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'''Weapon Damage'''</br>
 
'''Weapon Damage'''</br>
 
I don't really get the logic of the weapon damages listed. They seem a very random mix of base 5th ed. weapons and then some really high for no reason. Why do a basic standard pistol deal more then a SMG that is using the same ammon (or could be)? Why do daggers deal x3 damage but spears just base from the PHB?? </br>
 
I don't really get the logic of the weapon damages listed. They seem a very random mix of base 5th ed. weapons and then some really high for no reason. Why do a basic standard pistol deal more then a SMG that is using the same ammon (or could be)? Why do daggers deal x3 damage but spears just base from the PHB?? </br>
Now this might all be because they don't add Ability modifiers to damage BUT why then again does a light pistel deal so much more damage then a SMG? But I took this into account when adjusting damage.</br>
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I did not really want to but I cam changing the weapons found in the ''Hellboy RPG'' pg. 84= to the following...</br>
Updated most damage for weapons in ''Hellboy RPG'' pg. 84-85 to the following...</br>
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Now this might all be because they don't add Ability modifiers to damage BUT why then again does a light pistel deal so much more dmage then a SMG? But I did modify game up to sort of account for this...</br>
 
FIREARMS PISTOLS
 
FIREARMS PISTOLS
 
:'''''B.P.R.D. Sidearm'''''. Damage: 2d8 bludgeoning.
 
:'''''B.P.R.D. Sidearm'''''. Damage: 2d8 bludgeoning.
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The tactical vest has 4 pockets. Each pocket can hold 2 Small items or 1 Medium item for a total capacity of 8. One pocket usually contains the standard-issue flashlight.</br>
 
The tactical vest has 4 pockets. Each pocket can hold 2 Small items or 1 Medium item for a total capacity of 8. One pocket usually contains the standard-issue flashlight.</br>
 
POCKETS: The agent is able to access equipment in their TacVest’s pockets as it were at hand. As part of an agents turn, they can produce 1 item from the vest’s pockets. As a bonus action, they can stow 1 item and replace it with another item from their tactical vest. Any items not in the tactical vest but in an agent’s inventory are in their backpack, which requires an action to open and retrieve an item. The tactical vest does not have a size as it is a means of organising an agent’s inventory.</br>
 
POCKETS: The agent is able to access equipment in their TacVest’s pockets as it were at hand. As part of an agents turn, they can produce 1 item from the vest’s pockets. As a bonus action, they can stow 1 item and replace it with another item from their tactical vest. Any items not in the tactical vest but in an agent’s inventory are in their backpack, which requires an action to open and retrieve an item. The tactical vest does not have a size as it is a means of organising an agent’s inventory.</br>
TACVEST grants AC 12 and can also serve as acts as either a Stab or Ballistic Vest (choice one of the following)...
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TACVEST grant AC 12 and can also serve as a Stab or Ballistic Vest (choice one of the following)...
 
*STAB VEST: Multiple layers of material to defend against stab attacks. Not any help against bullets, sadly. The agent wearing it gains resistance to piercing damage and damage reduction 2 against slashing damage (to a minimum of 3).
 
*STAB VEST: Multiple layers of material to defend against stab attacks. Not any help against bullets, sadly. The agent wearing it gains resistance to piercing damage and damage reduction 2 against slashing damage (to a minimum of 3).
 
*BALLISTIC VEST: Experimental lightweight graphite lining of the vest provides protection from traditional projectile weapons, while spreading the impact of other attacks across a wider area. Still very painful, regrettably . The agent wearing it gains resistance to bludgeoning damage and damage reduction 2 against slashing damage (to a minimum of 3).
 
*BALLISTIC VEST: Experimental lightweight graphite lining of the vest provides protection from traditional projectile weapons, while spreading the impact of other attacks across a wider area. Still very painful, regrettably . The agent wearing it gains resistance to bludgeoning damage and damage reduction 2 against slashing damage (to a minimum of 3).
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'''Feats''': '''''Forensic Training''''' (in 'locations' Investigation for info; used on corpse to discover how it died gives you advantage on saves vs. creature that killed it; if used on subject you learn if it has more HP then you and gain advatnage on Investigation, Intuition and Persuasion check related to creature), '''''Thought it'd be Worst''''' (advantage with saves vs. becoming frightened, stunned or paralyzed)</br>
 
'''Feats''': '''''Forensic Training''''' (in 'locations' Investigation for info; used on corpse to discover how it died gives you advantage on saves vs. creature that killed it; if used on subject you learn if it has more HP then you and gain advatnage on Investigation, Intuition and Persuasion check related to creature), '''''Thought it'd be Worst''''' (advantage with saves vs. becoming frightened, stunned or paralyzed)</br>
 
ATTACKS</br>
 
ATTACKS</br>
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +6; Size: Small; Damage: 2d8 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
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'''''BPRD Sidearm'''''. Ranged Attack Bonus: +6; Size: Small; Damage: 2d6+3 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
 
FEATURES</br>
 
FEATURES</br>
 
'''Remarkable Human''': Diversity (+1 to INT and CHA), Do or Die (reroll a failed saving throw or attack roll, most return to base to regain), Find a Way (begin each session with 1 inganuity point), Stayed in School (Insight and Steady Hands), Unmatched Foucs (add your proficiency bonus or double if already proficiency to a single attack, save or skill roll. Most return to base to regain ability)</br>
 
