sure that you are able to enjoy the session regardless.
  Time for one final important note before you continue to the 
  next section. There are no winners or losers in an RPG. While 
  there may be a fixed goal for a session or story, whether your 
  character reaches that goal should very much be secondary 
  to the story. An RPG is about overcoming challenges together 
  and creating engaging tales as you do so. Even the GM, whose 
  task it is to place perilous challenges in the agents’ path, has 
  committed themselves to being part of a very unique and 
  charming form of entertainment that provides everyone with 
  a moment to shine. A game of Hellboy: The RPG is designed 
  to be fun for everyone!
  hellboy
  hellboy: the
  the rPG
  rPG Quickstart
  Quickstart
  
  2
  Fifth Edition Basics
  As mentioned previously in the introduction, the 5E system 
  provides the mechanical framework, enabling players to craft 
  outlandish tales within the world of Hellboy: The RPG. If you are 
  not familiar with 5E, most of the core mechanics are introduced 
  here. Even if you are experienced with 5E, however, it would 
  still be worth familiarizing yourself with this section as there 
  are some differences to how injuries are handled, for instance.
  The Principle Mechanic
  A simple rule of thumb—and the principle mechanic for many 
  RPGs—is that a dice roll should often be relied upon any time 
  the outcome of a character’s stated intent is in doubt.
  Does the bullet hit the frog monster? Has your character discov-
  ered the secret clue hidden in the text? Will your character be 
  able to climb the ivy-draped wall? Although they all constitute 
  a dice roll at their heart, there are three types of roll used to 
  determine the outcome of a particular situation:
   
   ABILITY (SKILL) CHECK: Used to determine the outcome 
  of an action related to a particular ability. An associated 
  area of expertise, listed in parentheses and known as a skill, 
  may allow you to add your character’s proficiency bonus 
  to the ability check.
   
   ATTACK ROLL: Used when some form of weapon or power 
  is employed for an attack. If your character has trained with 
  a particular weapon, proficiency bonus may again apply.
   
   SAVING THROW: Used to avoid harm or resist harmful ef-
  fects, depending on your agent’s role or the situation that 
  requires the saving throw. 
  MAKING A ROLL
  Regardless of whether an ability check, saving throw, or attack 
  roll is required, each type of roll follows the same basic steps:
   
   The GM specifies the type of roll required and defines the 
  Target Number (TN). If an ability check is being made, they 
  will also specify which attribute it applies to and any appro-
  priate skill that can be included. If a saving throw is being 
  made, the GM simply states which ability is being used to 
  resist the threat. If an attack roll is required, the appropriate 
  ability will be determined by the type of attack being made.
   
   You then roll 1d20 and add the appropriate modifiers. This 
  will always include a modifier based on the relevant ability 
  for the roll but may also include others, such as a proficien-
  cy bonus if one applies, and/or other bonuses from role 
  features or those related to the circumstance. 
   
   Compare the total to the TN. If the total equals or exceeds 
  it, it’s a success. If not, it’s a failure. The TN for ability checks 
  or saving throws is known as a Difficulty Class (DC), while 
  the TN for attack rolls is tested against Armour Class (AC).
  Ability Scores
  The basics of making a roll introduced your character’s defining 
  statistics, called ability scores. Each creature and character has a 
  set of numbers that defines their strengths and weaknesses in 
  a particular trait. Ability scores are not just a measure of innate 
  capabilities, however, but also encompass a creature’s training 
  and competence in activities related to that ability.
  A score of 10 or 11 in an ability score is the normal human 
  average, but agents are a cut above average in most abilities. 
  Unfortunately for agents, the monsters and creatures they face 
  can often have scores much higher than this! 
  Each character and creature is defined by six ability scores:
   
   STRENGTH: Represents physical power.
   
   DEXTERITY: Measures agility and coordination.
   
   CONSTITUTION: Defines endurance and fortitude.
   
   INTELLIGENCE: Relates to reasoning and memory. 
   
   WISDOM: Represents perception and insight. 
   
   CHARISMA: Defines force of personality and willpower. 
  Fifth Edition basics
  Fifth Edition basics
  
  3
  Each ability provides an associated modifier ranging from −5 
  (for an ability score of 1) to +10 (for a score of 30). This modifier 
  is always added to any ability (skill) checks, saving throws, and 
  attack rolls that make use of the ability score. Unless instructed 
  otherwise, you would always add your Dexterity modifier to a 
  Dexterity check, for instance.
  The ability modifier associated with a particular score can 
  be found on each of the pregenerated character sheets that 
  are provided with this quickstart. Because they affect almost 
  every attack roll, ability check, and saving throw, ability modi-
  fiers come up in play more often than their associated scores.
  Advantage and Disadvantage 
  If the circumstances are particularly favourable for your charac-
  ter, they can benefit from a mechanic known as advantage. If 
  a roll benefits from advantage, you roll 2d20 (two twenty-sided 
  dice) and use the higher of the two results. 
  On the flip side, less than ideal conditions or a lack of proper 
  equipment can result in your character rolling with disadvan-
  tage. When a roll has disadvantage, you roll 2d20 and use the 
  lower of the two results. 
  If a roll would be affected by both advantage and disadvantage, 
  they cancel each other out, and the roll is made normally.
  Checks and Skills
  An ability check tests a character’s or creature’s innate talent 
  and training in an effort to overcome a challenge. The GM calls 
  for an ability check when a character or monster attempts an 
  action (other than an attack) that has a chance of failure. When 
  the outcome is uncertain, the dice determine the results.
  For ability checks, the GM decides both the ability relevant to 
  the task at hand and its difficulty, represented by a Difficulty 
  Class. The more difficult a task, the higher its DC. The Typical 
  Difficulty Classes Table shows the most common DCs.
  PASSIVE CHECKS
  A passive check is a special kind of ability check that doesn’t 
  involve a roll. These checks can represent the average result 
  for a task done repeatedly, such as searching for secret doors 
  continuously, or allow the GM to secretly determine whether 
  the characters succeed at something without rolling dice.
  Use the following formula to determine your character’s total 
  for a passive check:
   
   10 + all modifiers that normally apply to the check
  If your character has advantage on the check, add 5. If they have 
  disadvantage, subtract 5. The passive check total is referred to 
  as a score. 
  For example, Dr Marcus Hansard (p. 37) has a wisdom modi-
  fier of +4 and proficiency bonus of +3. His passive perception 
  is therefore 17.
  CONTESTED ROLLS
  A contested roll is required in certain situations where two crea-
  tures are opposing each other, such as one trying desperately to 
  hold a door closed and the other attempting to prise it open. In 
  these instances, both creatures roll appropriate ability checks. 
  The higher of the two results is able to overcome the other 
  creature’s efforts. There is no need to compare the total to a 
  DC, simply compare the results against each other. A contest 
  that results in a tie means the situation remains unchanged.
  NOTE ON ROUNDING
  To determine some outcomes, the rules may call for a total 
  to be divided by another number. Whenever a number 
  is divided within the game, the result is always rounded 
  down when it is less than a whole number. This is the case 
  even if the fraction is one-half or greater. Unless the text 
  states, always round to a minimum of 1.
  TYPICAL DIFFICULTY CLASSES
  DC
  VALUE
  5
  Very Easy
  10
  Easy
  15
  Medium
  20
  Hard
  25
  Very Difficult
  30
  Near Impossible
  35
  The Laws of Physics would like a word.
  40
  Don’t roll. No, really. Put the die down.
  
  4
  FOCUS CHECK
  To represent the chaos of field work, some abilities require 
  a focus check to activate. A standard focus check is a DC 10 
  Constitution saving throw. For more difficult focus checks, the 
  DC can be adjusted to 8 + one-half the agent’s level.
  If successful, the ability immediately takes effect as described in 
  its entry. On a failure, the ability does not take effect. Although 
  the action, bonus action, or reaction is still expended, the use 
  of the ability is not.
  A focus check made outside of combat can only be attempted 
  once per task. A failed use of an agent’s Trained Eye ability, for 
  instance, would mean that the subsequent skill check would 
  need to be made at disadvantage regardless.
  Some abilities require sustained focus across several rounds. 
  In this instance, only one check is made to activate the ability, 
  but maintaining focus after this is a free action. Normal activ-
  ity can be undertaken while maintaining focus. If the agent 
  receives damage while sustaining focus, however, they must 
  make a Constitution saving throw against a DC of 12 or half the 
  damage, whichever is higher. On a success, the ability contin-
  ues. On a failure, the ability ends. Using another ability that 
  requires focus immediately ends any sustained focus, as does 
  incapacitation or death.
  A point of Ingenuity can be spent to activate an ability or main-
  tain focus in response to damage, without requiring a focus 
  check. (See “Ingenuity”, p. 15.)
  GROUP CHECKS
  A group of agents can pool their efforts to improve their odds, 
  which may be the case when searching for or attempting to 
  decipher clues.
  To undertake a group check, the GM sets the DC and specifies 
  which attribute and skill(s) may be used. The agents involved 
  then roll their checks. If they roll more successes than failures 
  between them, the check is a success. 
  EXTENDED GROUP CHECKS
  Some situations may involve multiple agents and require checks 
  across several rounds or time periods. These are extended group 
  checks. To undertake an extended group check, the agents 
  describe how they are going to use their skills to overcome the 
  challenge, and the GM sets the DCs based upon the skill if they 
  deem it appropriate. 
  Each agent can only attempt a skill once and can chose to 
  expend role or background features that may cancel out a fail-
  ure, grant a success, or provide advantage on another agent’s 
  check. The GM will set a number of successes that the agents 
  will need to accumulate as a group before rolling a certain 
  number of failures. 
  For example, following a confrontation with a ghost, the agents 
  are running out of a collapsing warehouse. The GM decides that 
  because the agents know a way out, the task is fairly simple 
  and also decides that the agents need to accumulate 3 suc-
  cesses before 3 failures. A more complex task might require 4 
  successes before 2 failures.
  Each failure should be dramatic but not devastating. In our 
  example, a failure may mean that a door is blocked by a falling 
  piece of roof and the agents must now decide how to overcome 
  it. The success in removing the blockage may remove a failure 
  from their running total or may lend itself to counting as a 
  success. The GM has final say on what skills are appropriate 
  and what complications may arise.
  Skills
  Sometimes, the GM might ask for an ability check using a 
  specific skill. At other times, a player might ask the GM if pro-
  ficiency in a particular skill applies to a check. In either case, 
  proficiency in a skill relevant to the task means an individual 
  can add their proficiency bonus to ability checks that involve 
  that skill. Without proficiency in the skill, the individual makes 
  a normal ability check, adding only their ability score modifier 
  to the roll.
  On each character sheet, skills are arranged beside the attribute 
  that they are most often associated with. In some situations, the 
  GM or player can recommend for skills to be applied from an 
  ability that it isn’t usually associated with, such as a Constitution 
  (Athletics) check to determine how far the agent can swim 
  through the wreckage of a sunken ship, or an Intelligence 
  (Acrobatics) or (Medicine) check to gauge whether a feat of 
  contortion is physically possible for a normal human.
  Fifth Edition basics
  Fifth Edition basics
  
  5
  Attribute and Skill Descriptions 
  STRENGTH
  ATHLETICS
  Your Strength (Athletics) check covers difficult situations you 
  encounter while climbing, jumping, or swimming. Examples 
  include the following activities: 
   
   You attempt to climb a sheer or slippery cliff, avoid hazards 
  while scaling a wall, or cling to a surface while something 
  is trying to knock you off. 
   
   You try to jump a long distance or twist mid-jump. 
   
   You struggle to swim or stay afloat in treacherous currents, 
  storm-tossed waves, or areas of thick seaweed. Or, another 
  creature tries to push or pull you underwater or otherwise 
  interfere with your swimming.
  ATTACK ROLLS AND DAMAGE
  You add your Strength modifier to your attack roll and your 
  damage roll when attacking with a melee weapon such as a 
  crowbar or sword. You use melee weapons to make attacks in 
  hand-to-hand combat, and some of them can be thrown to 
  make a ranged attack.
  ENCUMBRANCE
  Your strength score determines how much weight you can lift 
  and carry. As this Quickstart Guide is intended to introduce 
  you to the world of Hellboy and the basics of 5E, more in-depth 
  rules on encumbrance will be available within the corebook.
  DEXTERITY
  ACROBATICS
  Your Dexterity (Acrobatics) check covers your attempt to stay 
  on your feet in a tricky situation, such as when you’re trying to 
  run across a sheet of ice, balance on a tightrope, or stay upright 
  on a rocking ship’s deck. The GM might also call for a Dexterity 
  (Acrobatics) check to see if you can perform acrobatic stunts 
  that involve dives, rolls, somersaults, and flips.
  STEADY HANDS
  Use this skill whenever you attempt something that requires 
  fine manual dexterity, steady hands, or nimble-fingered trickery. 
  STEALTH
  Make a Dexterity (Stealth) check when attempting to conceal 
  yourself from enemies, slink past guards, slip away unnoticed, 
  or sneak up on someone without being seen or heard.
  ATTACK ROLLS AND DAMAGE
  You add your Dexterity modifier to your attack roll and your 
  damage roll when attacking with a ranged weapon such as 
  bow or gun. You can also add your Dexterity modifier to your 
  attack and damage roll when attacking with a weapon that 
  has the FINESSE quality, such as a dagger.
  ARMOUR CLASS
  Depending on the type of armour you wear, you might add 
  some or all of your Dexterity modifier to your Armour Class—
  which is the TN someone needs to achieve to successfully 
  attack you.
  INITIATIVE
  At the beginning of every combat, you roll initiative by making 
  a Dexterity check. Initiative determines the order of creatures’ 
  turns in combat.
  CONSTITUTION
  Constitution measures health, stamina, and vital force.
  Constitution checks are uncommon, and no skills apply to 
  Constitution checks, because the endurance this ability rep-
  resents is largely passive rather than involving a specific effort 
  on the part of a character or monster. A Constitution check can 
  model your attempt to push beyond normal limits, however.
  The GM might call for a Constitution check when you try to 
  accomplish tasks like the following:
   
   Hold your breath.
   
   March or labour for hours without rest.
   
   Go without sleep.
   
   Survive without food or water.
   
   Quaff an entire pint of ale in one go.
  
  6
  INTELLIGENCE
  BUREAUCRACY
  Relates to knowledge of the inner workings of organisations, 
  including how to navigate their nebulous internal processes, 
  cut through red tape, and speak to the correct department. 
  HISTORY
  This skill is your knowledge of the mundane world’s history and 
  the cultures within it.
  OCCULT
  This skill represents knowledge of supernatural traditions, par-
  anormal myths, preternatural creatures, and the practices of 
  secret cults. This can include knowledge of legends or reports 
  of similar creatures such as ghosts, but the information may not 
  be reliable. Just because there is a legend doesn’t make it true.
  RELIGION
  This measures your ability to recall lore about deities, rites and 
  prayers, religious hierarchies, and holy symbols. 
  SCIENCE
  This covers knowledge of the physical sciences such as chem-
  istry, biology, physics, and the natural world. This can also be 
  used to recognise when something isn’t of the natural world, 
  such as ectoplasmic residue. 
  TECHNOLOGY
  Technology skill relates to your knowledge of computers 
  and other electronic devices, the inner workings of complex 
  machines such as cars, and the processes required to craft or 
  modify such equipment. 
  WISDOM
  ANIMAL HANDLING
  When there is any question whether you can calm down a 
  domesticated animal or understand an animal’s intentions, the 
  GM might call for a Wisdom (Animal Handling) check. This can 
  also be used to gain an understanding if an animal’s behaviour 
  is normal or unusual. 
  INTUITION
  Intuition represents your ability to put yourself in the shoes 
  of others and discern their motivations or most likely path of 
  action. For instance, Intuition is figuring out where a researcher 
  has hidden their password or determining if someone is with-
  holding information.
  INVESTIGATION
  This is the ability to collate information and decipher the data, 
  which includes scouring a scene and understanding how dif-
  ferent factors have interacted. You might deduce the location 
  of a hidden object, discern what kind of weapon dealt a wound 
  based on the trauma’s appearance, or determine the weakest 
  point in a tunnel that could cause it to collapse. This skill also 
  allows you to track creatures by the evidence they leave behind. 
  MEDICINE
  A Wisdom (Medicine) check lets you try to stabilize a dying com-
  panion or diagnose an illness. This also includes understanding 
  how a creature died or why it might be acting irrationally. 
  PERCEPTION
  This skill lets you spot, hear, or otherwise detect the presence 
  of something. It measures your general awareness of your sur-
  roundings and the keenness of your senses.
  SURVIVAL
  This skill allows the agent to survive in the wilderness or away 
  from the comforts of home, which includes trudging through 
  dense forests and frozen wastelands.
  OCCULT VS HISTORY
  Knowing that a local lord from the mists of time named 
  Rasimand was rumoured to have sold their soul is History. 
  Recognising that the selling of a soul is usually linked to 
  ghosts and demonic creatures such as vampires is knowl-
  edge of the Occult. 
  RELIGION VS OCCULT
  Religion is knowing that exorcism is a Catholic rite that can 
  only be performed by an anointed priest with the approval 
  of a bishop. Occult is knowing that the rite of exorcism is 
  usually used against demonic entities, with mixed results. 
  PERCEPTION VS INVESTIGATION
  Perception allows you to notice something that might 
  otherwise remain hidden, while Investigation allows you 
  to piece together several clues surrounding the same 
  hidden focus. Perception would allow you to notice that 
  there is a gap in the stonework that could be a secret 
  door. Investigation at the same site would allow you to 
  determine how to activate the pressure plate that opens 
  the secret door.
  Fifth Edition basics
  Fifth Edition basics
  
  7
  CHARISMA
  INTIMIDATION
  When you attempt to influence someone through overt threats, 
  hostile actions, and physical violence, the GM might ask you to 
  make a Charisma (Intimidation) check. Examples include trying 
  to pry information out of a prisoner, convincing street thugs to 
  back down from a confrontation, or using the edge of a broken 
  bottle to convince a sneering vizier to reconsider a decision. 
  PERSUASION
  When you attempt to influence someone or a group of people 
  with tact, social graces, or good nature, the GM might ask you 
  to make a Charisma (Persuasion) check. Typically, you use 
  Persuasion when acting in good faith, to foster friendships, 
  make cordial requests, or exhibit proper etiquette. You may 
  also, however, employ Persuasion when trying to fast-talk a 
  security guard, pass yourself off in a disguise, or maintain a 
  straight face whilst telling a blatant lie. 
  Saving Throws
  A saving throw, or save, represent your efforts to avoid a trap, 
  resist a supernatural power, or shrug off a poison. The GM will 
  specify which ability is relevant when a saving throw is required. 
  To make a saving throw, simply roll a d20 and add the appro-
  priate ability modifier plus proficiency bonus if the agent has 
  one for that particular save. 
  A saving throw can be modified by a situational bonus or 
  penalty and also affected by advantage or disadvantage, as 
  determined by the GM. The DC of the saving throw is deter-
  mined by the effect that causes it, as is the result of a failed 
  save. A successful save usually means a character or creature 
  suffers no harm from the effect.
  Each increment of 5 that an agent fails a saving throw by intro-
  duces an additional effect, such as increased damage or an 
  additional factor or condition being added to the effect. For 
  example, if an agent’s saving throw result against the appear-
  ance of a Poltergeist is 4 and the DC was 14, then—alongside 
  the listed damage—the agent suffers 1 additional damage dice, 
  is lifted off their feet by the ghost, and is now in danger of being 
  choked by it. 
  
