Jump to content

Chaot

Member
  • Posts

    1,277
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Chaot

  1. Or HarnMaster. I guess my point is, if it's going to be simple why make a distinction between thrusting and sharp. Pointy and blunt seem to be enough in my opinion. I get the differences between slashing, impaling and bashing. I just wonder if introducing those differences is necessary for a striped down system. I will add one skill that I forgot. Brawl. When I use a stripped down system, Brawl includes Grapple and using impromptu weapons; broken chair, broken glass bottle, sand in the eyes, wrestling moves, etc. I think the point is to give the PCs a wide range of available weapons without worrying about increasing too many skills. It's what makes it simple.
  2. I did a very basic for of this for a nostalgic D&D/BRP game. The categories were 1-Handed, 2-Handed, 1-Handed & Shield, Missile. It worked great for the style of game I wanted. As for dividing skills by weapon styles, couldn't you just combine the slashing and thrusting weapons and keep bludgeoning on it's own? Or would that make the slashing/thrusting weapons too appealing?
  3. Ah, I think I see what you mean. An Elric! suppliment, The Unknown East, has a system similar to Ars Magica. You basically have two wheels of magical discipline. One is composed of Actions, one is composed of Effects. A mage is skilled is skilled at one of the disciplines on the Action wheel and one on the Effects wheel. Things that the mage is skilled at take fewer magic points to effect than things that are farther away on the given wheel. So, let's say the mage was skilled at Diminution and Fire (keep in mind, I'm traveling and I don't have my book in front of me). This mage is good at minimizing something and with things having to do with fire. He can put out a fire with very little effort. He can Control fire with a bit more effort, as Control is down the wheel from Diminution. He can stop a flood with considerable more effort, as water is on the other side of the wheel as water. He can control the path of water with a substantial effort as Control is down the wheel from Diminution and Water is opposite of Fire. He can make someone pass out with a little bit of effort using Diminution and Spirit (or Flesh?). Anyway, you get the point. Another system that's more interesting than 'point and click' is the Chaos Melds from the Corum book. Basically, the mage has certain effects that they know. They combine these effects into Melds to cast a spell. The resulting spell is determined by what the individual effects do when they're combined. This can result in some pretty flashy stuff, but it's more interesting than utilizing a list of spells. If you can track down a book called Maelstrom, you may also want to just steal it's magic system. It's very low key. It involves the principles of Sympathy, Ritual, and... and, um, all those other magic theories that I can't remember right now (again, the books not in front of me here). It has four ranks. the first subtly plays with probability. You're running from a mob, say. What's the chance that the people in front suddenly trip up, giving you those extra seconds you need to get away? The fourth rank is much more along the lines of, what if my arch nemesis just happened to have a massive brain hemorrhage. Fourth rank magic is also a lot harder to pull off. Nice thing about Maelstrom is it's very easy to just plug it into the BRP system.
  4. Are we talking about the battle spells from Elric!/SB5 as point and click magic? See, I view that as the secrets that the grizzled veteran hands down to the terrified newbie. "Invoke the Lords of Entropy in this way and they'll aid you in battle. If you're good, they'll turn your blade into a blazing inferno." Or, I think of the gnarly, tattered beggar focusing on the first time he bit the head off of a rat. This focusing his mind and allowing him to see through the nearest rat's eyes. It's folk magic, and doesn't need the complicated rituals that summoning does. That said, it's been awhile since I've read Liber Ka, (and I believe I know have two copies of it if anyone wants one). It was definitely more hermetic than most systems, but I didn't have the main rule book to give me perspective the first time I read it, and it's been about three years since I've picked it up.
  5. I view the DEX roll as either a fast reaction or getting out of the way, not as trained acrobatics. Therefore, I say keep it. I'm not sure how much impact it will have in game though. So now I'm thinking about capoeira. I tend to combine rolls when two skills overlap. An example, Brawl plus Acrobatics equals Capoeira.
