[OSSR]Hellboy Sourcebook and Roleplaying Game

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Ancient History
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[OSSR]Hellboy Sourcebook and Roleplaying Game

Post by Ancient History »

Hellboy Sourcebook and Roleplaying Game

We're now in year 20 of Hellboy, a convention sketch which has grown to include two feature films, three animated specials, hundreds of comics (with spin-off series on their spin-off series), novels, anthologies, an official companion guide, various toys and stuffed animals, a video game, and of course a roleplaying game.
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In 2015, this comic is old enough to drink.
The year was 2002, and I actually own two copies of this book; one looks about the size and thickness of your average graphic novel, and the other is a "limited edition" hardback with black leather cover and embossed with red foil.

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Not to scale.

It really does feel like this was a product designed for comic book fans that somehow had not made it into gaming yet; at a time when a lot of GURPS products were still on regular paper stock and illustrated in black-and-white, this is on lush glossy comic-book paper with dozens of images culled from the existing Hellboy material.

I guess I should mention that 2002 was 12 years ago, before Hellboy really started ramping up and Mignola started passing art duties onto other people with gusto, so some perspective: at the time there were only five trade paperbacks of Hellboy out; as of this writing there are 17-18 (depending on whether you count stuff like Hellboy Jr.), and if you include the BPRD and spin-offs there's about twice that. So this RPG only really covers the beginning fraction of the Hellboy universe, and that's okay...because it's powered by GURPS. GURPS Lite to be specific, a reduced ruleset of GURPS 3e with some special stuff borrowed from games like GURPS Cabal. But we'll get into that in a bit.

If you need a refresher on Hellboy, check out the wiki.

GURPS has done a lot of sourcebooks for specific non-GURPS IP before; some of their most famous were the early GURPS Vampire: the Masquerade and GURPS: Mage the Ascenscion books...

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What, no GURPS: Rifts?

...along with War Against the Chtorr and other stuff you might not have heard of. In the early Naughties, however, GURPS tried something different: instead of packaging these books as one-supplement-among-many, they promoted them as their own self-contained RPGs...still powered by GURPS (or really, GURPS Lite), and compatible with other GURPS products, but presumably less scary to new fans who might have been put off by the Stack o' GURPS books in the RPG aisle.

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The same people gave us this, which is kind of awesome.

The book was actually written by GURPS mainstays Phil Masters and Johnathan Woodward; these guys are as pro as freelancers get, and know GURPS like the back of their hands, so you at least know Steve Jackson Games was trying not to put out an inferior product. I'm on the fence as to whether or not the layout guy was used to the reduced page format, because the index seems long (breaking things down to 3rd-level headers) but it's really just two facing pages and rather a snug fit.

Anyway, we've got an introduction, eight chapters, a sample adventure, three appendices, and in index in this 206 pages of glossy magnificence, so let's get cracking!

Dakini
This is a short piece of introductory fiction by Christopher Golden, a horror writer known for his occasional partnership with Mike Mignola; he's notable for writing the only only canon non-Mignola short story ("Nucklavee") and the only good Hellboy novel (The Bones of Giants - Hellboy + Mjolnir 4 teh win!). This is...neither his best or worst effort; Hellboy and the Bureau of Paranormal Research and Defense (B.P.R.D) investigate a monster appearing at an apartment building, and find out it's an Indian critter accidentally summoned by a couple having tantric sex; the monster vanishes when Hellboy knocks on the door and interrupts them mid-coitus.

It's neither the best nor the worst introduction you could have. On the one hand, it is undoubtedly a story about Hellboy and the B.P.R.D. fighting a monster-of-the-week, showcasing pulpy action, one-liners, and a bit of humor. On the other hand, most games probably won't have you playing Big Red himself. So, y'know, good for atmosphere, but that's about it.
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This hadn't happened yet.
Introduction
It's a world where blatant supernatural forces definitely exist, and are fairly widely known about. Ordinary people probably don't encounter them at any time in their lives, and most people who know a little about the subject are quite glad of that. It's also a world in which a small number of heroes have existed since the 1930s to fight these forces wherever they post a threat.
This is actually longer than most GURPS introductions, because it's pretending to be a stand-alone GURPS-powered RPG marketed to non-gamers. So you have the whole "What is a Roleplaying Game?" section, and an entire page dedicated to pimping Steve Jackson Games, and another half-page on "What is GURPS", "Hellboy's World," and joy-of-joys a two-and-a-half page timeline of events from Seed of Destruction through Conqueror Worm and B.P.R.D. Hollow Earth.