  8
  Combat
  Combat in Hellboy is recorded in rounds. Each round represents 
  a six-second snapshot of time. Every character and creature 
  able to do so takes a turn within each round. The order of turns 
  is determined at the beginning of a combat encounter when 
  everyone rolls initiative. Once everyone has taken a turn, the 
  fight continues to the next round unless one side is defeated.
  You can use your turn during a round to move up to your speed 
  and take one action. The most common actions you can take 
  are described opposite in "Your Turn".
  The “Movement” section, p. 10, covers the rules for your move.
  You can always choose to give up your turn completely. If you 
  can’t decide what to do on your turn, consider taking the dodge 
  or ready action, as described in “Actions in Combat”.
  You can take your action and movement in any order. For exam-
  ple, you can move 10 ft and take your take your action, then take 
  the rest of your movement.
  COMBAT STEP-BY-STEP
   
   DETERMINE SURPRISE: The GM determines whether any-
  one involved in the combat encounter is surprised.
   
   ESTABLISH POSITIONS: The GM decides where all the 
  characters and monsters are located. Given the adventur-
  ers’ marching order or their stated positions in the room or 
  other location, the GM figures out where the adversaries 
  are—how far away and in what direction.
   
   ROLL INITIATIVE: Everyone involved in the encounter rolls 
  initiative, determining the order of combatants’ turns.
   
   TAKE TURNS: Each participant in the battle takes a turn 
  in initiative order.
   
   BEGIN THE NEXT ROUND: When everyone involved in the 
  combat has had a turn, the round ends. Repeat the "Take 
  Turns" step until the combat encounter stops.
  Surprise
  You can sometimes find yourself caught unawares, particularly 
  if a creature has snuck up on you. If this happens, you gain 
  the surprised condition for the next round of combat, which is 
  usually also the first round. If you’re surprised:
   
   You can’t move or take an action on your first turn of the 
  combat. 
   
   You can’t take a reaction until that turn ends. 
  A member of a group can be surprised even if the other mem-
  bers aren’t. 
  Initiative
  Initiative determines the order of turns during combat. When 
  combat starts, every participant makes a Dexterity check to 
  determine their place in the initiative order. The GM makes one 
  roll for an entire group of identical creatures, so each member 
  of the group acts at the same time.
  The GM ranks the combatants in order from the one with the 
  highest roll to the one with the lowest. This is the order (called 
  the initiative order) in which they act during each round. The 
  initiative order remains the same from round to round.
  If a tie occurs, the GM decides the order among tied 
  GM-controlled creatures, and the players decide the order 
  among their tied characters. The GM can decide the order if 
  the tie is between a monster and an agent. Optionally, the GM 
  can have the tied characters and monsters each roll a d20 to 
  determine the order, highest roll going first. 
  Actions on Your Turn
  There are a number of common actions that are available to 
  everyone on their turn in combat. You may also take smaller 
  actions that require minimal effort during your turn. These free 
  actions are limited to single acts such as opening a door, draw-
  ing a weapon, or shouting a warning. The GM will decide what 
  constitutes a free action, but a good reference point to consider 
  is whether the action could be taken within a split second. If 
  not, the action likely requires a bonus action or full action. 
  ATTACK
  Make a single melee or ranged attack against a target. Making 
  an attack is covered on p. 10. Some features may allow additional 
  attacks as part of the attack action.
  BOUNCE BACK
  This is a level-based, once per session action that allows you to 
  recover from a blow and launch yourself back into the fray. This 
  action can only be used when you are at half of your maximum 
  hit points or less. You can immediately spend 2 Hit Dice (HD) 
  to regain an amount of hit points equal to the total rolled. For 
  more information on healing, see p. 14.
  Action and combat
  Action and combat
  
  9
  DASH
  You use your action to gain extra movement. You may move 
  up to your speed—including any modifiers—a second time.
  DISENGAGE
  If you take the disengage action, your movement doesn’t 
  provoke opportunity attacks for the rest of the turn. (See 
  “Opportunity Attack”, p. 10.)
  DODGE
  So long as you can see an assailant, attack rolls that target 
  makes against you gain disadvantage until the start of your next 
  turn. You also make Dexterity saving throws with advantage. 
  HELP
  You can lend your aid to another creature in the completion 
  of a task. When you take the help action, the creature you aid 
  gains advantage on the next ability check it makes to perform 
  the task you are helping with, provided that it makes the check 
  before the start of your next turn. 
  Alternatively, you can aid a friendly creature in attacking a crea-
  ture within 5 ft of you. You feint, distract the target, or in some 
  other way team up to make your ally’s attack more effective. If 
  your ally attacks the target before your next turn, the first attack 
  roll is made with advantage.
  HIDE
  Following the rules as described in “Hiding”, opposite, you make 
  a Dexterity (Stealth) check in an attempt to hide. If you suc-
  ceed, you gain certain benefits as described further in “Unseen 
  Attackers and Targets” on p. 11.
  INTERACT 
  You normally interact with an object while doing something 
  else, such as when you draw a sword as part of an attack. When 
  an object requires your action for its use, you take the use an 
  object action. This action is also useful when you want to inter-
  act with more than one object on your turn.
  READY
  Sometimes you want to get the jump on a foe or wait for a 
  particular circumstance before you act. To do so, you can take 
  the ready action on your turn so that you can act later in the 
  round using your reaction.
  First, decide what perceivable circumstance will trigger your 
  reaction. Then choose the action to take in response to that 
  trigger, or choose to move up to your speed in response to it. 
  When the trigger occurs, you can either take your reaction right 
  after or ignore the trigger. “If the cultist steps on the trapdoor, 
  I’ll pull the lever that opens it,” for example. As described under 
  “Reactions”, below, you can take only one reaction per round. 
  Bonus Actions
  Some role and background features grant bonus actions, which 
  is an additional action that may be taken on your turn. You 
  can take a bonus action only when a special ability or other 
  feature of the game states that you can do something as a 
  bonus action. You otherwise don’t have a bonus action to take.
  You can take only one bonus action on your turn. You must 
  choose which one to use when you have more than one.
  Unless the timing is specified, you may choose when to take a 
  bonus action during your turn. Anything that inhibits you from 
  taking actions also prevents you from taking a bonus action.
  Reactions
  Certain special abilities and situations allow you to take a spe-
  cial action called a reaction. A reaction is an instant response 
  to a trigger of some kind, which can occur on your turn or on 
  someone else’s. The opportunity attack, described later in this 
  chapter, is the most common type of reaction.
  When you take a reaction, you can’t take another until the start 
  of your next turn. If the reaction interrupts another creature’s 
  turn, they can continue their turn right after the reaction.
  HIDING
  The GM decides when the circumstances are appropriate 
  for hiding. When you try to hide, make a Dexterity (Stealth) 
  check. Until you are discovered or stop hiding, that check's 
  total is contested by the Wisdom (Perception) check of any 
  creature that actively searches for signs of your presence. 
  You can't hide from a creature that can see you clearly, and 
  you give away your position if you make noise.
  If you come out of hiding in combat and approach a 
  creature, it will usually see you. In some circumstances, 
  however, such as if the creature is distracted, the GM may 
  allow you to stay hidden and gain advantage on an attack.
  To determine if a creature notices you even while not 
  actively searching, compare their Passive Perception (see 
  p. 3) against the check you made to hide.
  
  10
  Movement
  You can move up to your movement speed during your turn, 
  which is listed on your character sheet. Using the dash action 
  grants additional movement up to your speed.
  Your movement can include jumping, climbing, and swimming. 
  These different modes of movement can be combined with 
  walking, or they can constitute your entire move. However you’re 
  moving, you deduct the distance of each part of your move from 
  your speed until it is used up or until you are done moving.
  If you are playing on a grid, movement typically translates to 
  5 ft per square.
  Jumping
  There are two common forms of jumping, both described below. 
  LONG JUMP
  When you make a long jump, you cover a number of feet up 
  to your Strength score if you move at least 10 ft on foot imme-
  diately before the jump, otherwise you can only jump half as 
  far. Each foot you clear on the jump costs 1 foot of movement.
  This rule assumes that the height of your jump doesn’t matter, 
  such as a jump across a stream or chasm. At your GM’s discre-
  tion, you must succeed on a DC 10 Strength (Athletics) check 
  to clear a low obstacle (no taller than a quarter of the jump’s 
  distance), such as a hedge or low wall. Otherwise, you hit it.
  When you land in difficult terrain, you must succeed on a DC 
  10 Dexterity (Acrobatics) check to land on your feet. Otherwise, 
  you land prone.
  HIGH JUMP
  If you are able to move at least 10 feet on foot immediately 
  before the jump, you can jump upwards a number of feet equal 
  to 3 plus your Strength modifier. A standing high jump covers 
  only half that distance.
  ClIMBING AND SWIMMING
  To climb costs double movement (so you can only move half 
  your movement speed), as does making your way through dif-
  ficult terrain. If you do not have a swim speed, then swimming 
  also costs double movement. 
  Difficult Terrain
  You move at half speed in difficult terrain—moving 1 foot in 
  difficult terrain costs 2 feet of speed—so you can cover only 
  half the normal distance in a move.
  Moving Through Another Creature’s Space
  You can move through another friendly creature’s space. 
  Whether friendly or hostile, you cannot end a move occupying 
  the same space as another creature.
  If you are at least two size categories smaller than a creature, you 
  can attempt to pass through the larger creature’s space with a 
  Dexterity (Acrobatics) check. The space the creature occupies is 
  treated as difficult terrain for the purpose of moving through it. 
  Opportunity Attack
  If you leave a hostile creature’s reach during your move without 
  using the disengage action, they may use a reaction to make 
  a melee attack against you.
  Squeezing
  A creature can squeeze through an area meant for a creature 
  one size smaller than it. The space being squeezed through is 
  considered difficult terrain.
  A creature’s space is the area in feet that it effectively controls 
  in combat, not an expression of its physical dimensions. A typ-
  ical Medium creature isn’t 5 feet wide, for example, but it does 
  control a space that wide. Unless it allows them passage, a 
  frog monster standing in a 5-foot-wide doorway blocks other 
  creatures from moving through.
  Attack and Damage Rolls
  Your attack roll determines whether the attack hits or misses. 
  An attack roll is the total of a d20 roll plus appropriate modifiers. 
  If the combined total of the roll equals or exceeds the target’s 
  Armour Class (AC), you have hit.
   
   ABILITY MODIFIERS: Ranged attacks and finesse weapons 
  use the Dexterity modifier. Melee attacks use Strength.
   
   PROFICIENCY BONUS: If your agent is proficient in the 
  weapon, also add the proficiency modifier to the attack roll. 
  CREATURE SIZE
  SIZE
  SPACE
  CREATURE
  Tiny
  21/2 ft by 21/2 ft
  Frog
  Small
  5 ft by 5 ft
  Large Dog
  Medium
  5 ft by 5 ft
  Frog Monster
  Large
  10 ft by 10 ft
  Giant Frog Monster
  Action and combat
  Action and combat
  
  11
  Unseen Attackers and Targets
  If you can't see your target, you attack with disadvantage. If a 
  creature can't see you, you attack with advantage. (If you are 
  also hidden, you give away your position.)
  Damage
  For agents, a successful attack roll is followed by a damage roll. 
  Damage is determined by the weapon used for the attack plus 
  the ability modifier used for the attack. The total of the roll is 
  then removed from the target’s hit points (see p. 13).
  NPCs and other creatures simply inflict their average damage. 
  (The number in parentheses following the title of their attack.)
  If a weapon or other effect deals damage to more than one 
  target at the same time, roll the damage once for all of them. 
  Rolling a 1 and Critical Hits
  Rolling an unmodified 20 on an attack roll is a critical hit.  Rolling 
  an unmodified 1 means an attack misses, regardless of bonuses.
  For a critical hit, you roll damage and add your ability modi-
  fier as normal. You then add the maximum number that your 
  damage die can roll as a bonus. If a weapon inflicts 1d8 damage, 
  for instance, you would roll the d8 and add your ability modifier, 
  then add another 8 to the total (the die's maximum).
  NPCs and other creatures inflict double their average damage.
  Grappling
  If you have a free hand, you can use your attack action to grap-
  ple a creature within arm’s reach. This replaces one attack action 
  if you’re able to make multiple attacks.
  A grapple is a contest, with the attacker rolling Strength 
  (Athletics), while the defender rolls their choice of either 
  Strength (Athletics) or Dexterity (Acrobatics). If the grapple is 
  successful, the target gains the grappled condition.
  A grapple is subject to the following modifiers:
   
   If the creature being grappled is a size category larger, the 
  grapple attempt is made at disadvantage. 
   
   If the creature being grappled is one size category smaller, 
  the grapple attempt is made at advantage. 
   
   Attempting to grapple a creature at least two size cate-
  gories smaller only requires a roll if they choose to dodge. 
   
   You cannot grapple a creature more than two sizes larger. 
  A grappled creature can expend its action to attempt to escape. 
  This invokes a similar contest to the one used to establish 
  the grapple. 
  A grappled creature can be dragged or carried as part of the 
  grappler’s move. This halves the grappler’s speed unless the 
  creature is two or more sizes smaller than them.
  Shoving A Creature 
  You can shove a creature with the attack action, which may 
  knock it prone or push it away. If you’re able to make multiple 
  attacks with the attack action, this attack replaces one of them.
  The target must be no more than one size larger than you and 
  must be within your reach. A shove is a contest that follows the 
  same format as a grapple. If you win the contest, you either 
  knock the target prone or push it 5 ft away from you.
  
  12
  Conditions 
  During the course of play, characters and enemies can be 
  affected by one or more conditions that are imparted from an 
  attack, ability, ritual, or other means. 
  BLINDED
   
   You can’t see and fail any ability checks that require vision.
   
   All attack rolls against you have advantage. 
   
   Your attack rolls have disadvantage. 
  DEAFENED
   
   You can’t hear and fail all ability checks that require hearing.
  GRAPPLED
   
   Your speed drops to 0, with no added bonuses.
   
   Grappled ends if incapacitated or if an effect removes the 
  you from the reach of the grappler or grappling effect.
  INCAPACITATED
   
   You are unable to take any actions or reactions.
  INVISIBLE
   
   It is impossible to see an invisible creature without the aid 
  of a special ability, trait, or device. For the purposes of hid-
  ing, the creature is heavily obscured.
   
   Their location can be sensed by sound or by tracks and 
  interaction with the environment.
   
   All attack rolls against them have disadvantage, and their 
  attack rolls have advantage. 
  PARALYZED
   
   You are incapacitated (see above). 
   
   You are unable to move or speak. 
   
   You fail all Strength and Dexterity saving throws. 
   
   All attack rolls against you have advantage. 
   
   All attacks are critical hits if your attacker is within 5 ft of 
  you while you are paralyzed.
  POISONED
   
   In addition to any recurring damage from the poison, you 
  have disadvantage on all attack rolls and ability checks. 
  PRONE
   
   When prone, you may only crawl for your movement action. 
   
   You can stand from prone by expending half your move-
  ment or your action. You can choose to drop prone by using 
  half your movement or your action.
   
   Ranged attacks on you are made at disadvantage unless 
  they are made from 5 ft away, in which case they gain 
  advantage. 
   
   Melee attacks gain advantage against you whilst prone. 
  RESTRAINED
   
   Your speed drops to 0, with no added bonuses.
   
   All attack rolls against you have advantage. 
   
   While you are restrained, your attack rolls have disadvan-
  tage. 
   
   You have disadvantage on all Dexterity saving throws.
  STUNNED
   
   You are incapacitated (see opposite).
   
   You are unable to move and can only speak a few words 
  at a time.
   
   You fail all Strength and Dexterity saving throws.
   
   All attack rolls against you have advantage. 
  UNCONSCIOUS
   
   You are incapacitated (see opposite). 
   
   You are unable to move or speak. 
  Action and combat
  Action and combat
  
  13
   
   You are unaware of your surroundings. You also drop items 
  and fall prone (see prone, opposite).
   
   You fail all Strength and Dexterity saving throws.
   
   All attack rolls against you have advantage. 
   
