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Lady Hellgirl
10-17-2005, 06:40 AM
CHOOSING A CHARACTER USING GURPS

WHO AM I?

1. You can choose to be a character that is a typical human
2. Human with special abilities
3. OR nonhuman

All three character types start out with a base number of GURPS
Character Points, assigned by the GURPS system, NOT by the GMs.

A. Human……………………………….150 character points
B. Human with special abilities… 300 character points
C. Nonhuman…………………………..300 character points

Don’t let the fact that you get less base points for being Human
dissuade you from playing this type of character. You’ll see how the playing field can be leveled as we go on.

BUYING YOUR CHARACTER’S ATTRIBUTES AND QUALITIES

There are 4 Attributes every character must have:

A. Strength-physical muscle
B. Dexterity- coordination/agility
C. Intelligence-a measure of brainpower, alertness, adaptability
And general experience
D. Health-a measure of energy and vitality. For most humans HT
determines the number of hit points they can take

POINT-VALUE CHART FOR HUMANS/HUMANS WITH SPECIAL ABILITIES/NON0HUMANS

Points Cost to Buy
Average Human (10) = 0
Little above average (11) = 10
(12) = 20
(13) = 30
Most powerful level (14) = 45

If you want your character to be an average human you would take a (10) in each of the 4 categories. You will receive 0 points, and be considered average. However, if you would like to have a higher then average human attribute level give yourself more points.

The column on the left is how strong you are in each category.
The column on the right is what it costs you to buy that amount
of strength.

Next, add up the value of the points spent and subtract the total from your base character GURPS points.

Example: Nonhuman…..300 basic GURPS points

Strength………14……..45
Dexterity……..13……..30
Intelligence.…10………0
Health………..14………45

Total: 120

300 Base points – 120 = 180

SPECIFIC QUALITIES

After choosing your Attributes/Values choose your character’s specific qualities by adding or subtracting the point values
listed below. Then add up the total number of + and – points. To qualify, the total number must be equal to or less than your remaining base points.

If your character “qualifies” go to Character Personalization

If, when you add and subtract your Specific Qualities Points from your base points you have a negative (minus) number, you must re-calculate your point value so your Specific Qualities do not exceed your total number of remaining base points.

The total points you get, should NOT exceed your remaining character points!

Attributes/Values for Characters

IMAGE AND LOOKS
Appearance
Horrific= -30
Monstrous= -25
Hideous= -20
Ugly= -10
Unattractive= -5
Average=0
Attractive=+5
Handsome/Beautiful= +15
Very Handsome/Beautiful=+25
Charisma= +5
Disturbing Voice=-10
Good Voice= +10
Handiness=0
Ambidexterity= +10
Height and Weight= +0 (You can chose specific values)
But Dwarfism=-15
Skinny=-5
Unnatural Feature=-5 for each feature

MUNDANE ADVANTAGES
Absolute Direction= +5
Acute Sense= +2 for each one
Alertness= +5
Animal Empathy= +5
Combat Reflexes= +15
Common Sense= +10
Danger Sense= +15
Daredevil= +15
Disease-Resistance=+5
Immunity to Disease=+10
Double-Jointed=+5
Empathy=+15
Extra Fatigue Resistance=+3
High Pain Threshold=+10
Language Talent=+2 for each language
Luck=+15
Extraordinary Luck=+30
Ridiculous Luck=+60
Music Ability=+1 for each instrument
Night Vision=+10
Rapid Healing=+5
Vary Rapid Healing=+15
Ritual Magic User=+30
Single-Minded=+5
Strong will=+4
Toughness=+10
Extra Tough=25

SUPERNATURAL ADVANTAGES=For anyone but normal humans
Aquatic/Amphibious
Breath Water as well as air=+10
Fully Aquatic-at home in or out of water=+20
Breath Fire=+20
Enhanced Move=+10
Extra Limbs=+10 for each one
Flight=+40
Magery (Use Magic)=+35

MUNDANE DISADVANTAGES
Up to -100 points allowed for humans with special abilities or nonhumans
Up to –40 points allowed for normal human
Bad Grip=-10
Poor Grip=-5
Bad Sight Corrected with Glass/Contacts=-10
Bad Sight=-25
Bad Temper=-10
Bloodlust=-10
Bully=-10
Code of Honor=-5
Compulsive Behavior=-5 for each one, up to 3 only
Cowardice=-10
Curious=-10
Duty=-10 **If in B.P.R.D. your character must have this!
Obsession=-15
Gluttony=-5
Greed=-15
Hard of Hearing=-10
Honesty=-10
Illiteracy=-10
Impulsiveness=-10
Jealousy=-10
Laziness=-10
Miserliness=-10
Mute=-25
One Arm=-20
One Eye=-15
One Hand=-15
Overconfidence=-10
Pacifism-opposed to violence=-15
Phobias=-10 for each one
Pyromania=-5
Stubbornness=-5
Truthfulness=-5
Unluckiness=-10
Weak Will=10

SUPERNATURAL DISADVANTAGES
Bestial=-10
If behavior is repulsive to humans=-15
Horizontal Walking-like dog=-10
Inconvenient Size
Big over 8ft=-10
Small under 2ft=-15
No Fine Manipulators (use paws-can’t grab stuff)=-30
Short Arms=-10
Un-living=-50
Un-healing=-20

QUARKS= (Each player can have up to 5 of these at -1 for each)
A quark is a minor personal trait or something unique to
character. Quarks must be able to be actively role-played out for
them to be valid and your character must demonstrate quark(s)
during role-play quarks!

SKILLS
Each character must have some of these!
Acrobatics=+6
Acting=+1
Administration=+2
Alchemy=+10
Animal Handling=+3
Armory=+2
Artist=+3
Public Speaking=+2
Boxing=+2
Brawling=0
Carpentry=+6
Climbing=+3
Camouflage/Disguise=+2
Computer Operations=+1
Cooking=+2
Criminology=+2
Demolition=+2
Diagnosis (Tell what‘s wrong with sick person/why they
died)=+6
Diplomacy=+3
Electronics (Build)=+4, (To just use)=+2
Escape=+8
Fast-Talk=+2
First Aid=+1
Forensics=+4
Forgery=+6
Humanities=+6
Interrogation=+2
Judo=+4
Jumping=0
Karate=+4
Leadership=+2
Lock picking=+2
Magic Skills=+6
Mechanic=6
Meteorology=+6
Weapons
Bow=+1
Gun=+1
Musical Instrument=+2 for each one
Natural Science=+6
Naturalist=+3
Navigation=+6
Occultism=+2
Parachuting=+1
Language=+1 for each language
Photography=+1
Physician=+8
Pickpocket=+8
Psychic skills=10 for each one
Electrokinesis
ESP
Pyrokinesis
Telekinesis
Cryokinesis-(character can freeze matter, such as water to ice)
Telepathy
Research=+2
Riding(Animals)=+2
Pilot=+6
Ritual Magic=+10
Running=0
Savoir-Faire=+2
Shadowing-(follow others around without them knowing=+2
Singing=+1
Social science=+6
Stealth=+2
Streetwise=+2
Survival=+2
Swimming=+1
Tactics=+2
Teaching=+2
Throwing=0
Tracking=+2
Traps=+3
Vehicle Skills=1 for each
Driving Cars
Motorcycles
Boat
Writing=+2

**If you want your character to have a quality not listed above, just
private message me and we can work something out.


CHARACTER PERSONALIZATION

Now that you have your character’s qualities, write a description of His/her physical appearance in detail; include information such as what they wear, what they look like (you may add a picture of your character if you wish.), color of eyes, and his/her equipment of choice(weapons/armor/shields). You should also describe how your character came to be; where they are today, and, if nonhuman-where they came from (another world?/their past.

**Please send your newly created character’s details in a private message to me for approval.

**When you see your character posted in this thread, it has been approved and you are now ready to play your character. Have fun!


**The Next post will give you an example of how to do this based on my own
created character.**

*Based on the character creating system found in Mike Mignola’s Hellboy
Sourcebook and Role Playing Game written by Phil Masters.