  6. Chaot

    Corum

    Gah! My book is gone again. I'm starting to thing that it slips between the veils of the six spheres at the will of the Balance. Maybe I should have bought that second copy... I wanted to look at the book so as to answer you correctly. Instead, I'll have to go from memory. This is probably partially wrong because it's how I used them in a game, not necessarily how they're written. I'm sure someone can come along and correct my errors. They're actually not binding enchantments. They're more like spells inscribed on your skin. They allow a non spell caster to have access to spells. A Sailor would be smart to get Breath of Life inscribed on his wrist. Here's how I used them. Any spell can be inscribed as a tattoo. To activate it, it costs MP and requires a Luck roll. Tattoos are reusable and don't count against your INT limit for spells. I've also allowed tattoos that boost a PC's skill level up to 20% at 5% a MP. Getting a tattoo in my game gives you Chaos points equal to the full potential value of the spell or skill. So, if the tattoo is something like Rat's Vision, it's going to give you 1 Chaos point. If it's Hell's Sharp Razor, it'll gain you four Chaos points. If it's a skill tattoo it will gain you four Chaos points. Again, that's how I ran it. Not necessarily how it's written.
  7. Chaot

    Corum

    Who's got it? Who's used it? What do you think? I've stolen bits and pieces from the expanded world for a kitchen sink Fantasy game that I used to run. I've also lifted the various magic systems from the book. Both of my children are asleep and I don't have to get ready for work yet, so here's a story. I'd been missing my Corum book for about ten months. I had figured that it was either lost forever or that someone had walked off with it. I think the big Chaosium 30% off sale was announced on a Wednesday. I was still missing my book, but I put off looking at Chaosium's site. That Saturday I was sick as a dog. I think it was food poisoning. Being largely confined to the bedroom, I decided I needed something to read. I was in the mood for Moorcock. So, I picked up my hard copy of Fabulous Harbours and, lo and behold, there was my copy of Corum. It was slightly bent and very dusty, but it was welcomed like a long lost friend. About five hours after I had found the book I signed into Chaosium's website for the sale. That's when I saw that they still had Corum books available. Had I not just found my Corum book, I would now be in the position of having two of them. Anyway, I find that a lot of my players enjoy Elemental Tattoos. As a GM, I've used Fetishes a lot, but my players seem to shy away from them. I've only had one player to use Chaotic Melds, and it was in a short lived game unfortunately. I haven't really played with Contrivances yet. When I get my Lods of Law campaign off the ground for an extended period I'm going to integrate them. I've stolen the pact rules for YKers and Pan Tangians. Melniboneans get to run with the Demon Summoning rules from Elric!/SB5. For everybody else, it's a bit scarier.
  8. You can post them in the download section as docs or pdfs or whatever or you can post them in a thread. Looking forward to seeing it and welcome to the forum.
  9. Oh hells yeah! A Gods of Chaos that's not a Courier font manuscript? Very cool. I'm glad these monographs aren't going to drop off into obscurity. Nice job Marcus.
  10. I voted no (meaning yes). Go ahead and use Chaot if you want.
  11. The example boxes and side notes have a slight parchment look. I would bet that was what SDLeary was referring to.
  12. You won't regret it! Even if you don't use the Corum setting stuff, there are several magic systems that can easily be stolen for other fantasy systems! Magical Tattoos, Primitive Fetishes, a cool magic system were you meld two or more effects together to make a spell, Lawful Contrivances (which is basically a magic item creation system. Also, augmented Demon Summoning rules. They make summoning scary. An augmented Alignment System. Start drifting to close to Chaos and risk developing mental problems or chaos mutations. A page that outlines making random worlds for your multiverse jumping PCs. I have a feeling you'll enjoy it.
  13. Ah they've got copies of Corum! This is a seriously good book people.
  14. OK, I think that's all of them. psst... Jason, we need Kate and Lobster Johnson. Then you can go ahead and do Rasputin, Baba Yaga, all of those Nazis, Jenny Green Teeth, that boar in the iron shoes, the Ogrdu Jahad and all of their 369 children... ... or, you know, you could just work on BRP stuff that can be published, sold and bought.
