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Old 01-09-2006, 04:11 AM   #11
Bruno
 
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

Quote:
Originally Posted by Romalar
The cost for Liz's area burning attack seems to be a bit off to me. Shouldn't it be:

Innate Attack (10d burning; Area Effect 16 yard radius +200%; Uncontrollable (destructive power) -30%; Unconscious Only -20%; Psychokinetic -10%; Emanation -20%; Total modifiers +120%) [110]

That gives a 96 ft diameter circle. If you do 15 levels of Area Effect for +750%, that gives a 32768 yard radius, which is about a 60 km diameter.
*facepalm* You are so right. Oy boy did I mess that up, I was for some reason thinking it was one yard per level.

Quote:
Originally Posted by Romalar
Besides that, I think you can save even more points on that attack. As written, she can do 10d burn per second with no limit on when or how long (other than Uncontrollable and Unconscious Only). According to the benchmarking in Powers (available as a preview online) and the info on Basic p. 433, normal fire usually does less than 1d burn per second, a furnace would deal 3d per second, and contact with magma deals 8d+2 burn per second. How does her fire compare to these?
We don't have hard figures on the actual heat of the fire, but it's enough to blow up what ammounted to a small godling, and power a homonuculus that otherwise was powered by direct lightning strikes.

Quote:
Originally Posted by Romalar
So, if Liz deals her damage in one large instantaneous blast, and the remaining fire is the natural ignited side effect, the ability should be limited with things like Limited Use x/day, Costs FP 8-10, etc., and something like 10 levels seems reasonable. If she deals her damage over a few seconds, perhaps only a few levels are needed (or appropriate?), maybe 4d, and it could have Costs FP 1-2 to limit the duration. Either way, this is still quite enough to cause a large area of devastation.
She seems do it in one big fwackoom of burnination, but I'm not sure if "hotter than magma" is quite the right benchmark. You're right, I'm not sure she's ever used the big kaboom more than once a day either - I'll have to check the comics to see if she's k.o.'d by the effort.
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Old 01-09-2006, 06:00 AM   #12
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

Curiosity question: What was it about their original concepts that you vetoed them for? I was once in a campaign similar to Hellboy and we had a vampire and catboy in it that did well. I could see the vampire having problems being useful during daylight hours. Our vampire was killed when the villians got him out into the morning sun. ouch. :)
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Old 01-09-2006, 01:42 PM   #13
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

Quote:
Originally Posted by digoraccoon
Curiosity question: What was it about their original concepts that you vetoed them for? I was once in a campaign similar to Hellboy and we had a vampire and catboy in it that did well. I could see the vampire having problems being useful during daylight hours. Our vampire was killed when the villians got him out into the morning sun. ouch. :)
Catgirl got shot down on the basis of bouncy japanese catgirls belong in anime, not gothic horror. Or at least in anime horror. As far as I know, they're entirely a creation of modern media, and don't have any horror overtones at all that I'm aware of.

I suggested something more along the lines of "Call of the Cat People" and the player opted against it.

I vetoed the vampire for a few reasons. One, the player specifically stated he wanted a very watered down vampire, being more like a person who drinks blood, gets bad sunburns, and has rather curious medical results rather than a Vampire (bolt of lightning, crack of thunder, ominous wolf howl).

Hellboyverse Vampires, as presented in the comics, cling rather much more closely to folklore than that; I have no problem with daywalking vampires, but vampires that don't have at least ONE of the usual "repelled by garlic/holy symbols/incense, compulsive counting or untying of things, unable to enter dwellings without permission, etc etc etc" baggage that folklore heaps on them just doesn't seem to fit.

Basically I'm not looking for the neuveau horror feel, I'm trying to emphasise the gothic horror elements.

TWO: I'm trying to make sure that exotic player characters, while they may be identifiably "monsters", I don't want them to be creatures that are required to behave monstrously. Vampires have to prey on people, flat out. Yes, they can take volunteers, yes, they probably can just use medical units, but they're still drinking human blood to live. Ditto and then some for Illithids eating human brains, which you can't harvest without killing the host.

Also, I suspect if Hellboy or any of the other more experienced B.P.R.D folks ever saw an Illithid, they'd shoot it on basic principle. Nothing good ever has tentacles. It's like having a swastika branded on your forhead in Hellboyverse - not good for long term survival.

