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Index

Racial Disadvantages

Magic

Social Stigma (Valuable property) [-10];


Unnatural Feature (Homunculus) [-5].

The system called spell-based magic here


(p. 130) is a simplified version of what is known
as just magic in the GURPS Basic Set and
GURPS Magic. In those books, most spells have
prerequisites other, simpler spells that must be
known first. For example, wizards must learn
Shape Fire before they can learn Fireball. For this
book, those prerequisites have been ignored. The
spells here are the ones that wizards will use in
combat. They would know many other minor
spells, but theyre unlikely to matter when the
BPRD is breaking down the wizards door. GMs
who want spellcasting PCs are encouraged to pick
up GURPS Basic Set or GURPS Magic, and use
their spells, including prerequisites, as listed. Note
also that the advantage called Magery here is
equivalent to Magery 3 in regular GURPS. Lower
levels of Magery are certainly possible in
Hellboys world. (Similarly, the Hellboy RPG
Ritual Aptitude is Ritual Aptitude 5 in GURPS.)

Racial Super Powers


Drain Super Ability 1 (Link, +10%; Touch Only,
-20%; Instantaneous, +20%; Can steal technological and natural super abilities, +100%;
Permanent until given up, +500%; Must win Quick
Contest of skill + Will vs. Will, not Powers, +10%)
[50]; Mimic Super Ability 1 (Link, +10%; Touch
Only, -20%; Instantaneous, +20%; Can absorb
technological and natural super abilities, and
spirits, +100%; Permanent until given up, +500%;
Levels are stored as Fatigue Points +100%;
Reduced Fatigue Cost 5, +100%) [57]; Telepathy 5
(Only when dormant, or on absorbed spirits,
-40%) [15].

Racial Super Skills


Drain Super Ability at IQ [8]; Mimic Super
Ability at IQ [8], Telereceive at IQ [4]; Telesend at
IQ [4].
In a regular GURPS game, homunculi should
also be Unaging (for 15 points) see above.

The Spring-Loaded
Fist Advantage
The spring-loaded fist
(p. 31) is represented by
Stretching 2, with enhancements and limitations
Right arm only, -75%;
Does extra 1d damage,
+25%; and Loose-link
chain, -25%. Total cost is 12
points.

Cryokinesis and Pyrokinesis


In the GURPS Basic Set and GURPS
Psionics, Cryokinesis and Pyrokinesis skills
directly manipulate temperature, which is more
complex in play, and lacks the flavor of the
Hellboy stories. For this book, Pyrokinesis and
Cryokinesis were defined and priced to be comparable to the Flame Jet and Frost Jet superpowers described in GURPS Supers, each with
the Area Affect enhancement. The conversion is
not intended to be exact; these Pyrokinesis and
Cryokinesis skills should be thought of as brandnew variants of the traditional GURPS psi skills,
not as modified superpowers.

Index
Absolute Direction advantage,
28.
Academic template, 105.
Acrobatics skill, 43.
Acting skill, 44.
Acute Hearing advantage, 28.
Acute Taste/Smell advantage,
28.
Acute Vision advantage, 28.
Administration skill, 44.
Advantages, 28-36; for spirits,
144, 145.
Age disadvantage, 205.
Agents, creating, 100-102.
Aickman, Edmond, 18, 119.
Aim maneuver, 67.
Alchemy skill, 44.
Alertness advantage, 28.
Alexio, Eliana, 130.
All-Out Attack maneuver, 68.
All-Out Defense maneuver,
68.
Ally advantage, 27.
Ambidexterity advantage, 23.
Amphibious advantage, 32.
Animal Empathy advantage,
28.
Animal Handling skill, 44.
Anubis, 146, 147.
Anung Un Rama, 91; see also
Hellboy.
Apocalypse Army, 174, 175.
Appearance, 22.
Aquatic advantage, 32.
Area Knowledge skill, 44.
Armor, 52, 53.
Armoury skill, 44.

Artist skill, 44.