Lady Hellgirl
10-17-2005, 06:43 AM
Hellgirl

Created by: Lady Hellgirl


I chose 300 character points because my character is non-human


Then I chose the following character attributes for my character
A. Strength-(12)=20
B. Dexterity(12)=20
C. Inelegance(14)=45
D. Health(14)= 45

Add these values up 20+20+45+45=130
My character points (300)-130= 170 remaining points

Now I buy my characters qualities

Image and Looks=
Attractive=+5
Good Voice=+10
Handiness=0
Unnatural Feature=-5 for each feature
1. Horns=-5
2. Red=-5
3. Hoofs=-5
4. Tail=-5
Total=-20
Height and Weight=0
Points used= negative points=-20
Positive points=+15

Mundane Advantages=
Acute Sense= +2 for each one
1.Smell
2. Hearing
3.Sight
Alertness=+5
Animal Empathy=+5
Danger Sense=+15
Empathy=+15
High Pain Threshold=+10
Rapid Healing=+5
Strong will=+5
Night Vision=+10
Points used=+76

Supernatural Advantages=
Flight=+40
Magery (Use Magic)=+35
Points used=+75

Mundane Disadvantages=
Code of Honor=-5
Curious=-10
Duty=-10
Honesty=-10
Stubbornness=-5
Truthfulness=-5
Phobias=-10 for each one
1. Fear of all kinds of water weeds=-10
2. Fear of her Friends/fellow agents getting hurt=-10
Points used=-65

Supernatural Disadvantages=
None
Points used=0

Quarks=
1. Quite, doesn’t really talk much
2. Always thinks before she acts
3. Loves fish as her pet, can’t stand seeing them get hurt or eaten,
4.Uses her magic/psychic abilities frequently,
5.Always polite.
Points used=-5 (-1 for each one)

Skills=
Acrobatics=+6
Animal Handling=+3
Alchemy=+10
Brawling=0
Climbing=+3
Cooking=+2
Computer Operations=+1
Diagnosis (Tell what‘s wrong with sick person/why they died)=+6
Electronics (To just use)=+2
Forensics=+4
Jumping=0
Magic Skills=+6
Natural Science=+6
Naturalist=+3
Occultism=+2
Psychic skills=+20-Pyrokinesis, Telekinesis
Ritual Magic=+10
Shadowing(follow others around without them knowing)=+2
Survival=+2
Swimming=+1
Research=+2
Throwing=0
Writing=+2
Vehicle Skills=Driving Cars=+1
Points used=94

Add Up Total Points Used

Total negative points used=-20+-65+0+-5= -90, within the -100 point limit
Total positive points used=15+76+75+94=260

Positive points used-negative points 260-90=170= TOTAL POINTS USED

Since 170 does not exceed my 170 remaining point values then I go on to character personalization.

Hellgirl’s Character Personalization

Hellgirl’s physical appearances: Normal fit (in shape/good muscle tone) human women body, except has tail, hoofs, slightly pointed ears, and horns growing out of her forehead (she doesn’t cut them off and she also does not have a stone hand). She has long strait black hair and some bangs. Her eyes look human, except her iris is a orange-yellow color. She wears a tight-fitting black v-neck top that ends just above belly button, with wide flaring/flowing sleeves from elbow to wrist. Her skirt is also black, v-cut, hip hugging, ends just above ankles, and has two slits on each side from lower thigh down, there is also a black beaded belt that hangs down center front of skirt. She wares a black choker necklace, with cross on it too.

Hellgirl’s equipment: She doesn’t use any, just relies on her magic and psychic abilities.

Hellgirl’s history: (Under construction)

Once I complete Hellgirl’s History, I will send my newly created character’s details in a private message to the GM’s (Lady Hellgirl or Mist) and wait for them to review my character.

I know my character has been approved when I see my character in the Hellboy RPG Rules thread. Now I can go and play RPG.

Lady Hellgirl
11-09-2005, 05:10 PM
Valkyre of the Fallen (Xerxes)
Created by: -=Valkyre=-
Species: Demon/Fallen Angel
Age: Unknown(upwards of eighteen thousand)

Character attributes:
Str: 13
Dex: 13
Intel: 13
Hth: 13

Image and looks:
Good voice, Handsome, Handiness, Unnatural features: Pointed Ears, Horns, Wings(2 pairs), Unnatural eyecolours(red, blue/black, violet), Tail. Height(6'7"-7'3")

Mundane Advantages:
Acute senses(Smell), Alertness, Combat Reflexes, Common Sense, Disease Resistance, Empathy, Extra Fatigue Resistance, Language talent(Demonic-Speech + writing, Old Norse), Music ability(Flute, Violin, Harp), Night Vision, Very Rapid Healing(with blood gift), Strong Will, Toughness

Supernatural Advantages:
Enhanced Move, Magery(minor), Shapeshifting

Mundane Disadvantages:
Bad temper, Bloodlust, Code of Honor, Duty, Overconfidence, Truthfulness

Supernatural Disadvantages:
Un-Living(Vampire)

Quarks:
1: Must drink blood once every 24 hours
2: Hair will change colour on its own at times. (When weak-white, neutral-blond, stronger than usual-black)
3: Bad-mouthed(Will swear a lot when in a bad mood)
4: Hates not being able to fly to the point of being depressed, mouthy and (albeit rarely)self-destructive.

Skills:
Climbing, Computer Operations, Cooking, Diagnosis(partial), Jumping, Leadership, Magic Skills, Weapons(Custom Built Rifle, Twin Swords, Shadow Skill), Musical Instruments(Flute, Violin, Harp), Psychic Skills(Empathic, Shadow Manipulation), Riding(Animals), Ritual Magic, Stealth, Throwing, Tracking, Vehicle Skills(Cars/SUV's)

Character Personalization:
Valkyre (once Xerxes) is a tall, ancient individual with a painful past. He was once one of the Seraphim, having Eight beautiful bird-like wings adorning his back, but has since lost this privilege when he went against orders from Michael, one of the higher and more well known among those angels. Valkyre was cast out of paradise and dragged into the depths of hell by the massive six eyed serpent Lucifer, who tore his lower two pairs of wings from his back, gave him a permanent scar over his right eye from just below his hairline to his lover jaw and, as though to mock him, had him chained to a cross, where he spent many millennia in agony, his body changing to that of a grotesque lizard-like demon with four arms, long powerful tail, digigrade legs, massive talons, crocodilian maw and six eyes. He came to know many of the ways of the human world and watched hundreds of thousands of human souls fall out of grace, only to be devoured and revived, over and over, for years on end by the many demons that existed therein. He was finally able to escape, as he was given a chance to work as a middleman between heaven and hell on the mortal plane.


He leapt at the chance, and was locked into the body of a human that would never age nor die, as the wills of heaven and hell would not allow him to die until he proved he was on one side or the other. His new human form was made to be six feet, seven inches tall, with violet eyes that would change to a dark blue/black when he became depressed and a slightly glowing blood red when infuriated. He retained his long prehensile tail, Horns and wings, and eventually had a set of four pairs of tribal wing tattoos put on his back between his wings to symbolize what he once had and what he could have again, if he did things right and proved he would be able to return to his home if he so wished.


His preferred clothing consists of business suits specifically designed around his wings and tail, has a few piercings on his pointed elf-like ears, wears a silver chain around his neck with a single small silver medical symbol pendant (the winged pole with the two intertwined serpents) and will oftentimes change his knee length blond hair to black as he wishes, and when he's reached a height in his strength.


He has, however, been bested once by a group of Vampires that he came up against and underestimated and was turned. Since then he's had to feed on blood at least once every twenty-four hours or he will start to loose control over one ability he was left with, being able to shapeshift into his full demon form. This ability is something he normally uses as a last resort, because of how unpredictable his though process becomes, and the unsatiable hunger of said form. He learned to master how to control shadows and use them as weapons as well as call upon familiars, usually large six-eyed felids and snakes, which take their form from these shadows.


He eventually caught wind of the BPRD and joined without hesitation, as he knew that somehow, fate had drawn him there.


