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HELLBOY

 

Hellboy.jpg

 

[b]Hellboy[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
15    DEX     10   15      12-       
35    CON     25   35      16-
20    BODY    10   20      
13    INT     3   13      12-       PER Roll 12-
20    EGO     10   20      13-       
25    PRE     15   25      14-       PRE Attack: 5d6

15    PD      13   15/45             15/45 PD (15/45 rPD)
15    ED      13   15/45             15/45 ED (15/45 rED)
5    SPD     30   5                 Phases:  3, 5, 8, 10, 12
15    REC     11   15
75    END     11   75
40    STUN    10   40
12    RUN      0   12m                END [1]
4    SWIM     0   4m                END [1]
4    LEAP     0   4m                4m forward, 2m upward

[b]CHA Cost: 243[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
40     [b][i]Fireproof[/i][/b]: Resistant Protection (40 ED); Only Works Against Fire Common attack (-1/2) - END=0
20     [b][i]Infernal Regeneration[/i][/b]: Regeneration (2 BODY per 20 Minutes) - END=0
72     [b][i]Right Hand of Doom[/i][/b]: Multipower, 90-point reserve, all slots Right Hand Only (-1/4) - END=
7f     1)  [b][i]Right Handed Block[/i][/b]: Resistant Protection (30 PD/30 ED); Right Hand Only (-1/4) - END=0
2f     2)  [b][i]Right Handed Punch[/i][/b]: HA +6d6; Hand-To-Hand Attack (-1/4), Right Hand Only (-1/4) - END=3
10     [b][i]Strong Willed[/i][/b]: Mental Defense (10 points total) - END=0
14     [b][i]Tough As Nails[/i][/b]: Resistant (+1/2) applied to PD [b]plus[/b] Resistant (+1/2) applied to ED - END=0
55     [b][i]Utility Belt[/i][/b]: Variable Power Pool (Gadget Pool), 30 base + 30 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1); IAF (-1/2) - END=
45     [b][i]Good Samaritan Pistol[/i][/b]: Multipower, 90-point reserve, all slots OAF (-1) - END=
2f     1)  [b][i]Standard Rounds[/i][/b]: RKA 4d6+1; OAF (-1), 2 clips of 4 Charges (-3/4) - END=[4]
3f     2)  [b][i]Trackers[/i][/b]: RKA 2d6+1, Penetrating (+1/2); OAF (-1), 2 clips of 4 Charges (-3/4) [b]plus[/b] Sight Group Images, +/-4 to PER Rolls; OAF (-1), 2 clips of 4 Charges (-3/4), Linked (RKA; -1/2) - END=[4]
4f     3)  [b][i]Whopper[/i][/b]: Blast 8d6, Area Of Effect (1m Radius Explosion; +1/4), Armor Piercing (+1/4); OAF (-1), 2 clips of 4 Charges (-3/4) [b]plus[/b] Blast 4d6, Area Of Effect (1m Radius Explosion; +1/4); OAF (-1), 2 clips of 4 Charges (-3/4), Linked (Blast; -1/2), Only vs. Supernatural Opponents (-1/2) - END=[4]

[b]POWERS Cost: 274[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     B.P.R.D. Basic Combat
3      1)  Basic Strike:  1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike
4      2)  Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 8d6 Strike, Must Follow Block
4      3)  Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      4)  Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      5)  Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
3      6)  Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4      7)  Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3      8)  Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls
4      9)  Reversal:  var Phase, -1 OCV, -2 DCV, 45 STR to Escape; Grab Two Limbs
3      10) Takedown:  1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls

[b]MARTIAL ARTS Cost: 36[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     [i][b]Combat Training[/b][/i]
18      1)  +6 with Good Samaritan
32      2)  +4 with HTH Combat
30      3)  +3 with All Attacks
20      4)  +4 with All Attacks; Requires A Roll (Teamwork roll, -1 per 5 Active Points modifier; -1)