Astaroth, 19, 119, 151, 152.
Astromagnet, 176.
Attacks, 68, 69; maneuver, 68.
Attributes, 20, 21; costs, 22.
Aura Reading ritual, 125.
Autotrance advantage, 29.
Awareness, 136; and Psychic
Sense, 138.
Baba Yaga, 18, 109, 147, 148.
Bad Grip disadvantage, 36,
37.
Bad Sight disadvantage, 37.
Bad Temper disadvantage, 37.
Banish ritual, 127.
Bard skill, 45.
Bestial disadvantage, 41.
Bind ritual, 127.
Bio-tech, 175.
Blacksmith skill, 45.
Block, 69.
Bloodlust disadvantage, 37.
Body of Air spell, 131.
Boxing skill, 51.
BPRD, see Bureau for
Paranormal Research and
Defense.
Bransfield, Anastasia, 18, 100.
Brawling skill, 51.
Breaking things, 73.
Breathe Fire, advantage, 32;
spell, 131.
Briefings, 180.
British Paranormal Society,
78, 81, 99.
Bromhead, Igor, 19, 152; stats,
118, 119.

Bruttenholm, Trevor, 17-19,


78; stats, 87.
Bully disadvantage, 37.
Bureau for Paranormal
Research and Defense
(BPRD), 18, 19; and other
agencies, 81; headquarters, 79, 80; history of, 78,
79; joining, 79; organization of, 80, 81.
Camouflage skill, 45.
Campaigns, 177; running,
189, 190.
Cannibal heads, 148, 149.
Carpentry skill, 45.
Change Position maneuver,
66.
Changelings, 149.
Channeling, 134, 135.
Chaperone ritual, 125.
Character points, 20, 57; for
starting BPRD agents,
101, 102.
Character sheet, 58.
Characters, power levels, 179;
published, 178.
Charisma advantage, 22.
Charm Against Demonic
Animals ritual, 126.
Chengdou Disaster, 97.
Clairaudience, 136.
Clairvoyance, 136.
Clark, Ezra, 98.
Classic bits, 184, 185.
Cleansing ritual, 126.
Clerical Investment
advantage, 24.

Climbing, 62; skill, 45.


Cloud Memory ritual, 124.
Code of Honor disadvantage,
37.
Combat, 66; bare-handed, 73,
74; close, 72-74; sequence,
66.
Combat Reflexes advantage,
29.
Common Sense advantage,
29.
Communcations, BRPD, 171,
172; by spirits, 142;
calling home, 181.
Compulsive Behavior
disadvantage, 37.
Computer Operation skill, 45.
Computer Programming skill,
45.
Concussion spell, 131.
Conjoined Twins advantage,
32, 33; under the hood,
205.
Contests of Skill, 60.
Cooking skill, 45.
Corrigan, Kate, 18, 19, 80, 89;
stats, 88.
Cowardice disadvantage, 37.
Criminology skill, 45.
Cryokinesis, 137; under the
hood, 206.
Curious disadvantage, 38.
Curse Sanctum ritual, 126,
127.
Damage Resistance (DR), 33.
Damage, 56, 70, 71; rolls, 62;
table, 53; types, 53.

Danger Sense advantage, 29.


Daoine Sidh, 18, 149, 150.
Daredevil advantage, 29.
Death, of PCs, 187-189.
Defenses, active, 69, 70;
passive, 70.
Demolition skill, 45.
Demons, 150-152.
Dependency disadvantage,
41.
Dependents disadvantage, 27.
Detect Aura, 136.
Diagnosis skill, 45.
Dice, 21.
Diplomacy skill, 46.
Disadvantages, 36-43;
for spirits, 146.
Disease-Resistant advantage,
29.
Diseases, 77.
Disguise skill, 45.
Dispel ritual, 127.
Disturbing Voice
disadvantage, 22.
Djinn, 152, 153.
Dodge, 69.
Double-Jointed advantage, 29.
Dragons, 153; see also Ogdru
Jahad, St. Leonard Worm.
Drain Emotion, 136, 137.
Dread disadvantage, 42.
Duchatel, Anton, 81.
Duty disadvantage, 24.
Dwarfism disadvantage, 23.
Ectoplasm, 143; inhabited,
135.