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Look Roger, a dead alien.

Chapter One: Creating Characters
A game needs rules. TO ensure that the discussion of game-related matters makes sense, we've put them early in the book. This chapter is about creating characters in game terms; the next is about the process of play. Anyone who wants to know more about Hellboy's world is welcome to jump ahead for now, and come back to this mechanical stuff later, and anyone who already knows GURPS can skip these two chapters, but things may be easier if you work through the book in order.
I do love GURPS, because this is about as succinct and reasonable an explanation for chapter order as anything you're ever likely to run across in an RPG. Character design in GURPS Lite is pretty simple: you get X number of points (25 - average person; 100 - capable but realistic human being; 300 - suberbeing) and four basic attributes (Strength, Dexterity, Intelligence, Health). Add skills, advantages and disadvantages, backstory, shake well and you're basically ready to play.

Most of this chapter is taken up with advantages and disadvantages; all the standard GURPS fare on reputation, clerical investment, legal enforcement powers, ambidexterity, wealth, allies...the whole kit and caboodle. A couple things jump out to the GURPS fan: the magic system involves a mix of psychics and ritual magic (a skill-based system I'm pretty sure premiered in GURPS Cabal) among other things. Hellboy-specific advantages include "Spring-Loaded Fist" (12 points).

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Obamacare doesn't cover this...yet.

Supernatural advantages include Aquatic/Amphibious (for those who want to play Abe Sapien's little sister, Eve), Breathe Fire, Conjoined Twins, etc. and some Hellboy-specific ones like "Modified Arm ST"
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And "Homunculus (131 Points):

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They tried to make him wear pants, but it didn't help. Maybe a kilt?

The skills system is pretty quick-and-to-the point - in GURPS, the cost of a skill is based on whether it is Physical or Mental, and the Difficulty level (Easy, Average, Hard, Very Hard) - Mental skills are generally less expensive, but have higher difficulties. Most skills tend to also have a default.

So, example:

Carpentry is a (Mental/Easy) skill that defaults to IQ-4 or DX-4 (you can use whichever one gives the highest level). So if you have IQ 10 and DX 12, then if you have zero points in Carpentry you still have an effective Skill rating of (12 - 4) of 8. That means you succeed on rolling 8 or lower on 3d6. Yes, yes, roll-unders are weird, and higher attributes give you absurdly high skill ratings in some cases. Anyway.
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I don't know what the fuck these are supposed to be.
Among the skills is listed Alchemy, which is kind of a basic low-magic option from GURPS Magic; Occultism, which is basically your Magic Lore skill; Paraphysics (why not parapsychology? Because fuck you, that's why.) for the scientific study of psychic powers (10-point Unusual Background required); magic and psychics are covered under skills in the following manner:

1) Psychic Skills are their own stand-alone skills, things like Telepathy, Pyrokinesis, etc.

2) Magic Spells (like GURPS Magic) are their own stand-alone skills.

3) Ritual Magic is a skill for performing ritual magic (different from spells), and you have a separate skill for each Ritual Magic Path (like, say, Voodoo, or Runecasting).

4) Complementary skills include Spell Throwing, which is a specialized skill for use with specific Magic Spells (so, for example, you could have the skill Fireball and then the skill Spell Throwing (Fireball) to actually hit anything with it); and Thaumatology which is "the science of magic."

Explaining the difference between Occultism, Paraphysics, and Thaumatology is kind of a tricky one, because honestly this is the kind of detail-oriented multiple-subsystems-that-weren't-really-designed-to-go-together thing that you got in like Shadowrun 3rd edition, where Spell Design was it's own separate skill from Magic Theory and shit. The nitty gritty is that Occultism is supposed to be anthropology and archaeology and the study of folklore and stuff (the academic study of magic, if you prefer); while Paraphysics is the scientific examination of how weird shit works; and Thaumatology is about figuring out how magic and stuff works from a magical perspective.

So if an occultist, paraphysician, and thaumatologist all saw a fireball:

The occult says "That looks like the calling of the fire demon rite from that Maori subsect that supposedly died out in the volcanic eruption of '36."

The paraphysician says "The fire is burning asbestos - if you throw water on it you'll just feed the flames!"

The thaumatologist says "Such an evocation of the fire element takes power - more power than that mortal should be able to contain in his frail frame. Perhaps if I can find the source of that power, I can cut it off."

