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Character: Hellboy (finished)


Susano

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WARNING: CONTAINS SPOILERS

 

If you've never read the HELLBOY comic, but intend to, you might want to skip the write-up I've attempted here. If you have, then go right on reading. Commentary and feedback welcome. Thoughts on designing Abe Sapien, Liz Sherman, and Roger welcome (especially Roger!).

 

HELLBOY

(Anung Un Rama)

Val	CHA	Cost	Roll	Notes
35	STR	25	16-	Lift 3200 kg; 7d6 HTH Damage
18	DEX	24	13-	OCV: 6 / DCV: 6
25	CON	30	14-
16	BODY	8	12-
13	INT	3	12-	PER Roll 12-
20	EGO	20	13-	ECV: 7
20	PRE	10	13-	PRE Attack: 4d6
9	COM	0	11-
10	PD	3		Total: 10 PD (5 rPD)
10	ED	5		Total: 10 ED (10 rED)
4	SPD	12		Phases: 3, 6, 9, 12
15	REC	6
50	END	0
47	STUN	0
Total Characteristics Cost: 146

Movement:	Running: 7" / 14"
	Swimming: 2" / 4"

Cost	Powers & Skills
100	Right Hand Of Doom: HA +6d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand 
Attack (-1/2), Right Hand Only (-1) plus Armor (30 PD/30 ED); Activates 8- or 
Locations 6-7 (-2), Right Hand Only (-1) plus Takes No STUN; Activates 8- or 
Locations 6-7 (-2), Right Hand Only (-1)
64	Belt Of Charms: Variable Power Pool ("Gadget Pool"), 50 base + 25 control cost, 
No Skill Roll Required (+1); Activation Roll 8- (to have the right charm) 8-, Focus (all 
charms must be at least an IAF or OIF minimum; -1/2)
14	Really Big Handgun: RKA 2 1/2d6, Increased STUN Multiplier (+1/4); 
6 Charges (-3/4), OAF (-1)
20	Big And Tough: Physical Damage Reduction, Resistant, 1/2; Stun Only (-1/2)
60	Infernal Origins: Energy Damage Reduction, Resistant, 3/4
8	Tough Hide: Damage Resistance (5 PD/ 10 ED)
8	Can Ignore A Knife In The Back: Healing 1d6 (Regeneration; 1 BODY per TURN), 
Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn; -1), 
Self Only (-1/2)
2	Heavy: Knockback Resistance -1"
9	Infernal Origins: Life Support (Longevity: Immortality, Safe Environment: Intense 
Cold, Intense Heat)
10	Seen It All Before And He Wasn't Impressed Then Either: +20 PRE; Defensive 
Only (-1)
2	Faster Than He Looks: +1" Running (7" total), END 1
6	Quick On The Uptake: +2 PER with all Sense Groups
5	Tail:  Extra Limb, Inherent (+1/4); Limited Manipulation (-1/4)

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

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

Skills:
8	Combat Skill Levels: +1 with Combat
10	Combat Skill Levels: +2 With Hand-To-Hand
2	AK: BPRD Grounds 11-
3	Breakfall 13-
3	Climbing 13-
0	Concealment 8-
0	Conversation 8-
3	Deduction 12-
3	Demolitions 12-
0	Language: English (native)
1	Language: Old Lemurian (literate only)
0	Paramedic 8-
2	PS: BPRD Agent 11-
3	Shadowing 12-
3	Stealth 13-
3	TF: Common Motorized Ground Vehicles, Jetpack
3	Tracking 12-
5	WF: Blades, Grenades, Pistol, Spear, Thrown Spear
3	Scholar
2	KS: Faire Lore 12-
2	KS: Herbology 12-
2	KS: History Of The Occult 12-
2	KS: Magical And Supernatural Artifacts 12-
2	KS: The Occult World 12-
2	KS: Superhuman World 12-
2	KS: Supernatural Beings And Their Habits 12-
434	Total Powers & Skills Cost
580	Total Character Cost

200+	Disadvantages
15	Distinctive Features: Demonic Appearance (NC)
10	DNPC: Fellow BPRD Agents (less powerful, useful skills, roughly 4-6 agents) 11-
15	Enraged: Friends Hurt (Common), go 11-, recover 14-
20	Hunted: Rasputin 14- (AsPow)
5	Physical Limitation: Large (roughly 7' tall and weighing about 400 lbs: -2 DCV, +2 to 
PER Rolls to perceive) (I, S)
10	Physical Limitation: One Hand (F, S)
15	Psychological Limitation: Anger Makes Him Reckless (C, S)
10	Psychological Limitation: Investigative Curiosity (C, M)
20	Psychological Limitation: Protective Of The Innocent (esp. children) (VC, S)
15	Reputation: Beast Of The Apocalypse 14- (Extreme, limited group: occultists)
10	Unluck: 2d6
235	Experience
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 promptly joined the Bureau for Paranormal Research and Defense soon after. Not surprisingly he quickly became the Bureau's top field agent. He 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 Helboy 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.

 

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 sufficient to kill him. In fact, it's doubtful 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, and the occasional grenade and/or flare. 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. the 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. A search will take at least a Full Phase, may be 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 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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Nice job. A few suggestions, if it isn't too late:

 

First, the amount of defense on the Right Hand of Doom - I think it should be reduced, and hardened. 32 rPD/ 33rED is just a bit excessive, given that it Takes No Stun. Something in the high teens/low twenties should be enough, I mean, are there actually going to be people throwing 9d6 KAs around?

 

Second, H shouldn't have to pay for PS: BPRD Agent 11-, he can take it as his Everyman Skill

 

Third, to solve your problem with the grenades and such, why not lump the gadgets in with the charms in a big "Charms, Gadgets, and Trinkets" VPP?

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Looks like a pretty good write-up. My one contention with it is that the STR seems too high. I haven't read all the stories ( only 6 or 7) but he doesn't come across quite so powerful as STR 35 to me. The GURPS sourcebook ( did you reference that?) lists his ST at 30 for GURPS, and I think about that, or maybe a 28, would be a closer approximation in HERO.

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Originally posted by Fireg0lem

Nice job. A few suggestions, if it isn't too late:

 

First, the amount of defense on the Right Hand of Doom - I think it should be reduced, and hardened. 32 rPD/ 33rED is just a bit excessive, given that it Takes No Stun. Something in the high teens/low twenties should be enough, I mean, are there actually going to be people throwing 9d6 KAs around?

 

No idea. But it is supposed to be utterly invulnerable, so...

 

Second, H shouldn't have to pay for PS: BPRD Agent 11-, he can take it as his Everyman Skill

 

As I understand it, he gets the 8- for free. Anything else he needs to pay for.

 

Correction: My mistake. He does get the 11- PS for free. Per page 31 5th Edition.

 

Third, to solve your problem with the grenades and such, why not lump the gadgets in with the charms in a big "Charms, Gadgets, and Trinkets" VPP?

 

Works for me.

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