01-09-2006, 04:11 AM | #11 | |||
Join Date: Sep 2004
Location: Canada
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Re: Hellboy 4e - pirates, automata, psychics, oh my!
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01-09-2006, 06:00 AM | #12 |
Join Date: Apr 2005
Location: Orlando, FL
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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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01-09-2006, 01:42 PM | #13 | |
Join Date: Sep 2004
Location: Canada
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Re: Hellboy 4e - pirates, automata, psychics, oh my!
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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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 01-09-2006 at 01:49 PM. |
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01-09-2006, 02:12 PM | #14 |
Join Date: Sep 2004
Location: Canada
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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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
01-09-2006, 06:15 PM | #15 |
Join Date: Dec 2005
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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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01-21-2006, 11:56 AM | #16 |
Join Date: Sep 2004
Location: Canada
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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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
01-21-2006, 11:58 AM | #17 |
Join Date: Sep 2004
Location: Canada
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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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
01-21-2006, 04:11 PM | #18 |
Join Date: Aug 2004
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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? |
01-22-2006, 03:56 AM | #19 | |
Join Date: Aug 2004
Location: U.K.
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Re: Hellboy 4e - pirates, automata, psychics, oh my!
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01-22-2006, 09:16 AM | #20 | |
Join Date: Aug 2005
Location: Cowtown, Canada
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Re: Hellboy 4e - pirates, automata, psychics, oh my!
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