'''Remarkable Human''': Diversity (+1 to INT and CHA), Do or Die (reroll a failed saving throw or attack roll, most return to base to regain), Find a Way (begin each session with 1 inganuity point), Stayed in School (Insight and Steady Hands), Unmatched Foucs (add your proficiency bonus or double if already proficiency to a single attack, save or skill roll. Most return to base to regain ability)</br>
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'''Feats''': '''''Limited Psychic Awakening''''' (+1 to CHA; know the psychic powers psychometry, psychic invasion and seance; gain 3 uses of psychic manifestation), '''''Psychic Harrowing''''' (+1 to CHA, gain two additional uses of psychic manifestion; You can reach out with your mind to hear the thoughts of all creatures within 15 ft. You gain surface level emotions and thoughts. You can enter into an opposed Charisma check as per psychic invasion to implant 1 image or idea in a willing creature’s mind provided the creature is in the same dimension as you), '''''Patchwork Medicine''''' (You can restore HP equal to 1d4 plus your Wisdom modifier as a bonus action provided you are within 5 ft of the creature. This can used on a creature at 0 HP. You have a number of uses of this ability equal to your proficiency bonus and regain all uses of this ability when you return to base)</br>
 
'''Feats''': '''''Limited Psychic Awakening''''' (+1 to CHA; know the psychic powers psychometry, psychic invasion and seance; gain 3 uses of psychic manifestation), '''''Psychic Harrowing''''' (+1 to CHA, gain two additional uses of psychic manifestion; You can reach out with your mind to hear the thoughts of all creatures within 15 ft. You gain surface level emotions and thoughts. You can enter into an opposed Charisma check as per psychic invasion to implant 1 image or idea in a willing creature’s mind provided the creature is in the same dimension as you), '''''Patchwork Medicine''''' (You can restore HP equal to 1d4 plus your Wisdom modifier as a bonus action provided you are within 5 ft of the creature. This can used on a creature at 0 HP. You have a number of uses of this ability equal to your proficiency bonus and regain all uses of this ability when you return to base)</br>
 
ATTACKS</br>
 
ATTACKS</br>
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +5; Size: Small; Damage: 2d8 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
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'''''BPRD Sidearm'''''. Ranged Attack Bonus: +5; Size: Small; Damage: 2d6+1 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
 
FEATURES</br>
 
FEATURES</br>
 
'''Remarkable Human''': Diversity (+1 to DEX and INT), Find a Way (start each session with 1 ingenuity point), Stayed in School (Intuition and Perception)</br>
 
'''Remarkable Human''': Diversity (+1 to DEX and INT), Find a Way (start each session with 1 ingenuity point), Stayed in School (Intuition and Perception)</br>
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'''Feats''': '''''Outnumbered''''' (When taking the attack action, you can make 1 additional attack targeting a different creature within 10 ft of the original target. You can disengage as a bonus action), '''''Vampire Taint''''' (see Natural Weapons, plus - Your claw attacks are treated as wooden stakes; see "Wooden Pole", p. 83; when targeting vampiric creatures. As an action, you can shift into a mist form. You can maintain concentration on this form for up to 1 minute. You are resistant to all damage and your movement speed is replaced by a fly speed of 10ft while in mist form. You cannot attack, use items, or otherwise interact with the physical world while in this form but can pass through small opening such as keyholes and under doors. You can see in dim light as if it were bright light up to 20ft and in darkness as if it were dim light for up to 30ft)</br>
 
'''Feats''': '''''Outnumbered''''' (When taking the attack action, you can make 1 additional attack targeting a different creature within 10 ft of the original target. You can disengage as a bonus action), '''''Vampire Taint''''' (see Natural Weapons, plus - Your claw attacks are treated as wooden stakes; see "Wooden Pole", p. 83; when targeting vampiric creatures. As an action, you can shift into a mist form. You can maintain concentration on this form for up to 1 minute. You are resistant to all damage and your movement speed is replaced by a fly speed of 10ft while in mist form. You cannot attack, use items, or otherwise interact with the physical world while in this form but can pass through small opening such as keyholes and under doors. You can see in dim light as if it were bright light up to 20ft and in darkness as if it were dim light for up to 30ft)</br>
 
ATTACKS</br>
 
ATTACKS</br>
'''''BPRD Sidearm'''''. Ranged Attack Bonus: +5; Size: Small; Damage: 2d8 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
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'''''BPRD Sidearm'''''. Ranged Attack Bonus: +5; Size: Small; Damage: 2d6+2 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)</br>
 
'''''Vampire Bite'''''. Melee Attack Bonus: +8, Damage: 1d6+5 piercing; Properties: advantage if targeted is grappled. Regain HP equal to half the damage dealt by a successful bite if creature has blood</br>
 
'''''Vampire Bite'''''. Melee Attack Bonus: +8, Damage: 1d6+5 piercing; Properties: advantage if targeted is grappled. Regain HP equal to half the damage dealt by a successful bite if creature has blood</br>
 
'''''Vampire Claws'''''. Melee Attack Bonus +8, Damage: 2d4+5 slashing; Properties: count as Wooden vs. other vampires/supernatural</br>
 
'''''Vampire Claws'''''. Melee Attack Bonus +8, Damage: 2d4+5 slashing; Properties: count as Wooden vs. other vampires/supernatural</br>

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