The lich got vetoed for similar reasons to the catgirl - invented for modern fantasy, I think specifically for modern fantasy gaming, and moreover relies on the character having Cosmic Magical Power. Wilfully killing yourself and raising yourself as the undead is also one of those "villain" things that I'm trying to avoid, like eating human brains or drinking human blood.
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Last edited by Bruno; 01-09-2006 at 01:49 PM.
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Old 01-09-2006, 02:12 PM   #14
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Default Liz Sherman 2.0

Ok, I've brought Area Effect back in line, and tweaked a few things.

Name: Liz Sherman
Race: Human

Attributes [95]
ST 10; DX 11 [20]; IQ 13 [60]; HT 11 [10];

HP 10; Will 14 [5]; Per 13; FP 11;

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5.5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 8 [0]
Cultural Familiarities: Western (Native) [0].
Languages: English (Native) [0].

Advantages [173]
Appearance (Attractive) [4]
Burning Attack (1) (Psychokinetic; Area Effect (+4); Emanation; Uncontrollable (destructive power); Variable; Selectivity) [13]
Burning Attack (Uncontrolled) (10) (Psychokinetic; Area Effect (+4); Emanation; Uncontrollable (destructive power); Unconscious Only; Costs Fatigue (+11)) [83]
Patrons (B.P.R.D.) (2) (15 or less; Equipment: no more than starting wealth) [68]
Psychokinesis Talent (1) [5]

Disadvantages [-25]
Duty (B.P.R.D.) (12 or less (quite often)) [-10]
Nightmares (12 or less) [-5]
Sense of Duty (Friends) (Small Group) [-5]
Stubbornness [-5]

Quirks [-1]
Minor Addiction: Cigarettes [-1]

Skills [66]
Acting IQ/A - IQ+1 14 [4]
Alchemy/TL8 IQ/VH - IQ-3 10 [1]
Artist (Drawing) IQ/H - IQ-2 11 [1]
Biology/TL8 (Earthlike Botany) IQ/H - IQ-2 11 [1]
Chemistry/TL8 IQ/H - IQ+0 13 [4]
Climbing DX/A - DX+1 12 [4]
Computer Operation/TL8 IQ/E - IQ+1 14 [2]
Cooking IQ/A - IQ+0 13 [2]
Criminology/TL8 IQ/A - IQ+0 13 [2]
Diplomacy IQ/H - IQ+1 14 [8]
Driving/TL8 (Automobile) DX/A - DX-1 10 [1]
Electronics Operation/TL8 (Communications) IQ/A - IQ+0 13 [2]
Fast-Talk IQ/A - IQ+1 14 [4]
First Aid/TL8 IQ/E - IQ+1 14 [2]
Geology/TL8 (Earthlike) IQ/H - IQ-2 11 [1]
History (Europe) IQ/H - IQ+0 13 [4]
Intimidation Will/A - Will-1 13 [1]
Judo DX/H - DX+1 12 [8]
Lockpicking/TL8 IQ/A - IQ+0 13 [2]
Mathematics/TL8 (Applied) IQ/H - IQ-2 11 [1]
Occultism IQ/A - IQ+1 14 [4]
Philosophy (Comparative) IQ/H - IQ-2 11 [1]
Physics/TL8 IQ/VH - IQ-2 11 [2]
Psychology IQ/H - IQ-2 11 [1]
Savoir-Faire (High Society) IQ/E - IQ+0 13 [1]
Streetwise IQ/A - IQ+0 13 [2]

Stats [95] Ads [173] Disads [-25] Quirks [-1] Skills [66] = Total [308]
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Old 01-09-2006, 06:15 PM   #15
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

Oh, as a side note, I figure her normal burning attack would be an alternate attack instead of a seperate burning attack. So, 1/5 cost on the 1d attack. Yay less points!
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Old 01-21-2006, 11:56 AM   #16
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

So I finally get around to posting Hellboy himself, in 4e.