Index
Ectoplasmic monstrosities,
153, 154.
Ectoplasmic Projection, 134135.
Eden-Jones, Cynthia, 18, 78,
99.
Electrokinesis, 134.
Electronics Operation skill,
45.
Electronics skill, 45.
Elixirs, examples, 45.
Embody ritual, 128.
Emotion Sense, 138.
Empathy advantage, 29.
Employment, 188.
Empower ritual, 128.
Encumbrance, 56.
Endure Elements ritual, 127.
Enemy disadvantage, 28.
Energy Sense, 134.
Energy, psychic powers and,
132, 133.
Engineer skill, 46.
Enhanced Move advantage,
33.
Enhancements, 36.
Equipment, 52-56.
Escape skill, 46.
ESP, 135, 136.
Exorcise ritual, 128.
Exorcisms, 145.
Explosions, 76.
Extra effort, 64.
Extra Fatigue advantage, 29.
Extra Hit Points advantage,
29.
Extra Limbs advantage, 33.
Faerie monsters, 154-156.
Falling, 76; objects, 76.
Fanaticism disadvantage, 38.
Fast-Talk skill, 46.
Fat disadvantage, 23.
Fatigue, 77; and spirits, 141.
Field Investigator template,
102.
Fireball spell, 131.
First Aid skill, 46.
Flames, 76.
Flight advantage, 33.
Forensics skill, 46.
Forgery skill, 46.
Free actions, 68.
Fright Checks, 65.
Frog monsters, 163, 164.
Frost, Adrian, 19.
Frost, Malcolm, 18, 78, 99.
Fudging, 185-187.
Full Coordination advantage,
34.
Gaines, Orson, 96; stats, 95.
Gaki, 156, 157.
Gambling skill, 46.
Game time, 67.
Gesture skill, 49.
Ghost Shirt ritual, 127.
Ghost Sword ritual, 128.
Ghosts, 157, 158.
Giurescu, Vladimir, 18, 19,
107, 111, 117, 167, 168.
Gizmo advantage, 29, 90.
Glossary, paranormal powers,
121; RPG terms, 21.
Gluttony disadvantage, 38.
Goblins, 150.
Gods, 158, 159.
Great Hallucination spell, 132.
Greed disadvantage, 38.
Gremlins ritual, 126.
Grenier family, 19, 169.
Grom, 154, 155.
Guarino, Count and Countess,
119.
Guide template, 105.
Guise ritual, 124.
Hallucination ritual, 124.
Hand of Doom, 89, 107, 162,
163.
Hand of Glory ritual, 124,
125.
Handedness, 22, 23.
Hard of Hearing
disadvantages, 38.
Haupstein, Ilsa, 18, 19, 106,
167; stats, 110, 111.
Hecate, 19, 110, 111, 159,
160.
Height, 23.
Hellboy, 18, 19, 91, 92, 110,
113, 175; birth of, 78, 107;
declared human, 79; and
guns, 171; stats, 89, 90.
High Pain Threshold advantage, 29.
High Technology advantage,
29; vs. Invention, 173.
Himmler, Heinrich, 106.

Hoffman, Izar, 80; stats, 98.