It didn't take him long to get to know everyone, and greatly disliked the fact that he didn't get to meet Hellboy personally until in the field, and was quite disappointed to see him leave. He took what Hellboy told him seriously, and didn't hold back on scaring the living daylights out of manning on a regular basis, just for the might red one. He also scared people when he said that, not only could he eat food, he could cook, and quite well mind you.

He soon evolved a great interest in the young Liz Sherman and has tried to get her attention many times, and soon realized that there was something between her and Abe Sapien, which he loathed. Although he did see Abe as a friend and fellow colleague, he knew that something about his was just not right, but kept his feelings to himself, as best he could with being an Empath who could imprint and exude his emotions to those around him.


Normally, when on missions that shouldn't be too hard, Valkyre just wears his usual buisness suit and violet tinted, silver rimmed sunglasses (having proven that the only thing about him that was horribly bothered by sunlight, much to the surprise of most of his colleagues, were his eyes, and even then, he had the best sight of any of the group, not to mention the sense of smell and slitted cat-like eyes to back up his vampire claim) and his twin swords(which he has been meaning to name of late) in their scabbards strapped to his back beneath his thick leather overcoat. He has a custom made outfit with several thin layers of extra strong Kevlar, some supply pouches for misc. small items, like trinkets, small bottles of herbs, pieces of paper, scrolls and writing utensils for his Ritual magic.

Valkyre is a bit of a daredevil, and will take on opponents twice to three times his size without fail, even when severely wounded. He can drink a great deal of alcohol without becoming even the slightest bit dizzy and will swear enough to make sailors blush if he's mad enough. His twin sister, Integriel, who remained behind when he became one of the fallen, has been foremost in his mind, but this fact does not sway his unwavering loyalty and care for his newfound friends, and would even put his life on the line for Tom Manning, if it so suited him. His companion, a small rat-like creature called Fink, is almost always perched on his shoulder, unless they're out in public, where Fink will cling to the feathers on the inside of Valkyre's wings and remain there comfortably for hours.

Fink serves as a liaison to Lucifer, and doesn't usually do anything more than speak in almost incoherent English and demon language, which is usually only understood by Valkyre, and will help when people are looking for something demonic or related and will aid in deciphering speech and writing, as long as it is demonic in origin, as his simple mind can only contain such information. Fink has no special skills, other than his self-teleportation to hell to report to Lucifer, and will gladly run and hide from a battle, when Valkyre is not in trouble. However, when Valkyre is in trouble, Fink will try and analyze a situation to see what is best for him to try and do.

Valkyre is able to pick up on the emotions of others, amplify them, and direct these amplified emotions back at those they came from as well as direct his own emotions and imprint them on people.

When he's able, Valkyre will try and bond with people, as though to guide them on the right paths and help teach them that there is indeed a better place to be and better things to strive for.

Mist the Soul-Gatherer
11-11-2005, 06:22 PM
Mist the Soul-Gatherer
Former Valkyrie and Minor Mythological Deity
Age: 27(Centuries)
Created by: Mist TSG

Nonhuman…....300 basic GURPS points

Strength……… 13……..30 Dexterity……. 13………30
Intelligence.…14……..45 Health……………13……..30

Total: 135 300 Base points – 135 = 165

IMAGE AND LOOKS
Attractive=+5 Charisma=+5 Good Voice=+10 Handiness=0
5’10” Slender, Red Hair, Violet Eyes

MUNDANE ADVANTAGES
Alertness= +5 Animal Empathy=+5
Combat Reflexes=+15 Common Sense=+10
Danger Sense=+15 Disease Resistance=+5
High Pain Threshold=+10 Language Talent, Old Norse=+2
Luck=+15 Ritual Magic User=+30
Single-Minded=+5 Strong will=+4
Toughness=+10 Extra Fatigue Resistance=+3

MUNDANE DISADVANTAGES
Code of Honor=-5 Curious=-10 Honesty=-10 Truthfulness=-5
Duty=-10 **If in B.P.R.D. your character must have this!

UNIQUE SUPERNATURAL ADVANTAGES
Immortality= +100
The Look-Can Kill by Looking You In The Eye = +50

UNIQUE SUPERNATURAL DISADVANTAGES
Loss of Immortality (Becomes Mortal)= -100
Pain and Suffering for using The Look= -50

QUARKS= (Each player can have up to 5 of these at -1 for each)
A quark is a minor personal trait or something unique to character.
Quarks must be able to be actively role-played out for them to be
valid and your character must demonstrate quark(s) during role-play.
1) Hangs out with a talking immortal squirrel-1
2) Communicates with all animals living & dead-1
3) Communicates with dead people who want to communicate
with her-1
4) Wears chain mail body armor that cannot be pierced-1
5) Has a broadsword that cannot be broken-1

SKILLS
Acting=+1 Alchemy=+10 Animal Handling=+3
Artist=+3 Brawling=0 Climbing=+3
Camouflage/Disguise=+2 Diplomacy=+3 Escape=+8
First Aid=+1 Interrogation=+2 Judo=+4
Leadership=+2 Bow=+1 Gun=+1
Riding (Animals)=+2 Stealth=+2 Streetwise=+2
Survival=+2 Swimming=+1 Tactics=+2
Teaching=+2 Driving Cars=+1 Boat==1
Writing=+2 Total 165

BACKGROUND INFORMATION:
Who Is Mist?
It is written in the Norse sagas of old,
“I will recite the names of the valkyries of Odin.
Hrist, Mist, Herja, Hlökk, Geiravör….(and so on)

Mist is as real as a mythological being can be. She is a Valkyrie. In Norse mythology the valkyries are minor female deities who serve Odin. The name means choosers of the slain. Her home is Valhalla, Hall of the Slain. In Norse mythology it is the hall presided over by Odin. This vast hall has five hundred and forty doors. The rafters are spears, the hall is roofed with shields, and breastplates litter the benches. A wolf guards the western door and an eagle hovers over it.

What Was Her Job?
To choose the bravest heroes that died on the battlefields and bring them to Valhalla. These heroes, the Einherjar, are prepared in Valhalla for the oncoming battle of Ragnarok. When the battle commences, eight hundred warriors will march shoulder to shoulder out of each door.

What Did She Look Like?
An unnaturally tall woman in fur and armor, her long red hair pulled back in a thick braid. In her right hand she carried a proud spear made of strong oak with an iron tip.

How Did She Meet Hellboy?
Hellboy and Abe went to Sweden and were involved in a top-secret case, code name “Bones of Giants.” During that investigation the giant hammer of the Norse god Thor, Mjollnir, became fused to HB’s RHoD, allowing HB to enter a twilight world where he interacted with the Old Norse gods. Although Mist and HB only met twice, the two shared a sense of humor that could form the basis for future interaction.
TRANSCRIPT FROM THE CASE FILE:
“I know you,” Hellboy said.
“As well you should.”
“Mist?”
“I have been called that.”
“Why (do you) appear now?
She gestured to the pendent around his neck. “when you claimed the death-gift Eitre made for you, it brought me. Now I wait.”
“So you just hang around, waiting. I guess we can’t expect any help from you.”
A flicker of a smile appeared at the edge of her lips…
“I am a simple servant and not given to idle gossip. You know who to ask if you wish to know what is whispered beneath the branches of Ash.”
And HB does know-he looks for Ratatosk, the squirrel who sits on Mist’s shoulder and who can speak to those to whom he wishes to deliver information.
SECOND MEETING: TRANSCRIPT:
Agent’s notation: Only Mist has the power to unfuse the giant hammer from the RHoD
The soul-gatherer carried her heavy spear in her right hand. On her shoulder sat Ratatosk the squirrel…Mist said nothing…a slight smile appeared at the corners of her mouth. She raised her left hand and with it reached out to tap Hellboy once between the stumps of his horns. Mjollnir fell from his hand…

Who Is Ratatosk?
Ratatosk ("Sharptooth") In Norse mythology, the squirrel that runs up and down the cosmic or world tree, Yggdrasil, carrying abusive language from the dragon Nidhog at the bottom of the tree to the eagle at the top, and vice versa. spreading gossip as he goes along. Tosk is Mist’s companion. He travels on missions with her and frequently sits on her shoulder spewing obscenities that only Mist can understand.

