D20 Hellboy Game

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HELLBOY GAME

CHARACTER CREATION

1. ABILITY SCORE GENERATION
Stardard 'Remarkable' Spread-- use the following numbers to assign to your attribute -- 15, 14, 13, 12, 11, 9

2. ORIGIN SEKECTION
Chose to be either a...
a.) Remarkable Agent-- also with a starting Feat at 1st level and with the option of being "Limited Awakening"
or
b.) Other Origins but double the Stat Bonuses that are applied (i.e. a +2 adds +4 to that Attribute while a +1 adds a +2). Your ability score max with these is 20+ the attribute bonuses (i.e. a +4 to an ability score means that its maximum is 24). I am also going to allow such characters to chose which attribute of the two that they want to apply the +4 to and which to apply to the +2 (i.e. a Vampire who wants to focus on Strength could apply her bonuses to +4 to Strength and +2 to Constitution)

3. LIFE BEFORE THE B.P.R.D.
Skip this step if you took the OTHER Origins

4. RECRUITMENT
Pick how you were recruited (as it provides more skill proficiencies and/or features)

5. TIME SERVED
Additional feature depending on what you have been doing in the BPRD up until now

6. DRIVE
Come up with one or more 'drives' or motivations for your character.

7. ROLE START AT 5TH LEVEL
Pick a role and adventure yourself to 5th level (you can do a Department Transfer to multi-class if you wish if you meet the requirements). Add all Proficiencies in Skills and Tools, Saving Throws, Role Features for your level, Attribute Improvement (if your role level is at least 4th level though if you multi-classed), Hit Points and Proficiency bonuses. At 4th character level no matter your role's level you also gain a Feat.

8. FEATS AND CUSTOMISATION

Example Characters

Agent Olivia Walker
5th level Field Agent
Medium humanoid (human)
Armor Class: 14 (tacvest)
Speed: 30ft
Hit Points: 44 (HD 5d10)
STR 11, DEX 16, CON 12, INT 14, WIS 10, CHA 16
(4th level ability increase +1 to dex and wis)
Saving Throws: Dexterity +6, Constitution +4
Weapon Proficiencies: Basic Weapons, Firearms/Pistols, Firearms/Advanced, Demolitions Skills: Athletics +3, Bureaucracy +5, Intution +3, Investigation +3, Persuasion +6, Occultism +5, Religion +5, Survival +3, Steady Hands +6, Stealth +6
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)
ATTACKS
BPRD Sidearm -- Atk Bonus: +6; Size: Small; Damage: 2d10+3 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)
FEATURES
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)
Life Before the B.P.R.D.: Law Enforcement (+1 to DEX), Hardy (+1 HP a level), Proficiency (Athletics)
Recruitment: Recommended -- Skills (Religion, Survivial), Old Contacts (generate a number of Doom equal to other agents for same number of Ingenuity; must return to base to re-use)
Time Servered: New Recruit -- Fresh in my Head (spend a Ingenuity point to gain advantage on a skill check. Most return to base to regain use of this ability)
Drive: My team can overcome anything
Role Features: Field Agent -- On the Job Training (gain proficiency bonys to one skill check, attack roll or saving throw. If already proficient add your proficiency bonus twice. Most return to base to reuse), Weapon Focus (Careful Shot), Checking the Corners (when surprise can spend 1 ingenuity and a reaction to move one agent within 15ft of you up to 5ft and you can move 5ft closer to the agent moved. These do not provoke OA), Teamwork (When you take the Help action or benefit from it you generate ingenuity one one extra step. Also when taking part in group check or extended check, you generate ingenuity on one extra step for each agent involved up to max +3), Field Operation (You can attempt a focus check as part of a dust off, if successful you can recover 1 use of a role ability. You can attempt this 3 times. You regain all uses once you return to base, and you cannot recover uses of this ability as part of a dust off), This is Gonna Hurt (Attempt a focus check as a bonus action, if successful, when you hit a creature with an attack before the end of your next turn, you can spend a Hit Dice and add the amount rolled to the damage of the attack), Double Trap (make two attacks with an attack action, or make one attack at advantage), Well Oiled (advantage with Focus checks to activate and maintain Role Features)

  • Special Training: Team Leader. Bonus Skills (Bureaucracy, Persuasion), Enhanced Teamwork (bonus action, lasts 3 +1 rounds, uses 3), Limited Delegation (When you take the attack action, you can nominate another creature to take your attack on their turn as an extra attack when they take the attack action. On the nominated creature’s turn, if they take any action other than the attack action, the bonus attack is lost), Motivation (You gain 1 additional action and 1 additional bonus action on your turn. You can use a reaction to grant this to another agent, who then takes the additional action and bonus action immediately. To use this feature again you must take time or successfully recover it via the Field Operations feature)