Holdout skill, 47.
Homonculus, 161; advantage,
34; under the hood, 205,
206.
Honesty disadvantage, 38.
Horizontal disadvantage, 42.
Humanities skills, 47.
Humor, 182.
Hunst Castle, 107, 110, 113,
114, 170, 175.
Illiteracy disadvantage, 38.
Immunity to Disease
advantage, 29.
Immunity to Poison
advantage, 31.
Impulsiveness disadvantage,
38.
Inconvenient Size
disadvantage, 42.
Independently Focusable
Eyes advantage, 34.
Influence skills, 46.
Injuries, 74-76; recovering
from, 76.
Interrogation skill, 47.
Intimidation skill, 46.
Invention advantage, 30; vs.
High Technology, 173.
Invulnerability advantage, 34.
Iron Maiden, 160.
Iron Shoes, 155, 156.
Jealousy disadvantage, 38.
Jenny Greenteeth, 156.
Johnson, Lobster, 17, 19, 100,
107, 114, 164, 175.
Journalist template, 105.
Judo skill, 51.
Jumping, 62; skill, 47.
Kmpfer, 112, 173, 174.
Karate skill, 51.
Kelly, Edward, 100, 169.
King Vold, 18, 155.
Kraus, Johann, 19, 96;
stats, 97.
Kriegsaffes, 113, 175.
Kroenen, Karl Ruprect, 106,
174; stats, 112.
Kurtz, Leopold, 106, 112, 173;
stats, 111.
Lake monsters, 161.
Lame disadvantage, 38, 39.
Language Talent advantage,
30.
Languages, 49.
Law skill, 47.
Lay to Rest ritual, 128.
Laziness disadvantage, 39.
Leach, Sidney, 98; stats, 97.
Leadership skill, 47.
Legal Enforcement Powers
advantage, 24, 25.
Liaison template, 105.
Lifting and moving things, 62;
in combat, 63.
Limitations, 36; psychic, 133.
Locate ritual, 125.
Lockpicking skill, 47.
Long Action maneuver, 68.
Loyal Item ritual, 126.
Luck advantage, 30.
Magery advantage, 34.
Magic and Psychic Resistance
advantage, 30.
Magic, and BPRD, 104;
under the hood, 206;
see also Ritual magic,
Spell-based magic.
Malediction ritual, 126.
Mana, 130.
Maneuvers, 66-68.
Manning, Thomas, 80; stats,
88.
Masonry skill, 47.
Materialization, 143.
McCay, Lloyd, 98.
McConville, Kevin, 99.
Mechanic skill, 47.
Mental Blow, 138.
Merchant skill, 47.
Metal Sense, 134.
Meteorology skill, 47.
Military Rank advantage, 25.
Mind Shield, 138.
Miserliness disadvantage, 39.
Mist ritual, 125.
Modified Arm ST advantage,
35.
Move, 56; maneuver, 66.
Movement, of spirits, 142.
Mr. Johnson, 99.
Mr. Tod, 154.
Musical Ability advantage, 30.
Musical Instrument skill, 48.
Mute disadvantage, 39.
Natural Sciences skills, 48.

Naturalist skill, 48.