CURRENT SITUATION:
After 27 centuries, Mist quit the Death business and left Valhalla. Remembering her encounter with HB, she materialized in the break-room at B.P.R.D. headquarters with Ratatosk on her shoulder. After going through an extensive evaluation, she was made a Field Agent. Ratatosk was given Jr. Agent status.

MIST TODAY
APPEARANCE: Tall, 5’10” red hair worn loose, violet eyes, slender yet physically strong enough to wield a heavy spear and broadsword. She saves the armor for rough cases, prefers tee shirts and jeans.

SPECIAL POWERS OF NOTE:
1) Can communicate with all animals, those on this plane and those who have crossed over, and certain dead people-those who contact her and those who appear as part of a case-but she can’t summon up anybody at will.
2) The Look-As the Soul-Gatherer one of Mist’s jobs was to appear before someone who is about to die. If she looks you straight in the eyes, you will shortly die, either by her hand, or by another’s.
3) Immortality-under certain conditions Mist remains immortal and ageless. As an Immortal, she can be gravely wounded but will quickly heal.
SPECIAL WEAPONS OF NOTE: Forged in the fires of Asgard, Mist’s spear and broadsword cannot be broken. Her armor and shield cannot be pierced.
LIMITATIONS OF NOTE:
1) Loss of Immortality. As a minor deity, Mist is immortal. However, if she remains on Earth’s plane long enough, she will begin to lose her immortality, aging very slowly, like HB, for an indeterminate number of years, ultimately succumbing to death. To prevent this, and retain her immortality, Mist must return to Asgard and Valhalla at regular intervals. If she fails to show up, Odin will cut her off, and she will begin to become human.
2) The Look-As this power is reserved for Valkyrie, when Mist quit, Odin forbid her to use The Look. If she ever does, it had better be under the most desperate of circumstances, because there will be dire consequences for her.

PERSONALITY: Mist has a sarcastic sense of humor developed from centuries of hanging out with Ratatosk, the squirrel who swears like a sailor. Her quick mind, and her ability to sense the forces of magic, as well as perform ritual magic, put her in the forefront of the most dangerous missions, while her immortality, body armor and sword make her a formidable opponent in combat. Mist knew Hellboy when she first came to the BPRD and begged him to take her along on missions when Abe wasn’t available. She learned a great deal from him that has become even more valuable to her now that he has left. Mist’s deepest fear is that she has spent so much time among the dead that she no longer knows how to live. To counter her fear, Mist loves to “pass for human” and do human female things-shop at the mall, drive too fast, flirt if the occasion presents itself and party with her friends at the BPRD. With Ratatosk on her shoulder, she can usually be found in the break-room stirring up something with whomever she can find. During her childhood as a Valkyrie she was taught the virtues of honor, loyalty, bravery and sacrifice. She brings these character traits to the BPRD where there are no limits to the extent to which she will go to save the lives of her friends, fellow agents and the human civilians they protect and defend.

Lady Hellgirl
11-14-2005, 09:16 AM
Integriel of the Seraphim
Created by: -=Valkyre=-
Species: Angel(Earthbound)
Age: Unknown(upwards of eighteen thousand)

Character Attributes:
Str: 12
Dex: 13
Intel: 13
Hth: 12

Image and Looks:
Good Voice, Very Beautiful, Ambidexterity, Height(6'6"), Unnatural features: Wings(Four Pairs), Large Fox-like ears, Unnatural eye colours (orange, pale ice blue, red), Five fox-tails, Digigrade legs, Four arms.

Mundane Advantages:
Absolute direction, Acute senses(hearing, sight, smell), Animal Empathy, Combat Reflexes, Common Sense, Disease Immunity, Extra Fatigue Resistance, Music Ability(Flute, Harp, Piano), Rapid Healing

Supernatural Advantages:
Enhanced Move, Extra Limbs(Second set of arms), Flight(utilizing wings), Magery

Mundane Disadvantages:
Code of Honor, Curious, Duty, Obsession(Hygiene), Phobias(Hemophobia-Fear of Blood, Arachnophobia-Fear of Spiders), Stubbornness, Truthfulness, Weak Will

Supernatural Disadvantages:
N/A(None chosen)

Quarks:
1) Highly dependent on her twin brother, Valkyre
2) Wears a circular Eyeless mask on her face to hide her beauty from mortals(is still able to see)
3) Will become mute when nervous(selectively mute. may last for several hours)
4) Dislikes fighting but will do so when required.

Skills:
Acrobatics, Animal Handling, Artist, Climbing, Camouflage/Disguise, Cooking, Diagnosis, Escape, First Aid, Lock Picking, Magic Skills, Weapons(Bostaff, Bow, Throwing Daggers), Musical Instrument (Harp, Flute, Piano), Psychic Skills(Telekinesis, Empathic), Riding(animals), Ritual Magic, Running, Shadowing, Singing, Survival, Swimming, Tactics, Teaching, Throwing, Tracking, Traps, Writing



Character Personalization:
Integriel, the younger twin of Valkyre, is a quiet and rather mysterious individual. She has physical features akin to those of a fox, long spindly limbs, knee length white-gold hair, and, when she takes off the circular mask on her supernaturally beautiful face, bright orange eyes hiding ageless wisdom. She also has eight large beautiful wings, five long fox-like tails and digigrade legs.

Normally she wears robes or loose fitting clothing that both gives her mobility and shows off her figure. Her equipment consists of a long bostaff with elaborate decorations(which she is almost never seen without), a small pouch filled with elaborately designed throwing daggers, a quiver full of strong arrows for her long bow, and a pouch filled with supplies for writing scrolls and runes for spells and incantations.

Her beauty is so great that mortal men, and even some immortals, are drawn to her so strongly that even in the face of death they will chase after her, so she wears a mask over her face to hide her beauty from others, only taking off the mask when she feels safe, away from human men, or alone with Valkyre.

She normally has a very happy, bubbly personality and would do anything to make people around her happy as well, including using her Empathic abilities to broadcast and imprint her happiness on others. When she is angered, she will not hesitate to get into an argument or battle, her normally bright orange eyes turning to a deep blood red. Alternately, when she is depressed and saddened, here eyes become a pale ice-blue colour and is withdrawn and hides from everyone.

If she is frightened, faced with blood or spiders, or extremely nervous, she falls silent and it takes hours for anyone, even Valkyre, to calm her and get her to speak again.

When Integriel lost Valkyre to the abyss, she refused to speak and became a liability to the other Seraphim, and was bound to earth as an agent of the most high, and given an albino raven, aptly named Nevermore, as a companion. She spent much of her time getting to know the world, and eventually found herself in Africa, in Egypt, and had spotted Valkyre and his companions only briefly during their time there. She looked into things, and eventually boarded a plane to the US, and has been trying to find where Valkyre had gone, eventually finding the BPRD and contacting Kate Corrigan, requesting that she be able to join, and go on missions with Valkyre.

Mist the Soul-Gatherer
11-15-2005, 01:02 PM
Geoffrey “Chac” Fremont
Human with Special Abilities
Age: 32; 6’; 195 lbs.
An athletically muscular Caucasian
male with brown hair bleached blond
by the sun and blue eyes.
Local guide who knows Belize.