Name: Hellboy
Race: Demon


Attributes [494]
ST 30 [180]; DX 15 [100]; IQ 13 [60]; HT 20 [100];

HP 35 [9]; Will 17 [20]; Per 16 [15]; FP 20;

Basic Lift 180
Damage 3d/5d+2

Basic Speed 8.75
Basic Move 10 [10]

Ground Move 10
Water Move 2

Social Background
TL: 8 [0]
Cultural Familiarities: Eastern [1]; Mid-Eastern [1]; Western (Native) [0].
Languages: English (Native) [0]; French (Native) [4]; German (Native) [4]; Latin (Accented) [2]; Old Lemurian (Accented) [2]; Spanish (Native) [4]; The Infernal Tongue (Accented) [2].

Advantages [525]
Ambidexterity [5]
Arm ST (Hand of Doom) (10) (One arm; Combat Only) [27]
Charisma (3) [15]
Claws (Hooves) [3]
Combat Reflexes [15]
Damage Resistance (Body) (15) (Tough Skin) [45]
Damage Resistance (Hand of Doom) (85) (Hands Only (Covers only one hit location of that type); Cosmic: Defense or countermeasure) [298]
Daredevil [15]
Gizmo (2) [10]
High Pain Threshold [10]
Language Talent [10]
Regeneration (Regular: 3HP/Hr) [25]
Reputation (Paranormal investigator) (2) (Almost everyone; All the time) [10]
Status (1) [5]
Striker (Crushing) (Limited Arc; Weak; Long: any reach (+1)) [6]
Temperature Tolerance (5) [5]

Disadvantages [-64]
Appearance (Unattractive) [-4]
Bad Grip (-2) (One Hand) [-5]
Bad Temper (12 or less) [-10]
Curious (12 or less) [-5]
Pacifism (Cannot Harm Innocents) [-10]
Sense of Duty (Good People) [-10]
Unluckiness [-10]
Unnatural Feature (Hand of Doom) (-1) [-1]
Unnatural Feature (Hooves) (-1) [-1]
Unnatural Feature (Pupilless Orange Eyes) (-1) [-1]
Unnatural Feature (Red Skin) (-1) [-1]
Unnatural Feature (Tail) (-1) [-1]

Quirks [-3]
Dark sense of Humour [-1]
Distrusts Gadgets [-1]
Hates research and homework [-1]

Skills [74]
Acrobatics DX/H - DX-2 13 [1]
Alchemy/TL8 IQ/VH - IQ-3 10 [1]
Animal Handling (Dogs) IQ/A - IQ-1 12 [1]
Anthropology (Homo Sapiens) IQ/H - IQ-2 11 [1]
Archaeology IQ/H - IQ-2 11 [1]
Brawling DX/E - DX+3 18 [8]
Broadsword DX/A - DX-1 14 [1]
Climbing DX/A - DX+1 16 [4]
Computer Operation/TL8 IQ/E - IQ+0 13 [1]
Cooking IQ/A - IQ-1 12 [1]
Criminology/TL8 IQ/A - IQ-1 12 [1]
Diplomacy IQ/H - IQ-2 11 [1]
Driving/TL8 (Automobile) DX/A - DX-1 14 [1]
Electronics Operation/TL8 (Communications) IQ/A - IQ-1 12 [1]
Escape DX/H - DX-2 13 [1]
Explosives/TL8 (Demolition) IQ/A - IQ+1 14 [4]
Fast-Talk IQ/A - IQ-1 12 [1]
First Aid/TL8 IQ/E - IQ+0 13 [1]
Flail DX/H - DX-2 13 [1]
Guns/TL8 (Pistol) DX/E - DX+1 16 [2]
Guns/TL8 (Shotgun) DX/E - DX+1 16 [2]
History (Africa) IQ/H - IQ-2 11 [1]
History (Asia) IQ/H - IQ-2 11 [1]
History (Europe) IQ/H - IQ-2 11 [1]
History (North America) IQ/H - IQ-2 11 [1]
Interrogation IQ/A - IQ+1 14 [2]
Intimidation Will/A - Will-1 16 [1]
Jumping DX/E - DX+0 15 [1]
Knife DX/E - DX+0 15 [1]
Law (American) IQ/H - IQ-2 11 [1]
Law (International) IQ/H - IQ-2 11 [1]
Literature IQ/H - IQ-2 11 [1]
Lockpicking/TL8 IQ/A - IQ-1 12 [1]
Naturalist (Earth) IQ/H - IQ-2 11 [1]
Navigation/TL8 (Land) IQ/A - IQ-1 12 [1]
Occultism IQ/A - IQ-1 12 [1]
Parachuting/TL8 DX/E - DX+0 15 [1]
Philosophy (Comparative) IQ/H - IQ-2 11 [1]
Piloting/TL8 (Flight Pack) DX/A - DX-1 14 [1]
Psychology IQ/H - IQ-2 11 [1]
Research/TL8 IQ/A - IQ-1 12 [1]
Ritual Magic (Hermetic) IQ/VH - IQ-3 10 [1]
Running HT/A - HT-1 19 [1]
Shortsword DX/A - DX-3 12 [0]
Spear DX/A - DX-1 14 [1]
Stealth DX/A - DX-1 14 [1]
Streetwise IQ/A - IQ-1 12 [1]
Survival (Arctic) Per/A - Per-1 15 [1]
Survival (Desert) Per/A - Per-1 15 [1]
Survival (Mountain) Per/A - Per-1 15 [1]
Swimming HT/E - HT+0 20 [1]
Thaumatology IQ/VH - IQ-3 10 [1]
Theology (Comparative) IQ/H - IQ-2 11 [1]
Throwing DX/A - DX+1 16 [4]
Tracking Per/A - Per-1 15 [1]
Traps/TL8 IQ/A - IQ-1 12 [1]