  15. JOHANN KRAUSS Occupation: Former medium, now BPRD investigator Colleges, Degrees: University of Bonn, Germany Birthplace: Germany Mental Disorders: Minor corporeal disassociative disorder, loneliness Sex: Male Age: 25 Characteristics & Rolls STR 5 DEX 13 INT 16 Idea: 80% CON 2 APP 5 POW 21 Luck: 105% SIZ 13 SAN EDU 17 Know: 75% Armor: 3-point bodysuit Damage Bonus: none Magic Points: 21 Sanity Points: 81 Hit Points: 8 (3 point bodysuit armor) History Prior to joining the Bureau, Johann Kraus was a talented physical medium. Unfortunately, he was out of his body during the mystical, continent-spanning Chengdou Disaster. This incident killed anyone involved in a séance at the time, leaving Kraus trapped in ectoplasmic form. He managed to stay alive, and made his way to the Bureau, where the technical staff designed and built a containment suit for him. It provides him with an approximation of a physical body, and may have made him immortal. The loss of his physical form has caused him immense personal distress, and he is still coming to terms with his unique condition. Kraus is polite and reserved. As the newest member of the Bureau, he is worried about finding his place and being an asset to the team. He is immensely curious about his fellow unique agents. Description Johann Krauss exists as an astral form composed of ectoplasmic energy. In this form, he resembles a gaseous cloud. He inhabits a tough black leather and rubber bodysuit which sheathes him from neck to toe, and his head is a clear plastic bubble with a small mouth aperture, through which he speaks and is able to leave the body willingly for a short time. Similar apertures are in each of his fingertips, enabling him to exude his ectoplasmic form through his hands. A small speaker is set in the chest of his outfit, enabling him to speak normally. Skills Accounting 10%, Anthropology 15%, Archaeology 20%, Art (Performance) 35%, Bargain 05%, Climb 40%, Conceal 15%, Craft 05%, Credit Rating 15%, Dodge 30%, Drive Automobile 20%, Electrical Repair 10%, Fast Talk 15%, First Aid 30%, Hide 15%, History 20%, Jump 25%, Law 05%, Library Use 40%, Listen 35%, Mechanical Repair 10%, Medicine 05%, Natural History 20%, Navigate 10%, Occult 80%, Other Language (English) 50%, Other Language (French) 60%, Own Language (German) 85%, Persuade 35%, Photography 10%, Psychoanalysis 20%, Psychology 25%, Ride 05%, Sneak 10%, Spot Hidden 45%, Swim 25%, Throw 25%, Track 35%. Special Abilities & Flaws Astral Form – Krauss is an astral being now, and does not have a physical body. Because of this, he has the following powers. Immaterial: Krauss can move in a ghostlike ectoplasmic form, undetectable to most beings, and immune to most forms of physical assault. He can move through walls and flies without limitation. He must expend a Magic Point for each hour he is out of his containment suit, however, limiting his survival outside the suit to under a day. While outside his containment suit, his speed is almost that of thought, enabling him to cross vast distances in lightning speed. Psychic Sensitivity: Krauss is highly psychic, attuned to the metaphysical atmosphere around him. In his suit, his sensitivity is lessened to POW x 1%, but while partially or wholly outside the suit, he can determine the presence of strong psychic presences and events with a POW x 5 roll. Inside the suit or outside, he expends a Magic Point to willfully activate this power, though he occasionally gets flashes of insight without effort. Tireless: Krauss does not need sleep or rest or sustenance, as he has no body to generate fatigue poisons or become hungry. Since he does not have any “down time” due to sleep or rest, his internal clock is somewhat off from the rest of his fellow agents, and he finds peace in astral travel at night, or imbibing