   All attacks are critical hits if your attacker is within 5 ft of you.
  Hit Points 
  Hit points represent a combination of physical and mental dura-
  bility, the will to live, and luck. Creatures with more hit points are 
  more difficult to kill. Those with fewer hit points are more fragile.
  Current hit points (usually just called hit points or HP) can be any 
  number from the maximum down to 0. This number changes 
  frequently as a creature takes damage or receives healing.
  Whenever a creature takes damage, that damage is subtracted 
  from its hit points. The loss of hit points has no effect on a 
  creature’s capabilities until the creature drops to 0 hit points.
  Damage Resistance and Vulnerability
  A creature with resistance to a damage type receives only half 
  damage from a source of damage of that type.
  If a creature has vulnerability to a damage type, damage from 
  a source of that type is doubled.
  Multiple instances of resistance or vulnerability that affect the 
  same damage type count as only one instance. For example, if a 
  creature has resistance to fire damage and resistance to all non-
  magical damage, the damage of a nonmagical fire is reduced 
  by half against the creature, not reduced by three-quarters.
  DAMAGE REDUCTION
  A creature with this trait reduces a source of damage by the 
  amount listed, to a minimum of 0. If a creature also has resist-
  ance, damage reduction is calculated first. 
  Dropping to 0 HP
  If you are reduced to 0 hit points, you gain the unconscious 
  condition and must begin making death saves. Roll a single 
  d20 on your turn. On a roll of a 10 or higher, mark a success in 
  your death saves. On a roll of 9 or lower, mark a failure.
  Additionally, an injury is suffered if a 1 is rolled, while a roll of 20 
  results in 2 successes. 
  Gaining 3 failures before 3 successes means death unless 
  returned to base or a hospital within the hour. If you achieve 
  3 successes before 3 failures, you stabilize. If you receive any 
  damage whilst stable, you suffer an injury and must begin 
  making death saves again. 
  Another character can expend a medical kit and attempt a DC 
  12 Wisdom (Medicine) check as an action to stabilize you. If this 
  fails, the medical kit is still expended.
  You recover from being unconscious when you take time, 
  expend an appropriate power or role ability that restores hit 
  points, or otherwise gain 1 or more hit points. Unless a role fea-
  ture or ability states otherwise, the bounce back action cannot 
  be taken when at 0 hit points.
  Injuries
  When you suffer more damage than your Constitution score, 
  you must immediately make a Constitution saving throw 
  against injury. The DC is either 10 plus the ability modifier 
  applied to the damage or half the total damage, whichever is 
  higher. Only a single injury can be suffered per attack.
  You can suffer a number of non-stacking, minor injuries equal 
  to your Constitution modifier before progressing to moderate. 
  The effects of multiple minor injuries do not stack.
  After you suffer a number of minor injuries equal to your 
  Constitution modifier plus 1, a moderate injury has been suf-
  fered. The effect replaces that of the minor injury. For each 
  injury suffered after moderate, your level of injury will advance 
  by one severity. Unlike minor injuries, the effects of these inju-
  ries do stack. At four advanced injuries, you will be seriously 
  disadvantaged and should consider a rest.
  INJURY LEVELS
  LEVEL
  EFFECT
  Minor
  -1 to skill checks, which doesn't stack
  Moderate
  Do not add ability modifiers to ability 
  checks or attack rolls
  Serious
  Do not add ability modifiers to 
  saving throws
  Severe
  Disadvantage on ability checks, attack 
  rolls, and saving throws
  Critical
  Your speed is halved, and you cannot dash
  
  14
  Healing
  Unless it results in death, damage isn’t permanent. Rest can 
  restore a creature’s hit points, and more options will be available 
  within the Hellboy: The RPG Corebook.
  DUST OFF
  You take 5 minutes to dust yourself off and recover a little before 
  pressing on. You can use Ingenuity (see p. 15) to spend Hit Dice 
  (HD) for regaining hit points. If you do, simply roll the HD and 
  recover the amount of hit points indicated by the dice.
  Taking advantage of more than one dust off within an hour will 
  create Doom  in exactly the same manner as take time, below. 
  (Although Ingenuity can also be used to offset this advance.)
  TAKE TIME
  You spend an hour or more patching wounds, dozing, and oth-
  erwise recovering. Don’t tarry too long, however, as there is sure 
  to be doom impending!
  You remove one minor injury or reduce the severity of your 
  moderate and higher injuries by one severity and may also 
  freely spend HD to regain hit points. Additionally, you can 
  attempt to make sense of a clue. Unfortunately, the slowing 
  down of momentum means that all Ingenuity is lost.
  Vision and Light
  The most fundamental tasks of adventuring—noticing danger, 
  finding hidden objects, and hitting an enemy in combat, to 
  name just a few—rely heavily on a character’s ability to see. 
  Darkness and other effects that obscure vision can prove a sig-
  nificant hindrance.
  A given area might be lightly or heavily obscured. In a lightly 
  obscured area, such as dim light, patchy fog, or moderate foli-
  age, creatures have disadvantage on Wisdom (Perception) 
  checks that rely on sight.
  A heavily obscured area—such as darkness, opaque fog, or 
  dense foliage—blocks vision entirely. A creature in a heavily 
  obscured area suffers from the blinded condition (see p. 12).
  The presence or absence of light in an environment cre-
  ates three categories of illumination: bright light, dim light, 
  and darkness.
  Bright light lets most creatures see normally. Even gloomy days 
  provide bright light, as do torches, fires, and other sources of 
  illumination within a specific radius.
  Dim light, also called shadows, creates a lightly obscured area. 
  An area of dim light is usually a boundary between a source 
  of bright light, such as a torch, and surrounding darkness. The 
  soft light of twilight and dawn also counts as dim light. A par-
  ticularly brilliant full moon might bathe the land in dim light.
  Darkness creates a heavily obscured area. Characters face dark-
  ness outdoors at night (even most moonlit nights), within a 
  subterranean vault, or in an area of supernatural darkness.
  Action and combat
  Action and combat
  
  15
  Ingenuity and Doom 
  The agents of the B.P.R.D. are no strangers to flashes of Ingenuity, 
  good fortune or brilliance, just as they are old friends with the 
  sense of impending doom that follows their work across the 
  globe. To represent this, Hellboy: The RPG uses the Doom 
  and Ingenuity system to give players and GMs a mechanical 
  framework that allows certain dice rolls to become a narrative 
  opportunity beyond simple success or failure.
  Generating Doom and Ingenuity
  Any time an agent makes an ability check, attack roll, saving 
  throw, or has an outcome decided by the roll of a d20, the player 
  also rolls a single d10. The die result for the d10 only counts if 
  a 10 or a 1 is rolled; results of 2 through 9 are ignored. On a 10, 
  the agent has generated a single point of Ingenuity. On a 1, 
  the agent has instead generated a point of Doom. This allows 
  characters to succeed with their d20 test, but potentially have 
  a complication, or fail but gain an insight or opportunity that 
  allows them to later rebound from that failure as they begin to 
  hone in on the truth and everything in between. 
  If an ability or effect references increasing the step of Doom 
  or Ingenuity generation, the range of generation is increased 
  by the stated number. If Doom is increased by one step, for 
  example, then it would be generated on a roll of a 1 or 2 on 
  the additional d10. Similarly, if Ingenuity is increased by one 
  additional step, then a roll of a 9 or 10 will generate the point. 
  Increases from multiple sources will stack.
  Additionally, certain actions or discoveries as part of a case may 
  generate additional Doom or Ingenuity. These are detailed in 
  the Case File text.
  Ingenuity
  A player can always choose whether to spend Ingenuity or not. 
  And though it has obvious uses in combat, the GM should also 
  encourage the use of this resource outside of combat. Examples 
  for using Ingenuity on a non-combat challenge include the 
  player obtaining additional information from a skill test, suc-
  ceeding more quickly than intended at a skill-related task, and 
  gaining a new avenue of enquiry. 
  Ingenuity can be stored as a pool. You can have a maximum 
  number of Ingenuity points equal to your proficiency modifier 
  plus 1. You lose all Ingenuity when you rest by taking time. 
  Uses of Ingenuity
  The following list provides some standard uses for Ingenuity:
   
   Succeed with flair, unlock the next level of information, or 
  gain a mild benefit to the current situation.
   
   Fail with style. For example, land on your backpack rather 
  than your face as you fall through rotten floorboards, mit-
  igating one dice of damage from the effect. For further 
  clarity, refer to Failing with Ingenuity, opposite.
   
   Injuries can also be suppressed by Ingenuity points. The GM 
  should reward creative thinking when Ingenuity points are 
  used for this purpose. (See "Fail with Style", above.)
   
   Use a role feature without having to make a focus check. 
   
   Maintain a sustained focus in response to damage, without 
  needing to roll. 
   
   Reduce incoming damage as a reaction by 1d6 or your Con-
  stitution modifier per point spent. 
   
   As part of a bounce back action, spend 1 point to add your 
  Constitution modifier to the HP you regain.
   
   Reroll the damage dice from 1 successful attack and use 
  either result.
   
   Cause damage from a critical hit to explode. If a damage 
  die rolls the maximum value, roll an additional die of the 
  same type and add the result to the total. Any additional 
  dice added can also explode.
   
   Increase the result of a skill check, attack roll or saving 
  throw by 1d6 per point spent. 
  ROLLING A 1 OR 20
  On a roll of a 20 on a d20 outside of combat, if the d10 roll 
  does not generate Doom or Ingenuity, the agent receives 
  1 point of Ingenuity. If an agent rolls a 1 on a d20 and does 
  not generate Ingenuity or Doom on the d10 roll, a point 
  of Doom is generated.
  Ingenuity and doom
  Ingenuity and doom
  
  16
   
   Negate 1 point of Doom generated by another agent. 
   
   Increase your initiative score by 1d6 per point spent. 
   
   As part of a dust off rest, spend 1 Ingenuity to use 1 HD. 
   
   Spend 2 points to stabilise a creature or agent at 0 HP, 
  requiring use of a Medical Kit.
   
   Power an ability that requires 1 Ingenuity to be spent.
  Failing with Ingenuity 
  If a d20 ability check, attack roll, or saving throw fails yet the 
  d10 generates Ingenuity, the agent can still gain insight or have 
  some other bit of luck. They might find a document that wasn’t 
  what they were looking for on this occasion but might come in 
  handy later. An attack may bounce from their enemy’s armour, 
  but the agent finds they’re on firmer footing to repel the coun-
  terattack. Or they may fail to pick up the trail they were looking 
  for but avoid walking directly into a cave of frogs all the same. 
  Succeeding with Ingenuity
  If a d20 check, attack, or save succeeds and the d10 generates 
  Ingenuity, the agent gains an additional advantage, piece of 
  knowledge, or narrative moment of fortune, such as stumbling 
  upon the tracks of the creature in question, or taking half the 
  time to sift through the library. If there is an opportunity to 
  resolve Ingenuity narratively outside of combat, these options 
  should be explored. For example, If the players have barely suc-
  ceeded on an ability check to Persuade the church leader to let 
  them through, a point of Ingenuity could allow them to gain 
  a guide to show them around or catch a glimpse of what the 
  church leader is writing on the clipboard he seems insistent 
  on trying to hide. 
  The Investigation Sheet 
  The Investigation Sheet is a method for players to unlock addi-
  tional benefits from a Case File as they progress. Unlike the 
  Common Doom and Grand Conspiracy sheet, the Investigation 
  Sheet requires Ingenuity to be placed upon it to activate. Any 
  agent can choose to pool Ingenuity on the Investigation Sheet 
  instead of spending it right away.
  Agents that succeed on a skill check by 5 or more can add 1 
  point of Ingenuity to the Investigation Sheet. Ingenuity on the 
  Investigation Sheet can be spent by any agent and is not lost 
  if when taking time. The listed uses on the Investigation sheet 
  are determined by the Case File. The sample Investigation Sheet 
  on this page relates to the Uxley Hall introductory adventure 
  that begins on p. 20.
  Doom
  Whenever possible, Doom should be resolved immediately, but 
  keep in mind that it should fit the narrative that led to the check. 
  This may take the form of fumbling the result, gaining disad-
  vantage on a subsequent roll if the d20 roll was a failure overall, 
  or succeeding at a cost if it was a success. An enemy might slip 
  by the group’s defences and end up better placed to spring 
  an attack, or an agent might hit with a shot but also jam their 
  weapon. In combat, Doom may manifest by the agent acciden-
  tally overreaching and temporarily lowering their Armour Class 
  by 1 or 2, or the agents might misread a room as not derelict 
  but ominous, discounting it as a site to rest with take time.
  Much like Ingenuity, Doom can be tracked as a pool rather than 
  used immediately, particularly if there is no suitable option for 
  the use of Doom as part of a roll, or if the use of Doom will arbi-
  trarily slow the game down rather than provide an interesting 
  twist to the narrative.
  The GM can hold an amount of Doom equal to the number 
  of agents plus 1. If the GM has more points of Doom than this 
  number, the excess can be spent towards the Grand Conspiracy 
  Sheet or discarded
  CASE FILES AND CHAPTERS
  A Case File is an adventure in Hellboy: The RPG that can 
  stand on its own or be a part of a larger campaign. Each 
  Case File is broken down into chapters. Depending on the 
  speed of your team of agents, one or more chapters can 
  be completed in a single game session.
  INVESTIGATION SHEET
  INGENUITY
  EFFECT
  2
  Reduce the damage reduction of all 
  frog monsters (except the giant frog 
  monster) by 1. This can be activated 
  multiple times and stacks.
  4
  Remove 1 Doom point from the Grand 
  Conspiracy sheet. This can be acti-
  vated multiple times and stacks. 
  5
  Provided they know where to look, 
  the team can repeat an ability check 
  to discover a Case File specific clue or 
  secret with the DC lowered by 5.
  Ingenuity and doom
  Ingenuity and doom
  
  17
  Failing with Doom
  If an ability check, attack roll, or saving throw has failed and the 
  d10 roll generates Doom, the result is a fumble. This should be 
  problematic, but not debilitating. A magazine spilling bullets 
  out requiring a bonus action to gather them back up is a prob-
  lem. A sidearm misfiring and exploding is debilitating.
  Doom in this instance should provide a challenge that requires 
  a small amount of effort to overcome without rendering the 
  agent ineffective. Outside of combat, a future ability check 
  associated with the failure might be harder due to increased 
  difficulty or disadvantage, or the GM may require a different test 
  to avoid a follow-up incident resulting from the failed roll. This 
  should be used for story propulsion and enabling creativity on 
  the player’s side rather than as a tool to punish bad dice rolls.
  Succeeding with Doom
  If a d20 ability check, attack roll, or saving throw has succeeded 
  and the d10 roll generates Doom, the players have succeeded at 
  a cost, such as overlooking something or allowing something 
  to slip by them. For example, they score a hit on an enemy but 
  leave themselves vulnerable to a counterattack and lower their 
  AC against that opponent by 1 or 2 for a round. Alternatively, 
  a character spots an enemy before being noticed themselves 
  but also believes that the creature will only attack if  provoked, 
  causing them to carelessly continue into the creature’s path. 
  As a general rule, whether it’s a sidearm becoming jammed or 
  the researcher becoming compelled to break cover and charge 
  into combat at the sight of an undead student, a fumble should 
  be specific to that character or those near them. Doom should 
  never require more than a bonus action to fix mechanically and 
  should always serve to drive the narrative. 
  Advancing the Grand Conspiracy
  The GM can use Doom towards Case File-specific uses. These 
  additional effects are tied to the case being investigated. If a 
  situation causes Doom to be generated, it can be spent towards 
  one of these uses. See p. 27 for a sample Grand Conspiracy 
  Sheet, this one related to The Sad Case of Mary Pym. Acting 
  as progressive levels, each Doom spend is a one-time effect.
  Common Actions that Generate Doom
  BEING THOROUGH 
  When the agents spend 10 or more minutes beyond any time 
  required to search an area, perhaps to find something that 
  might have been missed initially, they generate an amount 
  of Doom equal to the total number of agents involved in the 
  search. At the end of the search, the GM can opt to allow another 
  search attempt with advantage or simply allow the agents to 
  find what they missed through the act of being thorough.
  TAKING TIME
  Spending time recovering from a particularly problematic 
  encounter can be a huge help to the agents. But, there is no 
  rest for the wicked. A number of points of Doom is generated 
  equal to the number of agents, as creatures continue to work 
  towards their grand design while the agents recover.
  COMMON DOOM SPENDS
  DOOM
  EFFECT
  1
  Spawn a frog swarm in the next room the 
  agents enter. The Grand Conspiracy sheet 
  total must be above 4 to use this option. 
  1
  A frog monster (except the giant frog mon-
  ster) makes 1 attack as a bonus action. 
  1
  Add 1d6 to an attack roll.
  2
  Cause an ability check or saving throw to be 
  made at disadvantage. 
  2
  Add 1 additional damage dice to an attack.
  2
  Cause an equipment failure for an item 
  during one chapter, such as radio static, 
  flashlight batteries failing, or a weapon to 
  jam. Requires a bonus action to resolve. 
  2
  Grant advantage to the attack rolls of a frog 
  monster (except the giant frog monster) if 
  more than one targets the same agent. 
  4
  Cause a frog monster (except the giant frog 
  monster) at 0 HP to awaken with 1 HP.
  
  18
  Yellow, Orange, Red
  Instead of rolling a d10 to generate Doom and Ingenuity, 
  agents may roll the two yellow dice. If both dice show a dot, 
  then the agent has generated 1 point of Ingenuity. If both 
  dice show blank, the agent has generated 1 point of Doom. 
  When Ingenuity is being generated on 1 or more additional 
  steps, first add an additional yellow dice, then upgrade the 
  dice for each additional step as in the board game (yellow 
  to orange, then orange to red). The black dice are not used 
  in generating Doom or Ingenuity.
  Should Doom be generated on 1 or more additional steps, 
  then downgrade any dice as per the board game, 1 for each 
  step. If the pool is already 2 yellow dice, then Doom is gen-
  erated if 1 of the dice shows blank. 
  Note that this method will generate more Doom and 
  Ingenuity than the standard method of generation.
  The Effects Die 
  Critical hits in combat cause the effects die (the blue dice) to 
  be rolled. All results are in addition to regular critical hit rules. 
   
   SKULL: Turn the hit into a normal hit. 
   
   X2: Double the total damage of the attack. 
   
   1 DOT: Add 1 additional weapon damage die to the dam-
  age roll.
   
   2 DOTS: Add 2 additional weapon damage dice to the 
  damage roll.
   
   REROLL: Reroll any number of damage dice and use 
  either result. 
   