Strength……….13……..30
Dexterity…….. 14……..45
Intelligence…. 12……..20
Health……… 12…… 20

Total: 115
300 Base points – 115 = 185

IMAGE AND LOOKS
Average=0
Charisma= +5
Good Voice= +10
Handiness=0

MUNDANE ADVANTAGES
Absolute Direction= +5
Alertness= +5
Combat Reflexes= +15
Common Sense= +10
Danger Sense= +15
Daredevil= +15
Disease-Resistance=+5
Extra Fatigue Resistance=+3
High Pain Threshold=+10
Language Talent=+10
Luck=+15
Single-Minded=+5
Strong will=+4
Toughness=+10

SUPERNATURAL ADVANTAGES=0

MUNDANE DISADVANTAGES
Code of Honor=-15
Curious=-10
Duty=-10
Honesty=-10
Stubbornness=-5
Truthfulness=-5

SUPERNATURAL DISADVANTAGES -O

QUARKS -5
1) Action junkie
2) Hates civilization
3) Likes Belikin Beer
4) Tendency to give orders/take charge
5) Rescue-leave no one behind

SKILLS
Acrobatics=+6
Animal Handling=+3
Armory=+2
Boxing=+2
Brawling=0
Carpentry=+6
Climbing=+3
Camouflage/Disguise=+2
Computer Operations=+1
Demolition=+2
Escape=+8
Fast-Talk=+2
First Aid=+1
Interrogation=+2
Judo=+4
Jumping=0
Leadership=+2
Mechanic=6
Weapons
Bow=+1
Gun=+1
Naturalist=+3
Navigation=+6
Parachuting=+1
Riding(Animals)=+2
Pilot=+6
Running=0
Shadowing-(follow others around without them knowing=+2
Stealth=+2
Streetwise=+2
Survival=+2
Swimming=+1
Tactics=+2
Teaching=+2
Throwing=0
Tracking=+2
Traps=+3
Vehicle Skills=3 for each
Driving Cars
Motorcycles
Boat
Total 185

PERSONALITY

“Chac” nicknamed for the Mayan rain god, is a Canadian
ex-pat who likes the freedom of a life less civilized. He
worked for Jimbo Johnson as head of his Jungle Guides
and Rescue Team. He is a certified member of the Belize
Cave and Wilderness Rescue Team that is recognized by
US FEMA, is a member of USAR (Urban Search and
Rescue), certified in Wilderness First Aid and must pass
re-certification twice each year. “Chac” is one of a handful
of jungle guides who have instructed British and American
Special Forces Personnel on Jungle Survival Techniques.
He is expert with a Machete, carries an Enfield Jungle
Carbine, Colt Anaconda .44 Magnum revolver, and a
Kressler Fighter jungle combat knife with a 5-1/4" hand
ground blade. He speaks some Maya, Spanish and local
Creole, plus French and surprisingly, Russian. He is an
expert driver over rough terrain, has kayak and canoe
skill and can pilot a small plane. He’s an expert climber,
cliff repeller, jungle fighter, and tracker. He can fix
things with spit and a shoe string and can survive anywhere
except in the big city where he feels like a fish out of
water. His fearless daredevil nature and strong sense of
duty and compassion to help those weaker than himself
make him the perfect leader for a Survival Team or Search
& Rescue. There is no danger too great for him to attempt
to get through to save humans and animals. He is compelled
to leave no one behind and has gone back into dangerous
situations over and over again, pulling people out of caves,
rivers, fires and other natural disasters. His greatest weaknesses
are his stubbornness and need to take charge. Because he has
charisma, “Chac” has an easy going way about him that makes
him very likeable and fun to be around. But when the going gets
tough, there’s no better man to have on your side than “Chac” Fremont.

-=Valkyre=-
06-01-2006, 07:04 PM
Bump.
(Due to the fact that we will need this thread in the future I'm certain.)

-=Valkyre=-
04-10-2007, 08:58 PM
Samateus (Sama)
Created by: -=Valkyre=-
Species: Dragon/Highborn (non-human)
Age: Approx. 19000

Character attributes:
Str: 11 (10)
Dex: 12 (20)
Intel: 14 (45)
Hth: 12 (20)

300-(95)=205

Image and looks: (+25-35=-10)
Good voice(+10), Beautiful(+15), Handiness(0), Unnatural features: Pointed Ears(-5), Horns(-5), Wings-2 pairs(-5), Unnatural Eyecolours (golden-orange, silver-blue, violet)(-5), Tail(-5). Height - 6'10” (-10)

Mundane Advantages: (+79)
Acute senses: Smell, Hearing(+4), Alertness(+5), Animal Empathy( +5), Combat Reflexes(+15), Common Sense(+10), Disease Resistance(+5), Empathy(+15), Language talent(Draconic-Speech + Writing, Minor Japanese Writing+Speech)(+3), Music ability(Flute, Piano, Guitar)(+3), Night Vision(+5), Rapid Healing(+5), Strong Will(+4)

Supernatural Advantages: (+165)
Breathe Fire(+20), Enhanced Move(+10), Magery(Major)(+35), Shapeshifting(Major)(+50), Extra Limbs(Second Set or Arms)(+10), Flight(Wings)(+40)

Mundane Disadvantages: (-70)
Bad temper(-10), Bloodlust(-10), Code of Honor(-5), Curious(-10), Duty(-10), Honesty(-10), Overconfidence(-10), Truthfulness(-5)

Supernatural Disadvantages: (-10)
Bestial(looks very draconic and has ‘claws’ even in human form)(-10)

Quarks: (-5)
1: Must revert to Dragon Form every few hours(half a day at most)
2: Prefers to be around people she knows. (Dislikes strangers and ‘new’ things)
3: Bad-mouthed(Will swear a lot when in a bad mood)
4: Hates disbelievers of the ‘mythological’.
5: Cares little for the idea of keeping a ‘low profile’.

Skills: (+54)
Administration(+6), Climbing(+3), Computer Operations(+1), Diagnosis(+6), Jumping(0), Magic Skills(+6), Weapons(Bow with large quiver of arrows, Elaborate Dragon-head Poleaxe)(+2), Musical Instruments(Flute, Piano, Guitar)(+6), Psychic Skills(Empathic) (+10), Ritual Magic(+10), Stealth(+2), Throwing(0), Tracking(+2)

Totals:
54+79+165-10-5-70-10=203
205-203=2

Character Personalization:

Story:
In the past, her kind lived alongside humans, taught them of the world, the elements, and some level of magic. In return, the humans she once trusted, sought to destroy her kind, gathering that they must be ‘demons’ or some such strange belief. He mate was slain at her side, and she in turn slay the human that did her such injustice. A female human, whose father was the one she had killed a few years before, later confronted her. The two fought for some time before the two paused, and realized that if they continued, both would die, and began to talk on what could be done. Samateus, finding out she was the last of her kind, created a single stone of power from one of her under-scales using magic, and gave this to the human girl, who gave her a strand of her hair in a silver locket and vowed to protect her ‘gift’ and keep it safe for as long as her family existed. Samateus nodded her acknowledgement and left the area the following night after her ‘companion’ had left to return to her home.

Samateus’ Dragonstone fell into the cracks of myth and legend as the family of human descendants of her companion, and husband killer, died out after only a few centuries. She traveled the world for many years, loosing track after a time, and eventually settled down within a mountain cave. Valkyre eventually found her, the fallen angel turned demon, and told her just how long she must have been in her home, taught her of the new world, and showed her how to get by in it. The two began traveling together, for both needed the company, when Valkyre suddenly disappeared on her one night after he had told her he was going to investigate some vampire-related rumors in a run-down city. She searched for him for what felt like eternity, feeling some strange connection to him when they met, and had a run-in with a squad of agents from the BPRD who had been sent after sightings of her.

Samateus explained that she did not care what outsiders thought of her, and how she did not seek to hide any of what she is from the eyes of others. As the last of her kind, she no longer cares to protect herself by denying her heritage. The agents that had found her told her of their acceptance of the strange and mythological within the BPRD and informed her of a Vampiric Fallen angel. They told her his name, and Samateus was baffled at how she could have missed such an obvious thing. The BPRD had become well known to her of late, and she hadn’t thought Valkyre would choose to join such a rag-tag band of ‘misfits’ seeking to change the world a little at a time. Relieved and worried about Valkyre, she insisted she see him, but of course, he was on a mission and it was foolhardy to go after him, as they did not know just where he was. They did, however, take her back to the BPRD with them to see Kate Corrigan, and were surprised to find she could change her shape, and most ogled her on the trip back from lake Okoboji. Samateus was given a room and a stack of supplies, including a uniform that fit her human form very snugly, even with modifications for her wings and tail. She would have preferred a looser uniform, especially with most of the male agents constantly staring at her cleavage, but anything goes for her. She also received a trenchcoat that fit her perfectly, could cover her wings, and looked amazing on her, not to mention made her look a bit like Valkyre. After she settled in, she sought out Kate, and overheard her reading a dreadful note from Valkyre.