On the other claw, you don't actually need any of those theory skills for whatever you want to do.

...anyway, they do weird shit with unarmed combat too (skills are Boxing, Brawling, Judo, and Karate); and they have a highly abbreviated version of the Tech levels chart here; most Hellboy stories are supposed to be TL7 (1951-2000) or TL6 (1901-1950).

Most of the combat stuff is straight cut-and-paste, although Hellboy's guns are included in the Ranged Weapon table.

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Although really, guns are pretty much useless against a Kriegaffe.

...Speed, Encumbrance and Movement are basically a paragraph; character improvement is about 3/4 of a page; and the chapter ends with a one-page character sheet.

It's GURPS in a nut shell, and even GURPS in a nut shell is like folding a piece of paper four times instead of six. Crunchier than you'd expect, but giving the feeling of being all-pervasive. Next up is Chapter Two: Playing the Game, and those are some deep waters.
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Last edited by Ancient History on Thu Mar 27, 2014 8:51 pm, edited 2 times in total.
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Post by Prak »

I actually have this book after noticing it at my FLG/CS knowing I'd eventually want to run a BPRD game. Sadly, my players were less enthused.

I'm eagerly waiting for more of this.
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Post by Ancient History »

Chapter Two: Playing the Game
One of the downsides of having an all-in-one game is that, well, the better portion of the space is given over to basically regurgitating GURPS Lite rules verbatim. The only difference between this chapter and the generic GURPS Lite rules for combat/injury/fatigue/etc. are a lot of pretty pictures an an example of a B.P.R.D. agent with Strength 25 due to "an old family blessing."

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Not canon, but no one cares.

So, there's really nothing much to say about this chapter. If you haven't ever seen GURPS combat, it's so generic it's kinda weird. Lots of fiddly modifiers but it mostly boils down to "Roll skill, if successful do damage." But you could say that in a paragraph and this is really an old system with many, many fiddly bits about weapons, damage to inanimate objects, fatigue, etc. That said, it's pretty flexible for what you can and cannot do.

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Roll to break...okay, and now those count as improvised weapons. Str+5 damage.

Chapter Three: The Bureau for Paranormal Research and Defense
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We don't really have a set uniform, but here's a shoulder patch and a coffee cup with the logo on it.

In many ways the guts of the book, the Bureau for Paranormal Research and Defense is like if the X-Files had the budget of the Special Forces and recruited the more competent paranormal threats of the week to go play Mulder and Scully. We start off with a history (the roots include the British Paranormal Society founded in 1877), and segues rather quickly into the B.P.R.D today, it's headquarters, organization, and relations with other agencies. This was all written long before there was a wiki or the Hellboy Companion, so some of it's quite dated, but it was valuable info to comic buffs at the time.

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I have never figured out how he gets that trench coat on.

After this we get a short comic titled "The Kabandha" about Hellboy in India with a new BPRD agent, an ex-SAS bloke named Orson Gaines.

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This isn't a page from the comic, this was an old Pyramid ad for the game.

After that is a bunch of GURPs profiles (with full stats and costs) of B.P.R.D. personnel, including Prof. Trevor Bruttenholm...

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150 points. Ladies.

...Dr. Thomas Manning (115 points), Professor Kate Corrigan (150 points), Hellboy (855 points), Abe Sapien (300 points), Liz Sherman (300 points), Roger the homunculus (550 points), the aforementioned new agent Orson Gaines (300 points), Johann Kraus (300 points), human metal detector Sidney Leach (150 points), etc. The number of points they gave these guys appears to depend on how much the writers liked them, and since Orson is supposed to be a new-but-competent agent I have no idea why he's got the same number of points as veterans like Abe Sapien and Liz Sherman.

Briefer write-ups without stats are given for a bunch of other minor characters from the Hellboy 'verse which most people have forgotten because, y'know, they showed up once ten-fifteen trade paperbacks ago and were never mentioned since. Lobster Johnson and the Osiris Club are given hilariously short entries considering how important they later turned out to be.