the smells and essences of food and drink, despite his inability to consume them. Equipment Glock 17 9mm automatic pistol and ammo Flashlight ID for BPRD, firearms permit, etc. Flare grenades (2) (see below) Concussion grenade (1) (see below) Smoke grenade (1) (see below) BPRD signalling device BPRD signal tracking device BPRD personal communications device weapon % damage hands range attacks malf shots HPGlock 17 9mm Auto 55% 1d10 1 20 yards 3 98-00 17 8 Flare Grenade throw 1d10+1d3 1 15 yards, 1 yard radius 1 00 1 6 Concussion Grenade throw 3d8 1 15 yards, 1 yard radius 1 99-00 1 8
  16. ROGER Agent Name: Roger Occupation: Agent for the BPRD Colleges, Degrees: None Birthplace: Romania Mental Disorders: Amnesia, manic-depressive, needs to prove self Sex: Male Homonculus Age: Unknown Characteristics & Rolls STR 25 DEX 14 INT 12 Idea: 60% CON 25 APP 08 POW 14 Luck: 70% SIZ 20 SAN 71 EDU 6 Know: 30% Armor: 12 point skin Damage Bonus: +2d6 Sanity Points: 71 Magic Points: 14 Hit Points: 22 (12 point natural armour) History Roger was created 500 years ago in Romania. A homunculus, he was grown from roots, herbs, and blood, and formed into the shape of a man by an alchemist. The alchemist used a bolt of lightning to animate him, but, due to a defect in Roger's construction, the animating force did not last. In a short time, he was inert, but still aware of the passage of time. He stayed that way for five centuries. In 1996 the BPRD discovered Roger in a secret room inside a ruined castle. He accidentally stole Liz Sherman’s fiery life force, and killed BPRD agent Bud Waller, escaping them. Remorseful, he sacrificed himself to save the world from the evil of his giant evil “brother.” Later, he returned Liz’ powers and became inert. The BPRD’s research division was unable to revive him, until Abe Sapien intervened and managed to wake Roger. Distrustful of his past, the BPRD temporarily put a bomb in Roger’s chest, but removed it when Roger proved his loyalties and at Hellboy’s chastisement and resignation from the BPRD. He has since become a full agent of the BPRD, without the safeguard issues. Description A tall humanoid, bulky-figured and strongly-muscled, Roger is entirely bald, has dusky grey skin, pupilless yellow eyes, and a small metal hatch on his chest. He normally wears a BPRD field vest and a wooden codpiece. Roger is a fast learner, and has picked up the basics of modern life quickly. His personality is stolid, and he carries a great deal of guilt for killing Waller and his brother, and for what he did to Sherman. He is extremely brave and self-sacrificing. Skills Accounting 01%, Anthropology 01%, Archaeology 01%, Astronomy 01%, Bargain 05%, Biology 01%, Chemistry 01%, Climb 40%, Computer Use 01%, Conceal 15%, Craft (Alchemy) 35%, Credit Rating 05%, Disguise 01%, Dodge 40%, Drive Automobile 30%, Electrical Repair 10%, Fast Talk 15%, First Aid 40%, Geology 01%, Hide 30%, History 40%, Jump 45%, Law 05%, Library Use 25%, Listen 40%, Locksmith 01%, Mechanical Repair 10%, Medicine 05%, Natural History 25%, Navigate 20%, Occult 35%, Operate Heavy Machine 01%, Other Language (English) 50%, Own Language (Romanian) 55%, Persuade 25%, Pharmacy 01%, Photography 01%, Physics 01%, Pilot 01%, Psychoanalysis 01%, Psychology 05%, Ride 05%, Sneak 20%, Spot Hidden 35%, Swim 05%, Throw 50%, Track 25%. Special Abilities & Flaws Drain Power – Roger can drain life forces from sources he touches. His ability to do this is simulated by a resistance roll with his Power as the opposing force. It costs Roger 3 Magic Points to attempt this power. With a successful roll, he is able to drain 1d10 in potency from the power. He can use this stolen energy for Magic Points or to restore non-lethal damage from injury on a point-by-point basis. Drain Spirit – Roger can drain Power from