3      Acrobatics 12-
5      Animal Handler (Camels, Canines, Equines, Felines) 14-
3      Breakfall 12-
7      Climbing 14-
7      Combat Driving 14-
5      Combat Piloting 13-
3      Computer Programming 12-
3      Concealment 12-
5      Conversation 15-
3      Criminology 12-
3      Cryptography 12-
3      Deduction 12-
7      Demolitions 14-
7      Fast Draw:  Pistol 14-
3      Linguist
2      1)  Language:  French (fluent conversation; literate)
2      2)  Language:  German (fluent conversation; literate)
2      3)  Language:  Infernal Tongue (fluent conversation; literate)
2      4)  Language:  Latin (fluent conversation; literate)
2      5)  Language:  Old Lemurian (fluent conversation; literate)
2      6)  Language:  Spanish (fluent conversation; literate)
3      Lipreading 12-
3      Lockpicking 12-
6      Navigation (Air, Land, Marine) 13-
5      Oratory 15-
3      Paramedics 12-
5      Persuasion 15-
3      PS: Cooking 12-
3      Scholar
5      1)  KS: History 15-
2      2)  KS: Law 12-
6      3)  KS: Legends & Lore 16-
2      4)  KS: Literature 12-
6      5)  KS: Occultism 16-
2      6)  KS: Philosophy 12-
2      7)  KS: Thamatology 12-
2      8)  KS: Theology 12-
3      Scientist
2      1)  SS:  Alchemy 12-
2      2)  SS:  Anthropology 12-
2      3)  SS:  Archeaology 12-
2      4)  SS:  Cryptozoology 12-
2      5)  SS:  Parapsychology 12-
2      6)  SS:  Psychology 12-
7      Shadowing 14-
7      Stealth 14-
3      Streetwise 14-
6      Survival (Arctic/Subarctic, Desert, Mountain) 12-
3      Systems Operation 12-
9      Teamwork (B.P.R.D.) 15-
3      Tracking 12-
9      TF:  Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Jetpack, Parachuting, Basic, Small Motorized Boats, Small Rowed Boats, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
10      WF:  Common Melee Weapons, Common Missile Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Staffs, Whips

[b]SKILLS Cost: 309[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Access: B.P.R.D. Resources & Bases
3      Fringe Benefit:  Membership: B.P.R.D.
3      Positive Reputation:  Paranormal Investigator (A medium-sized group) 11-, +3/+3d6

[b]PERKS Cost: 9[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Ambidexterity (no Off Hand penalty)
12      Combat Luck (6 PD/6 ED)
17      Combat Sense 14-
4      Lightning Reflexes (+4 DEX to act first with All Actions)
3      Lightsleep
10      Resistance (+10 to roll)

[b]TALENTS Cost: 49[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Distinctive Features:  Demon-Like Appearance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15     Physical Complication:  Clumsy Right Hand (Frequently; Slightly Impairing)
20     Hunted:  Rogue's Gallery Frequently (Mo Pow; Harshly Punish)
10     Negative Reputation:  Anung Un Rama, Frequently (Extreme;  Known Only To A Small Group)
15     Psychological Complication:  Curious (Common; Strong)
15     Psychological Complication:  Sense of Duty to Teammates (Common; Strong)
10     Unluck: 2d6
70     Infernal Origins Bonus

[b]DISADVANTAGES Points: 170[/b]

Base Pts: 920
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 920

 

Been reading a lot of Hellboy/B.P.R.D. lately, so figured I'd right up Red himself ;) I figured I'd toss this over in the Supers and Pulp threads as well ... HDC is below and, as a not to Mister Surbrook, as usual, feel free to use it on your site ;)

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Re: Hellboy

 

Only 2 clips of 4 charges on the standard ammo sees a little low.

 

I am not super familair with the comic but in the movie he could speak Russian as well. He also seemed to have less or at least not very skilled in many of the knoweldge skills you list. Of course, how accurate is the movie?

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Re: Hellboy

 

Only 2 clips of 4 charges on the standard ammo sees a little low.