Stats [494] Ads [524] Disads [-59] Quirks [-3] Skills [74] = Total [1030]


Notes: I gave the Hand some Cosmic DR because it's pretty Cosmic, all things considered. I can't find Combat Hand anywhere in the Hellboy book except the entry in HB's character sheet, so I have no idea what it includes. I suspect it's redundant with the visible effects of ~100 points of DR.

I trimmed down his Quirks because some of them don't seem valid in 4e, and some of them don't seem applicable now that he's actually on a quest to find out his origins. I gave him Pacifism: Cannot Harm Innocents because that really seems to sum up HB's attitude to everything. I trimmed down the Sense of Duty due to potential overlap with Cannot Harm Innocents.
Rounded all half-point skills up to full-points. Some of his skills are higher and some cost more due to changes in base attributes or bonuses since 4e. The results may indicate that I should be perhaps giving him less bonus Perception and Will, but I don't mind the net effect.

I'm debating giving him Injury Tolerance: Damage Reduction (1/4) instead of the base DR. Costs more, but I think it covers HB better. Possibly 1/3rd instead of 1/4th. If I went with IT:DR 1/2 I'd definitely give him some regular DR too.
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Old 01-21-2006, 11:58 AM   #17
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

Now that I ponder on it, I'm also considering giving the Hand of Doom "Cannot Wear Armor", and perhaps giving him that all over if I don't go the Injury Tolerance route.

Comments?
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Old 01-21-2006, 04:11 PM   #18
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

Still haven't managed to find my copy of the Hellboy RPG :(

Looks good. Nice how the ST30 works out the same. I don't recall his DX and IQ being so high... Do you think they fairly represent him? Based on my image of him from the stories and comics, I'd judge them both a bit lower if I were doing a writeup rather than a conversion. I'd say giving him IT:DR is pretty much required to account for the terrible beatings that he endures, though the level would just be guesswork for me. I don't think it should be so high as (4)... maybe (3) would be good. The DR would not need to be so high, then.. maybe just 5 levels or so?
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Old 01-22-2006, 03:56 AM   #19
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

Quote:
Originally Posted by Bruno
I can't find Combat Hand anywhere in the Hellboy book ...
See p.35 (under "Strikers").
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Old 01-22-2006, 09:16 AM   #20
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Default Re: Hellboy 4e - pirates, automata, psychics, oh my!

Quote:
Originally Posted by Bruno
Now that I ponder on it, I'm also considering giving the Hand of Doom "Cannot Wear Armor", and perhaps giving him that all over if I don't go the Injury Tolerance route. Comments?
He could still wear a vest or something, or do you mean no armor over just the arm? I'm sure the agency could whip something up for him if he really wanted, but the arm is tough enough that it's kinda redundant.
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