Navigation skill, 48.
Nazis, 106, 107; today, 108;
typical stats, 118.
Night Vision advantage, 30.
No Fine Manipulators
disadvantage, 42.
Nolan, Mike, 100.
Nonhumans, playing, 103.
Nuckelavee, 156.
Obsession disadvantage, 38.
Occultism skill, 48.
Odious Personal Habits
disadvantage, 23.
Oeming, Ernst, 17, 107, 116,
117.
Ogdru Jahad, 17, 19, 107,
109, 110, 162-164.
Ogopogo, 161.
One Arm disadvantage, 39.
One Eye disadvantage, 39.
One Hand disadvantage, 40.
Opponents, standardized,
183.
Osiris Club, 18, 100.
Overconfidence disadvantage,
40.
Overweight disadvantage, 23.
Pacifism disadvantage, 40.
Parachuting skill, 48.
Paranormal abilities, 120, 121;
defending against, 120,
121; powering, 120.
Paraphysics skill, 49.
Parry, 69, 70; bare-handed,
73.
Parties, splitting, 187.
Path of Cunning, 124, 125.
Path of Knowledge, 125.
Path of Luck, 125, 126.
Path of Protection, 126, 127.
Path of Spirit, 127-129.
Patron advantage, 27, 28;
BPRD as, 100, 101.
Perception, spirit ability, 141.
Phobia disadvantage, 40.
Photography skill, 49.
Physician skill, 49.
Pickpocket skill, 49.
Player guidance, optional
rule, 190.
Plesiosaurs, 161.
Point Man template, 102, 103.
Poisons, 76, 77.
Poltergeist effect, 142.
Poor Grip disadvantage, 36,
37.
Possession, by spirits, 142.
Precognition, 136.
Priest template, 105.
Primitive disadvantage, 40.
Probability alteration, 142.
Project Ragna Rok, 17-19, 78,
90, 109-111, 116, 170,
171; technology, 173-176.
Project Vampir Sturm, 18, 107,
167.
Projection, 135.
Psychic Investigator template,
103.
Psychic powers, 132-139;
Ectoplasmic Projection,
134-135; Electrokinesis,
134; ESP, 135-136; Psychic
Vampirism, 136-137;
Psychokinesis, 137-138;
Telepathy, 138-139.
Psychic Sense, 139; and
Awareness, 138.
Psychic skills, 132-139.
Psychic Vampirism, 136-137.
Psychokinesis, 137-138.
Psychokinetic template, 103,
104.
Psychometry, 136.
Pyrokinesis, 137; under the
hood, 206.
Pyromania disadvantage, 40.
Quevedo, Ignacia, 80.
Quick Contests, 60.
Quirks, 43.
Ragna Rok Engine, 107, 112,
176; see also Project
Ragna Rok.
Rank, 26; see also Military
Rank.
Rapid Healing advantage, 31.
Rasputin, 17-19, 107-112, 116;
stats, 108, 109.
Reaction rolls, 60, 61.
Read Memories ritual, 125.
Read Thoughts ritual, 125.
Ready maneuver, 67.
Redfield, Bertram Armstrong,
99.
Regeneration advantage, 35.

Regrowth advantage, 35.


Reload maneuver, 67.
Reputation, 25.
Research skill, 49.
Resistant to Poison advantage,
31.
Ricker, General Norton, 98.
Riding skill, 49.
Ritual Adept advantage, 31.
Ritual Aptitude advantage, 31.
Ritual magic, 121-129;
defenses, 123; elements of,
122, 123; religious, 128,
145; skill, 49; table of
modifiers, 129.
Rocket packs, 172, 173.
Roger, 19, 95, 113, 161, 175;
stats, 94.
Running, 62; skill, 50.
Sadu-Hem, 18, 19, 109, 110,
163.
Sapien, Abe, 18, 19; origins
of, 175; stats, 92.
Savoir-Faire skill, 46.
Scenarios, City of Night,
191-200; creating and
running, 180-188; other
ideas, 201.
Scry ritual, 125.
Selkies, 162.
Semi-Literacy disadvantage,
38.
Semi-Upright disadvantage,
42.
Sense of Duty disadvantage,
40, 41.
Sense rolls, 64, 65.
Sex Appeal skill, 46.
Shadowing skill, 50.
Shapeshift advantage, 35.
Shapeshift Other spell, 132.
Shapeshifting spell, 132.
Sherman, Liz, 18, 19; stats, 93.
Shields, 53; skill, 50.
Short Arms disadvantage, 42.
Sign Language skill, 49.
Singing skill, 50.
Single-Minded advantage, 31.
Single-session games, 177.
Skeletons, 164, 165.
Skills, 43-52; defaults, 43;
learning, 44.
Skinny disadvantage, 23.
Sleep, 139.
Social Sciences skills, 50.
Social Stigma disadvantage,
25.
Special Group, 17, 106-108,
112, 116, 170.
Speed, 56.
Spell Throwing skill, 50.
Spell-based magic, 130-132;
casting, 131.
Spirit Form advantage, 35,
144.
Spirit Slave ritual, 128.
Spirit Trap ritual, 128.
Spirit travel, 142.
Spirits, abilities of, 141, 142;
point cost of, 144; powers,
141; travel, 142; weaknesses, 143; worlds, 141.
Spring-Loaded Fist advantage,
31; under the hood, 206.
St. Leonard Worm, 100, 153.
Status, 25, 26; table, 27.
Steal Energy, 137.
Steal Power, 137.
Stealth skill, 50.
Stillman, Spencer, 80.
Stories, behind the scenes,
182, 183; mythological
research, 182; patterns of,
180-183; variations, 181.
Streetwise skill, 46.
Strike Blind spell, 132.
Strikers advantage, 35, 36.
Strong Will advantage, 31.
Stubbornness disadvantage,
41.
Success rolls, 59, 60.
Suggestion ritual, 125.
Summon ritual, 128, 129.
Summoning tokens, 142.
Support, for party, 178, 179.
Surge, 134.
Surgery skill, 50.
Survival skill, 50.
Svartalves, 165.
Swimming, 64; skill, 50.
Tables, animal damage by ST,
140; armor, 52; attribute
costs, 22; climbing, 62;
damage based on ST, 53;
damage for thrown
objects, 64; Fright Check