Really, if you look at the range there (115 points to 855 points), and what people can do, you can sort of see in a nutshell one of the basic problems with GURPS: points only give a very relative indicator of ability. You can spend the same number of points slightly differently and end up with characters where one is obviously better than the other; here we've got an amphibian, an ecotplasmic medium, and a firestarter who have the same points-cost of an SAS guy that knows Karate and Judo. Disproportionate really doesn't even begin to describe it. The problem is, I think, that there are no guidelines on character creation - no hard and fast limits that say "you may only spend X points on attributes" or "you may only spend X points on skills." So players can spend whatever the fuck they want on whatever the fuck they want, and that can get very munchkinny indeed...but it basically means you're characters are all going to show up with very different power levels, no matter what point limit you set.
What Is the Hand of Doom?
According to myth and rumor, Hellboy's right hand created the Odgru Jahad, imprisoned them, and can release and control them. No one knows why it is bonded to Hellboy. It appears to be made of stone, but the BPRD has never successfully analyzed it or even scratched it. It is effectively invulnerable. In game terms it has Damage Resistance 100; damage greater than this would injure Hellboy through transmitted shock, but would not damage the hand.

Hellboy could use the hand to summon the Ogdru Jahad and destroy the world, but never would. However, if the hand is removed while he still lives, it might be possible to use it without Hellboy's cooperation.

What would happen if Hellboy dies while still wearing the hand is unclear; Ualac (pp.151-142) said it would be "poisoned"; possibly the hand would cease to work until it's original creator came for it.
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Where's your 855-point god now?

The second half of this section is guidelines for creating BPRD agents, this basically amounts to some standard features (Patron (BPRD) [60] and Duty (BPRD) [-10]), some notes on common skills and features, and finally some set starting points: Low-Powered Agents (100 points), Average Agents (150 points), Enhanced Agents (300 points), and Powerful Agents (550 points). Subtract 50 from each of these because of the cost of the "standard features" and you see what you have left to play with.

There are some character templates, which are good for a laugh because the writers don't even fucking bother with the 100 point low-powered agents and assume you're going to be at least an Average Agent. Templates include Field Investigator (135 points), Point Man (150 points), Psychic Investigator (130 points), and Psychokinetic (145 points); some generic templates for non-BPRD characters are also provided: Academic (55 points), Guide (75 points), Journalist (60 points), Liaison (80 points), and Priest (55 points).

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In trying to emphasize the low-magic, pulp-y nature of the setting, most of these character's are far less than superhuman in their abilities and skills like Alchemy and Ritual Magic are kept to only a point or two - but those aren't hard limits, just guidelines; the BPRD does not churn out sorcerers like they do in the Laundry RPG.

Anyway, we're about halfway through the book, so next post will be Chapters 4-6.
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Post by Blicero »

So if the SAS dude, Abe, and Liz form a team together, can SAS dude do anything relevant? Or is he constantly going to be sidelined. Does he seem like he was written as one of the author's characters or something?
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Post by Ancient History »

SAS dude is no Jenkins; he can do a lot of basic survival and combat-type stuff competently, and on any straight roll with a pistol or rifle is guaranteed to hit, but that's basically it. A big thing with a lot of GURPS characters is trying to find out where the points went, since skills are so goddamn cheap - most of the time they're sunk into advantages and attributes, because if you spend 10 points to raise an attribute by 1, you can get the same skill rating as pumping 1 point into 10 skills (physical) or 1/2 point into 20 skills (mental).
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Post by Ancient History »

Chapter Four: Nazis and Other Human Foes
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One of the characteristic elements of Hellboy is that it makes no bones about punching Nazis, whether they be Neo- or Original flavor. So this chapter gives a brief background of the mystical side of the Nazis in the Hellboy universe, particularly Himmler's Special Group, the Thule Society, and Project Ragna Rok. It's pretty light on the Project: Vampir Sturm details, but after all that series wasn't released until later.

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Sadly, the bit where Hitler's Brain survived until it was destroyed in the Hellboy/Savage Dragon crossover is not mentioned.
The Nazis Today
There have been several different kinds of Nazis active in the world over the paste decade. The first are simply political parties and individuals which espouse Nazi ideals, either openly or in private. While contemptible, they are relatively harmless unless recruited by someone with power and a plan.

The second kind are directly working for the conquest of the world and the restoration of the Reich. They include surviving members of the original Nazi party, and possibly scientists from the Special Group. They are a great danger, but their powers are usually "merely" political and scientific, and rarely include access to the supernatural.