spirits and ghosts, and if he drains them completely, they temporarily discorporate. While he is storing them in himself, he can read their minds with an Idea roll if successful, as modified by difficulties ranging from language, the state of the spirit, and the nature of the information being sought. This is handled in a manner similar to the Drain Power ability (above), but with 1d6 points of POW being drained per successful attempt. It costs the same in Magic Points to activate. He cannot use any of this Power for his own use, or to heal himself as above. Telepathy – Roger has a very limited version of Telepathy, in which he can implant suggestions (resistance roll with Power) or speak telepathically to beings in close proximity to him (his Power in yards). He must spend a Magic Point to do so, per attempt, and succeed in an Idea roll for this power to work. Toughness – Roger has 12-point armor against almost all forms of damage. He does not heal normally, however, and when he is incapacitated, he must be repaired or must drain power to restore himself to functionality. Equipment Flashlight ID for BPRD, firearms permit, etc. BPRD signalling device BPRD signal tracking device BPRD personal communications device BPRD flare grenade BPRD smoke grenade weapon % damage hands range attacks malf shots HP Fist/Punch 70% 1d3+2d6 1 --- 1 --- --- --- Grapple 55% Special 2 --- 1 --- --- --- Head Butt 30% 1d3+2d6 --- --- 1 --- --- --- Kick 50% 1d3+2d6 --- --- 1 --- --- --- Flare Grenade throw 1d10+1d3 1 15 yards, 1 yard radius 1 91-00 1 6
  17. LIZ SHERMAN Occupation: Investigator for the BPRD Colleges, Degrees: Private tutoring at BPRD Birthplace: Kansas City Mental Disorders: Nightmare-ridden, distrustful, alienated, guilty Sex: Female Age: 29 Characteristics & Rolls STR 13 DEX 15 INT 16 Idea: 80% CON 14 APP 16 POW 19 Luck: 95% SIZ 12 SAN 62 EDU 18 Know: 90% Armor: none Damage Bonus: none Sanity Points: 62 Magic Points: 19 Hit Points: 13 History Elizabeth Anne Sherman is a native of Kansas City. As a child, she often dreamed of fire. When she was 11, and had just started puberty, a neighborhood bully teased her about her ponytails. Her pyrokinesis manifested, and left a city block destroyed and 32 people dead, including Sherman's family. No one knew how the fire started, so she was shuttled around to foster homes for a few months, until the BPRD tracked her down. Over the next decade, they trained her to control her powers. Along the way, she became one of the Bureau's better field agents, specializing more in the social aspects of investigations, and only providing raw pyrokinetic force when necessary. She often finds the Bureau frustrating, and has quit and returned over a dozen times. Description Liz Sherman is a woman in her early 30s, with an average physique, good-looking, with reddish-brown hair which she wears at medium-length. She smokes frequently, and has a cynical sense of humor, masking the guilt she feels for the deaths she has caused, and the fear she has that she will lose control over her power. In the field, she wears a long black trench coat with tan lapels, and dark clothing underneath, with a black beret. Skills Accounting 15%, Anthropology 35%, Archaeology 25%, Art (Drawing) 35%, Bargain 45%, Biology 30%, Chemistry 35%, Climb 60%, Computer Use 35%, Conceal 40%, Craft (Fire Sculpture) 50%, Credit Rating 35%, Disguise 20%, Dodge 55%, Drive Automobile 40%, Electrical Repair 10%, Fast Talk 55%, First Aid 55%, Geology 20%, Hide 45%, History 30%, Jump 45%, Law 35%, Library Use 45%, Listen 50%, Mechanical Repair 15%, Medicine 25%, Natural History 35%, Navigate 15%, Occult 60%, Other Language (French) 45%, Other Language (Latin) 35%, Other Language (Spanish) 65%, Own Language 100%, Persuade 45%, Pharmacy 20%, Photography 35%, Physics 15%, Psychoanalysis 