   B.P.R.D. SYMBOL: Provides 1 point of Ingenuity to the 
  agent making the roll. 
  OPTIONAL RULE - Hellboy: The Board Game Dice
  Ingenuity and doom
  Ingenuity and doom
  
  the sad case of mary pym
  the sad case of mary pym
  
  20
  INTRODUCTION FOR THE GM
  In years gone by, the Uxley family was a constant feature at the 
  periphery of high society. Known as a family of talented spirit-
  ualists during the Victorian age, the Uxleys fell out of favour for 
  unspoken reasons during World War I. With the death of the 
  last surviving heir, Arthur Uxley Jr, at Passchendaele, the house 
  was bequeathed to the family’s servant Reginald Pennyworth 
  and passed down through his son Edward and grandson Robert 
  through the means of a family trust. With this tenuous link 
  to the past severed four years ago by Robert’s death in a car 
  crash, the house is now without owner and set to be claimed 
  bona vacantia. Before the government starts running down 
  the clock on the property, they have requested that a full and 
  frank assessment of the property be undertaken.
  They sent in Mathew Donnel to perform a homeowner’s 
  appraisal. Apparently, he saw a ghost on the first floor and 
  refuses to return to finish the job. Worse, he’s had words with 
  other surveyors, and now no one is willing to finish the job. The 
  B.P.R.D. has been called in to resolve the matter. 
  GENERAL ADVICE FOR GMS
  This is a haunted house scenario and should be run as such. 
  Play up the creepiness of the abandoned house but be sure 
  to remind the players that, as members of the B.P.R.D., this is 
  their bread and butter. If your players are new to roleplaying, 
  or are still learning their role abilities, remind them that they 
  exist. Finally, if your players come up with an interesting idea, 
  consider it wholeheartedly, and if you think it improves the 
  game, run with it. Ultimately, your game is more important 
  than following the scenario to the letter.
  HISTORY OF UXLEY HALL
  SCANDAL
  Arthur Uxley and Reginald Pennyworth grew up together. 
  While Reginald’s father knew nothing of it, Reginald and Arthur 
  were both inducted into the worship of Sadul-em, a mispro-
  nunciation of Sadu-Hem. Arthur eventually married Mary Pym, 
  who uncovered the secret temple in the basement shortly after 
  the birth of baby Arthur. Horrified, Mary threatened to tell her 
  father, Guy Pym, a local conservative parliamentarian. Reginald 
  counselled Arthur to fix the matter on hearing the threats. 
  Arthur was unwilling at first, but several brandies and some 
  hard truths steeled his resolve. A plot was hatched; Arthur would 
  reconcile with Mary, wait a month, and fake her suicide. Though 
  Mary continued to haunt the room she was killed in, Arthur and 
  Reginald evaded capture for this crime. 
  Suicide was a serious scandal, and when a further pregnancy 
  scandal hit—Edward was born out of wedlock—this was the 
  straw that broke the camel’s back. The Uxley name, tied to a 
  suicide and an unwed mother, now invited open mockery and 
  the rumour of even worse scandals. 
  MONSTERS
  Mere scandal plaguing Uxley Hall would be one thing, but 
  Arthur and Reginald began to show signs of their devotions. 
  With Arthur Jr away at school, Edward was inducted into the 
  cult. Arthur’s changes were more than society would bear, so 
  he retreated to the secret temple to be fed discrete offerings. A 
  corrupt parish priest then buried an empty coffin with Arthur’s 
  name on the casket. Reginald later joined Arthur, where their 
  corrupted forms have since bred two more creatures.
  THE END OF AN ERA
  When Arthur Jr died, Edward took over the house. With the birth 
  of his malformed brothers, he saw less and less value in being 
  involved with his father’s temple. Edward sealed the temple 
  and left the cult behind. What Edward’s plan for Robert was 
  will likely never be known, but in the sealed temple, Robert’s 
  monstrous uncles swim deep into horrific caves where they 
  forage for their hideous parents.
  NOTE: The ghosts and monsters at Uxley are key features. Ensure 
  you read the entire scenario to understand how they develop.
  Content Warning
  This adventure features themes of spousal violence, sui-
  cide, and murder. Consequently, this may not be suitable 
  for all audiences.  Please use your discretion when running 
  this adventure and adjust content as necessary.
  Note that this is a unique adventure designed specifically 
  for Hellboy: The Roleplaying Game and is not based on any 
  of the graphic novels. This is intended to be a great way 
  for you to get started on your own adventures  set within 
  the inspirational Hellboy universe.
  “I know not how it was—but, with the first glimpse of the building, a sense of insufferable gloom pervaded my spirit.” 
  The Fall of the House of Usher, Edgar Allen Poe
  the sad case of mary pym
  the sad case of mary pym
  
  21
  INVESTIGATING BEFOREHAND
  The briefing information is somewhat inadequate, so some 
  player agency is needed to recognise the need for prior research.
  Unearthing the house’s scandals—particularly Mary’s suicide 
  and the pregnancy of a nanny—requires a DC 15 Intelligence 
  (History) test. Learning that there are unrecorded hints of worse 
  scandals is harder still DC 20 Intelligence (History) or (Occult). 
  No matter how high characters roll, there is nothing about the 
  ghosts or frog monsters. Characters with features that increase 
  their Clearance Level unlock the next level of information.
  IMPENDING DOOM at Uxley
  In general, it’s assumed that the investigation starts in daylight, 
  and any Doom generated as part of the Case File is based on 
  this. If the characters recklessly visit during darkness, the GM 
  should increase the amount of any Doom generated by 1.
  If an event only happens at night, you don’t need to spend 
  extra Doom, but if your party is having a particularly easy time 
  with the Case File, you may choose to do so anyway. Also keep 
  in mind that there are plenty of Doom spends available for the 
  inhabitants of the manor, which are listed on p. 18 "Common 
  Doom Spends" and p. 27 "Grand Conspiracy Sheet".
  The Investigation Sheet
  The Investigation Sheet is a method for players to unlock addi-
  tional benefits from the Case File as they progress. The sample 
  Investigation Sheet on p. 16 directly relates to the events of the 
  Case File the agents are investigating here.
  MISSION BRIEFING FOR PLAYERS 
  The players are briefed during their flight from the B.P.R.D. 
  headquarters in Fairfield, Connecticut. A chartered flight, 
  as Big Red needs the Bureau's plane. The customs officers 
  in the United Kingdom might balk, but the agents' firearms 
  have been sanctioned. SUVs are awaiting collection there.
  THE GHOST OF UXLEY HALL
  The B.P.R.D. has received a request from Duncan Frost, an 
  up-and-coming member of the conservative party. It’s a 
  low-priority investigation of a classic haunting. The ghost 
  appears to be Mary Pym. Resolve the haunting and see if 
  you can help her pass, but that’s the ideal, not the require-
  ment. To date, the ghost has only been seen at night, so 
  dusk is probably the best time to visit the site.
  THE HOUSE
  Uxley Hall transferred in ownership when the last Uxley of 
  the hall was killed in the First World War. From then until 
  four years ago, it was owned by the Uxley family’s loyal serv-
  ant, Reginald Pennyworth, then passed to his son, Edward, 
  and later to his grandson, Robert. Robert died four years 
  ago, and the government is anxious to sell the property.
  ODDITIES
  You know how it goes, lift a stone and you find bugs. If sort-
  ing out the haunting wakes up anything else, put it back 
  to bed. Leave Uxley Hall in better shape when you leave.
  WITNESSES OF NOTE
  The haunting was reported by a property inspector called 
  Matthew Donnel. An appointment has been made to meet 
  him at 1 o’clock. To date, there are no other known witnesses. 
  As per standard operation procedure, avoid involving non-
  B.P.R.D. personnel in the on-site investigation.
  
  22
  CHAPTER 1: A CHEEKY HALF AT LOCK 13
  The players drive their SUVs to a rural village in the south of 
  England, where they meet Mathew in an old thatched pub.
  MEETING MATHEW DONNEL
  Mathew is a shaken man. He was a stubborn rationalist right up 
  until he saw the ghost. He now spends most of his mornings 
  in church. When not pleading for his immortal soul, he can be 
  found drinking his savings and bemoaning his inevitable fate.
  Mathew is not such a slave to drink that he can’t keep a level 
  head for meeting people. He will agree to meet in his local pub, 
  Lock 13, around lunchtime. Players will be given photos taken 
  from his social media accounts so that they can recognise him. 
  MATHEW DONNEL
  Dressed in business casual, a quiet air hangs over Mathew, who 
  has aged ten years compared to his photos. Currently wolfing 
  down the second half of a ploughman’s sandwich, he sits at the 
  bar's centre with a half pint of brown ale. Inviting no company, 
  he responds politely with a put-on smile when approached.
  ROLEPLAYING MATHEW
   
   A new convert to Catholicism, he likes to quote scripture 
  using the spirit of the verse, if not the exact wording.
   
   Exacting in his standards and measurements, he’s truly 
  comfortable when discussing factual property issues.
   
   Mathew will act scared. He now knows that the occult exists 
  and is taking it very poorly. Much of the time, he’s close to 
  tears and will be visibly relieved to be taken seriously.
  THE WORD OF MATHEW
  Mathew freely relates that the house is surprisingly damp 
  and, in his opinion, definitely haunted. His survey unearthed 
  evidence of infestation in the servants’ quarters and mould 
  throughout the ground floor. When he walked into the master 
  bedroom, a face in the window startled him. When he turned 
  to look away, he saw her hanging in the mirror. He’s not proud 
  to admit that he fled at that point. He’d gone at night because 
  the moisture readings are sometimes different at odd hours. 
  He has the front door key, and they’re welcome to it!
  A DC 15 Wisdom (Intuition) check picks up on the fact that 
  Mathew is in constant discomfort and pain. He will remark that 
  he’s had a headache since he got the keys to the property.
  One or more Persuasion checks as part of the conversation with 
  Mathew will reveal the information in the table above.
  If a character with Psychometry successfully uses it while 
  interviewing Mathew, they will learn all of the above without a 
  further test. The GM should intersperse the conversation with 
  visions and empathic information about Mathew’s experience.
  AFTER THE MEETING
  If the players decide to rest the night before visiting the house, 
  Mathew will make contact again:
  “I know you’re going to the house. I don’t think that’s a good 
  idea, but if you insist on going, keep my number. Phone me 
  every hour or so, and if I don’t hear anything, I’ll call the police.” 
  Matthew will accept any variant of the plan. If the players refuse, 
  he will park his car at the bottom of the drive and wait for them 
  to exit the property. It’s the minimum his conscience will allow. 
  Whatever is decided, Mr Donnel’s fate is ultimately up to the GM.
  IF NO MEETING OCCURS 
  The first two entries above can be determined on site  with an 
  Investigation at DC 13 and DC 15 respectively.
  PERSUASION CHECK
  DC
  INFORMATION
  10
  The mould was unusually sparse such a wet 
  house, almost like it was being maintained. 
  There was no scent of vinegar—a common 
  rush-fix for mould—and no signs of bleach, 
  even though the property needed a clean. 
  12
  The house isn’t close enough to water to be 
  so damp. The outside land should be much 
  marshier for it to be so wet, but it’s just 
  normal fields.
  15
  He’d been asked to look at the house as a 
  personal favour to Duncan Frost. He’s had 
  a headache since receiving the keys. In the 
  servants’ quarters, several times, he thought 
  he heard movement behind the wallpaper 
  but didn’t see any signs of rodents. 
  16
  He’s had strange dreams of snails, frogs, and 
  reptiles since visiting. He doesn't think it's 
  related, but the agents may think differently. 
  17
  He felt completely unnerved as soon as he 
  turned the key. It’s sick and wrong, which is 
  nothing the agents have not heard before. 
  the sad case of mary pym
  the sad case of mary pym
  
  23
  THE PREMONITION
  Upon entering the house, all agents must make a DC 13 
  Charisma saving throw. Agents that fail suffer 1d6 (3) psychic 
  damage, or half as much on a success. Irrespective of success, 
  the character with the worst result will have a premonition of a 
  gloomy, watery cave. If the characters’ first visit is at night, the 
  electricity is out, the house is at its creepiest, and the spirits are 
  at their most powerful. This increases the DC of the save to 15 
  and the damage to 2d6 (7). When they enter the hall, a point of 
  Doom is generated and placed on the Grand Conspiracy Sheet. 
  An additional point is generated if the first visit is at night. 
  The players can initially wander freely around the derelict house, 
  whose faded grandeur seems to have been updated as recently 
  as 1950. The information in the table below can be deduced 
  with an Occult check, including when not in a haunted room.
  If the characters are in the dining room—room 8 on the map—
  its proximity to the master bedroom grants advantage to 
  checks. Players attempting this in the old nursery—room 2 on 
  the map—will suffer disadvantage, as the energy of both ghosts 
  confuses matters. Additionally, players can spend Ingenuity or 
  generate Doom to unlock the next DC’s level of information. 
  The GM is encouraged to listen to their players’ investigative 
  techniques and add flavour in keeping with their approach. 
  Dowsing rods bend, pendulums swing erratically, EMF read-
  ings spike, and reflections momentarily reveal startling faces. 
  Tension can be ramped with flickering shadows, creaking flor-
  boards, and ominous footsteps. If the players plan well, they 
  can benefit from advantage on relevant checks.
  If the agents are thorough in detecting the spirits and garner all 
  the above information, the GM immediately gains an amount 
  of Doom equal to the number of agents.
  CHAPTER 2: VISITING THE HALL
  APPROACHING THE HALL
  Once, the hall would have stood watch over large fields and a 
  small forest, but those days are long hence. Even before the 
  house fell out of noble hands, its fields had been sold to farmers. 
  Now, the forest is a local park with slides and swings, and the hill 
  stands empty as suburbia slowly spirals around it. Climbing the 
  hill is a reasonably simple matter as the ground is quite hard, 
  and should the characters wish, they can in fact drive most 
  decent automobiles to a few feet from the door as a gravelled 
  space was laid out for cars long ago. 
  Should characters wish, they can look through the windows, 
  though the mildewed curtains are only open a crack so details 
  will be vague. A successful DC 10 Wisdom (Perception) check 
  picks up the size of the room, if they succeed on a DC 15 they 
  can pick out the furniture in the room (if any). In addition, ath-
  letic characters might want to try to climb to the first floor and 
  check those windows as well, which requires a DC 12 Strength 
  (Athletics) or Dexterity (Acrobatics) check to climb up. The 
  GM should consider the balcony and exposed roof areas before 
  deciding what the players can see here. From the ground floor, 
  they can see that the master bedroom’s window is wide open, 
  but that’s about all.
  THE HALL
  Standing at the foot of the marble stairs, you look up at the 
  grand double doors of a hall reduced to a shell. Plant pots stand 
  vacant of the once-lavish palms that would have granted shade 
  on a hot day. Above the door is a solid balcony, which sits like 
  an angry brow above the mansion. One of the windows by the 
  door has a slow, steady leak, which to an imaginative mind looks 
  like a steady stream of tears.
  Doom & Frog Ambush
  A lot of factors in this adventure depend on the Doom 
  total. When Doom gets to 4, the frogs will send out a 
  transforming frog monster to see what’s going on. This 
  scout will be stealthy, requiring a passive DC 14 Wisdom 
  (Perception) check to detect. Agents who do not detect 
  it will be surprised when the transforming frog monster 
  ambushes the agents at the nearest ambush point (indi-
  cated as frogs on the map). Increase the Doom total by 1 
  as soon as the scout is dispatched. Once Doom reaches 8, 
  a pair of armed rampaging frog monsters will be sent to 
  investigate. The remaining frogs always stay in their lair.
  OCCULT CHECK
  DC
  INFORMATION
  15
  The odd sensations are consistent with 
  supernatural phenomena.
  16
  Only during the day. The phenomena would 
  most likely be more pronounced at night.
  18
  EMF Reader required. The readings are 
  localised enough that perhaps the phenom-
  ena are seeping out from different points. 
  The signals suggest the dining room and 
  second floor require further investigation.
  
  24
  SCIENTIFIC INVESTIGATION 
  Characters with the Science skill can also investigate the site. On 
  a DC 15 Intelligence (Science) test, a character can confirm that 
  the damp in the house is inconsistent with the outside envi-
  rons. The mildew is less than the humidity would suggest, but 
  the moistness is also far greater than the outside environment 
  would indicate. This will be enough for the character to deduce 
  that there is an occult influence within the house, probably in 
  or around the dining room.
  Ground and first floor psychometry
  Psychometry is a role specific ability employed by certain 
  agents with psychic abilities. If you are playing with the pre-
  generated characters, Francesca Lale has this ability. On a 
  successful Psychometry test, the agent will get the overwhelm-
  ing impression that the house is a place of misery. Regardless 
  of which room this is attempted in, they will see the faintest 
  image of Mary Pym (see p. 28). She won’t interact but will climb 
  the stairs in tears before disappearing into the master bedroom. 
  There is only one location of any real interest on each floor above 
  ground: the staircase on the ground, the master bedroom on 
  the first, and Reginald’s room on the second. The rest of the 
  house can be described as mouldy, damp, and decaying. If ever 
  a house was held up by spite and misery alone, it's Uxley Hall.
  THE GROUND FLOOR
   
   1. MAIN ENTRANCE: A set of marble stairs leads to an 
  immense pair of double doors. (See "Introduction for the 
  Game Master", p. 20.)
   
   2. OLD NURSERY: The peeling wallpaper shows long-faded 
  blue paper and hints of repaired damage from a child’s 
  toys. The wallpaper is surprisingly damp. If the sofa is 
  moved, it will reveal a damaged floor and at night allow 
  the characters to hear the faint croaking of frogs.
   
   3. INNER HALL: This once opulent hall was designed to 
  impress. Lavish tiles are now chipped and discoloured, and 
  some tiles are slippery with moisture. 
  GM TIP
  Allow the characters to wander the house, but once the 
  players have visited the master bedroom (see Chapter 
  Three—The Ghosts of Uxley Hall), add 1 Doom for every 
  other room visited. Feel free to add more Doom if players 
  dither, or perhaps slow its acquisition to build tension.
  the sad case of mary pym
  the sad case of mary pym
  
  25
   
   12. REAR STAIRCASE: These stairs aren’t hidden so much 
  as out of sight and out of mind. In much better repair than 
  the main staircase, it leads to the first floor but no higher, 
  and ascending it doesn’t cause any increase in Doom. The 
  only room this stairwell provides access to is room 9 on the 
  first floor. (See next page.)
  THE STAIRWELL
  The staircase was once a small library with bookshelves sur-
  rounding the walls to add a hint of erudition to the house’s 
  inhabitants. Now, it is little more than the shadow of a wooden 
  cage. No books remain, though someone has placed newspa-
  per down in a vain attempt to soak up some moisture. Players 
  who investigate will discover that while some of the paper is 
  quite recent, most dating back to 2016. Interfering with the 
  paper in any way will cause it to disintegrate into mush.
  As characters begin to ascend the stairs, they creak, crack, 
  and occasionally break. The banister is but a memory, long 
  since broken away and now replaced with a dripping length 
  of rope. As characters climb, there is a definite feeling that at 
  any point the stair might collapse. GM Note: The first time a 
  character uses the stair, generate 1 Doom and add it to the 
  Grand Conspiracy sheet. 
  It is in the stairwell that the characters will discover the secret of 
  Uxley Hall, though probably not on first inspection. Upon using 
  the stair, any character can spend 5 Ingenuity or 3 from the 
  Investigation Sheet (see p. 16) to find the secret door that opens 
  a hidden staircase. (See Chapter Four—Uxley's Secret, p. 29). 
  Characters not so blessed will be able to discover the secret door 
  after speaking with the ghosts or after being attacked by the 
  house’s other inhabitants and completing a DC 10 Intelligence 
  (Investigation) check to follow the footprints. Paranoid char-
  acters who look for a secret door in the staircase can make a 
  DC 23 Investigation or Perception check,  though discovering 
  the staircase this way will generate a point of Doom, which is 
  added to the Grand Conspiracy Sheet. 
   
   4. SITTING ROOM: The forty-year-old sofas and chairs ap-
  pear to be on the verge of collapsing, but at least the room 
  is still dry. This was the initial place where Mathew began 
  his survey, and he left in enough of a hurry that he left be-
  hind his tools. This room has the strange leak mentioned 
  previously. What is causing it is unknown, though the mois-
  ture damage is entirely in line with what a broken pipe 
  would cause. Characters that choose to investigate the leak 
  will with a DC 10 Intelligence (Science) check realise the 
  source is coming from upstairs. Upon visiting upstairs, they 
  may pin the source on an old water tank in the bathroom.
   
   5. MAIN STAIRCASE: See the next section, "The Stairwell".
   
   6. SIDE DOOR AND CLOAKROOM: Clever characters will 
  visit this just to check it off, and the door is locked when 
  the players arrive. The old wood panels have never needed 
  repair and, while damp, show no disrepair. Further investi-
  gation reveals nothing of importance.
   
   7. KITCHEN AND LARDER: The kitchen is empty except 
  for a timeworn gas stove. The cupboards are stained with 
  mould, and small pools of water can be found at the back.
   
   8. DINING ROOM: Once a lavish ballroom to host functions, 
  the dining room’s simple wooden floor is now largely cov-
  ered by a dinner table that can easily seat a dozen guests. 
  The painted walls are peeling, and the chandelier has been 
  raised up as high as it can go. Clues to Mary's presence in 
  the room above can be given here in the form of creaking 
  floorboards and echoing footsteps.
   