 

I am not super familair with the comic but in the movie he could speak Russian as well. He also seemed to have less or at least not very skilled in many of the knoweldge skills you list. Of course, how accurate is the movie?

I don't recall him speaking Russian, although some of the comments made he could have understood spoken Russian.
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Re: Hellboy

 

HELLBOY

 

Hellboy.jpg

 

[b]Hellboy[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
15    DEX     10   15      12-       
35    CON     25   35      16-
20    BODY    10   20      
13    INT     3   13      12-       PER Roll 12-
20    EGO     10   20      13-       
25    PRE     15   25      14-       PRE Attack: 5d6

15    PD      13   15/45             15/45 PD (15/45 rPD)
15    ED      13   15/45             15/45 ED (15/45 rED)
5    SPD     30   5                 Phases:  3, 5, 8, 10, 12
15    REC     11   15
75    END     11   75
40    STUN    10   40
12    RUN      0   12m                END [1]
4    SWIM     0   4m                END [1]
4    LEAP     0   4m                4m forward, 2m upward

[b]CHA Cost: 243[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
40     [b][i]Fireproof[/i][/b]: Resistant Protection (40 ED); Only Works Against Fire Common attack (-1/2) - END=0
20     [b][i]Infernal Regeneration[/i][/b]: Regeneration (2 BODY per 20 Minutes) - END=0
72     [b][i]Right Hand of Doom[/i][/b]: Multipower, 90-point reserve, all slots Right Hand Only (-1/4) - END=
7f     1)  [b][i]Right Handed Block[/i][/b]: Resistant Protection (30 PD/30 ED); Right Hand Only (-1/4) - END=0
2f     2)  [b][i]Right Handed Punch[/i][/b]: HA +6d6; Hand-To-Hand Attack (-1/4), Right Hand Only (-1/4) - END=3
10     [b][i]Strong Willed[/i][/b]: Mental Defense (10 points total) - END=0
14     [b][i]Tough As Nails[/i][/b]: Resistant (+1/2) applied to PD [b]plus[/b] Resistant (+1/2) applied to ED - END=0
55     [b][i]Utility Belt[/i][/b]: Variable Power Pool (Gadget Pool), 30 base + 30 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1); IAF (-1/2) - END=
45     [b][i]Good Samaritan Pistol[/i][/b]: Multipower, 90-point reserve, all slots OAF (-1) - END=
2f     1)  [b][i]Standard Rounds[/i][/b]: RKA 4d6+1; OAF (-1), 2 clips of 4 Charges (-3/4) - END=[4]
3f     2)  [b][i]Trackers[/i][/b]: RKA 2d6+1, Penetrating (+1/2); OAF (-1), 2 clips of 4 Charges (-3/4) [b]plus[/b] Sight Group Images, +/-4 to PER Rolls; OAF (-1), 2 clips of 4 Charges (-3/4), Linked (RKA; -1/2) - END=[4]
4f     3)  [b][i]Whopper[/i][/b]: Blast 8d6, Area Of Effect (1m Radius Explosion; +1/4), Armor Piercing (+1/4); OAF (-1), 2 clips of 4 Charges (-3/4) [b]plus[/b] Blast 4d6, Area Of Effect (1m Radius Explosion; +1/4); OAF (-1), 2 clips of 4 Charges (-3/4), Linked (Blast; -1/2), Only vs. Supernatural Opponents (-1/2) - END=[4]

[b]POWERS Cost: 274[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     B.P.R.D. Basic Combat
3      1)  Basic Strike:  1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike
4      2)  Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 8d6 Strike, Must Follow Block
4      3)  Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      4)  Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4      5)  Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
3      6)  Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4      7)  Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3      8)  Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls
4      9)  Reversal:  var Phase, -1 OCV, -2 DCV, 45 STR to Escape; Grab Two Limbs
3      10) Takedown:  1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls

[b]MARTIAL ARTS Cost: 36[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     [i][b]Combat Training[/b][/i]
18      1)  +6 with Good Samaritan
32      2)  +4 with HTH Combat
30      3)  +3 with All Attacks
20      4)  +4 with All Attacks; Requires A Roll (Teamwork roll, -1 per 5 Active Points modifier; -1)