15%, Psychology 25%, Ride 30%, Sneak 35%, Spot Hidden 60%, Swim 55%, Throw 45%, Track 15%. Special Abilities & Flaws Pyrokinesis – See the weapons list below for the damage and range of Liz’ pyrokinetic power. To use this ability, make a roll and, if successful, Liz spends the cost of the “ammo” in Magic Points. Once the fire has been started, if she wants to put it out, she needs to make a successful resistance roll of the fire’s total damage against her own Power. If Liz wins, the fire goes out, moves, or is otherwise under control. If the fire overcomes her POW in the resistance roll, it immediately gains in size once more, moving to the next higher category, immediately costing Liz the new amount of Magic Points, and damage is re-rolled. If Liz wants to control or subdue this new conflagration, she must defeat it in a POW vs. damage roll as described here. If she loses more Magic Points than she has, then she slumps to the ground, unconscious, and loses the additional points in temporary hit points. Resistance to Fire – Liz is resistant to fire, with 30 points of resistance/armor against it. Sense Fire – With a successful Idea roll, Liz can sense the presence of fire within a 30 yard radius, and get an idea as to the nature of that fire, if it is natural or supernatural, controlled or wild. Equipment Glock 17 9mm automatic pistol and ammo Flashlight ID for BPRD, firearms permit, etc. BPRD signaling device BPRD signal tracking device BPRD personal communications device weapon % damage hands range attacks malf shots HP Pyrokinesis – tiny 100% 1 --- 30 yards 1 --- 1 MP --- Pyrokinesis – minor 100% 1d4 --- 30 yards 1 --- 2 MP --- Pyrokinesis - medium 100% 2d6 --- 30 yards 1 --- 4 MP --- Pyrokinesis – major 100% 5d6 --- 30 yards 1 --- 8 MP --- Pyrokinesis - colossal 100% 10d6 --- 30 yards 1 --- 12 MP --- Fist/Punch 50% 1d3 1 --- 1 --- --- --- Grapple 25% special 2 --- 1 --- --- --- Glock 17 9mm Auto 65% 1d10 1 20 yards 3 98-00 17 8 Head Butt 10% 1d3 --- --- 1 --- --- --- Kick 25% 1d3 --- --- 1 --- --- ---
  18. ABE SAPIEN Agent Name: Abraham Sapien Occupation: Field Agent for BPRD Colleges, Degrees: Private tutoring at BPRD Birthplace: Unknown (estimated to be Washington, D.C.) Mental Disorders: Self-conscious about appearance, extremely shy, depressive, mild thallasophobia (oceans) Sex: Male Age: born prior to 1865 Characteristics & Rolls STR 16 DEX 19 INT 14 Idea: 70% CON 18 APP 6 POW 17 Luck: 85% SIZ 14 SAN 85 EDU 16 Know: 80% Armor: 3 point scales Damage Bonus: +1d4 Sanity Points: 85 Magic Points: 17 Hit Points: 16 Description Six feet tall and slender, with greenish-grey scales covering the entirety of his body. His eyes are pale green, and he has fins on the back of his arms and legs and a number of gill-like protrusions at the base of his neck. Bald, with black markings upon his head and a small green patch of scales on his chin. He generally wears only a pair of black diving trunks and a BPRD utility belt, though he occasionally goes into the field disguised as a human, with a long coat, hat, scarf, and thick glasses. History Abe Sapien’s origin is a mystery to even the BPRD. In 1878 he was found in a secret laboratory beneath the White House, kept unconscious in a large glass tank, with a piece of paper labeled “Icthyo Sapiens” and the date of Abraham Lincoln’s assassination. For this reason the name “Abraham Sapien” was given him. Abe was awakened and examined by BPRD scientists, until freed and befriended by Hellboy. He has since been given Bureau training and become one of their most trusted field agents. Skills Accounting 10%, Anthropology 25%, Archaeology 45%, Art (Film) 35%, Bargain 05%, Biology 35%, Chemistry 20%, Climb 70%, Computer Use 25%, Conceal 25%, Credit Rating 25%, Disguise 75%, Dodge 70%, Drive Automobile 50%, Electrical Repair 