The last group are those members of the Special Group who fell under Rasputin's sway. [...]
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I approve of punching all three types of Nazis.
Like the B.P.R.D, you get profiles of the major Nazi villains in the comic at this point. Rasputin (745 points), Ilsa Haupstein (190 points), Leopold Kurtz (120 points), Professor Doctor Karl Ruprect Kroenen (140 points), Professor Doctor Herman von Klempt (215 point), Inger von Klempt (155 points), new character and siamese twins Ubel and Arnwolf von Braun (295 points), Roderick Zinco (180 points), and some general templates for the cyborg Unmensch (110 points) and "Typical Nazi Stooge" (45 points).

After that, they fill in some of the villains, notably Igor Weldon Bromhead (110 points) in his pre-half lizard incarnation.

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Some favors come at too high a price.

I don't mind the Nazis getting their own chapter, because with Hellboy the needle veers between "paranormal mystery of the week" and "punching Nazis," and about midway through the dial is "staking vampires" and this was before all the really good vampire stories had begun, so I don't mind it. Though if I were to do an updated version of this, I'd definitely include a chapter just on vampires.

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Yes, that's a vampire luchador.

Chapter Five: Paranormal Abilities
I might have put this sooner, because it's really just another GURPS rules dump. I mentioned before that Hellboy: the RPG is a bit of a weird and eclectic mix of stuff. What they mostly push is Ritual Magic, where you have a Ritual Magic skill, Path Skills, and then various rituals that default to that Path. So for example you have the Path of Knowledge, and various rituals for it include Aura Reading (Path of Knowledge), Locate (PoK -5), Read Memories (PoK-7), Read Thoughts (PoK-7), Scry (PoK-6), and Veil (PoK-3). The upshot being, you buy ranks in a path and you have effectively purchased a set of related abilities.

An example 150-point ritual magician is given: Eliana Alexio, a bruja from Brazil.
Religious Rituals
A priest of a mainstream religion (such as the Roman Catholic Church) may be able to use a few of the Path of Spirit rituals, notably Lay to Rest, Exorcise, and Banish. In these cases, the priest does not need Ritual Aptitude or the Ritual Magic skill (though they might have either). Instead, for these purposes only, the Clerical Investment advantage removes the -5 penalty, though the maximum Path skill limit of 12 still applies. The priest then learns the Path of Spirit and any rituals normall. See p. 145 for more on exorcism.
On the other hand, some of the more powerful characters like Rasputin get to purchase actual GURPS Magic spells like Breathe Fire; they only get the spells they pay for, but the effects are much more direct, and often flashy. It's stated outright that "As a rule, spell-based magic is not available to members of the BPRD or other starting characters!" because, let's face it, being able to fling around fireballs might just outshine the resident pyrokinetic.

Which brings us to the last big section, Psychic Powers. Basically, you buy up a Power to a certain level, and then a Skill to show how well you can control it. So for example Ectoplasmic Projection let's you be a physical medium, and has the skills Channeling and Projection attached to it.

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Frauleins.

There's a few nebulous terms here which I think are a byproduct of the whole "we're trying to condense a cross-section of 3-5 books in a chapter," particularly the concept of energy which has its uses for both psychics and magic but I'm not sure it's actually defined anywhere. Such is life.

Long story short, it's a good mix of stuff, but necessarily incomplete because GURPS has tomes full of spells, rituals, alchemical potions, magic items, and stuff like that. Generally speaking they try to keep it to the comics, which means no power stones or technology-based magic where you can drain power from a car battery to supercharge your mojo or anything like that.

Chapters Six: Beasts and Monsters
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Dragon, dragon...ah, page 153.

This is sort of a highly abbreviated and idiosyncratic monster manual, since it only covers the critters in the first five trades up to this point. So there's a generic couple of pages on spirits (from GURPS Spirits), and then we go straight to Anubis...

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Believe me, the original comic was weirder than this one panel suggests.

...the Baba Yaga, Cannibal Heads from Japan, the Daoine Sidh (faeries), goblins, Demons...
While the metaphysics of Hellboy's universe are complex and somewhat obscure, onre thing that is clear is that there is a place called Hell, which is much as that names suggests, and which is occupied by numerous malevolent beings who fully qualify to be called demons. There are technically spirits, but they often appear very solid and powerful.
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I do so love this comic.

After that, things start to get a bit generic - djinn, gaki, faerie monsters (Jenny Greenteeth and the Nuckelavee), ghosts, gods (Hecate), lake monsters, skeletons, svartalves, vampires, were-beasts of various description...most of these have abbreviated profiles. The Ogdru Jahad have their section, though no stats, though Sadu-Hem and the Frog Monsters have some stats given.
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Ogdru Jahad, check.