3      Acrobatics 12-
5      Animal Handler (Camels, Canines, Equines, Felines) 14-
3      Breakfall 12-
7      Climbing 14-
7      Combat Driving 14-
5      Combat Piloting 13-
3      Computer Programming 12-
3      Concealment 12-
5      Conversation 15-
3      Criminology 12-
3      Cryptography 12-
3      Deduction 12-
7      Demolitions 14-
7      Fast Draw:  Pistol 14-
3      Linguist
2      1)  Language:  French (fluent conversation; literate)
2      2)  Language:  German (fluent conversation; literate)
2      3)  Language:  Infernal Tongue (fluent conversation; literate)
2      4)  Language:  Latin (fluent conversation; literate)
2      5)  Language:  Old Lemurian (fluent conversation; literate)
2      6)  Language:  Spanish (fluent conversation; literate)
3      Lipreading 12-
3      Lockpicking 12-
6      Navigation (Air, Land, Marine) 13-
5      Oratory 15-
3      Paramedics 12-
5      Persuasion 15-
3      PS: Cooking 12-
3      Scholar
5      1)  KS: History 15-
2      2)  KS: Law 12-
6      3)  KS: Legends & Lore 16-
2      4)  KS: Literature 12-
6      5)  KS: Occultism 16-
2      6)  KS: Philosophy 12-
2      7)  KS: Thamatology 12-
2      8)  KS: Theology 12-
3      Scientist
2      1)  SS:  Alchemy 12-
2      2)  SS:  Anthropology 12-
2      3)  SS:  Archeaology 12-
2      4)  SS:  Cryptozoology 12-
2      5)  SS:  Parapsychology 12-
2      6)  SS:  Psychology 12-
7      Shadowing 14-
7      Stealth 14-
3      Streetwise 14-
6      Survival (Arctic/Subarctic, Desert, Mountain) 12-
3      Systems Operation 12-
9      Teamwork (B.P.R.D.) 15-
3      Tracking 12-
9      TF:  Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Jetpack, Parachuting, Basic, Small Motorized Boats, Small Rowed Boats, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
10      WF:  Common Melee Weapons, Common Missile Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Staffs, Whips

[b]SKILLS Cost: 309[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Access: B.P.R.D. Resources & Bases
3      Fringe Benefit:  Membership: B.P.R.D.
3      Positive Reputation:  Paranormal Investigator (A medium-sized group) 11-, +3/+3d6

[b]PERKS Cost: 9[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Ambidexterity (no Off Hand penalty)
12      Combat Luck (6 PD/6 ED)
17      Combat Sense 14-
4      Lightning Reflexes (+4 DEX to act first with All Actions)
3      Lightsleep
10      Resistance (+10 to roll)

[b]TALENTS Cost: 49[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Distinctive Features:  Demon-Like Appearance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15     Physical Complication:  Clumsy Right Hand (Frequently; Slightly Impairing)
20     Hunted:  Rogue's Gallery Frequently (Mo Pow; Harshly Punish)
10     Negative Reputation:  Anung Un Rama, Frequently (Extreme;  Known Only To A Small Group)
15     Psychological Complication:  Curious (Common; Strong)
15     Psychological Complication:  Sense of Duty to Teammates (Common; Strong)
10     Unluck: 2d6
70     Infernal Origins Bonus

[b]DISADVANTAGES Points: 170[/b]

Base Pts: 920
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 920

 

Been reading a lot of Hellboy/B.P.R.D. lately, so figured I'd right up Red himself ;) I figured I'd toss this over in the Supers and Pulp threads as well ... HDC is below and, as a not to Mister Surbrook, as usual, feel free to use it on your site ;)

 

Thanks. I'll add it to here:

 

http://surbrook.devermore.net/adaptationscomic/comicchar.html#hell

 

with:

 

http://surbrook.devermore.net/adaptationscomic/hellboy/hellboy.html

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Re: Hellboy

 

Oh heck with it... here he is again:

 

HELLBOY

(Anung Un Rama)

 

Val	CHA	Cost	Roll	Notes
30	STR	20	15-	Lift 1600 kg; 6d6 HTH Damage [3]
18	DEX	24	13-	OCV:  6/DCV:  6
25	CON	30	14-
16	BODY	12	12-
13	INT	3	12-	PER Roll 14-
20	EGO	20	13-	ECV:  7
20	PRE	10	13-	PRE Attack:  4d6
9	COM	0	11-

10	PD	4		Total:  10 PD (5 rPD)
10	ED	5		Total:  10 ED (10 rED)
4	SPD	12		Phases:  3, 6, 9, 12
15	REC	8
50	END	0
45	STUN	1       	Total Characteristics Cost:  149

Movement:	Running:	7"/14"
	Leaping:	6"/12"
	Swimming:	2"/4"

Cost    Powers & Skills
10	Seen It All Before And He Wasn't Impressed Then Either:  +20 PRE; Only To Defend Against 
Presence Attacks (-1)
76	Right Hand Of Doom:  HA +6d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2), 
Only With Blows From The Right Hand (-1/2) plus Armor (30 PD/30 ED), Hardened (+1/4); Activation 
Roll 8- (or Location 6-7; -2), Only Affects Attacks Against The Right Hand (-1), Visible (right 
hand is obviously made of stone; -1/4) plus Physical Damage Reduction, Resistant, 75%; Activation
Roll 8- (or Location 6-7; -2), Only Affects Attacks Against The Right Hand (-1), Visible (right 
hand is obviously made of stone; -1/4) plus Energy Damage Reduction, Resistant, 75%; Activation 
Roll 8- (or Location 6-7; -2), Only Affects Attacks Against The Right Hand (-1), Visible 
(right hand is obviously made of stone; -1/4)

64	Belt Of Charms, Gadgets, and Grenades:  Variable Power Pool (Gadget Pool), 
50 base + 14 control cost, No Skill Roll Required (+1); Activation Roll 8- (to have the right 
item; see text; -2); all slots IAF (all objects must be IAF or OIF at minimum; -1/2)

18	Really Big Handgun:  RKA 2 1/2d6, +1 Increased STUN Multiplier (+1/4); OAF (-1), 
6 Charges (-3/4), [6]
20	Big And Tough:  Physical Damage Reduction, Resistant, 50%; STUN Only (-1/2)
60	Infernal Origins:  Energy Damage Reduction, Resistant, 75%
7	Tough Skinned:  Damage Resistance (5 PD/10 ED)
2	Heavy:  Knockback Resistance -1"
2	Faster Than He Looks:  Running +1" (7" total), END 1
6	Quick On The Uptake:  +2 PER with all Sense Groups
6	Belt Transponder:  Radio Perception, Transmit, MegaScale (1" = 10 km; +1/2); Transmit Signal 
Only (-1), OIF (-1/2)
5	Tail:  Extra Limb (1), Inherent (+1/4); Limited Manipulation (-1/4)
7	Can Ignore A Knife In The Back:  Healing 1 BODY, Reduced Endurance (0 END; +1/2), 
Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), 
Self Only (-1/2)
19	Infernal Origins:  LS  (Immunity: All terrestrial diseases and biowarfare agents; 
Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat)

Perks
12	Contact:  Trevor Bruttenholm (Contact has access to major institutions, Contact has extremely 
useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship 
with Contact [Trevor Bruttenholm is Hellboy's "father"]) 14-
30	Seems To Know Everyone:  Contacts:  Assorted paranormal, occult, and religious people around the 
world
5	Fringe Benefit:  Membership:  BPRD Agent, Passport, Weapon Permit (where appropriate)
9	Reputation:  World's Greatest Paranormal Detective (on Earth) 14-, +3/+3d6

Talents
3	Doesn't Give Up Easily:  Resistance +3 with EGO Rolls versus Interrogation and Wounding rolls