10%, Fast Talk 35%, First Aid 45%, Games (Chess) 65%, Geology 25%, Hide 50%, History 60%, Jump 75%, Law 15%, Library Use 45%, Listen 60%, Lockpicking 45%, Mechanical Repair 10%, Medicine 05%, Natural History 45%, Navigate 100%, Occult 35%, Other Language (French) 45%, Own Language (English) 90%, Persuade 35%, Photography 20%, Physics 15%, Pilot (rocket pack) 65%, Psychoanalysis 20%, Psychology 45%, Ride 15%, Sneak 70%, Spot Hidden 85%, Swim 150%, Throw 70%, Track 40%. Special Abilities & Flaws Amphibious (able to breathe water indefinitely) Night-vision Vulnerable to dehydration (takes 4 HPs damage/day when not submerged in water for at least an hour, 8 HP if in dry climes) Rapid Healing (2 HP daily if submerged) Resistant to Cold (20 points resistance against cold temperatures) Equipment Glock 17 9mm automatic pistol and ammo Flashlight ID for BPRD, firearms permit, etc. Flare grenades (2) (see below) Concussion grenade (1) (see below) Smoke grenade (1) BPRD signalling device BPRD signal tracking device BPRD personal communications device weapon % damage hands range attacks malf shots HP Fist/Punch 65% 1d3+1d4 1 --- 1 --- --- --- Grapple 55% special 2 --- 1 --- --- --- Glock 17 9mm Auto 85% 1d10 1 20 yards 3 98-00 17 8 Head Butt 25% 1d3+1d4 --- --- 1 --- --- --- Kick 60% 1d3+1d4 --- --- 1 --- --- --- Martial Arts 65% special 1 --- 1 --- --- --- Flare Grenade throw 1d10+1d3 1 15 yards, 1 yard radius 1 00 1 6 Concussion Grenade throw 3d8 1 15 yards, 1 yard radius 1 99-00 1 8
  19. HELLBOY Agent Name: Hellboy (real name unknown) Occupation: Field Agent for BPRD Colleges, Degrees: Private tutoring at BPRD Birthplace: Unknown (estimated to be Hell) Mental Disorders: Prone to violence, short-tempered, self-denial about origin, severe mood swings Sex: Male Age: found in 1944, estimated much older Characteristics & Rolls STR 30 DEX 15 INT 14 Idea: 70% CON 30 APP 06 POW 20 Luck: 20% SIZ 25 SAN 99 EDU 26 Know: 130% Armor: 6 point skin Damage Bonus: +2d6 Sanity Points: 99 Magic Points: 20 Hit Points: 28 Description Seven feet tall, weighs 400 pounds. Humanoid in shape, with bright red skin, glowing orange eyes, and horns (usually sanded down to nubs). Has cloven hoofs, a prehensile tail, and a large red stone hand which resembles a three-fingered gauntlet. Bald and black haired, he wears sideburns, a small beard, and a ponytail. Hellboy wears black shorts, a BPRD t-shirt and utility belt, and a tan trenchcoat. History Summoned in 1944 by a group of Nazi mystics led by the mad monk Rasputin, Hellboy was discovered by a group of Allied soldiers, led by Dr. Trevor Bruttenholm. He was brought to the USA and tutored by Bruttenholm, growing quickly. Hellboy joined the BPRD after he was recognized by the UN as a human being in 1952, and has been working for them as a field agent ever since, with over 50 years of experience fighting and investigating the paranormal and supernatural. He has since discovered that his destiny is that of the Beast of the Apocalypse, a fate he is strongly against and lives in denial about. Skills Accounting 10%, Anthropology 65%, Archaeology 70%, Astronomy 40%, Bargain 25%, Biology 25%, Chemistry 10%, Climb 70%, Computer Use 15%, Conceal 30%, Credit Rating 35%, Dodge 50%, Drive Automobile 50%, Electrical Repair 10%, Fast Talk 45%, First Aid 45%, Geology 45%, Hide 40%, History 80%, Jump 75%, Law 35%, Library Use 65%, Listen 55%, Mechanical Repair 15%, Medicine 05%, Natural History 50%, Navigate 20%, Occult 85%, Other Language (French) 40%, Other Language (German) 50%, Other Language (Infernal Tongue) 30%, Other Language (Latin) 60%, Other Language (Old Lemurian) 35%, Other Language (Spanish) 55%, Other Language (various) 15%, Own Language 130%, Persuade 30%, Photography 20%, Physics 15%, Pilot 20%, Psychoanalysis 10%, Psychology 45%, Ride 05%, Sneak 