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Sadu-Hem, check.

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Frog monsters, check.
,,,and that's the chapter. Fairly short, and technically they didn't include stuff like the Vampire Cat of Tokyo, but hey, no-one's perfect.

Next up, Chapter Seven: Weird Science and Advanced Technology!
Last edited by Ancient History on Sat Mar 29, 2014 2:00 pm, edited 1 time in total.
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Post by Red_Rob »

The nice thing about doing a sourcebook for an existing franchise is plenty of re-usable art assets!

Given the recent GURPS-talk, I'm interested as to how you feel the game does at recreating the Hellboy experience. Does bolting it onto an existing game system work? Does the GURPS system create scenes and fights that feel like those from the comic or are they operating on different base assumptions?

If you were tasked with designing a Hellboy RPG from scratch what would you focus on, system-wise, and would it look anything like this?
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

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Post by Ancient History »

Frank and I had a conversation recently; Frank pointed out that the failing of Hellboy: the RPG is that no-one can play Hellboy. I disagreed: the failing of the RPG is that not everyone can play Hellboy (although you could each play an alt-Hellboy as a sort of Hellboy corps: Hellboy, Hellgirl, Hellboy-Thor, King of Witches, etc.). It's the fundamental problem of trying to adapt most comic-book premises (or even an established property like the Lord of the Rings); they are so centered around a few characters or conflicts that playing in the same actual world the PCs can seem secondary, and there is often the implicit reluctance by players and gamemasters to outshine those central characters.

GURPS has the advantage in that the ruleset is sufficiently detailed and flexible it can depict very many things with little effort; GURPS has the disadvantage in that it doesn't do all these things very well. In translating any setting to GURPS mechanics, you lose some of the flavor of that setting - it's one of the reasons I am so strongly against porting Earthdawn and Shadowrun to other systems, because the systems are so tied to the game world that if you take them away you really lose a lot of the game - the system reinforces the setting.

I don't think I would do a Hellboy sourcebook from scratch, but then I'm a comics fan. If I did, I'd probably focus on the B.P.R.D. in its various periods - the early years, 1945-1980 or so when they were doing occult espionage against the Russians and ferreting out the last of the Nazi occult elements; 1980-2010 in the sort of X-Files period, all paranormal investigation and monster-of-the-week stuff; and 2011- with the whole War on Frogs/Hell on Earth period. System-wise, I'm not sure how I'd handle magic and psychics and weird science.
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Chapter Seven: Weird Science and Advanced Technology
Crude Nazi cyborg, big-ass guns, rocket packs...there's a bit of weird science in he Mignolaverse.

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Yours, if you can get it to work.

Mostly the "advanced" Nazi science was just a Tech Level ahead of its time one-off device, like the Nazi space rocket, but they did manage to get a bit of reliable weird science going, and as later series showed they weren't the only ones.

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Herr Red Skull would like to get in on this Axis of Evil.

That said, this is basically just a list of various "high tech" or "alt tech" devices pictured in the first five trades of Hellboy, the sort of thing a PC can start out with if they have the High Technology advantage or build if they have the Invention advantage. This mainly involves robot zombies, saving Hitler's brain, and that sort of thing. There's also a brief note on "Black Magic Meets Technology."
The Ragna Rok Engine
Perhaps the ultimate accomplishment of Project Ragna Rok, this was an extremely complex piece of equipment designed to focus occult energies and place them at Rasputin's disposal for use in an empowering ritual. Creating it required years of work by Rasputin and several of Germany's top scientists. It was destroyed during the ritual on Tarmagant Island (p.107).
So, this is kind of...not a useless chapter, but sort of indicative of the problems with this kind of RPG adaptation. The writers have given you the material that appeared in the comics, but not really anything beyond that or much guidelines to expand beyond that.

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And, it must be admitted, the later series included some really cool stuff we're kind of missing out on.

Running the Game
Basic Mister Cavern chapter. The guys writing this are fairly competent so they discuss all the stuff you actually care about - one-off versus campaign, playing published characters, PC power levels, how much support PCs get from the B.P.R.D., etc. This particular sidebar is exemplary:
Low Resolution, High Contrast
Many players and GMs - including some who've previously played in other modern-day horror RPGs - may benefit from looking at the Hellboy comics art style before playing this game. It's notable for its simplicity, with large blocks of black and areas of single colors. Simplicity should also be the keynote in games.