Skills
8	+1 with All Combat
10	+2 with HTH Combat

3	Breakfall 13-
1	Bureaucratics 8-
3	Climbing 13-
3	Deduction 12-
3	Demolitions 12-
0	Language:  English (idiomatic; literate)
1	Language:  Old Lemurian (basic conversation; literate (only))
2	PS: BPRD Agent 11-
3	Shadowing 12-
3	Stealth 13-
3	TF:  Common Motorized Ground Vehicles, Jetpack
3	Tracking 12-
5	WF:  Blades, Handguns, Javelins and Thrown Spears, Polearms and Spears, Thrown Grenades
3	Scholar
2	1)  KS: Farie Lore 12-
2	2)  KS: Herbology 12-
2	3)  KS: History Of The Occult 12-
2	4)  KS: Legends And Lore 12-
2	5)  KS: Magical And Supernatural Artifacts 12-
2	6)  KS: Superhuman World 12-
2	7)  KS: Supernatural Beings And Their Habits 12-
2	8)  KS: The Occult World 12-

Total Powers & Skill Cost:  432
Total Cost:  580

200+	Disadvantages
15	Distinctive Features:  Demonic Appearance (Not Concealable; Noticed and Recognizable; Detectable 
By Commonly-Used Senses)
20	DNPC:  Fellow BPRD Agents (roughly 4-6 agents at any one time) 11- (Slightly Less Powerful than 
the PC; Group DNPC: x4 DNPCs)
15	Enraged:  Friends Hurt (Common), go 11-, recover 14-
10	Hunted:  Assorted Supernatural Beings 14- (As Pow, Watching)
20	Hunted:  Rasputin 14- (As Pow, Harshly Punish)
5	Physical Limitation:   Large (roughly 7' tall and weighing about 400 lbs:  -2 DCV, +2 to PER 
Rolls to perceive) (Infrequently, Slightly Impairing)
10	Physical Limitation:  Very Limited Manipulation With Right Hand (Frequently, Slightly Impairing)
15	Psychological Limitation:  Anger Makes Him Reckless (Common, Strong)
10	Psychological Limitation:  Investigative Curiosity (Common, Moderate)
20	Psychological Limitation:  Protective Of The Innocent (esp. children) (Very Common, Strong)
15	Reputation:  Beast Of The Apocalypse, 14- (Extreme;  Known Only To A Small Group [occultists])
10	Unluck: 2d6
215	Experience Points
580	Total Disadvantage Points

 

Background/History: Hellboy is half-human and half-demon, the son of a witch who pledged herself to a demon some 300 years ago. In 1944 he was brought to Earth by the sorcerer Rasputin, who summoned him as part of the Ragna Rok project. Hellboy arrived as a small boy and this inoffensive appearance led to him being dubbed "Hellboy." Taken to an Air Force base in New Mexico, Hellboy grew quickly, and by 1952 was for all intents and purposes an adult.

 

Hellboy was declared an honorary human being by the United Nations in 1952 and joined the Bureau for Paranormal Research and Defense soon after. Not surprisingly he quickly became the Bureau's top field agent. He has encountered, fought, and defeated numerous monsters and supernatural beings over the years, ranging from vampires, to werewolves, to even a dragon. This last encounter is of special significance, as Hellboy was wounded in the battle and lilies sprouted from his blood. This also happened to a monk who fought the same dragon in 600 AD and is an apparent sign of purity.

 

In the late 1990s, Hellboy finally encountered Rasputin, who stated he was Hellboy's master and told Hellboy he was the one who had summoned Hellboy to earth. Rasputin also said Hellboy's purpose was to free the "dragon" Ogdru Jahad and bring about the end of the world. Although he defeated (killed in fact) Rasputin, Hellboy has since encountered such beings as the goddess Hecate, who said he was the key to Armageddon, as well as the demon Ualac, who took from Hellboy his invisible crown of fire (the crown is now in Pandemonium, in the House of the Fly, waiting for Hellboy to claim it). In addition, Father Adrian Frost gave Hellboy a piece of paper depicting his stone arm and the caption (in Old Lemurian) of "Behold The Right Hand Of Doom."