Personality/Habits:
Samateus herself is a mammalian dragon with a usually good demeanor, but has times where everyone would do well to leave her alone and stay out of her way. She’s a bit of a flirt, has a twisted sense of humor which she exercises a small amount of caution with, but oftentimes isn’t nearly enough, and is a stack contrast to the dark, depressing personality of Valkyre. She’s a lot happier around people despite her past experiences, has no problem in crowds as long as she’s not bumped the wrong way, and isn’t afraid to speak her mind. She has a thing against certain people, those who can’t let things go, those with closed-minds to certain things, and those who can’t just let go. They irk her severely even when she doesn’t know the reason behind those things.
She uses an elaborate Poleaxe left for her by Valkyre when he went missing, and a bow that she had ‘borrowed’ from a hunter several centuries ago that is still in expert condition along with it’s quiver of arrows. These weapons are used far less than her magical capabilities, which are greater than she likes to admit or show.
There are secrets she keeps, but these are just to keep her memories and old hatreds from rising to the forefront of her mind. She likes music, and learned to play the flute with Valkyre as her teacher, learned to play piano and the guitar with open-minded and friendly humans over the years. She draws as a favorite hobby, and enjoys surfing the Internet and finding new techniques and styles of drawing to enhance her experience.

Appearance:
In ‘human’ form Samateus is tall, slender, and busty and makes the most of the fact that her clothes are tight on her. She has a pale-bronze or white skin color, depending on her preference at the time; her eyes are usually a bright violet or vibrant orange color; retains her two pairs of wings and tail, and she has an overall elven appearance. Her hair is neatly brushed, goes down past her waist and sometimes as low as her ankles, and can be any number of colors, from rich natural browns and reds, to royal violet and leaf green. She stands roughly six feet tall, a deal shorter than Valkyre, and tends to keep a very slender, almost spare appearance with a large bust, despite her knowing that human males tend to be distracted by cleavage very easily.
In Dragon form, Samateus has tan-colored fur with scales underneath the color of amethyst and emerald, aqua colored markings around her eyes that are commonly violet, golden-orange or silver-blue in color and glow, two pairs of wings that are similar in color to her scales, with black and red markings, a tail that splits into two closer to the base and has a long ‘mane’ of fur near the end of both. She has a ‘mane’ of fur along her neck that can be cropped short or dragging on the floor if she so pleases, and is normally the rich earth-tone browns she uses in human form. The only downside to her being in dragon form besides her size (Which is a bit larger than a horse at the shoulder when standing) is that her ‘hands’ have little to no manual dexterity. She can grasp things and carry things, but she couldn’t type on a keyboard or move a mouse properly.

Aaron King
04-10-2007, 10:54 PM
Looking through this thread, "Chac" Fremont looks like such a great character (and named after one of the most hilarious and recognizable American explorers!). I'll have my character re-typed and posted tomorrow (Wednesday the 11th) unless Mist or Hellgirl pastes him up sooner.

Here comes Friday the 13th!

Mist the Soul-Gatherer
04-13-2007, 07:40 PM
I'll have my character re-typed and posted tomorrow (Wednesday the 11th) unless Mist or Hellgirl pastes him up sooner.

Here comes Friday the 13th!
And here comes your character-Mist
POSTED FOR AARON KING

Rip "Detective Doolittle" Robinson (300 points)
ST 10; DX 12 [20]; IQ 15 [60]; HT 12 [20]
Speed 6; Move 7
Dodge 6

Advantages; Absolute Direction [5]; Acute Taste/Smell [5]; Alertness [5]; Animal Empathy [5]; Disease-Resistant [5]; Extra Hit Points 4 [20]; High Pain Threshold [10]; Language Talent 4 [8]; Night Vision [10]; Rapid Healing [5]; Resistant to Poison [5]; Charisma [5]; Temperature Tolerance [2]; Toughness [25]; Unusual Background [5]
Telesend 3 (animals only; must be able to speak) [6]; Telereceive 3 (animals only; must be able to hear) [6]; Awareness 3 [6]

Disadvantages: Curious [-5]; Code of Honor [-5]; Disturbing Voice [-10]; Social Stigma [-5]; Bloodlust [-10]; Pacifism [-15]; Sense of Duty [-5]

Skills: Acrobatics 11 [2]; Animal Handling 18 [2]; Brawling 12 [1]; Climbing 12 [2]; Criminology 14 [1]; Diplomacy 15 [4]; First Aid 15 [1]; Forensics 13 [1]; History 14 [2]; Law 13 [1]; Ecology 15 [4]; Naturalist 15 [4]; Occultism 15 [2]; Research 15 [2]; Anthropology 15 [2]; Linguistics 15 [2]; Stealth 14 [1]; Survival 15 [2]; Swimming 13 [2]; Teaching 14 [1]; Tracking 14 [1]; Running 11 [2]
Telereceive 15 [4]; Telesend 15 [4]; Awareness 15 [4]

Languages: Spanish 19 (native); English 18 [1]; French 18 [1]; Chinese 18 [1]; Russian 18 [1]; Arabic 18 [1]; American Sign Language 18 [1]; Japanese 18 [1]; Hindi 18 [1]; Latin 18 [1]; Norwegian 18 [1]; German 18 [1]; Dutch 18 [1]; Navajo 16 [1/2]; Basque 16 [1/2]; Ancient Mayan 16 [1/2]; Aramaic 16 [1/2]; Ancient Egyptian 16 [1/2]; Old Lemurian 16 [1/2]; Old English 16 [1/2] Old Norse 16 [1/2]

Quirks: reads whenever possible [-1]; swears in foreign languages [-1]

-Rip was found in a Central American jungle at the age of seven. He was trying to sabotage logging equipment with his teeth. He spoke no known languages. He was kept at a rural prison for less than a week -- animals plagued the building and the police. The boy was considered a curse and moved to a facility in Mexico City. The problems continued there, so the BPRD intervened.
-Bureau scientists discovered that Rip had picked up fluent Spanish during his short internment. Weeks later, he was equally able to converse in English. Working with tutors and on his own across the years, Rip has learned many more languages.
-Rip's name comes from the Bureau scientists; they have a running contest to name their "finds" after fictional and historical characters a la "Abe Sapien."
-Working with BPRD scientists and mediums using methods of deep hypnosis, Rip has uncovered two sets of vague and conflicting memories. In one, Rip was experimented upon as a toddler, presumably to increase his intelligence and linguistic capability, and then abandoned shortly before being found by the police. In another, he was raised by royal animals of the jungle as a prince and diplomat of the wilderness, fed at a Fountain of Youth for years before he was found. Psychologists suspect that one story is true and the other is a coping strategy and metaphor, but no one has been able to determine which is which. (Unusual Background; Language Talent)
-It wasn't until he was a young adult that the Bureau discovered that Rip could actually converse with animals as well as he did with humans. Whatever his background, it had apparently encoded the voice of the animal kingdom into his brain. (Disturbing Voice; psychic powers)
-Some of the jungle has stayed with Rip. He has a few animal characteristics, some of which benefit him and some that don't. Who knows what animalistic behaviors might lie repressed? (the more "physical" backgrounds; Social Stigma, which represents the unconscious ways that he makes people uneasy; Bloodlust, of which he is unaware)
-Rip is a vegetarian and a conservationist. He will not harm any animal. He devotes his off-duty time and any extra money to ecological research and volunteerism. He will not buy or use things made by large businesses or products tested on animals. He will only fight in self-defense. (Code of Honor; Sense of Duty; Pacifism)
-Rip has found a new home in the halls of the BPRD. They've sent him to college, they've sent him around the world, and they've sent him after clues that no one else can find. It turns out that animals see a lot of what people don't. Rip can usually be found translating documents, acting as a translator, or in the various labs of BPRD.
-Rip has dark skin and straight dark hair cut short. His closet is full of multiple copies of one outfit: brown slacks, a brown sports jacket, a white button-up shirt, a black bowtie, and heavy boots. While on missions for the Bureau, he supplements this with a heavy camping backpack, usually full of books. Rip appears to be in his mid to late twenties, but who knows? If he really drank from a Fountain of Youth he could actually be much older.