results, 65; height and


weight by ST, 23; learning
skills, 44; melee weapons,
55; positions, 66; ranged
weapons, 54; reaction, 61;
ritual modifiers, 129;
Status, 27; Telekinesis
speed, 137; Telekinesis
weight, 136; Telepathy
range, 138; throwing
distance, 63.
Tactics skill, 50.
Teaching skill, 50.
Tech Levels, 51, 171.
Technology, and black
magic, 176; BPRD, 170173; Nazi, 170, 173-176.
Telecontrol, 139.
Telekinesis, 137, 138; speed
table, 137; weight table,
136.
Telepathy, 138, 139; range
table, 138.
Telereceive, 139.
Telesend, 139.
Temperature Tolerance
advantage, 31.
Templates, BPRD, 102-104;
modifying, 104;
non-BPRD, 104, 105.
Thaumatology skill, 50, 51.
Throwing skill, 51.
Throwing things, 63;
in combat, 63, 64.
Thrown Weapon skill, 51.
Thule Society, 106, 116.
Time, setting for game, 177,
178.
Timeline, 17, 18.
Toughness advantage, 31, 32.
Tracking devices, 171, 172.
Tracking skill, 51.
Traps skill, 52.
Traveling, 64.
Truthfulness disadvantage, 41.
Ualac, 19, 119, 151, 152.
Ubler, Hans, 18, 19, 117.
Unaging advantage, 205.
Unarmed combat skills, 51.
Unhealing disadvantage, 42.
Unliving disadvantage, 42.
Unluckiness disadvantage, 41.
Unmensch, 118.
Unnatural Feature
disadvantage, 23.
Unusual Background
advantage, 32.
Vampires, 166-168;
non-European, 168.
Vrcolac, 166.
Vehicle skills, 52.
Vehicles, 172.
Veil ritual, 125.
Voice advantage, 24.
Von Braun, Ubel and
Arnwolf, 116; stats, 115.
Von Klempt, Herman, 17-19,
106, 110, 113, 175; robot
body of, 176; stats, 113.
Von Klempt, Inger, 110, 113;
stats, 114.
Von Krupt, Klaus Werner, 107,
116.
Vow disadvantage, 41.
Vulnerability disadvantage, 42.
Waller, Bud, 98.
Ward ritual, 127.
Weak Will disadvantage, 41.
Weakness disadvantage, 42,
43.
Wealth, 26.
Weapon Blessing ritual, 126.
Weapons, 53, 56; improvised,
74; melee, 55; ranged, 54,
71, 72.
Weapons skills, hand, 46, 47;
missile, 47, 48; thrown,
51.
Weight, 23.
Were-beasts, 168, 169.
Werewolf, 168, 169.
Whitman, George, 99.
Will rolls, 65.
Witches of Thessaly, 160.
Wolfman, 169.
World, end of the (or not),
186.
Writing skill, 52.
Youth disadvantage, 205.
Zinco, Roderick, 19, 110, 118;
stats, 117.
Zinco Incorporated, 117, 171.
Zombies, 164, 165.

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