 

With the knowledge of what he was and of his origins weighing on him, Hellboy quit the BPRD in 2001, deciding to go out on his own for a while to get some answers as to his fate. As of yet, we have yet to find out what he's learned.

 

This is, of course, a highly abbreviated account of Hellboy's origins and past. Naturally, I recommend you pick up the various Hellboy graphic novels and find out all the details for yourself.

 

[Edit: Hellboy's origins have been fully explained in sveral stories that appeared after this character sheet was created.]

 

Personality/Motivation: All things considered, Hellboy is a pretty down-to-earth kind of guy. He likes to watch TV, drink beer, eat spicy foods, and smoke the occasional cigarette. He also likes his job, as it lets him investigate the strange and unusual, and serves as an outlet for his curiosity about the world around him. He seems to genuinely like looking into the world of the supernatural. As he says to Kate Corrigan about finding for the ghost Hurstmonceaux Castle: "That would be something." Interestingly, although Hellboy deals with the supernatural on a day-to-day basis, he has no interest in who he is. Instead he tires to ignore his origins. Once again a comment to Kate is very telling: "You know how I live? I never deal with what I am."

 

In Seed Of Destruction Hellboy mentions that one of his faults, the one that has gotten him in the most trouble of the years, is his temper. He shows a tendency to get angry in certain situations, leading to his doing fairly reckless (and stupid) things -- such as charging into a pitch black room or staying to fight something he can't stop easily. His temper also shows in how he reacts to his friends and allies getting injured. Such an event will often lead him to charge the guilty party with the intent of fully stomping it into the ground. Of course, in several cases, this leads to Hellboy biting off a touch more than he can chew...

 

Although he fights the supernatural regularly, Hellboy doesn't go around killing monsters wantonly. In many cases he will ignore, or at least leave alone, a supernatural being, at least until the being's intentions are clear. He is, after all, a supernatural being himself. However, Hellboy has no patience for murderous and/or evil beings of supernatural origins, and a sure-fire way to tick him off is for a ghost, vampire, werewolf, witch, or what-have-you start killing innocent people -- especially children. Start doing that and all bets are off. Hellboy was willing to tackle the Baba Yaga all by himself (and did, shooting out one of her eyes) because of her habits.

 

Quotes: "Come and get it, tough guy!"

 

"Gotta go do what I do."

 

"I'll be back for you, you horrible thing."

 

"I'm gonna be sore in the morning."

 

"Lady, I was gonna cut you some slack, 'cause your a major mythological figure, but now you've just gone nuts!"

 

Powers/Tactics: First of all, Hellboy's infernal origins mean he is much stronger and far, far tougher than any normal human. Secondly, Hellboy has shown remarkable recuperative powers, not to mention extreme resistance to being burned and electrocuted. He bounces back quickly from all sorts of abuse, and has even gone so far as to ignore a knife in his back and to charge a German MG-42 machine-gun and come out relatively unscathed. In Conqueror Worm the Nazi scientist Herman von Klempt mentions he has Hellboy hooked up to a generator capable of generating enough "...volts... to light up Hamburg." and he doubts that's sufficent to kill him. In fact, it's debatable if even Liz Sherman at full power could incinerate him.

 

In addition to being fairly hard to hurt, Hellboy also bears what is called "The Right Hand of Doom." The hand (and forearm) is made from what looks to be solid stone and is effectively invulnerable. It cannot be scratched, nicked, marked, or damaged in anyway. It also doesn't feel any pain. According to legend, this hand created the "dragon" Ogdru Jahad, imprisoned it (actually, "them" as Ogdru Jahad is seven related beings), and can release and control them. Apparently, it was grafted onto Hellboy's arm soon after he was born by parties unknown. Naturally, Hellboy has no intention of using the hand to do any of these things, but that doesn't stop others from trying to force him to work for them. It may be possible to cut the hand from Hellboy's arm and use it by itself. However, Hellboy must be alive when this happens, cutting it from his dead body will result in a "poisoned" limb.