45%, Spot Hidden 65%, Swim 65%, Throw 55%, Track 25%. Special Abilities & Flaws Ambidextrous (no penalties for using off hand) Stone Hand (indestructible; can touch immaterial items; does 2d8 damage; clumsy, -50% to manipulation) Tough Skin (6 point armor) Resistant to Fire (20 points armor against fire) Regeneration (heals 1 HP every 3 hours) Unlucky (any roll of 91% on a gadget use, exertion, or manipulation skill use attempt results in automatic fumble where applicable; Luck roll is based on POW x 1%) Equipment 75mm revolver and ammo Flashlight ID for BPRD, firearms permit, etc. Flare grenade (see below) Concussion grenade (see below) BPRD signalling device BPRD signal tracking device BPRD personal communications device Various charms and amulets in trenchcoat pockets, small list on back of sheet, each requires a Magic Point to activate. weapon % damage hands range attacks malfunction ammo HP Fist/Punch (normal) 80% 1d3+2d6 1 --- 1 --- --- --- Right Hand of Doom 120% 2d8+2d6 1 --- 1 --- --- --- Grapple 75% special 2 --- 1 --- --- --- 75mm Revolver 65% 8d6 1 30 yards 1 91-00 1 12 Head Butt 60% 1d4+2+2d6 0 --- 1 --- --- --- Kick 55% 3d6+2 0 --- 1 --- --- --- Flare Grenade throw 1d10+1d3 1 15 yards, 1 yard radius 1 91-00 1 6 Concussion Grenade throw 3d8 1 15 yards, 3 yard radius 1 91-00 1 8
  20. Back in 2005 Jason D posted his GURPS to BRP stats for Hellboy and the gang. He mentioned reposting them over in the movie thread in celebration of the new Hellboy movie, so I'll just repost them for him. Please note, these are based on the excellent work of Philip Masters and Jon Woodward. If you're a Hellboy fan and you don't have the GURPS Hellboy book, go out and get it now... ...I'll wait... ... ... ... Got it? Good. Again, these are Jason's, not mine. I'm just reposting them.
  21. I THINK that I shall never see A game as nice as BRP Games are run by fools like me But Jason D wrote BRP* *Yeah, and all those other cool people.
  22. Sadly, my understanding is that Chaosium can sell the books they have left when it comes to the Moorcock line and that's it. No reprinting is to be done and Gods of Law is very sold out. It is a crying shame because it did so many things right. It diverged a bit from canon, but it did so very well. It reintroduced Virtues, but they had a Unknown Armies Avatar vibe. You summon saints to gain special powers. There were three circles of initiation and with each circle, the power would be stronger. It introduced rules for the Barrier of Law. It introduced Mook rules. It fleshed out the history to the Church of Law. It also made the cult of Goldar kind of cool. If I had to choose two books to run an EC game it would be Elric! and Gods of Law. If I could add another, it would be Gods of Chaos. If I had a four, I'd add Bronze Grimoire.
  23. I've wanted to run Freeport since I bought the collected trilogy. One of those 'things on my list.' This morning, I was thinking about some random thing and then I said "Hey, what happens when you mix SB5 or higher level of power with the Sanity rules? That kinda sounds like Freeport." Anyone done it? Do the systems jive? Does it sound interesting to anyone? Is this just some obvious solution that I'm only slowly realizing? I have to admit, I've only played a little CoC and it's been a while since I've read the Sanity rules. I'm going to have to go back over them for a refresher.
  24. Well, Glorantha is it's own beast. I cut my teeth on the Rules Cyclopedia, so illusions are illusions. They'll do temporary damage unless you disbelieve unless you fall below your hit points. If you take too much damage, your brain tells you your dead... and you're dead.
  25. Color me jealous. I've only had a chance to browse that book. I may have to get over my dislike of pdfs and pick this up.
×
×
  • Create New...