In brief: to get the style to fit the source material, don't overdo the details. For GMs, working out the exact floor plan of the villain's pain is probably superfluous, just as, for players, planning out an attack in fine detail before moving in is probably a waste of time. These things (attack plans or floor plans) never last ten seconds in Hellboy's knockdown fights, anyway. Likewise, tracking the exact quantities of ammunition and supplies carried by each character is probably too much like hard work - so long as they show a willingness to carry enough. What matters is when they get stuck with three rounds left, they're a long way from home, and the monsters are closing in.

Of course, this simplicity can go too far. Even Hellboy art includes details, especially when they're important to the plot, and in any case, some players and GMs like thinking stuff through. But don't knock yourselves out over the fine print.
This is basically the anti-old-school-dungeon-crawl mindset. Which is not a bad mindset to have, but it does grate on some old-school roleplayers.

Then they have a really great couple pages on generating scenarios, breaking down the average Hellboy adventure (briefing, drop-off, investigation, fall down/fight, villainous monologue...)
Crucially, most supernatural creatures have some kind of vulnerability, or an overwhelming motivation, and by exploiting this, normal humans can deal with them. This in turn means that agents should be prepared to investigate - engage in extended searches for clues, library research, and conversations with witness, all of which are perhaps a little too dull to depict in comics, but which can be fascinating in roleplaying game sessions.
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Hellboy: World's Greatest Paranormal Investigator. Emphasis on the last part. Hit the books.

There's a sidebar with an optional rule at the end I'm not sure I quite like. I mean, I like the idea, just not necessarily the execution. The gist is that if a PC makes an ordinary success, they can spend 2 CP and add an element to the world of the game; if the PC makes a critical success, they can spend 1 CP and add an element to the world of the game. The given examples are things like, oh, you slug a mummy and the mummy stumbles against its sarcophagus (which the GM never mentioned) and falls flat on its back; or "We're exploring this pyramid, we can't be the first, there must be skeletons of previous explorers, one of them comes to life and points the way."

I kind of like that, because that shit happens in Hellboy all the time and there's rarely a good mechanism for it. On the other hand, I feel bad that players have to pay for it. I like the extra bit of shared play in the gameworld, but I'd probably just make it automatic if you get a critical success. That's just me.

Sample Adventure: City of Night
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Don't mess with me, Flat-Top, I've been drinking with skeletons!

The PCs are assumed to be working with or for the B.P.R.D. The opening scene is a briefing/infodump on a Nazi scholar who disappeared in 1946, and an old Nazi just reappeared near Timbuktu and died of old age. Review of his files suggest a connection with the Project Ragna Rok personnel. Your mission is to go to Timbuktu and save the world see what you can find and report back for further instructions.

GM-only information shows that the old Nazi scholar found, released, and bound a djinn to his service...and then went looking for the mythical City of Brass. He found the long-dead city, but became trapped in a maze of illusions, using Nazi science and the djinn's powers to keep himself alive. The Nazi that stumbled out of the desert was one of the guy's old flunkies.

The PCs get to town by jet, and start their investigations, examining the corpse and its effects, talking to locals, etc. Eventually, this probably leads them out into the desert, towards the City of Brass, and they too get caught in the maze of illusions surrounding the dead city. The PCs eventually come upon the remaining ancient Nazis, including the scholar-magician who has permanently attached themselves to a life-support system in an old armored car. If conflict erupts (i.e. "Time to kick geriatric Nazi ass!"), the Nazi magician-tank rushes its ritual and dispels the illusions, revealing at last the City of Brass...and inadvertently releasing the djinn from his service.

The assumption at this point is that the PCs enter the city, while the mad tank-Nazi-magician slowly dies outside, so that they can stop the equally-mad djinn from doing...whatever it is djinns do. And eventually the djinn becomes the meat in the boss-fight sandwich and the PCs defeat him, and presumably, go home.

Of course, the writers also present some other options, given the possibility that the PCs might have killed the djinn before this or something. Which is nice of them; I like alternatives. Overall there's a lot about this scenario that's a bit threadbare as far as motivations go - but such is life.

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The djinn attacked. Take a drink.

The final official page of this section are three other scenario ideas, none of which I care enough about to detail.

Appendices
There are three appendices. Appendix A is just a list of published Hellboy stories up to this point, including the novels and the Odd Jobs anthology. Appendix B is a list of other GURPS books you could use and why you would use them. Appendix C is called "Under the Hood" and explains how GURPS players mining Hellboy: the RPG for new GURPS material should take stuff like the Conjoined Twins and Homunculus advantages. Then we have an index in eye-watering 4-point font, and that's the book.

