Hellboy/B.P.R.D. game [OCC]

Velmont said:
How I see it, it is the 4 spirit have their own agenda. They help the BPRD and Paul because it garantee them not to be banish for another century or more. But each time sometimes, it is too much for them. Some example would be:

Leo like the hard way and he is vindictive. If a diplomatic attempt take too much time, or just attempting to have a peacefull resolution against someone who he hold a grudge against, he may try to take control and start the hostility.

Libra may try to take control when someone Paul is about to break a law or an order.

Capricorn may want to take control to help someone in need, even if it would slow the mission or it is an enemy who need ot saved from some death.

For Scorpio... he is pretty mysterious that I don't have a good idea yet of why he would take control...

Create some hidden agenda if you want, play with them...

Ah then very good. I like it... lots to work with :)

OK then just a few more to come. I will post a Rogue Gallery right now if you want to post your "final" characters over there if anyone thinks they are done. That way I know also :)

I will work up the first game... more then like Night City... as it involves Nazi, and the BPRD is not sure how powerful they are (the occultist involved is an unknown), they will send a larger then normal team to investigate.
 

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Keia said:
I'm thinking about a vunerability to Holy attacks or a susceptibility to holy ground.

Actually what I'm thinking of is the neutral ground territory that Holy ground is, something like the Highlander.

Thanks for all of the advice, so far I've dropped Super Dex 2 points and Con by 2 points. Down to 93!!

KG,

Might have missed this from earlier - either that or I missed the response. In crooks there is a 10 point flaw dealing with holy items. I'm mostly going for a highlander type of thing though. It would be the same but different. and the additional points would allow be to obtain some equipment, perhaps a signature item or two.

If not, I'm probably leaning toward duty to teammates and to the BRPD as well as a code to protect small children from harm.

Keia
 

Keia said:
KG,

Might have missed this from earlier - either that or I missed the response. In crooks there is a 10 point flaw dealing with holy items. I'm mostly going for a highlander type of thing though. It would be the same but different. and the additional points would allow be to obtain some equipment, perhaps a signature item or two.

If not, I'm probably leaning toward duty to teammates and to the BRPD as well as a code to protect small children from harm.

Keia

So it would be to holy ground? What will it do to you? I just read the ones in Crooks again... is that what you are thinking? If you don't want it that bad, maybe it is just that you can't fight on those grounds or something? I might give a half-weakness for that (5PP). Signature weapons are good :)

I did post some standard equipment and weapons over in the BPRD "City of Night" Rogues Gallery just now. Remember, that while this equipment would not cost you anything, it can get lost, broken, misplaced, etc fairly easily. Very common in the comics... not so with signature stuff (it can be taken but not as easily)
 

Karl Green said:
So it would be to holy ground? What will it do to you? I just read the ones in Crooks again... is that what you are thinking? If you don't want it that bad, maybe it is just that you can't fight on those grounds or something? I might give a half-weakness for that (5PP). Signature weapons are good :)

Yeah, he cannot (will not) fight on holy ground. If he ever did, who knows what might happen ;). I think I will take the duty to teammates and the BRPD as well. It may make for a difficult future decision. :)

How many would that quirk be worth?

Keia
 

The Nazi werewolves: I doubt if it's what they used in the books, but Operation WEREWOLF was a real thing the Nazis were working on. It wasn't anyhting about werewolves, though: IIRC, it was something about the end of the war, when Hitler tried to destroy Germany.
 

Andrew D. Gable said:
The Nazi werewolves: I doubt if it's what they used in the books, but Operation WEREWOLF was a real thing the Nazis were working on. It wasn't anyhting about werewolves, though: IIRC, it was something about the end of the war, when Hitler tried to destroy Germany.

Yes and thought there was a branch of the SS in world world ii that had something like that in their names also...
 

Andrew, just a couple of questions on Kongming... first off cool :)

Remember I did say that you would get a number of bonus languages equal to your Int bonus... so you still have 3 that you can pick.
I am a bit confussed about your Combat Sense. You only have +2 Dex bonus, so why do you have to +6? it is not really needed. If you are thinking that it might help your normal defense, remember even if you are caught flat-footed you still get your Base Def, you only lose your Dex. NOW if you want to purchase an extra on your Combat Sense (or Precog) that is say "Ignore Surprise Strike" I would let you do something like that, such that for each rank of Ignore Surprise Strike, you ignore +1 bonus of the Surprise Strike damage or something like that.
 

Cool about the power stunt, I didn't even think of that. That'll save me 3 points...

would a weakness of him losing his powers until he atoned work if he were to kill an innocent person, regardless if he knew the person was innocent or not? In this view, an innocent is a person who isn't evil, plain and simple. How long he lost his powers, or what he would have to do to atone, would of course be up to you KG, but do you think this would warrant a few points for something like this?

I also like the idea of Holy ground that Keia has...but with a twist, if my character is responsible for any desecration of holy ground, for any reason, that could tie in to the weakness idea above, and if my character has a chance to stop it, and doesn't, he could lose his powers also.....

KG, how does this sound for a weakness?
 

Radiant, you're investing a ton of points into skills-consider instead investing in something like Luck +1 or 2 (Flaw: skill checks only), which would save you quite a bit of points for the same (or better if the latter option is chosen) result. The only catch would be it'd only give a bonus to one skill at a time-all you'd have to do is rename it to something else more fitting (Ancestral Memory or what not).
 

Acid_crash said:
Cool about the power stunt, I didn't even think of that. That'll save me 3 points...

would a weakness of him losing his powers until he atoned work if he were to kill an innocent person, regardless if he knew the person was innocent or not? In this view, an innocent is a person who isn't evil, plain and simple. How long he lost his powers, or what he would have to do to atone, would of course be up to you KG, but do you think this would warrant a few points for something like this?

I also like the idea of Holy ground that Keia has...but with a twist, if my character is responsible for any desecration of holy ground, for any reason, that could tie in to the weakness idea above, and if my character has a chance to stop it, and doesn't, he could lose his powers also.....

KG, how does this sound for a weakness?

Hmm there are interesting, but I am not sure if they would be worth a full weakness (10PP)... only because I don't see this situation coming up much... they MIGHT, just not very often... now if you want them as part of your Quirks then both would be fine with me. I would think the first one might be worth 3PP...depending on the situation... and the second one...hmm... 1PP only cause I am not sure how this would come about, but I am sure I could think of something (very VERY rare, unless your character went out of his way ;))
 

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