   9. TRADESMAN’S ENTRANCE: This rear door is bolted 
  when the characters arrive. Other than a mat for wiping 
  shoes on, there is little to investigate here. Characters who 
  are combat-orientated will recognise that this is a natural 
  chokepoint and an ideal place to defend.
   
   10. SERVANT’S ROOM: Like most of the rooms, this has 
  changed function over the years. At times it has housed 
  a maid, a nanny, and a cook. Neither it nor the en suite is 
  furnished beyond the bare essentials. The sink drips occa-
  sionally, but that’s about the only thing of interest.
   
   11. BASEMENT STAIRS: Providing camouflage for the se-
  cret stair, this simple stone staircase leads to a basement 
  wine cellar. At the back of the cellar is a storage room and 
  a second servants’ room that is long disused and full of 
  enough junk to open a second-hand shop.
  GM OPTION: DROPPING HINTS
  If you’re wanting to grant early clues about the frog mon-
  sters, allow a DC 13 Wisdom (Perception) or (Investigation) 
  check in the room of your choice. Success reveals a large 
  amphibian’s footprint, which leads towards the main stair-
  way where they were ambushed. This may negate any 
  surprise from a frog monster attack.
  
  26
  THE FIRST FLOOR
   
   1. BALCONY: A small room leads onto the balcony that 
  overhangs the main door. Agents that step on to it quickly 
  discover it is not stable, requiring a DC 12  Dexterity saving 
  throw to cling onto the remains of the balcony. Failing this 
  save causes the character to suffer 2d6 (7) bludgeoning 
  damage as they fall onto the broken ruins of the balcony. 
  The agents take half as much on a successful save and 
  suffer full damage and an injury on a fail. 
   
   2. SMALL BEDROOM: Indents in the carpet make it easy 
  to see where the furniture once was. Extra care has been 
  taken to secure this room. The door has a pair of exception-
  ally sturdy modern key locks and the window has a very 
  secure latch. A DC 5 Wisdom (Intuition) check will lead to 
  the realisation that this was a child’s bedroom, and that 
  their parents were worried for the child’s safety.
   
   3. FIRST FLOOR LANDING: This interconnecting hallway 
  has peeling wallpaper with fading that reveals where pic-
  tures used to hang.
   
   4. NEW MASTER BEDROOM: An ornate four-poster bed 
  is the only remaining piece of furniture. It's a simple as-
  sumption that it remains because it needs disassembly 
  for removal. The floor by the eastern window is very damp.
   
   5. STAIRS: The main stairwell continues to floor 2.
   
   6. UPSTAIRS BATHROOM: The mains gas and water are 
  off but the water tank from the old system is full of water.  
  A DC 13 Intelligence test deduces that this is the source 
  of the leak in the sitting room. Fixing the leak requires five 
  minutes and no particular skill. 
   
   7. GUEST BEDROOM:  This is another empty room, except 
  as players check the corner, they’ll see a drip of water fly 
  from floor to ceiling, revealing a massive puddle on the 
  roof. This room is directly below Edward’s room, and his 
  presence is having an effect. The feeling of cold and EMF 
  readings suggest that, much like with the dining room, 
  the agents are below a centre of activity.
   
   8. OLD MASTER BEDROOM: No ghost can be seen during 
  the day, though agents will hear faint crying if they stop to 
  listen or investigate. A séance can be used to make contact, 
  causing Mary to react as if it's night. (See p. 28 for night-
  time events in this room concerning Mary.)
   
   9. SERVANT’S ROOM: Another empty servant’s room with 
  peeling wallpaper. A DC 12 Wisdom (Investigation) will 
  discover someone has written on the wall under the wall-
  paper. In faded blue biro it reads, "Don’t stay the night!"
   
   10. EXPOSED ROOF: This provides a potential entry point 
  for frog monsters, and an escape route for agents if needed.
  SECOND FLOOR
   
   1. SERVANT'S ROOM: Bare floorboards, tatty wallpaper, and 
  furnishings that are functional in style but rickety in appear-
  ance mark this room as another servant's room.
   
   2. EDWARD’S HAUNTED ROOM: Nothing happens here 
  during the day unless a séance is undertaken in this room, 
  or a Psychometry test is attempted anywhere on this floor. 
  In either of these cases, Edward will react as if it were night 
  (see p. 28 for Edward’s night-time behaviour). If Edward 
  needs to draw the agents to his room, he will fling open 
  his door. 
   
   3. SECOND FLOOR LANDING: Similar in appearance and 
  function to the first-floor landing.
   
   4. SERVANT’S BATHROOM: Tarnished and lacklustre fit-
  tings indicate that this was reserved for servants.
   
   5. STORAGE CUPBOARDS: One cupboard still holds a vac-
  uum cleaner with a moth-eaten cloth dust sac. The other 
  appears to have been some sort of airing cupboard.
  the sad case of mary pym
  the sad case of mary pym
  
  27
  GRAND CONSPIRACY SHEET
  DOOM
  EFFECT
  2
  All frog monsters except the giant frog 
  monster gain 5 temporary HP. This effect 
  cannot be used more than once per chap-
  ter. Temporary HP gained from this effect 
  are removed at the end of each chapter.
  4
  The transforming frog monster lies in wait 
  to ambush the agents. The ambush takes 
  place either from outside a room the agents 
  are exiting or from inside a room they are 
  entering. Beating the frog's Stealth check 
  with a Perception check will mean an agent 
  is not surprised.
  6
  Spawn 1 frog swarm in the next room the 
  agents enter.
  8
  A pair of frog monsters—armed and ram-
  paging—are sent to investigate where the 
  transforming frog monster has gone.
  10
  The remainder of the frogs in the temple 
  awaken and immediately begin to act as the 
  GM sees fit.
  
  28
  CHAPTER 3: Uxley's Ghosts
  The ghosts are static in the places they haunt, and characters 
  will need to be in the room with them to interact in anyway.
  While communicating with the ghosts, the agents have to piece 
  together parts of information and references to events the 
  agents are unaware of, which will result in checks to be based 
  on the Investigation skill. Alternatively, if the GM wishes for 
  the ghosts to speak more conventionally, the checks become 
  Charisma (Persuasion) checks. See p. 34 for their statistics.
  MARY PYM
  During the day, unless a séance is performed, Mary can only be 
  experienced by psychics as a faint sobbing. At night, or during 
  a séance, the ghost of Mary Pym visibly manifests in the room’s 
  reflective surfaces. Dressed in a nightgown, she can be seen 
  in the window of the master bedroom and in the mirror of 
  her dresser, opposite the window. Mary’s window reflection is 
  sobbing, and her dresser’s mirror shows her swinging by her 
  neck from an invisible rope. On smaller surfaces the GM should 
  pick one of these images or indeed come up with their own 
  similar manifestation.
  If players stand still, she will scream at them, and if this does not 
  cause them to flee become violent. Once Mary has been sub-
  dued, by the players explaining why they are there or invoking 
  her name, she will converse with the characters if they solicit 
  it. Her attack generates 1 point of Doom which is added to the 
  Grand Conspiracy Sheet.
  ROLEPLAYING MARY
   
   A ghost for over a century, Mary has lost all semblance of 
  mortal charm and is defined by her pain and anguish. She 
  lashes out when given cause.
   
   Mary wants to save others from her fate and has found 
  threats and violence the most expedient way.
   
   Mary is clever but fairly ignorant about the world. Technol-
  ogy beyond a car confuses her.
  WHAT SHE KNOWS 
   
   Mary tells her tale, including finding the secret door, seeing 
  something horrifically indescribable, and getting killed.
   
   A DC 10 Wisdom (Investigation) or Charisma (Persua-
  sion) check will reveal that Mary knows there is a ghost on 
  the 2nd floor. She think it’s in Reginald’s room. 
   
   A DC 13 Wisdom (Investigation)  or Charisma (Persuasion) 
  check will reveal that Mary knows that “Arthur’s Children” 
  wander the ground floor at night checking for intruders. 
  EDWARD PENNYWORTH
  Unlike Mary, Edward manifests with angry desperation, leav-
  ing scrawled messages on frosted surfaces such as windows, 
  mirrors, and other places. He communicates in terse and 
  direct fashion and doesn’t become visible unless a séance is 
  performed. He will start writing “LEAVE NOW” on his mirror as 
  soon as someone opens the door. Witnessing his writing gen-
  erates 1 Doom, and every additional manifestation (growing 
  more frequent the longer they linger, narratively once every six 
  seconds) generates 1 additional point of Doom, which is added 
  to the Grand Conspiracy Sheet, as his manifestation disturbs 
  the frogs below.
  If forced to manifest via séance, he will look like a balding, mid-
  dle-aged man more likely to be found in a betting shop than 
  pondering occult tomes.
  ROLEPLAYING EDWARD
   
   Edward never made his deathbed confession and now 
  haunts the house where he committed his misdeeds.
   
   Trapped in his room, he seeks to atone for his actions. He’ll 
  help fight the frogs by giving  a single agent advantage on 
  any attack against a frog monster, if any enter his room. 
   
   Born into an evil cult, he is very superstitious. 
  Communicating with Edward is possible. If not scared off by his 
  overly dramatic message, agents can attempt communication 
  through his mirror messages, or if they perform a séance to 
  simply talk to him. If a séance is performed, the Investigation 
  checks are made at advantage. If an ordained priest listens to his 
  confession, no test is needed. Consider the player to have rolled 
  a natural 20 and award the priest, and the player with the idea, 
  1 Ingenuity each. If it’s the same player, give them both points. 
  WHAT EDWARD CAN RELATE
   
   A DC 10 Wisdom (Investigation) or Charisma (Persua-
  sion) test will reveal that Edward knows nearly everything 
  and is ready to tell all. If forced, he’ll provide the secret to 
  the staircase by drawing on the glass, which will require 
  a DC 11 Intelligence check to decipher. One test can be 
  made per round, which also generates 1 Doom.
  the sad case of mary pym
  the sad case of mary pym
  
  29
   
   2. LIBRARY/ROOM OF PERVERSIONS: Opening the stained 
  door reveals a library of sorts. Though the scent of mould is 
  strong, the smells of opium and hashish seem burnt into 
  the very floor. Across from the door is a painted wall with 
  the legend, “The Room of Perversions”. In the centre of 
  the room is a chaise lounge with a long, broken leg, a sofa 
  with a broken spine, and two chairs long since reduced to 
  firewood. In the corner of the room stands a liquor cabi-
  net filled with ageing bottles of champagne and a half-full 
  bottle of cognac. To the south is a plain white door with a 
  tiny brass plaque that reads “Temple of Contemplation”, 
  but it is along the left-hand wall that the room’s true prize 
  can be seen. From floor to ceiling is a bookcase filled with 
  tomes on all manner of perverse, profane, and eldritch lore. 
  Should a character thumb their way through the books, 
  it will become quickly apparent that most of them are 
  ruined beyond use. What few tomes that remain undam-
  aged are largely third-hand copies of respected grimoires 
  copied by lazy scholars more interested in earning a few 
  pounds than maintaining the lore of bygone eras. Indeed, 
  some of the works are from unabashed charlatans long 
  since unmasked. Working this out will require a DC 20 
  Intelligence (Occult) check, though every 30 minutes 
  spent on the task will reduce the DC by 5 and allow for 
  another roll. A DC 13 Wisdom (Investigation) check will 
  show that half of the books have some occult echoes, 
  suggesting the rest are hokum. If the agent got this infor-
  mation from Edward, the checks are made at advantage. 
  One book, the Laimes Grāmata, has a spell to weaken the 
  frogs. Characters that speak Latvian or succeed on a DC 
  12 Intelligence check  will realise that the book translates 
  to “Happiness Book”, which is almost certainly a printing 
  error. Reading the book for fifteen minutes will uncover the 
  weakness spell, the Grāmata Rite (see p. 35).
   
   
   3. TEMPLE OF CONTEMPLATION: Pushing past the simple 
  white door and its plaque reading “Temple of Contempla-
  tion”, the scene changes dramatically. Where the Room of 
  Perversions lies in ruins, this room remains in its full glo-
  ry. Well-appointed desks, lecterns, and soft comfortable 
   
   A DC 15 Wisdom (Investigation) or Charisma (Persua-
  sion) test will reveal the truth about the basement and alert 
  the characters that not all the books below are fraudulent. 
  What Edward doesn’t know is how many frogs there are. 
   
   A DC 17 Wisdom (Investigation) or Charisma (Persuasion) 
  test will reveal that he thinks there are three frogs in total, 
  which includes his father, Arthur, and a brother of his.
   
   A DC 20 Wisdom (Investigation) or Charisma (Persua-
  sion) test will reveal that there’s a useful book in the base-
  ment—he thinks it’s called the Lames Grāmeta—which 
  contains a spell that will weaken the frogs.
  CHAPTER 4: Uxley's Secret
  All the frogs sleep in the temple to Sadu-Hem (5). If the frogs 
  have not been roused by the ghosts,  then the agents can explore 
  freely, though the frogs awaken when Doom on the Grand 
  Conspiracy Sheet reaches 10. Each room explored generates 
  an additional point of Doom for the Grand Conspiracy Sheet. 
  Psychometry attempted on this floor is just one horrible mixed 
  bag. The agent will see visions of debauchery and murder, 
  which are truly unsettling. A DC 13 Charisma save is needed, 
  or else the character will suffer 1d6 Psychic damage. If the agent 
  moves into another room with Psychometry still active, they 
  must repeat the Charisma save. However, this will reduce the 
  time needed to detect occult works in the Room of Perversions 
  by an additional 5 minutes and determine that the temple to 
  Baphomet is a fake without a test.
   
   1. STAIRCASE: The secret stair leads to a pair of small ward-
  robes, one containing moth-eaten occult robes, the other 
  two suits from the 1930s. As the agents descend into the 
  darkness, their flashlights may pick out the simple brown 
  door of a wardrobe set to the right of a plain wooden door. 
  The door is covered with stains, though a small pile of de-
  bris shows that this door has regularly been opened and 
  made use of.
  GM OPTION: FROGS
  At this point the gig is pretty much up. The players should 
  be well on their way to solving the case, whether they 
  know it or not. The GM should feel free to use Doom to add 
  swarms of frogs as both omens of death and legitimate 
  foes. They could easily be hidden in the wardrobe (room 
  1), lying in wait in the sofa (room 2), or splashing about the 
  champagne bottles (room 4).
  AGENT TIP
  The field agent’s teamwork feature is invaluable here. Using 
  it when checking the shelf will reduce the time required 
  on either discovery by 5 minutes per use per agent. 
  
  30
  chairs fill the room. The floor is marked with all manner of 
  protective wards and charms, real and imagined. On one 
  of the desks, a tome called The Inishturk Fragments has 
  been left open. Upon the page is a picture of a frog and 
  row upon row of Ogham runes. 
  This tome details the transformation rites used to convert 
  Arthur into one of the Blessed Children of Sadu-Hem, and 
  indeed these rites also teach the way to undo this madness.  
  Reading this tome is sanity rending, and agents that read 
  the ritual suffer 2d6 (7) Psychic damage unless they make 
  a DC 18 Charisma save taking half as much on a successful 
  save and taking the full damage and an injury if they fail. 
   
   4. THE FALSE TEMPLE OF BAPHOMET: With floorboards 
  covered in a thin layer of water, this once mighty—if fraud-
  ulent—temple of Baphomet grants an ostentatious vision 
  of Hell. Walls are painted with horrific scenes of burning 
  damnation angled to draw attention to a raised platform 
  that peers over the brackish water. Upon the platform is 
  a long-faded pentagram, sized to accommodate human 
  sacrifice and other unsavoury activities, and a lectern where 
  the master of the cult would have led black masses. Behind 
  the lectern rises a life-sized three-horned statue of Bapho-
  met, which leers lasciviously from out of the darkness.
  A DC 13 Intelligence (Occult) test will reveal the fraudulent 
  nature of the temple. The statue is confusingly a conglom-
  eration of two demons and merges Baphomet and Master 
  Leonard. The pentagram is imprecise and upside down.
  If the players explore the full extent of the temple, they will 
  discover rotten pillows where supplicants would have knelt, 
  blasphemous hymnals sodden with water, and copious 
  empty bottles of champagne. Checking the lectern or pass-
  ing a DC 15 Wisdom (Investigation) test will find a secret 
  drawer in the lectern containing a sacrificial knife, £10,000 
  in pre-war currency, and a box of black candles. Checking 
  the rear wall or passing a DC 15 Wisdom (Investigation) 
  check will discover the secret door leading to the temple 
  of Sadu-Hem.
   