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Post by Username17 »

AncientHistory wrote:This is basically the anti-old-school-dungeon-crawl mindset. Which is not a bad mindset to have, but it does grate on some old-school roleplayers.
Also... kind of a weird fit for GURPS, to be honest. This is a game system that has rules for how long it takes to dig trenches depending on earth softness and the type of shovel used. Turning around and telling the reader to not sweat the details is to essentially repudiate the entire GURPS experiment.

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Post by OgreBattle »

So a candidate for "play it with Mutant & Masterminds"?
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Post by Prak »

Ancient History wrote:There's a sidebar with an optional rule at the end I'm not sure I quite like. I mean, I like the idea, just not necessarily the execution. The gist is that if a PC makes an ordinary success, they can spend 2 CP and add an element to the world of the game; if the PC makes a critical success, they can spend 1 CP and add an element to the world of the game. The given examples are things like, oh, you slug a mummy and the mummy stumbles against its sarcophagus (which the GM never mentioned) and falls flat on its back; or "We're exploring this pyramid, we can't be the first, there must be skeletons of previous explorers, one of them comes to life and points the way."

I kind of like that, because that shit happens in Hellboy all the time and there's rarely a good mechanism for it. On the other hand, I feel bad that players have to pay for it. I like the extra bit of shared play in the gameworld, but I'd probably just make it automatic if you get a critical success. That's just me.
This is exactly the sort of thing I'd introduce Aspects from Fate for. Spend a Fate Point to invoke a zone aspect: tell us something about the world. Seriously. To fuckery with the rest of Fate, but the Aspects are a really good thing, I think.

As far as system- yeah, I think the last time I was looking at running BPRD I was looking at M&M for the system and using this book as just a reference. I even converted some characters over to figure PL.

Edit: Found my notes--
Hellboy
208 pt, PL 14-15 in a PL 20 Limits game

Str 30 (20pt)
Dex 15 (5pt)
Con 26 (16pt)
Int 13 (3pt)
Wis 16 (6pt)
Cha 16 (6pt)

Atk +10 (20pt)
Def +10 (20pt)
Fort +13 (5pt)
Ref +7 (5pt)
Will +6 (3 pt)
Tough +11

[ton of skills, 54 pts worth]

Alertness, Danger Sense, Imp. Initiative, Ambidexterity, Benefit-reputation

Protection 3r (3pt)
Impervious Protection--Right Hand only 10 (15pt)
Gadgets--charges and unreliable 1r (4pt)
Immunity-Aging and Environmental Heat (2pt)
Strike, Mighty 10r (11pt)
Regen--+5 recovery, Recover 1 Injure/5 min, 1 Disable/20 min (10pt)

Complications- Bad Grip, Temper, Curious, Sense of Duty, Unattractive, Unlucky, Demonic, Assorted Quirks

Liz Sherman
117pt, PL 8

Str 10
Dex 12 (2pt)
Con 10
Int 13 (3pt)
Wis 16 (6pt)
Cha 10

Atk +7 (14pt)
Def +7 (14pt)
Fort +3 (3 pt)
Ref +4 (3pt)
Will +8 (5pt)
Tough +0

[47pt skills]

No Feats

Fire control 20 (10pt)
--AP-Enviro Control-Heat 10
--AP-Blast 10
--AP-Uncontrollable, Limited Blast 40 (of course I can't recall the limit of it)


Abe
141pt, PL 10

Str 14 (4pt)
Dex 15 (5pt)
Con 14 (4pt)
Int 13 (3pt)
Wis 20 (10pt)
Cha 8 (+2 pt)

Atk +9 (18pt)
Def +9 (18pt)
Fort +7 (5 pt)
Ref +7 (5pt)
Will +10 (5pt)
Tough +0

[48pt skills]

Benefit-Double Jointed; Environmental Adaptation-Water

Immunity-Can Breath Underwater (1pt)
Swimming 1 (1pt)
Regeneration-+5 recovery (5pt)
Protection 1 (1pt)

Drawbacks- Must submerge in water 1/wk(+1pt), Weakness-Desert(+1pt)
So Hellboy is still way ahead of his teammates, but then again, he is the son of Satan.
Last edited by Prak on Sun Mar 30, 2014 10:00 pm, edited 1 time in total.
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