 

Hellboy also carries an assortment of normal equipment. His belt buckle is a transmitter, allowing the BPRD to track his whereabouts. He also carries a walkie-talkie/cellphone from time-to-time, and the occasional grenade and/or flare. Aside from th transmitter, these items aren't listed on his character sheet, although you could include them if you wish. The grenades, at the very least, only seem to be around about 50% of the time (usually if the plot calls for one). Hellboy also carries a handgun. He says he's a terrible shot, although he does seem to hit most things he aims at (granted, they are usually right in front of him). His original pistol was a gift from the Torch of Liberty (a WWII-era superhero), in later stories he's carried both big revolvers and a Zinco automatic pistol (the latter exploded on him). Hellboy also has a bewildering pile of charms and the like in his belt pouches. They can be things like herbs, or physical talismans. Some seem to work as Dispel versus Summon, while one charm looked to Suppress Growth (turning a giant pig-man into a dwarf pig-man). The 8- roll represents his chances of having the right item in the first place. A search will take at least a Full Phase, maybe more.

 

Mentally Hellboy may not be the most cerebral of people (he prefers to simply punch things until they fall over), but he's no dummy. He's been around for some 50 years and does his research. He knows a lot about the supernatural world and will use this knowledge to his advantage.

 

Appearance: Hellboy stands about seven feet in height with a very broad-chested and muscular build. His skin is brick red, his eyes are a pupiless orange, while his black hair consists of a small beard, sideburns, and a short ponytail. His left hand is normal in size and shape, while his right is giant-sized and made from stone. He has such demonic features as cloven hooves, a tail, and horns, but he keeps his horns filed off, resulting in Hellboy looking like he is wearing goggles on his forehead.

 

Hellboy normally dresses in black shorts, "boots" cut to account for his hooves, a brown trenchcoat, and a gunbelt loaded with assorted gadgets, charms, and the occasional grenade. Sometimes he adds a t-shirt to the mix.

 

Designer's Notes: When I first saw Hellboy I dismissed him out of hand for reasons I can't recall. My mistake. Mike Mignola has created a fun character with a strong Pulp-Era feel, as well as a fun world to game in. Interestingly, Hellboy has grown to become quite a successful character for Mignola, what with other writers and artists praising his work (and working on Hellboy material), a Hellboy video game, and a feature movie with Ron Perlman as the title character.

 

Hellboy could fit into virtually any setting featuring magic and the supernatural. Personally, I could see a Hellboy/Planetary cross over working well, or Hellboy in the world of Hellsing (now there's an image for you!).

 

One last word on Hellboy's Unluck. In keeping with the nature of the stories, Hellboy's Unluck should result in either: A) his gun malfunctions, B) he looses his gun, or C) the floor collapses out from under him.

 

(Hellboy created by Mike Mignola, character sheet created by Michael Surbrook)

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Re: Hellboy

 

This is more based after the comics ... and I was using the Hellboy Sourcebook for GURPS as a basis :) He is immune to heat' date=' hence the addition ED ...[/quote']

 

I'd have gone with Damage Negation rather than PD, but then I'm probably a little too excited by the new options in 6th.

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Re: Hellboy

 

Nice write ups. :thumbup:

 

One thing irked me though (not that it actually has that much effect, just a pet peeve):

Activation Roll 8- (or Location 6-7; -2)
Always wondered why the armor limitations were undervalued.

When you're only doing one body part it works alright, but try to use it for a suit of armor with varying coverage, and you realize the values are way off. Locations 6-7, for instance, is less than a 1/8 chance, not the 1/3 the limitation would imply. In fact, that value isn't even right for 8- (25% chance, so why not -3?). In this case, it might not be as much off, because its useful for hitting people with damage shields (for some damage shield SFX, at least), but I'd still put it at -4 or so.

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