   5. THE REAL TEMPLE OF SADU-HEM: This is where the 
  pool resides with Arthur Uxley awaiting the agents. (See 
  Chapter Five — The Temple of Sadu-Hem.)
  NOTE: The map below can be exchanged for tiles from Hellboy: 
  The Board Game and reconfigured as needed. 
  the sad case of mary pym
  the sad case of mary pym
  
  31
  granting them +2 to initiative. By the agents delaying and refus-
  ing to enter the temple of Sadu-Hem, the frogs will eventually 
  become enraged and storm the temple to Baphomet. In the 
  first round, the frog monsters will count their movement speed 
  as double and add 1d6 (3) to any successful attack rolls damage.
  Descriptions of a rite being performed can include cold winds 
  gusting from nowhere, debris flying, falling temperatures, and 
  babbling voices from unseen lips. A successful Grāmata Rite 
  causes the frog monsters to lose their damage reduction.
  CHAPTER 6:
  THE FALL OF ARTHUR UXLEY
  Once the Rite of Transformation is concluded, Arthur Uxley will 
  return to his human form. As he is over one hundred years old 
  the strain is far too much, and it kills him. Should Reginald, the 
  venomous frog monster, still survive, he will not transform but 
  instead drape himself over the body of his master and slowly 
  calcify. If the agents decide to execute Reginald, he won’t lift a 
  finger in his defence but instead utter a horrific keening at the 
  loss of his lover until he is slain. Any remaining frog monsters, 
  the children of Arthur and Reginald, are unmade and will begin 
  to fall apart at the seams, leaving only vile ichor where once they 
  stood. If any Doom remains, they might get one last attack on 
  the agents as they dissolve or might simply utter a death curse 
  on the agent that fulfilled the Rite of Transformation.
  As the players leave, they will see Edward and Mary outside the 
  property. Edward helps Mary into the back of a ghostly, turn-
  of-the-century Rolls Royce before taking the wheel and driving 
  out of sight. If the players ask, yes, it is a Silver Ghost.
  CHAPTER 5: 
  THE TEMPLE OF SADU-HEM
  Once the agents have reached the temple, events will depend 
  upon what they have accomplished thus far in the Case File.
  If the players awakened the frogs due to Doom, the frog swarms 
  and the remaining frog monsters will be agitated and attack 
  immediately, with the venomous frog monster in the lead. 
  Their numbers will be reduced by any fought upstairs. There 
  are a total of four frog monsters, one each of the transforming, 
  rampaging, venomous, and armed frog monsters. The agents’ 
  actions thus far determine how many are still in the temple. 
  Separate from these four frog monsters, is Arthur Uxley. He 
  will always be in the temple, no matter what has previously 
  occurred. See his entry under "Giant Frog Monster", p. 33. 
  If the agents have gotten to the temple and caught the frogs 
  sleeping (Doom of 9 or less), they gain surprise on the frog mon-
  sters during the first round of combat. Alternatively, if they’ve 
  read the Laimes Grāmata or The Inishturk Fragments, a DC 10 
  Dexterity (Stealth) check allows them to sneak out and prepare 
  either rite in the false temple. Details of the requirements of 
  the rites can be found in Appendix 1: Performing a Ritual. The 
  agents will only be able to complete one rite before the frogs 
  attack the temple of Baphomet, but there is nothing stopping 
  them from splitting up and casting the second rite upstairs. 
  Either way, in order to perform the Rite of Transformation on the 
  frog monster, the frogs will need to brought out of the temple 
  of Sadu-Hem and into the room with the ritual circle. This won’t 
  be an easy task. The frogs are perfectly adapted to this place. 
  GM OPTION: DARKNESS AND LIGHT
  Even during the day, the basement and temple are in 
  complete darkness. The agents have their flashlights to 
  mitigate this. Remember that dim light imposes disad-
  vantage on sight-based skill checks and attack rolls. This 
  is also a prime time to use flares and other light sources. 
  Agents entering the temple of Sadu-Hem waving their 
  flashlights, however, are going to draw more attention, 
  imposing disadvantage on their own Stealth checks. 
  GMs can choose to keep things simple and overlook the 
  gameplay complications. However, the flashlights in the 
  darkness or the red tinge of the flares are a vital part of 
  setting the mood for this final section.
  GM OPTION: TREASURE HUNT
  Depending on whether the GM wants rituals to be easy or 
  more difficult, this can turn into a treasure hunt as players 
  must wander the house looking for ingredients to make 
  the spell work. Each ritual, both the Grāmata Rite and the 
  Rite of Transformation, has a list of material components 
  that can be placed around the upper floors. Ideally, you’ll 
  want to place one item per ritual per player. Examples 
  include, water that has stood still for six full moons (water 
  tank), glass touched by the dead (one of the mirrors 
  Edward interacted with though breaking it will anger him 
  given his superstitions), and the tongue of a frog. 
  Alternatively, the GM can rule that the agents have nearly-
  all of the required items in a Rapid Ritual Deployment Kit. 
  
  32
  frog swarm
  Seemingly inconsequential, these portents of doom, signify 
  the presence of entities that are known to the wider B.P.R.D. 
  Frog swarms use the following rules:
  Portent of Doom. Any time Doom is generated by an agent,  
  the GM gains 1 Doom for each frog swarm active in an area that 
  has been searched or discovered. Agents can spend an action 
  and 1 Ingenuity to disperse a frog swarm for the chapter. Frog 
  swarms have a movement speed of 15 ft and will actively move 
  away from agents if they approach or cause loud noise. Frog 
  swarms can occupy the same space as another creature.
  armed Frog Monster
  Medium humanoid
  One of Edward’s unfortunate “brothers”, the armed frog mon-
  ster uses a rotting length of wood as a makeshift weapon.
  Armour Class 11
  Hit Points 38 (7d8+7)
  Speed 30 ft, Swim 45 ft
  Skills Athletics +5
  Senses darkvision 15 ft (see in darkness and dim light as if it 
  were bright light for 15 ft), passive Perception 8
  Tough Hide. Damage reduction 4. Reduce the damage of all 
  melee and ranged attacks against this creature by 4.
  ACTIONS
  Multiattack. The armed frog monster makes two attacks 
  with its club.
  Improvised Club. Melee weapon attack: +5 to hit, reach 10 ft, 
  one target. Hit: 2d8+3 (12) bludgeoning damage.
  Counterattack. The creature uses its reaction to make a melee 
  attack against a target within range. Costs 1 Doom to use.
  Rampaging Frog Monster
  Medium humanoid
  What drives this monster is lost to time. Only its rage remains.
  Armour Class 11
  Hit Points 38 (7d8+7)
  Speed 30 ft, Swim 45 ft
  Saving Throws Con +4
  Skills Acrobatics +4, Athletics +5, Perception +0, Stealth +5
  Senses darkvision 15 ft, passive Perception 10
  Tough Hide. Damage reduction 4. Reduce the damage of all 
  melee and ranged attacks against this creature by 4.
  ACTIONS
  Multiattack. The frog monster attacks with each clawed hand.
  Claw. Melee weapon attack: +5 to hit, reach 5 ft, one target. 
  Hit: 2d6+3 (10) slashing damage.
  Brutal. Once per turn, this creature can add an additional d6 
  of damage to a successful melee attack.
  Unrelenting. As a reaction, this creature immediately moves 
  half its movement. It must end this movement closer to an 
  agent than where it started. Costs 1 Doom to use.
  Transforming Frog Monster
  Medium humanoid
  Not fully transformed, this frog might pass as a human in bad 
  light. Retaining some former abilities, it serves well as a scout.
  Armour Class 14 (natural armour)
  Hit Points 36 (8d8)
  Speed 30 ft, Swim 45 ft
  Saving Throws Con +2
  Skills Athletics +5, Perception +0, Stealth +5
  Senses darkvision 15 ft, passive Perception 10
  Ambusher. If this minion targets an agent that is surprised, it 
  gains advantage on the attack roll and can double the damage 
  from the attack if successful. Costs 1 Doom to use.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  12 (+1)
  8 (-1)
  6 (-2)
  1 (-5)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  12 (+1)
  8 (-1)
  6 (-2)
  4 (-3)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  8 (-1)
  8 (-1)
  6 (-2)
  1 (-5)
  servants of darkness
  servants of darkness
  
  33
  Swift. This creature can dash or hide as a bonus action.
  Tough Hide. Damage reduction 2. Reduce the damage of all 
  melee and ranged attacks against this creature by 2.
  ACTIONS
  Multiattack. The frog monster attacks with each clawed hand.
  Malformed Claw. Melee weapon attack: +5 to hit, reach 5 ft, 
  one target. Hit: 1d8+3 (7) slashing damage.
  venomous Frog Monster
  Medium humanoid
  Reginald Pennyworth’s loyalty to his master remains unchanged, 
  driving him to great ends to defend Arthur. Advanced meta-
  morphosis allows him to produce a paralysing venom. 
  Armour Class 11
  Hit Points 38 (7d8+7)
  Speed 30 ft, Swim 45 ft
  Saving Throws Con +4
  Skills Athletics +5, Stealth +4
  Senses darkvision 15 ft (see in darkness and dim light as if it 
  were bright light for 15 ft), passive Perception 10
  Tough Hide. Damage reduction 3. Reduce the damage off all 
  melee and ranged attacks against this creature by 3.
  ACTIONS
  Multiattack. The venomous frog monster makes two attacks, 
  one with each clawed hand.
  Claw. Melee weapon attack: +5 to hit, reach 5 ft, one target. Hit: 
  2d6+3 (9) slashing damage
  Tongue Whip. Melee weapon attack: +4 to hit, reach 30 ft, one 
  target. Hit: 2d6+3 (10) piercing damage.
  Paralysing Tongue. Anyone hit by the tongue whip must make 
  a DC 15 Constitution saving throw or become paralysed until 
  the start of its next turn. Costs 2 Doom to use.
  GIANT FROG MONSTER
  Large humanoid
  This creature was once Arthur Uxley, master of Uxley Hall.
  Armour Class 10
  Hit Points 105 (10d10+50)
  Speed 35 ft, Swim 60 ft
  Saving Throws Con +10
  Skills History +4, Occult +5, Perception +6
  Senses darkvision 15 ft, passive Perception 17
  Acidic Hide. Other than frog monsters, any creature that 
  starts a turn within 5 ft of the giant frog monster suffers 1d6 
  (4) acid damage.
  Hulking Mass. The giant frog monster may still make attacks of 
  opportunity against anyone taking the disengage action within 
  range of its melee attacks, though it does so at disadvantage.
  Tough Hide. Damage reduction 3. Reduce the damage of all 
  melee and ranged attacks against this creature by 3.
  ACTIONS
  Multiattack. The giant frog monster makes two attacks, one 
  with each clawed hand.
  Giant Claw. Melee weapon attack: +9 to hit, reach 10 ft, one 
  target. Hit: 3d10+5 (21) slashing damage.
  Unspeakable Bile. Ranged weapon attack: +4 to hit, range 30 
  ft, one target. Hit: 3d8+5 (18) acid damage.
  Hurl. Instead of inflicting damage to a target, the giant frog 
  monster can force a medium-sized or smaller creature to make 
  a DC 15 Strength saving throw. On a failure, the target is hurled 
  15 ft, suffers 6 bludgeoning damage and is knocked prone. On 
  a success, the target is hurled 15 ft and suffers half damage. 
  Costs 1 Doom to use
  Overwhelming Force. A medium-sized or smaller creature hit 
  by an attack from the giant frog monster must immediately 
  make a DC 15 Constitution saving throw to avoid becoming 
  stunned.  Costs 2 Doom to use.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  12 (+1)
  8 (-1)
  6 (-2)
  4 (-3)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (0)
  20 (+5)
  12 (+1)
  13 (+1)
  5 (-3)
  
  34
  Edward Pennyworth
  Medium poltergeist
  The angry and desperate ghost of Edward Pennyworth. See p. 
  28 for more information.
  Armour Class 10
  Hit Points 32 (5d8)
  Speed 0 ft, fly 45 ft (hover)
  Skills History +4, Intuition +4
  Senses darkvision 30 ft, passive Perception 8
  Damage Vulnerabilities psychic
  Damage Resistances acid, fire, lightning, thunder, plus bludg-
  eoning, piercing, and slashing from non-silvered weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities grappled, prone, frightened, unconscious
  Bound. Edward cannot leave the room he is found in.
  ACTIONS
  Hurl Debris. Ranged weapon attack: +3 to hit, range 15/30 ft, 
  one to three targets. Hit: 1d6+1 (4) bludgeoning damage.
  Frightening Presence. A creature hit by an attack must make a 
  DC 11 Wisdom saving throw. On failure, they become frightened 
  of Edward until the start of their next turn. Costs 2 Doom to use.
  Possession. A single creature within 15 ft. must succeed on a DC 
  11 Charisma saving throw or become possessed by Edward. If 
  a frog monster is possessed, he causes it to become paralysed 
  until the start of his next turn. If he possesses an agent he is 
  on good terms with, he provides advantage on damage rolls 
  for 1 round.
  Mary Pym
  Medium poltergeist
  The sad ghost of Mary Pym. See p. 28 for more information.
  Armour Class 11
  Hit Points 45 (10d8)
  Speed 0 ft, fly 45 ft (hover)
  Skills Acrobatics +5, History +4, Intuition +4
  Senses darkvision 30ft, passive Perception 12
  Damage Vulnerabilities psychic
  Damage Resistances acid, fire, lightning, thunder, plus bludg-
  eoning, piercing, and slashing from non-silvered weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities grappled, prone, frightened, unconscious
  Bound. Mary cannot leave the room she is found in.
  Subdued. When reduced to 0 HP, she stops attacking and may 
  be questioned by the agents as detailed in the Case File.
  Withering Touch. Anyone suffering an injury from Mary’s 
  attacks is aged physically by 1d6 years.
  ACTIONS
  Hurl Debris. Ranged weapon attack: +3 to hit, range 15/30 ft, 
  one to three targets. Hit: 1d6+1 (4) bludgeoning damage.
  Frightening Presence. A creature hit by an attack must make a 
  DC 12 Wisdom saving throw. On failure, they become frightened 
  of Mary until the start of their next turn. Costs 2 Doom to use.
  Possession. A single creature within 15 ft must succeed on a 
  DC 12 Wisdom saving throw or become possessed by Mary 
  and fall under her control. Those with psychic ability save at 
  disadvantage. Half of any damage the creature receives is dealt 
  to Mary as psychic damage. A possessed creature can repeat its 
  saving throw at the end of their turn, expelling her on success.
  Unseen Noose. One target must make a DC 13 Charisma saving 
  throw, taking 3d6+1 (11) psychic damage on failure, or half on suc-
  cess. A save failed by 5 or more means the agent is lifted 5 ft up 
  and grappled, requiring a successful DC 10 Strength (Athletics) 
  or Dexterity (Acrobatics) check as an action to escape.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10 (0)
  10 (0)
  12 (+1)
  13 (+1)
  12 (+1)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  10 (0)
  14 (+2)
  15 (+2)
  12 (+1)
  DESIGNER NOTE
  If Jeremie or Francesca aren’t part of the team, reward 
  clever thinking such as breaking a mirror to lessen the 
  ghost’s ability to manifest. An alternative would be for a 
  ghost to possess an agent for a turn so that they—and the 
  agent— can be harmed. It is recommended that a ghost 
  not possess a single agent for longer than 1 turn. 
  servants of darkness
  servants of darkness
  
  35
  Rituals
  The rules presented here are an introduction to rituals and 
  occult magic within Hellboy: The RPG. Expanded rules will be 
  provided with the main Corebook.
  Performing a Ritual
  To attempt to perform a ritual or rite, the agent must have a 
  resource such as an ancient tome or a translation. They must also 
  have the elements required, such as a dagger with the blood of 
  the willing and a candle left to wilt over the course of five full 
  moons. Sometimes, the equipment in the Emergency Rapid 
  Deployment Ritual kit is enough to fulfill the requirements. 
  Initially, the agent must succeed on the following check:
   
   Intelligence (Occult) check with a DC equal 8 + the level 
  of the ritual
  Succeeding at this check means the agent has initiated the 
  ritual through their understanding of the text and the wider 
  forces at work. 
  On each of their turns after the ritual has been started, the 
  agent performing the ritual must make a Charisma check  with 
  a DC equal to the DC required to initiate the ritual. This ensures 
  they focus their will on the power flowing into the ritual.
  When making the above check, the agent rolls 3d10 for Doom 
  and Ingenuity points, instead of 1d10. The agent performing 
  the ritual can use either Doom or Ingenuity points generated 
  from this roll to count as additional successes toward the total 
  number required for the ritual to succeed. If a ritual is powered 
  by Doom, then it will have complications introduced that are 
  determined by the nature of the ritual and the GM. 
  The target number of successes required to complete the ritual 
  is equal to the ritual’s level. For example, if an agent succeeds 
  on their Occult check and then next turn generates 2 points of 
  Ingenuity with a success on their Charisma check, they have 
  three successes they can put towards the target number of 
  successes. Provided the ritual level was 2, this would be enough 
  for the ritual to take effect immediately. 
  If a ritual is interrupted—such as by failing a check or the agent 
  being prevented from continuing—the GM gains an amount 
  of Doom equal to the number of successes gained towards the 
  ritual so far and the ritual fails. So long as the components are 
  still to hand, a failed ritual can be restarted and attempted anew.
  Sample Rituals
  EXORCISM
  LEVEL 2 RITUAL
  PREREQUISITE: Ordained feat.
  COMPONENTS: Exorcism supplies (such as rosary, sacred water, 
  particular herbs, and religious texts).
  EFFECT: Once performed, any possessed creature within 10 
  ft of the agent performing this ritual has the possessing force 
  expelled from them. If performed while targeting a ghost, spirit, 
  poltergeist, or similar entity, this rite deals 2d8 Psychic damage, 
  plus 1d8 per additional success above the ritual level.
  THE GRĀMATA RITE
  LEVEL 5 RITUAL
  COMPONENTS: Laimes Grāmata, snake’s eyes, fish scales, 
  shrew’s blood, lizard’s tongue.
  EFFECT: This will partially reverse a curse or transformation, 
  leaving a creature more vulnerable to damage.
  THE RITE OF TRANSFORMATION
  LEVEL 5 RITUAL
  COMPONENTS: The Inishturk Fragments, a circle (newly drawn 
  or existing).
  EFFECT: Tentacles can be heard slithering, gurgling bellows 
  shake the foundations, and the water level begins to rise. 
  Completing the rite breaks the entity’s hold here.
  appendix 1
  appendix 1
  
  36
  equipment and abilities
  The rules presented here are an introduction to the equipment 
  available to agents and the psychic powers they may be able to 
  employ. Full rules for both will be contained within the Hellboy: 
  The RPG Corebook.
  equipment
  Each agent starts a Case File with a B.P.R.D. Tactical Vest 
  (TacVest), a backpack, a B.P.R.D. Sidearm, and a flashlight.
  Agents will be able to request additional equipment before the 
  start of a case file, with available equipment determined by the 
  investigation’s priority and the agent’s role and clearance level.
  B.P.R.D. TAC VEST
  The TacVest has four pockets, each able to hold 2 Small items 
  or 1 Medium item, for a total of 8 Small or 4 Medium.
  The agent is able to access equipment in their vest’s pockets as 
  if it were at hand. As part of an agent’s turn, they can produce 1 
  item from the vest’s pockets. As a bonus action, they can 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.
  TacVests grant +1 AC and can also serve as a Stab or Ballistic Vest. 
  STAB VEST: Multiple layers of material defend against stab 
  attacks. No help against bullets, sadly. The wearer gains resist-
  ance to piercing damage and damage reduction 2 against 
  slashing damage. 
  BALLISTIC VEST: The experimental lining of this vest provides 
  the wearer with protection from traditional projectile weap-
  ons, while spreading the impact of other attacks across a wider 
  area. The wearer gains resistance to bludgeoning damage and 
  damage reduction 2 against slashing damage. 
  In addition, the wearer of a TacVest can use their reaction to 
  cause a critical hit to become a regular hit. The tactical vest 
  loses it damage resistance permanently after this use.
  B.P.R.D. FIELD KIT
  A standard agent field kit consists of a box of matches or lighter, 
  a notebook and pen, a bobby pin (one use item to facilitate 
  the opening of doors with a Dexterity [Steady Hands] or 
  [Technology] check), keys to the B.P.R.D. vehicle, a cell phone, 
  a flare, and a military spec radio (including ear piece and mic).
  Psychic Powers 
  You can use an action and attempt to manifest your abilities. 
  This requires a Charisma saving throw with the following DC:
   