Languages: English, Spanish


Field Analyst, Professor Melvin Parks
5th level Field Analyst
Medium humanoid (human, 'psychic')
Armor Class: 12 (tacvest)
Speed: 30ft
Hit Points: 33 (HD 5d8)
STR 9, DEX 12, CON 12, INT 18, WIS 14, CHA 16
(4th ability increase +2 to int)
Saving Throws: Intelligence +8, Wisdom +6
Weapon Proficiencies: Basic Weapons, Firearms/Pistols
Skills: Bureaucracy +8, History +8, Investigation +10, Medicine +6, Occultim +12, Perception +6, Persuasion +7, Science +8, Technology +8
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), Tactical Vest Mastery (You can reduce non-magical bludgeoning, piercing, and slashing damage by an amount equal to your proficiency bonus/4 when wearing a B.P.R.D. tactical vest)
ATTACKS
BPRD Sidearm -- Atk Bonus: +5; Size: Small; Damage: 2d10+1 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)
FEATURES
Remarkable Human: Diversity (+1 to DEX and INT), Find a Way (start each session with 1 ingenuity point), Stayed in School (Intuition and Perception)

  • Limited Awakening (replaces Do or Die, Unmatched Focus & Theoretical Leap fron Life Before) -- Limited Psychic Feat, Medium (action to sense the presence of any creature in your presence. Most return to base to regain this use), Telekinetic (action you can move a Small object, up to 10 lbs, up to 30 ft. This can be used to open unlocked doors for example. Another use may be trying to lift Small items off a hostile creature's belt. If a creature holds ontothe item, you cannot manipulate it with this feature. You have a number of uses of this feature equal to your Charisma modifier +1 (4))

Life Before the B.P.R.D.: Academic -- Ability Score Increase (+1 to WIS), Proficiency (History) Recruitment: Discovered -- Skill (Occult and Science), The Other Side (advantage with Wisdom/Intuition on discerning behaviour or witness of supernatural)
Time Servered: On the Periphery (spend a ingenuity to gain advantage with saving throw. Must return to base to regain use)
Drive:Uncovering secrets
Role Features: Field Analyst -- Expertise (Investigation and Occult), Learned (proficiency bonus is +4), Proper Conditions (When making a check with an associated kit, such as a field lab, you gain advantage and can reroll the lowest result), Think it Through (You can attempt a focus check as a bonus action to substitute the ability modifier of a skill check for your Intelligence modifier. You have 3 uses of this ability, which are regained when you return to base), Another Way (can attempt a focus check asa bonus action. If successful, you generate a point of Ingenuity the next time you succeed on an ability check. You have 3 uses of this ability, which are regained when you return to base)

  • Scholar -- Just the Facts (If you have disadvantage on a skill you are proficient in, you may elect to negate the disadvantage by not adding your proficiency bonus to the check), The Planets Align (If you use Ingenuity to boost the result of an ability check that you are proficient with, instead of rolling a d6, you roll a d8 for each point consumed), Knowledgeble (During skill checks or saving throws you are proficient with, you generate Ingenuity on one additional step)

Languages: English, German


Agent Frederick Holmes
5th level Field Agent
Medium humanoid (Vampire)
Armor Class: 13 (tacvest)
Speed: 40ft
Hit Points: 54 (HD 5d10)
STR 20, DEX 14, CON 16, INT 11, WIS 12, CHA 9
*(4th level +1 to str & con)
Saving Throws: Strength +8, Consitution +6
Weapon Proficiencies: Vampire Claws & Bite, Basic Weapons, Firearms/Pistols, Firearms/Advantage, Demolitions
Skills: Animal Handling +4, Acrobatics +5, Athletics +8, Investigation +4, Occult +3, Perception +4, Stealth +5, Survival +4
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)
ATTACKS
BPRD Sidearm -- Atk Bonus: +5; Size: Small; Damage: 2d10+2 bludgeoning; Properties: Firearm, Noise, Reload (7), Semi-Automatic, Pistol Whip, Range (45/100ft)
Vampire Bite -- Atk Bonus: +8, Damage: 1d6+5 piercing; Features
Vampire Claws --- Atk Bonus +8, Damage: 2d4+5 slashing
FEATURES
Other Origins: Cused -- Ability Score Mod (+2 CON), Changed Physiology (resistant to poison damage and advanage on saves vs. poisoned condition), Difficulty Relation/Bane (You are vulnerable to psychic damage and suffer disadvantage on Wisdom/Intuition checks), Hardy (+1 HP/level), Just Won't Die (you can auto succeessed with one Death save but will not 'wake-up' from 0HP until next case file), Robust (when drop to 0HP you instead drop to 1HP. You must take time before you can use this feature again)