AnOdeForCruelty1
04-16-2007, 03:17 PM
Character name: Carmine Macinroe
Age: 19

Human with special abilities (300 points)

Strength: 11...10
Dexterity: 14...45
Intelligence: 14...45
Health: 10...0

300 - 100 = 200

Image and Looks
Average: 0
Skinny: -5
Unnatural features (3)
Pointy ears: -5
Unnatural eye color: -5
Sharp nails/canine teeth: -5

Mundane Advantages
Acute Senses (2)
Hearing: +2
Smell: +2
Alertness: +5
Animal Empathy: +5
Common Sense: +10
Danger Sense: +15
Disease Resistance: +5
Night vision: +10
Rapid Healing: +5

Supernatural Advantages
Enhanced Move: +10

Mundane Disadvantages:
Bad Sight Corrected with Glasses: -10
Cowardice: -10
Duty: -10
Obsession: -10
Honesty: -10
Stubbornness: -5
Truthfulness: -5

Supernatural Disadvantages (in Lycan form)
Beastial: -10
Horizontal Walking: -10
No Fine Manipulations: -30

Quarks
1. Bookworm/nerd. -1
2. Allergic to cats. -1
3. Low self-esteem. -1


Skills
Animal Handling: +3
Artist: +3
Climbing: +3
Computer Operations: +1
Electronics (use): +2
Jumping: 0
Natural Science: +6
Photography: +1
Research: +2
Shadowing: +2
Stealth: +2
Tracking: +2
Writing: +2

Negative Points total: 133
Positive Points total: 93
200-133+93 = 160

Physical Appearance: Carmine is a short, feeble young woman, about 5'2" in her human form (a full foot taller standing upright in lycan form). She has short auburn hair and eerie golden eyes that, along with her pointed ears, sharp teeth and claws, physically exhibit her 'condition'of lycanthropy. Despite being fairly large and strong as a werewolf, she isn't that great at hand-to-hand combat, and has been known to freeze up out of fear during tough battles. All of her senses are heightened, except for sight - she had poor eyesight before being 'infected' and still wears eyeglasses, although she can see better in the dark than most normal humans.

Equipment: She always carries a satchel filled with pencils and pens, a sketchpad, her 35mm camera Suzie (covered with stickers) and various trinkets given to her by the B.P.R.D.

History: Carmine has always been fascinated by cryptozoology and mythological beasts of all kinds. A natural introvert, she kept to herself through public school and made few friends as a result of her cold and standoffish behavior. This attitude is an obvious self-defense mechanism though, as those few who get to know her can see. She immersed herself in books and folklore, determined to prove the existence of famed creatures like the Loch Ness Monster. One night on vacation, she ventured into the woods with nothing but her trusty 35mm and a flash bulb to capture proof of the Virginia Mothman, but was viciously attacked by something deep in the heart of the forest. Narrowly escaping (by being tossed into a river, no less), she watched in horror as her gaping, mortal wounds closed before her eyes. She knew what was happening to her, and in her heart knew she could never return to her family. Wandering the forest caked in her own blood, she came to a small cottage and collapsed at the front door. The next morning, she awoke to find herself tucked into a warm bed, an old woman watching over her. She quickly regained her strength under the old woman's careful eye, and when she was well enough, Carmine's strange feelings as to what had happened to her in the woods were confirmed - she had been attacked by the old woman's husband, a werewolf, who was as out of control as a human as he had been in that monstrous form. Perhaps out of guilt, the old woman promised to take Carmine somewhere safe - this led her to the BPRD, where she eventually opened up to Dr. Kate Corrigan, who was responsible for giving her a place to stay among the agents there.
[edit: thought this would be good to know, as I forgot to write it in before I posted] It is a common misconception, likely spread by horror movies, that werewolves can't control their aggressive behavior while in lycan form. Although it took a bit of practice (and her first few full moons locked up in an uninviting metal room), Carmine quickly learned to calm herself after her transformation, thus retaining her normal personality and intelligence instead of becoming a bloodthirsty beast. Stronger, more experienced werewolves can trigger their transformation at any time, not requiring a full moon, but Carmine is still working the kinks out for herself on that one.

--

Since I hadn't posted it before. ^^

Reiji Tabibito
04-23-2007, 05:38 PM
Hellboy RPG Character:
Robert Wallace

Stats:
Strength: 12 (20)
Dexterity: 13 (30)
Intelligence: 13 (30)
Health: 14 (45)

Image and Looks:
Handiness (Left): 0

Mundane Advantages:
Acute Senses – Hearing: +2
Immunity to Disease: +10
Extra Fatigue Resistance: +3
High Pain Threshold: +10

Language Talent: +48 – Old Norse, Latin, Spanish, French, Italian, Welsh, German, Japanese, Korean, Chinese, Russian, Czech, Navajo, Swahili, Arabic, Hebrew, Hindi, Gaelic, Greek, Turkish, Inuktitut, Comanche, Mayan, Tagalog

Extraordinary Luck: +30
Rapid Healing: +5
Strong Will: +4

Supernatural Advantages:
Magery: +35

Mundane Disadvantages:
Bad Sight: -10 (Glasses/Contacts)
Duty: -10
Phobia: -10 (Ophidiophobia - Fear of snakes)
Stubbornness: -5
Truthfulness: -5

Quirks:
Tends to get off subject with stories of personal experience
Needs to have a spare set of glasses or contacts on him
British Accent
Obsession with Gabriel Knight & Schattenjaegers

Skills:
Alchemy: +10
Brawling: 0
Computer Operations: +1
Diagnosis: +6
First Aid: +1
Humanities: +6 (History, Literature, Theology)
Jumping: 0
Magic Skills: +6
Mechanic: +6
Weapons – Sword/Gun: +2
Natural Science: +6 (Biology, Chemistry, Geology)
Occultism: +2
Research: +2
Ritual Magic: +10
Running: 0
Social Science: +6 (Archaeology, Psychology, Sociology)
Stealth: +2
Survival: +2
Swimming: +1
Teaching: +2
Vehicles (Car): +1

Character Personalization:

Appearance:
5’8”; 150 lbs.; Dark Brown Hair, Grey Eyes; 23 years old

Currently Known Background:
No one thought that Robert Wallace would amount to a great deal, growing up in one of London’s many orphanages. His name was given to him by an old Scotsman, who proclaimed that he would be “as tough as William Wallace, and as noble as Robert the Bruce.” He was not wrong. From an early age, Robert took to learning and education like a shark to water, displaying an unsurpassed brilliance.
At the age of ten, he entered Cambridge University, where he remained for the next six years of his life. It was here that his special abilities were discovered and subsequently unleashed. His first was in language - he learning over a dozen languages, along with degrees in the Humanities, as well as Physical and Social Sciences.
It was during this time that he met Hellboy, who enlisted the young Robert’s knowledge of Gaelic and Welsh to help translate a set of old tablets discovered in English ruins during Operation Dragon’s Grave. During the mission, Hellboy and Robert came under attack by hostile zombies:

From the Case File:
“Stay back and keep your head down, kid!” Hellboy shouted as he began plowing through the creatures with the RHoD. Robert dashed toward the back of the room, looking for a way out. A door on Robert’s left slammed open, and more zombies poured through. Robert looked around, and grabbed the nearest weapon he could find, an old broadsword laid across a table. As he wrapped his hands around it, a blazing light shone from the weapon. The zombies drew back, shielding their eyes. With a yell, Robert swung the blade, disintegrating three zombies. Robert swung again, and the zombies were bowled over by a mighty wind.