   8 + half your level
  As part of the saving throw, roll 3d10 instead of 1d10 to determine 
  Doom and Ingenuity. On a failed save, the psychic is unable to 
  manifest their abilities for the remainder of the chapter. 
  On a successful save, the abilities manifest immediately. The 
  psychic can continue to channel their powers as an action on 
  their turn for up to 1 minute by repeating the Charisma save 
  and rolling 3d10 for Doom and Ingenuity. If the Charisma saving 
  throw fails as part of this sustained use, the psychic deals 1d6 
  damage to either themselves or a creature within 5 ft. For each 
  point of Doom or Ingenuity generated, they gain 1 additional 
  piece of information or deal an additional 1d6 damage. 
  Francesca Lyle can channel her abilities 3 times during the 
  quickstart adventure.
  PSYCHOMETRY
  You can reach out and sense the aura and memories of an area 
  or individual, gaining advantage on Investigation, Persuasion, 
  and Intuition checks.
  Additional information that may be gained at the GM’s discre-
  tion includes the lasting memory or aura of the creature or area, 
  the surface emotions of the creature, the presence of creatures 
  in the area, a point of interest of the area, or a question that the 
  creature targeted does not want asked. 
  PSYCHIC INVASION
  They may attempt to overpower a creature’s mind. To do so, the 
  psychic makes an opposed Charisma check (see p. 3). If they 
  win, the targeted creature takes 2d6 psychic damage. If the 
  psychic loses, they must repeat the Charisma save to manifest 
  this power, suffering 1d6 psychic damage from backlash on 
  failure. Damage from this feature overcomes all resistances or 
  damage reduction. 
  SÉANCE
  After successfully manifesting their powers, the psychic can 
  offer their voice to the spirits. To establish a séance, the psychic 
  must complete a manifesting saving throw for each question. 
  To end the séance, the psychic must succeed in an opposed 
  Charisma check against the spirit. If the psychic loses the con-
  tested roll, they become possessed by the spirit. 
  appendix 2
  appendix 2
  
  PROFICIENCY
  INGENUITY
  PASSIVE
  INVESTIGATION
  PASSIVE
  PERCEPTION
  DR MARCUS HANSARD JR.
  Marcus’s life as a physician before the B.P.R.D. was such 
  a long time ago, he feels like a ghost just thinking about 
  it. He remembers Mona’s first day on the job and even 
  had lunch with Hellboy once. Now everything just aches, 
  and he’s transferring to a desk job in two months. Jeremie 
  would never let him hear the end of it, so for now it’s a 
  big secret.
  ORIGIN
  BACKGROUND
  ROLE / LEVEL
  ARCHETYPE
  AC
  INITIATIVE
  SPEED
  HIT DICE
  USED
  TOTAL
  SUCCESSES
  FAILURES
  DEATH SAVES
  INJURY LEVELS
  LEVEL
  EFFECT
  Minor
  -1 to skill checks (This does 
  not stack)
  Moderate
  Do not add ability modifiers 
  to ability checks or attack rolls
  Serious
  Do not add ability modifiers 
  to saving throws
  Severe
  Disadvantage on ability 
  checks, attack rolls, and 
  saving throws
  Critical
  Your speed is halved. You 
  cannot dash
  WEAPONS AND EQUIPMENT
  B.P.R.D FIELD KIT
  See Appendix 2, p. 36. 
  B.P.R.D. SIDEARM
  A 9mm semi-automatic is the standard issue sidearm 
  of the  B.P.R.D. The agents must register these weapons 
  with the British Authorities when in the UK. Plus 3 mag-
  azines of ammunition. (17 rounds in each.)
  B.P.R.D. TACTICAL VEST
  See Appendix 2, p. 36.
  FIELD DRESSING, (MEDIUM) 
  A small collection of military-grade first aid items includ-
  ing bandages, tourniquet, adrenaline and morphine 
  shots. The kit has 10 uses. A single use can be expended 
  to attempt a DC 12 Wisdom (Medicine) check to stabi-
  lise a character at 0 HP. During take time, 1 use can be 
  expended to restore 1d4 HP.
  HIGH-POWERED FLASHLIGHT (SMALL)
  While activated, this sturdy flashlight casts bright light 
  for 15 ft and dim light to 30 ft in a cone shape. The flash-
  light requires one hand to use.
  WEAPON ATK BONUS
  RANGE
  DAMAGE/TYPE
  B.P.R.D 
  Sidearm
  +5
  45/100
  2d10 Bludgeoning
  ACTIONS
  DOUBLE TAP
  When you take the attack action, you can make two 
  attacks instead of one, or you can forego your second 
  attack to gain advantage on a single attack.
  FIELD DOCTOR
  A creature that you expend a use of a medical kit on 
  regains 1d6 HP, even if they are at 0 HP. 
  You can attempt a focus test as a bonus action. On a 
  success, you can use an action to apply multiple uses of 
  this ability on one creature this round. You can use up 
  to your remaining uses of this ability in a single action 
  so long as the focus test was successful. If the focus test 
  fails, you must still use your action to expend 1 use of this 
  ability, as per normal.  
  You can use this ability a number of times equal to your 
  Wisdom modifier plus 1. You can recover uses through 
  the Field Operations ability (see below).
  BONUS ACTIONS
  NAME THEM AND BREAK THEM 
  Attempt a focus check as a bonus action. If successful, the 
  first creature you damage with an attack suffers disad-
  vantage on all attack rolls until the start of your next turn.
  THIS IS GONNA HURT  
  Attempt a focus check as a bonus action. On success, 
  when you hit a creature with an attack before the end of 
  your next turn, you can spend a HD and add the amount 
  rolled to the damage of the attack.
  REACTIONS
  CHECK THE CORNERS
  When you are surprised, you can spend 1 Ingenuity as 
  a reaction to move 15 ft and push another agent out of 
  harm’s way. This moves the agent 5 ft, and you must end 
  this move within 5 ft of where the agent previously was. 
  Any agent that is moved by this ability does not trigger 
  attacks of opportunity. The moved agent is knocked 
  prone. Use this ability once per Case File.
  TAKING THE BRUNT (TACTICAL VEST) 
  As a reaction, an agent can spend a point of Ingenuity 
  to reduce the damage suffered from an attack by 1d6 or 
  their Constitution modifier per point of Ingenuity spent.
  OTHER FEATURES
  FIELD OPERATIONS 
  You can attempt a focus check as part of a dust off action. 
  If successful, you can recover 1 use of a role ability. You can 
  attempt this 3 times per Case File, and regain all uses once 
  you return to base. You cannot recover uses of this ability 
  as part of a dust off action.
  ON-THE-JOB TRAINING 
  Once per Case File, you may make a single skill check, 
  attack roll, or saving throw as if you were proficient. If 
  you are already proficient, you may add your proficiency 
  bonus twice instead. You must return to base before you 
  can use this feature again.
  TEAMWORK
  When taking or benefiting from the help action, you gen-
  erate an extra point of Ingenuity. When you are taking 
  part in a group check or extended check, you generate 
  an extra point of Ingenuity for each field agent taking 
  part. You have a total number of uses of this ability equal 
  to your proficiency bonus (3). You regain 1 expended use 
  when you use a take time resting period.
  TILL WE GET BACK TO BASE 
  When using a take time rest you can supress a total 
  number of injuries equal to your Wisdom modifier, which 
  lasts remains in effect until another injury is received. 
  Supressing an injury this way requires expending a use 
  of a field dressing. During a dust off action, you can spend 
  Ingenuity and a use of a field dressing to supress the 
  effects of an injury until the end of the chapter.
  WELL OILED 
  You gain advantage on focus checks.
  WEAPON FOCUS, CAREFUL SHOTS
  You do not suffer disadvantage when targeting a creature 
  within 5 ft of you or another agent with a ranged attack.
  B.P.R.D. AND ROLE ABILITIES
  ORIGIN FEATURES
  DO OR DIE
  You may reroll a failed saving throw. You have 2 uses of 
  the ability and regain all uses when you return to base.
  UNMATCHED FOCUS
  You can reroll an attack roll or ability check that resulted 
  in a 1, but you must use the new result even if it is a 
  1. Once you have used this feature, you must return to 
  base to use it again. 
  STRENGTH
  0
  0
  SAVING THROWS
  ATHLETICS
  10
  0
  DEXTERITY
  +5
  +5
  +5
  SAVING THROWS
  STEADY HANDS
  STEALTH
  +3
  ACROBATICS
  14
  +2
  CONSTITUTION
  +5
  SAVING THROWS
  14
  +2
  CHARISMA 
  0
  0
  0
  SAVING THROWS
  INTIMIDATION
  PERSUASION
  10
  0
  HIT POINT
  MAXIMUM
  TEMPORARY
  HIT POINTS
  44
  13
  +2
  30
  +3
  17
  17
  Field Agent / 5
  Remarkable Human
  Been Doing It Too Long
  Medic
  d10
  INTELLIGENCE
  +1
  +1
  +1
  +1
  SAVING THROWS
  +1
  HISTORY
  OCCULT
  RELIGION
  SCIENCE
  +1
  TECHNOLOGY
  12
  +1
  +1
  BUREAUCRACY
  WISDOM
  +4
  +4
  +4
  +7
  SAVING THROWS
  +7
  +7
  INTUITION
  INVESTIGATION
  MEDICINE
  PERCEPTION
  SURVIVAL
  18
  +4
  +4
  ANIMAL HANDLING
  
  PROFICIENCY
  INGENUITY
  PASSIVE
  INVESTIGATION
  PASSIVE
  PERCEPTION
  MONA SAMAHA MAI
  A detective in the Vietnamese police before joining the  
  B.P.R.D., Mona is determined to prove that her multina-
  tional team can operate together without serious friction. 
  Marcus thinks she doesn’t know about his upcoming trans-
  fer, but Mona was the one who signed off on it. She was 
  also on the team that recruited Francesca.
  ORIGIN
  BACKGROUND
  ROLE / LEVEL
  ARCHETYPE
  AC
  INITIATIVE
  SPEED
  HIT DICE
  USED
  TOTAL
  SUCCESSES
  FAILURES
  DEATH SAVES
  INJURY LEVELS
  LEVEL
  EFFECT
  Minor
  -1 to skill checks (This does 
  not stack)
  Moderate
  Do not add ability modifiers 
  to ability checks or attack rolls
  Serious
  Do not add ability modifiers 
  to saving throws
  Severe
  Disadvantage on ability 
  checks, attack rolls, and 
  saving throws
  Critical
  Your speed is halved. You 
  cannot dash
  WEAPONS AND EQUIPMENT
  WEAPON ATK BONUS
  RANGE
  DAMAGE/TYPE
  B.P.R.D 
  Sidearm
  +4
  45/100
  2d10 Bludgeoning
  ACTIONS
  DOUBLE TAP
  When you take the attack action, you can make two 
  attacks instead of one, or you can forego your second 
  attack to gain advantage on a single attack.
  BONUS ACTIONS
  DELEGATE
  You can make a focus check as a bonus action. If success-
  ful, you can then grant your attack action to an agent you 
  nominate. The nominated agent can then use the attack 
  action as a free action before the end of their turn. If you 
  can make more than 1 attack when you take the attack 
  action, you can delegate all your attacks to another field 
  agent or to different ones. 
  ENHANCED TEAMWORK 
  Use a bonus action and attempt a focus test. If successful, 
  each agent within 15 ft of you, including yourself, gener-
  ates an additional point of Ingenuity whenever Ingenuity 
  is rolled as part of an ability check, saving throw, or attack 
  roll. This ability requires you to maintain focus and lasts a 
  number of rounds equal to your Charisma modifier +1. You 
  have a number of uses equal to your Charisma modifier 
  (minimum 1). You regain 1 use when you take time. 
  THIS IS GONNA HURT  
  Attempt a focus check as a bonus action. On success, 
  when you hit a creature with an attack before the end of 
  your next turn, you can spend a HD and add the amount 
  rolled to the damage of the attack.
  REACTIONS
  CHECK THE CORNERS
  When you are surprised, you can spend 1 Ingenuity as 
  a reaction to move 15 ft and push another agent out of 
  harm’s way. This moves the agent 5 ft, and you must end 
  this move within 5 ft of where the agent previously was. 
  Any agent that is moved by this ability does not trigger 
  attacks of opportunity. The moved agent is knocked 
  prone. Use this ability once per Case File.
  MOTIVATION
  You gain 1 additional action and 1 additional bonus 
  action on your turn. You can use a reaction to grant this 
  to another agent, who then takes the additional action 
  and bonus action Immediately. This does not require a 
  focus test. To use this feature again you must use a take 
  time resting period or successfully recover it through the 
  Field Operations ability.
  TAKING THE BRUNT (TACTICAL VEST) 
  As a reaction, an agent can spend a point of Ingenuity 
  to reduce the damage suffered from an attack by 1d6 or 
  their Constitution modifier per point of Ingenuity spent.
  WEAPON FOCUS, LEARN TO DUCK
  As a reaction, you can add your proficiency bonus to your 
  AC until the start of your next turn.
  OTHER FEATURES
  FIELD OPERATIONS 
  You can attempt a focus check as part of a dust off action. 
  If successful, you can recover 1 use of a role ability. You can 
  attempt this 3 times per Case File, and regain all uses once 
  you return to base. You cannot recover uses of this ability 
  as part of a dust off action.
  ON-THE-JOB TRAINING
  Once per Case File, you may make a single skill check, 
  attack roll, or saving throw as if you were proficient. If 
  you are already proficient, you may add your proficiency 
  bonus twice instead. You must return to base before you 
  can use this feature again.
  TEAMWORK
  When taking or benefiting from the help action, you gen-
  erate an extra point of Ingenuity. When you are taking 
  part in a group check or extended check, you generate 
  an extra point of Ingenuity for each field agent taking 
  part. You have a total number of uses of this ability equal 
  to your proficiency bonus (3). You regain 1 expended use 
  when you use a take time resting period.
  WELL OILED 
  You gain advantage on focus checks.
  B.P.R.D. AND ROLE ABILITIES
  ORIGIN FEATURES
  DO OR DIE
  You may reroll a failed saving throw. You have 2 uses of 
  the ability and regain all uses when you return to base.
  UNMATCHED FOCUS
  You can reroll an attack roll or ability check that resulted 
  in a 1, but you must use the new result even if it is a 
  1. Once you have used this feature, you must return to 
  base to use it again. 
  WEEKEND TRAINING (FEAT)
  Standing up from prone costs 5 ft of movement. You 
  can add half your proficiency bonus to any Strength or 
  Dexterity check you are not proficient in. You can also 
  dash while carrying an unconscious agent, and climbing 
  does not cost you extra movement.
  STRENGTH
  +6
  +6
  SAVING THROWS
  ATHLETICS
  16
  +3
  DEXTERITY
  +1
  +1
  +1
  SAVING THROWS
  STEADY HANDS
  STEALTH
  +1
  ACROBATICS
  12
  +1
  CONSTITUTION
  +5
  SAVING THROWS
  15
  +2
  WISDOM
  -1
  -1
  +2
  -1
  SAVING THROWS
  -1
  +2
  INTUITION
  INVESTIGATION
  MEDICINE
  PERCEPTION
  SURVIVAL
  8
  -1
  CHARISMA 
  0
  0
  +5
  SAVING THROWS
  INTIMIDATION
  PERSUASION
  14
  +2
  HIT POINT
  MAXIMUM
  TEMPORARY
  HIT POINTS
  44
  12
  +1
  30
  +3
  12
  9
  Field Agent / 5
  Remarkable Human
  Professional
  Team Leader
  d10
  INTELLIGENCE
  0
  +3
  0
  0
  SAVING THROWS
  0
  HISTORY
  OCCULT
  RELIGION
  SCIENCE
  0
  TECHNOLOGY
  10
  0
  +3
  BUREAUCRACY
  B.P.R.D FIELD KIT
  See Appendix 2, p. 36.
  B.P.R.D. SIDEARM
  A 9mm semi-automatic is the standard issue sidearm 
  of the  B.P.R.D. The agents must register these weapons 
  with the British Authorities when in the UK. Plus 3 mag-
  azines of ammunition (17 rounds in each).
  B.P.R.D. TACTICAL VEST
  See Appendix 2, p. 36.
  HIGH-POWERED FLASHLIGHT (SMALL)
  While activated, this sturdy flashlight casts bright light 
  for 15 ft and dim light to 30 ft in a cone shape. The flash-
  light requires one hand to use.
  -1
  ANIMAL HANDLING
  