  • Vampire -- Ability Score Increase (+4 STR), Bloodthirsty (gain the Vampiric Taint feat), It Burns!/Bane (You cannot regain HP while in direct sunlight. You are vulnerable to fire damage and damage dealt by silver weapons. You are reduced to 0 HP instantly if you suffer a critical hit from a wooden stake), Lingering Influence/Bane (When you regain HP after being unconscious, you must immediately make a Charisma saving throw where the DC equals 18 - the agent’s total level. On success, you awaken normally. On a failure, the creature that turned you into a vampire possesses your body), Minions of the Night (proficiency in Animal Handling and can communication basic ideas to animals as an action and can understand their behaviour well enough to discern meaning of simple ideas), Natural Weapons (fangs deal 1d6+str mod. piercing damage. Gain advantage on this attack roll if the creature targeted is grappled. You regain HP equal to half the damage dealt by a successful bite if creature has blood. You can also make two claw attacks with proficiency that deal 2d4+Str mod slashing damage), Unnatural Speed (move speed 40ft)

Recruitment: Wrong Place, Right Time -- Skills (Occult, Perception), Sink or Swim (spend a ingenuity point to roll a d6 to add to your AC until the start of you next turn. Must return to base to reuse this feature again)
Time Servered: Season Operative -- Action Over Detail (expend a use of this feature to gain advatnage with initiative. Most return to base to regain use of this feature) Drive: Protect the innocent (even from myself)
Role Features: Field Agent -- On the Job Training (gain proficiency bonus to one skill check, attack roll or saving throw. If already proficient add your proficiency bonus twice. Most return to base to reuse), Weapon Focus (Careful Shot), Checking the Corners (when surprise can spend 1 ingenuity and a reaction to move one agent within 15ft of you up to 5ft and you can move 5ft closer to the agent moved. These do not provoke OA), Teamwork (When you take the Help action or benefit from it you generate ingenuity one one extra step. Also when taking part in group check or extended check, you generate ingenuity on one extra step for each agent involved up to max +3), Field Operation (You can attempt a focus check as part of a dust off, if successful you can recover 1 use of a role ability. You can attempt this 3 times. You regain all uses once you return to base, and you cannot recover uses of this ability as part of a dust off), This is Gonna Hurt (Attempt a focus check as a bonus action, if successful, when you hit a creature with an attack before the end of your next turn, you can spend a Hit Dice and add the amount rolled to the damage of the attack), Double Trap (make two attacks with an attack action, or make one attack at advantage), Well Oiled (advantage with Focus checks to activate and maintain Role Features)

  • Enhanced Field Training -- Bonus Skills (Acrobatics, Stealth), Enhanced Field Operation (gain an additional use of Field Operation features equal to proficiency bonus: 3), Inner Reserve (gain an additional use of Bounce Back before you must return to base to regain both uses of this feature), Go For the Head (generate critical hit on 19 and 20)

Languages: English, French, Latin


Basic Gear for all Agents

B.P.R.D. HEAVY DUTY BACKPACK
These versatile military backpacks come in a variety of sizes based on individual agent preference. Consisting of one large compartment, several smaller compartments, and enough straps to carry all but the largest items of equipment, this backpack is ideal for storing items that won’t be needed immediately.
Taking items from the backpack takes a single action, leading most investigators to rely more on their tactical vest.

B.P.R.D. SIDEARM (SMALL)
The standard-issue 9mm semi-automatic sidearm of the B.P.R.D. The agents must register these weapons with local authorities when operating outside the US. In some regions, the agents may not have access to these or similar firearms, and the GM has final say over when this occurs. For game statistics, see the Weapon Tables. Each agent can begin a Case File with up to 3 magazines of ammunition for their sidearms.

B.P.R.D. TACTICAL VEST
The iconic B.P.R.D. tactical vest (TacVest). B.P.R.D. proudly printed on the back, this sleeveless tactical vest has a number of pockets that allow agents in the field to operate with their equipment close to hand. While backpacks are standard issue for all agents, most find that the vest is able to carry all the equipment they need. Within the vest are reinforced panels to provide agents with additional protection.
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.

  • 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.
  • TacVests grant +1 AC and can also serve as a Stab or Ballistic Vest:
  • 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).
  • Finally, a TacVest has two additional properties:
  • 1) RUINED: An agent wearing a TacVest can use a reaction to cause a critical hit to become a regular hit. The TacVest loses its damage resistance permanently after this use. When you return

to base, you can request a new one and use this feature again.

  • 2) TAKING THE BRUNT: As a reaction, an agent can spend a point of Ingenuity to reduce the damage suffered from an attack by 1d6 OR their Constitution modifier per point of Ingenuity spent.

HIGH-POWERED FLASHLIGHT (SMALL)
A sturdy one-handed flashlight with a fresh set of batteries installed before you left base. While activated, it casts bright light out for 15 ft and dim light out for 30 ft in a cone.

B.P.R.D. TRACKER (TINY)
Using a B.P.R.D. laptop, agents can determine where these trackers are located almost anywhere on the planet's surface to within 10 ft. Each agent usually wears their tracker on a belt. The range on a tracker is substantial but can be blocked by physical obstacles. An agent can use an action to attach a tracker to a hostile creature that is being grappled.

MEDICAL KIT (MEDIUM)
Each agent is issued a medical kit for field use (see p. 80)