It was here that Robert’s second talent - the art of sorcery - was first discovered. Furthermore, Robert’s mystical weapon, after careful examination and restoration, was discovered to be Ascalon, the dragon-slaying sword of St. George. It was after this mission that Robert left Cambridge and followed Hellboy to the BPRD at the age of sixteen, where he spent countless hours pouring over the Bureau’s books on magic, alchemy, and the supernatural, doing research for cases. Robert served on the research team for the Giurescu affair (Wake the Devil) with Kate Corrigan, where his sharp mind and tireless devotion enabled the Bureau to ascertain the possible locations of Castle Giurescu. Shortly after the case ended, he journeyed forth from the BPRD to see the world, with a promise to Hellboy:

“Well, I suppose this is goodbye for now.” Robert sighed, turning one last time to view the HQ just outside Fairfield.
“You sure about this, Kid?” Hellboy questioned. “You’re always welcome here, you know.”
“I know, and thank you. But I’ve not nearly as long a time to live as you, HB, and I need to go and live for myself a little.” Robert paused for a moment, and spoke again. “You know, you should try and find sometime to live for yourself too, see if you can sort out all this ‘Bringer of the Apocalypse’ crap.”
“Me? Leave the Bureau?”
“Why not?”
“Well… I’m not gonna leave the BPRD and its people in the hands of bureaucrats like Manning, who’ve no goddamn idea what it is we deal with out there.”
“I’ll grant you that one, but everyone needs time for themselves, even a ‘world destroyer.’”
“Still…”
“Alright already, if you’re worried about the Bureau that much, then whenever – if ever – you decide to leave, you let me know. Until you come back, I’ll keep Manning and his moronic compatriots from sissifying the Bureau. ‘Kay?” Robert stuck out his left hand, and Hellboy shook it, once.
“Alright. By the way…”
“Yeah?”
“Is ‘sissifying’ a real word?”
“It is now.”

Upon hearing of Hellboy’s resignation from the Bureau, Robert left his last current location, a Tibetan monastery, and is currently headed for BPRD HQ.

Personality:
Robert’s the type that is always thinking of the mission, a highly focused, no-nonsense type of person. He possesses vast knowledge, mastery of languages, and raw brainpower in spades, and between these and his skills in sorcery and weaponry, Robert is a highly fearsome opponent in combat.
His people skills, on the other hand, are somewhat lacking. He tends to shy away from new people, especially your average human. He felt at home with the BPRD and its assorted oddities, and missed it a great deal for the few years that he’s been away. Plus, he’s proven to be terribly stubborn on more than one occasion, an attitude that’s probably resulted from years of being proven right time after time after time, when his teachers probably insisted that he was wrong.
Robert hates politics and has zero respect for bureaucrats like Manning who, in his mind, don’t understand what it is the BPRD is fighting against, an opinion acquired from spending time with Hellboy; he has, however, realized that politics and bureaucrats are what keeps the Bureau from being deep-sixed by the powers that be in Washington, and so considers them a necessary evil.
Robert’s been alone for a great deal of his life, with very few people that he could call friends outside of the Bureau, and this has fostered in him an unbending loyalty to those he cares for. This is especially true for Hellboy, who Robert feels introduced him to the first people he could call family. As a result, he feels fiercely protective of not just his fellow agents, but the Bureau in general, and will take whatever steps he considers necessary to preserve both – which hopefully involves scaring the bejeezus out of Manning every so often.
Tactics:
Even in combat, Robert is always thinking. He will typically use his gun first, to see if there’s any effect on the target. If not, he’ll rotate through a variety of offensive spells, trying to determine his opponent’s weakness. Once he’s done so, he’ll continue to cast spells of the grouping which seems to be most effective. Finally, when the enemy is either exhausted or severely wounded, he’ll draw Ascalon and attempt to impale them upon it.
If he’s pressed for time, he’ll pull Ascalon immediately and enchant it with various elemental properties until he finds one that works well against his target. If he’s outnumbered, he’ll use wind spells to blow back the enemies to try and limit the number of enemies he’ll face at a given time.

Interests:
Robert’s interests mostly fall in line with his life as a scholar, or as an investigator of the supernatural. His interests can easily be discerned by his typical reading material, which usually consists of a few books on the supernatural, a half-dozen books on the histories of Europe and the former Soviet Union, and the latest medical journals, or his iPod, which typically carries jazz and/or music performed with instruments of the Far East. He has, however, developed a rather peculiar interest in the Gabriel Knight computer games, seeing the BRPD as the Schattenjaegers of their world. He currently is seeking new games of a similar nature to help pass the time.

Familiar w/Agents:
Hellboy, Abe Sapien, Liz Sherman, Valkyre, Integriel (thru conversations w/Valkyre), Hellgirl, Mist & Tosk, Johann

KnockaroundGuy
05-02-2007, 01:29 AM
Nonhuman…………………………..300 character points

Strength………14……..45
Dexterity……..14……..45
Intelligence.…10………0
Health………..14………45

Total: 135

300 Base points – 135 = 165

IMAGE AND LOOKS
Appearance
Monstrous= -25
Disturbing Voice=-10

MUNDANE ADVANTAGES
Acute Sense= +2 Hearing
Acute Sense= +2 Smell
Combat Reflexes= +15
Danger Sense= +15
Night Vision=+10
Vary Rapid Healing=+15

SUPERNATURAL ADVANTAGES
Breath Fire=+20
Enhanced Move=+10 (Running on all fours)
Extra Limbs=+10 (Tail)

MUNDANE DISADVANTAGES
Poor Grip=-5
Cowardice=-10
Illiteracy=-10
Phobias=-10 (claustrophobia)

SUPERNATURAL DISADVANTAGES
Big over 8ft=-10 (ten feet tall)

QUARKS -4
1. George is a big softie. He is intimidated easily and almost always backs away from confrontation.
2. After years of being a caged animal George HATES being in any enclosed spaces. He will do it if he has to, but if ANY other way presents itself, he would rather not.
3. Although normally cowardly, George will defend his friends to the death. While focusing on himself, he is always scared. But when he isn’t the central figure of his own focus, he can be quite fierce and ruthless to the point of mauling an enemy to death.
4. Shy. Almost child like. Doesn’t really like to interact with people, but again, he will when he has to.

SKILLS
Brawling=0
Climbing=+3
Jumping=0
Running=0
Swimming=+1
Tracking=+2

George is a Chimera. Yes. A Chimera from ancient Greek Mythology.

Unlike the myth, George only has one head (as all Chimera do). He stands at a massive ten feet tall with paws the size of frying pans. His head resembles a lion, complete with mane. His forelegs (or arms) also resemble a lion’s front end. From his chest down he more resembles somewhat of a goat, but much more powerfully built. Finally, his tail is a scaled coil of muscle somewhat resembling a crocodiles tail. The scales stretch all the way from his tail, up his back and to his shoulders.

His hands lack any real dexterity, so holding B.P.R.D. issues fire arms is out of the question. Which isn’t too much of a problem seeing as he has the ability to breathe fire.

George is an amazing runner, swimmer and climber. Physically he is second only to the likes of Roger or Hellboy himself. He is also an awesome combatant, using his powerful tail as an extra weapon, George can be quite fierce when he is pushed far enough. He is just as comfortable on his hind legs as all fours.

George’s history and background is known only to Kate, as it was her research and a private expedition that discovered George caged up in an abandoned barn in outback Australia. How the Greek monster of myth wound up in outback Australia is only known to George and needless to say, he doesn’t like speaking about it. But his Australian accent hints that he may have spent years, even decades in that barn, exposed to Australian accents and culture.

Due to spending God-only-knows-how-long locked in a cage, George has developed Claustrophobia and hates being in ANY enclosed spaces.

Kate has tried on occasion to council George and find some common ground, but George doesn’t often co-operate. He likes Kate but doesn’t know if she or the rest of the B.P.R.D. can be trusted.

Chocolate
07-25-2007, 04:28 AM
man these chracters sound so sweet! man i cant wait untill i get done with mine so they can reveiw it :)