  PROFICIENCY
  INGENUITY
  PASSIVE
  INVESTIGATION
  PASSIVE
  PERCEPTION
  FRANCESCA LALE
  A former doctoral candidate in archaeology at the 
  University of Edinburgh, she was recruited into the B.P.R.D. 
  after discovering that a curse upon a tomb in South Africa 
  was very real. The B.P.R.D. saved the dig team, though 
  Francesca still relives the tomb’s deafening silence in her 
  quiet moments. She recently started showing psychic abil-
  ities, the source of which remains unclear. 
  ORIGIN
  BACKGROUND
  ROLE / LEVEL
  ARCHETYPE
  AC
  INITIATIVE
  SPEED
  HIT DICE
  USED
  TOTAL
  SUCCESSES
  FAILURES
  DEATH SAVES
  INJURY LEVELS
  LEVEL
  EFFECT
  Minor
  -1 to skill checks (This does 
  not stack)
  Moderate
  Do not add ability modifiers 
  to ability checks or attack rolls
  Serious
  Do not add ability modifiers 
  to saving throws
  Severe
  Disadvantage on ability 
  checks, attack rolls, and 
  saving throws
  Critical
  Your speed is halved. You 
  cannot dash
  WEAPONS AND EQUIPMENT
  B.P.R.D FIELD KIT
  See Appendix 1, p. 36.
  B.P.R.D. SIDEARM
  A 9mm semi-automatic is the standard issue sidearm 
  of the  B.P.R.D. The agents must register these weapons 
  with the British Authorities when in the UK. Plus 3 mag-
  azines of ammunition (17 rounds in each).
  B.P.R.D. TACTICAL VEST
  See Appendix 2, p.36.
  FIELD LAB KIT (MEDIUM)
  A field lab kit contains a small collection of prepared kits 
  to investigate for the presence of certain phenomena. 
  Confirming if a substance is blood is a common use. 
  Temperature readings to confirm shifts is another use. 
  The kit has 10 uses, and a use can be expended when 
  undertaking an Investigation, Medicine, Science, or 
  Occult roll to grant advantage on the roll, provided the 
  agents can spend 10 minutes undertaking the check. 
  The accompanying d10 for Doom and Ingenuity can be 
  rerolled when the check is made.
  HIGH-POWERED FLASHLIGHT (SMALL)
  While activated, this sturdy flashlight casts bright light 
  for 15 ft and dim light to 30 ft in a cone shape. The flash-
  light requires one hand to use.
  WEAPON ATK BONUS
  RANGE
  DAMAGE/TYPE
  B.P.R.D 
  Sidearm
  +4
  45/100
  2d10 Bludgeoning
  ACTIONS
  DOUBLE TAP
  When you take the attack action, you can make two 
  attacks instead of one, or you can forego your second 
  attack to gain advantage on a single attack.
  BONUS ACTIONS
  THIS IS GONNA HURT  
  Attempt a focus check as a bonus action. On success, 
  when you hit a creature with an attack before the end of 
  your next turn, you can spend a HD and add the amount 
  rolled to the damage of the attack.
  TRAINED EYE
  You can attempt a focus check as a bonus action to 
  negate disadvantage on a skill check you are proficient 
  in. You can use this feature a number of times equal to 
  your Intelligence modifier+1.
  REACTIONS
  CHECK THE CORNERS
  When you are surprised, you can spend 1 Ingenuity as 
  a reaction to move 15 ft and push another agent out of 
  harm’s way. This moves the agent 5 ft, and you must end 
  this move within 5 ft of where the agent previously was. 
  Any agent that is moved by this ability does not trigger 
  attacks of opportunity. The moved agent is knocked 
  prone. Use this ability once per Case File.
  QUICK THINKING
  You can attempt a focus check as a reaction to add your 
  Intelligence modifier to a saving throw or your AC.
  TAKING THE BRUNT (TACTICAL VEST) 
  As a reaction, an agent can spend a point of Ingenuity 
  to reduce the damage suffered from an attack by 1d6 or 
  their Constitution modifier per point of Ingenuity spent.
  OTHER FEATURES
  FIELD OPERATIONS 
  You can attempt a focus check as part of a dust off ac-
  tion. If successful, you can recover 1 use of a role ability. 
  You can attempt this 3 times per Case File, and regain 
  all uses once you return to base. You cannot recover 
  uses of this ability as part of a dust off action.
  NAGGING FEELING 
  When you use a take time to rest, you can attempt to 
  store a number of points of Ingenuity equal to your 
  Intelligence modifier, up to a maximum of your pro-
  ficiency bonus. Each point you wish to store in this 
  manner requires a focus check and a use of this ability. 
  You can use this feature a number of times equal to your 
  Intelligence modifier.
  ON-THE-JOB TRAINING 
  Once per Case File, you may make a single skill check, 
  attack roll, or saving throw as if you were proficient. If 
  you are already proficient, you may add your proficien-
  cy bonus twice instead. You must return to base before 
  you can use this feature again.
  TEAMWORK
  When taking or benefiting from the help action, you gen-
  erate an extra point of Ingenuity. When you are taking 
  part in a group check or extended check, you generate 
  an extra point of Ingenuity for each field agent taking 
  part. You have a total number of uses of this ability equal 
  to your proficiency bonus (3). You regain 1 expended use 
  when you use a take time resting period.
  WEAPON FOCUS, CENTRE MASS
  Each time you hit a creature with an attack, you can chose 
  to push it 5 ft back. 
  WELL OILED 
  You gain advantage on focus checks.
  B.P.R.D. AND ROLE ABILITIES
  ORIGIN FEATURES
  DO OR DIE
  You may reroll a failed saving throw. You have 2 uses of 
  the ability and regain all uses when you return to base.
  UNMATCHED FOCUS
  You can reroll an attack roll or ability check that resulted 
  in a 1, but you must use the new result even if it is a 
  1. Once you have used this feature, you must return to 
  base to use it again.
  FEAT
  LIMITED PSYCHIC AWAKENING, FEAT
  Working for the B.P.R.D. has led your latent psychic 
  abilities to awaken, allowing you a limited version of psy-
  chic ability. You know the psychic powers Psychometry, 
  Psychic Invasion, and Séance—see Appendix 2. You can 
  use your powers 3 times during this Case File.
  STRENGTH
  0
  0
  SAVING THROWS
  ATHLETICS
  10
  0
  DEXTERITY
  +4
  +1
  +1
  SAVING THROWS
  STEADY HANDS
  STEALTH
  +1
  ACROBATICS
  12
  +1
  CONSTITUTION
  +5
  SAVING THROWS
  14
  +2
  WISDOM
  +2
  +2
  +5
  +5
  SAVING THROWS
  +2
  +2
  INTUITION
  INVESTIGATION
  MEDICINE
  PERCEPTION
  SURVIVAL
  14
  +2
  CHARISMA 
  +1
  +1
  +1
  SAVING THROWS
  INTIMIDATION
  PERSUASION
  12
  +1
  HIT POINT
  MAXIMUM
  TEMPORARY
  HIT POINTS
  44
  13
  +1
  30
  +3
  12
  15
  Field Agent / 5
  Remarkable Human
  Academic
  Investigator
  d10
  INTELLIGENCE
  +3
  +3
  +6
  +6
  SAVING THROWS
  +3
  HISTORY
  OCCULT
  RELIGION
  SCIENCE
  +3
  TECHNOLOGY
  16
  +3
  +6
  BUREAUCRACY
  +2
  ANIMAL HANDLING
  
  PROFICIENCY
  INGENUITY
  PASSIVE
  INVESTIGATION
  PASSIVE
  PERCEPTION
  ALEKSANDRA ZARKOVA
  Originally from Anadyr, the eastern most city in Russia, 
  Aleksandra was recruited from the counter-terrorism 
  branch of the Federal Security Bureau to the Special 
  Science Service. Given the turbulent leadership situation 
  at the Service, she jumped at the chance to put an ocean 
  between her and HQ.
  ORIGIN
  BACKGROUND
  ROLE / LEVEL
  ARCHETYPE
  AC
  INITIATIVE
  SPEED
  HIT DICE
  USED
  TOTAL
  SUCCESSES
  FAILURES
  DEATH SAVES
  INJURY LEVELS
  LEVEL
  EFFECT
  Minor
  -1 to skill checks (This does 
  not stack)
  Moderate
  Do not add ability modifiers 
  to ability checks or attack rolls
  Serious
  Do not add ability modifiers 
  to saving throws
  Severe
  Disadvantage on ability 
  checks, attack rolls, and 
  saving throws
  Critical
  Your speed is halved. You 
  cannot dash
  WEAPONS AND EQUIPMENT
  WEAPON ATK BONUS
  RANGE
  DAMAGE/TYPE
  B.P.R.D 
  Sidearm
  +5
  45/100
  2d10 Bludgeoning
  ACTIONS
  SPRING THE TRAP
  When you surprise a creature, you can make an additional 
  attack as part of the attack action and dash as a bonus 
  action in the first round of combat.
  BONUS ACTIONS
  FOCUSED APPROACH
  As a bonus action, you can make a focus test. If successful 
  you can add 1d6 to the damage for each successful hit 
  you make against a single target. You expend your bonus 
  action to move this focus to another target. This ability 
  requires sustained focus. You have 3 uses of this feature 
  and regain up to 2 when you use a take time rest. If not 
  interrupted, this effect ends after 30 seconds (5 rounds). 
  PICK UP THE TRAIL 
  You can attempt a focus check as a bonus action to gain 
  advantage on Investigation checks to track a creature. 
  You have 2 uses of this ability and regain 1 use when you 
  have a take time resting period.
  RAPID RELOAD (FEAT) 
  When you take the attack action, you can declare you are 
  firing rapidly. When firing rapidly, you target up to three 
  additional creatures within 10ft of your original target. 
  If the attack roll against the original target would have 
  also been successful against the additional creatures 
  they suffer 2d6 slashing damage. You can nominate the 
  original target as 1 of the three creatures. If Doom is gen-
  erated as part of the rapid fire attack roll, you have run 
  out of easily accessible ammo and must spend an action 
  to reload before using the weapon again.
  REACTIONS
  TAKING THE BRUNT (TACTICAL VEST) 
  As a reaction, an agent can spend a point of Ingenuity 
  to reduce the damage suffered from an attack by 1d6 or 
  their Constitution modifier per point of Ingenuity spent.
  OTHER FEATURES
  COLD APPROACH 
  You gain advantage against becoming frightened or an 
  effect that would cause psychic damage.
  RECOVERED CASE FILE (SSS FEATURE)
  For each Case File, you can start with 1 additional level of 
  clearance using the Case Files that other B.P.R.D. agents 
  “recovered” in a past operation. Just don’t ask where they 
  got it or how. The additional information grants you the 
  next level of background information as if you had an 
  additional level of clearance. You must complete a Case 
  File before you can use this feature again.
  WEAPON FOCUS, MEASURED VIOLENCE
  You may reroll any 1s you roll on weapon damage but 
  must keep the new result.
  B.P.R.D. AND ROLE ABILITIES
  ORIGIN FEATURES
  CURSED ON THE JOB (FEAT)
  You are cursed to never dream but have gained a deeper 
  reserve of will to hang on to life. The first time you are 
  reduced to 0 HP in a Case File, you instead drop to 1 HP. 
  In addition, when you use a take time rest, you can add 
  your Wisdom modifier to any HP regained from Hit Dice. 
  DO OR DIE
  You may reroll a failed saving throw. You have 2 uses of 
  the ability and regain all uses when you return to base.
  UNMATCHED FOCUS 
  You can reroll an attack roll or ability check that resulted 
  in a 1, but you must use the new result even if it is a 
  1. Once you have used this feature, you must return to 
  base to use it again. 
  STRENGTH
  +2
  +5
  SAVING THROWS
  ATHLETICS
  14
  +2
  DEXTERITY
  +5
  +2
  +2
  SAVING THROWS
  STEADY HANDS
  STEALTH
  +2
  ACROBATICS
  14
  +2
  CONSTITUTION
  +4
  SAVING THROWS
  12
  +1
  WISDOM
  +2
  +2
  +2
  +5
  SAVING THROWS
  +2
  +5
  INTUITION
  INVESTIGATION
  MEDICINE
  PERCEPTION
  SURVIVAL
  15
  +2
  CHARISMA 
  0
  0
  0
  SAVING THROWS
  INTIMIDATION
  PERSUASION
  10
  0
  HIT POINT
  MAXIMUM
  TEMPORARY
  HIT POINTS
  39
  13
  +1
  30
  +3
  15
  15
  B.P.R.D. Consultant / 5
  Remarkable Human
  Central Recruitment
  SSS
  d10
  INTELLIGENCE
  +1
  +1
  +1
  +1
  SAVING THROWS
  +1
  HISTORY
  OCCULT
  RELIGION
  SCIENCE
  +1
  TECHNOLOGY
  12
  +1
  +1
  BUREAUCRACY
  B.P.R.D FIELD KIT
  See Appendix 2, p. 36.
  B.P.R.D. SIDEARM
  A 9mm semi-automatic is the standard issue sidearm 
  of the  B.P.R.D. The agents must register these weapons 
  with the British Authorities when in the UK. Plus 3 mag-
  azines of ammunition (17 rounds in each).
  B.P.R.D. TACTICAL VEST
  See Appendix 2, p. 36.
  B.P.R.D. TRACKING BEACON
  Usually belt-worn, beacons locate an agent to within 10 
  ft. With a substantial range, B.P.R.D. systems can locate 
  the tracker almost anywhere on the planet’s surface, 
  although it can be blocked by physical obstacles. 
  HIGH-POWERED FLASHLIGHT (SMALL)
  While activated, this sturdy flashlight casts bright light 
  for 15 ft and dim light to 30 ft in a cone shape. The flash-
  light requires one hand to use.
  REFINED EMF SENSOR
  Gain advantage on checks to track electrical readings 
  often associated with supernatural occurrences, includ-
  ing Wisdom (Perception or Investigation) checks to 
  track supernatural entitles. Sometimes, though, it just 
  does lead to exposed live wiring.
  +2
  ANIMAL HANDLING
  
  PROFICIENCY
  INGENUITY
  PASSIVE
  INVESTIGATION
  PASSIVE
  PERCEPTION
  REVEREND JEREMIE PETERS
  A former US Army Chaplain, he joined the B.P.R.D. following 
  an incident with a possessed colleague while on deploy-
  ment in the Middle East. He is concerned by rumours of 
  changes within the team as he has only just begun getting 
  used to the different idiosyncrasies of its members. 
  ORIGIN
  BACKGROUND
  ROLE / LEVEL
  ARCHETYPE
  AC
  INITIATIVE
  SPEED
  HIT DICE
  USED
  TOTAL
  SUCCESSES
  FAILURES
  DEATH SAVES
  INJURY LEVELS
  LEVEL
  EFFECT
  Minor
  -1 to skill checks (This does 
  not stack)
  Moderate
  Do not add ability modifiers 
  to ability checks or attack rolls
  Serious
  Do not add ability modifiers 
  to saving throws
  Severe
  Disadvantage on ability 
  checks, attack rolls, and 
  saving throws
  Critical
  Your speed is halved. You 
  cannot dash
  WEAPONS AND EQUIPMENT
  B.P.R.D FIELD KIT
  See Appendix 1, p. 36.
  B.P.R.D. SIDEARM
  A 9mm semi-automatic is the standard issue sidearm 
  of the  B.P.R.D. The agents must register these weapons 
  with the British Authorities when in the UK. Plus 3 mag-
  azines of ammunition (17 rounds in each).
  B.P.R.D. TACTICAL VEST
  See Appendix 1, p. 36.
  B.P.R.D. TRACKING BEACON
  Usually belt-worn, beacons locate an agent to within 10 
  ft. With a substantial range, B.P.R.D. systems can locate 
  the tracker almost anywhere on the planet’s surface, 
  although it can be blocked by physical obstacles. 
  EXORCISM SUPPLIES AND ROSARY
  Used to perform the Exorcism rite, see p. 35.
  HIGH-POWERED FLASHLIGHT (SMALL)
  While activated, this sturdy flashlight casts bright light 
  for 15 ft and dim light to 30 ft in a cone shape. The flash-
  light requires one hand to use.
  TACTICAL ENTRY KIT (LARGE)
  Lockpicks, a mini-sledge, crowbar, and utility knife, 
  mean the TEK is capable of busting most residential 
  and security-hardened boxes, doors, or windows.
  WEAPON ATK BONUS
  RANGE
  DAMAGE/TYPE
  B.P.R.D 
  Sidearm
  +4
  45/100
  2d10 Bludgeoning
  ACTIONS
  DEPLOYMENT TACTIC - SUPPRESSIVE FIRE
  When you take the attack action with your sidearm, you 
  can make three attacks instead of one. Each attack can 
  target the same creature, or other creatures to within 15 
  ft of the original target. Each time you hit a creature with 
  this attack, it suffers -1 to attack rolls and saving throws 
  until the end of its next turn (multiple hits stack). Using 
  this ability consumes 1 use of you Deployment Tactics 
  ability. (See below.)
  BONUS ACTIONS
  COORDINATED EFFORT  
  The help action has a range of 15 ft for you and can be 
  performed as a bonus action.
  TRAINED EYE
  You can attempt a focus check as a bonus action to 
  negate disadvantage on a skill check you are proficient 
  in. You can use this feature a number of times equal to 
  your Intelligence modifier+1.
  REACTIONS
  TACTICAL WITHDRAWAL
  When you use this reaction, all agents within 15 ft may 
  move up to half their movement speed as a reaction. This 
  does not provoke attacks of opportunity, and they must 
  end this movement further away from hostile creatures 
  than when they started. This consumes 1 use of your 
  Deployment Tactics ability. (See below.)
  TAKING THE BRUNT (TACTICAL VEST) 
  As a reaction, an agent can spend a point of Ingenuity 
  to reduce the damage suffered from an attack by 1d6 or 
  their Constitution modifier per point of Ingenuity spent.
  VOLUNTOLD
  You can grant any unspent movement from your turn 
  to another agent as a reaction. This movement can be 
  taken immediately.
  WATCH OUT! 
  Provided you can see the danger coming, you grant an 
  agent within 15 ft of you advantage on a saving throw. 
  Alternatively, you can swap places with an agent who is 
  targeted by an attack or effect provided you are within 5 
  ft of them. You become the target of the effect or attack, 
  while the original targeted agent is moved 5 ft and 
  knocked prone. This consumes your reaction and 1 use 
  of your Deployment Tactics ability. (See below.)
  OTHER FEATURES
  DEPLOYMENT TACTICS 
  You know 3 tactics, detailed in your action and reaction 
  sections.  You can use these tactics a number of times 
  equal to your proficiency bonus (3). You regain up to 2 
  expended uses when you have a take time rest period. 
  PLAN C 
  You can spend a point of Ingenuity from the Investigation 
  Sheet to prevent all agents from being surprised. You can 
  also spend a point of Ingenuity from the Investigation 
  Sheet to attempt a focus check as an action. If successful, 
  the next attack against a creature you nominate treats all 
  damage from the attack as if it were a critical hit.
  WELL PREPARED 
  Your starting inventory space is increased by 2 (includ-
  ed in the equipment section).  
  WELL SUPPLIED
  You can “remember” that you have 1 tiny or small item of 
  equipment that is not on your inventory sheet in one of 
  your pockets. You have 2 uses of this ability. You regain 
  all uses when you return to base.  
  B.P.R.D. AND ROLE ABILITIES
  ORIGIN FEATURES
  DO OR DIE
  You may reroll a failed saving throw. You have 2 uses of 
  the ability and regain all uses when you return to base.
  ORDAINED (FEAT)
  Despite being an agent, you have been ordained by a 
  church and instructed in their traditions and rites. This 
  knowledge has come into play on occasion during your 
  time with the Bureau. You gain proficiency in the Religion 
  skill and learn the Exorcism rite. (See p. 39)
  UNMATCHED FOCUS
  You can reroll an attack roll or ability check that resulted 
  in a 1, but you must use the new result even if it is a 
  1. Once you have used this feature, you must return to 
  base to use it again.
  STRENGTH
  +4
  +4
  SAVING THROWS
  ATHLETICS
  12
  +1
  DEXTERITY
  +1
  +1
  +1
  SAVING THROWS
  STEADY HANDS
  STEALTH
  +1
  ACROBATICS
  13
  +1
  CONSTITUTION
  0
  SAVING THROWS
  10
  0
  WISDOM
  +2
  +2
  +5
  +2
  SAVING THROWS
  +2
  +2
  INTUITION
  INVESTIGATION
  MEDICINE
  PERCEPTION
  SURVIVAL
  14
  +2
  CHARISMA 
  +3
  +3
  +4
  SAVING THROWS
  INTIMIDATION
  PERSUASION
  16
  +3
  HIT POINT
  MAXIMUM
  TEMPORARY
  HIT POINTS
  28
  12
  +1
  30
  +3
  12
  12
  Personnel Dev. / 5
  Remarkable Human
  Military
  Operational Oversight
  d8
  INTELLIGENCE
  +4
  +4
  +1
  +1
  SAVING THROWS
  +4
  HISTORY
  OCCULT
  RELIGION
  SCIENCE
  +1
  TECHNOLOGY
  13
  +1
  +1
  BUREAUCRACY
  +2
  ANIMAL HANDLING
  
  Hellboy, B.P.R.D. and all related character, indica, and artwork 
  featuring the same is copyright and TM 2020 Mike Mignola.
  Dark Horse logo is copyright Dark Horse Comics 2020.
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  Red Scar logo is copyright Red Scar 2020.
  This material is being released using the Open Gaming License 
  version 1.0a and you should read and understand the terms of 
  that license before using this material.
  The text of the Open Gaming License is not Open Game 
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  The following items are designated as Product Identity as 
  defined in Section 1 (e) of the Open Game License Version 1.0a, 
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  OGL, and are not Open Content proper names (including those 
  used in the names of rituals, powers, or items). 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  System Reference Document 5.1 Copyright 2016, Wizards of 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Hellboy/Hellboy - Quickstart 03.09.20.pdf