D&D5e - Hellboy Roleplaying Game - B.P.R.D. Field Manual.pdf
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B.P.R.D.
Field Manual
Craft Your Own Epic Tales
in the Hellboy Universe!
In his time with the B.P.R.D. and beyond, Hellboy battled apocalyptic foes, travelled to
strange dimensions, and investigated all manner of bizarre paranormal disturbances.
All in a day’s work for the good-natured son of an archdemon and a powerful witch. The
B.P.R.D. is often considered the last line of resistance against every supernatural entity
seeking to bring an end to the world. Now it’s your turn to test the true capabilities of
the Bureau’s finest.
The first supplement to
Hellboy: The Roleplaying Game,
the
B.P.R.D. Field Manual
is
designed with the Game Master in mind. Offering wide-ranging advice on constructing
Case Files, designing unique NPCs, powering up monsters, and injecting genuinely
bizarre elements into your games, this book will enable you to take your sessions to
new dimensions and beyond. The addition of four stand-alone Case Files, including one
that only the most experienced agents should attempt, make this a supplement of truly
cosmic proportions!
This 96-page supplement provides:
Advice on designing your own memorable Case Files, villains, and monsters.
Comprehensive guidance for the truly weird elements of the Mignola-verse.
Four full Case Files for your agents to investigate.
Requires the
Hellboy: The Roleplaying Game.
5E
PRODUCT CODE MGHB211
Mantic® and all associated names, characters, places and things are ™ and
© Mantic Entertainment Ltd 2021.
Contents
Part I: GM Options
Chapter 1: Writing a Case File
............................2
Case File Questions............................................2
Three Act Structure ...........................................3
Chapter 2: NPC Creation
......................................10
Creating NPCs .....................................................10
Three Types of NPC ..........................................10
Mortal Villains ...................................................... 12
Supernatural Villains .......................................14
Random Witness Tables............................... 16
Chapter 3: Unique Monsters
.............................18
Unique Monster Creation ............................18
How Does It Think? .......................................... 19
How Does It Attack?....................................... 22
Legendary Powers...........................................24
Chapter 4: High Weirdness
..............................28
Aliens ........................................................................28
Broken Space-Time ........................................30
The Hollow Earth ............................................... 31
Living Relics ......................................................... 33
Past Lives ............................................................... 33
Strange Meteorological Phenomena 34
Untetherd Psychic Phenomena ............ 35
PROJECT LEAD
Mantic Games
FDG LEAD
Kimberly Nugent
WRITING
Richard August
Alex Delaney,
Benn Greybeaton,
Kimberly Nugent
DOWNWARD SPIRAL
Elizabeth Chaipraditkul
PERILS OF THE JOB
Lee Francis
THE COLD SHOULDER
Sara Thompson
FROM BEYOND THE STARS
Robert J. Schwalb
EDITING
Kimberly Nugent
PROOFREADING
T.R. Knight
LAYOUT
Marc Langworthy
GRAPHIC DESIGN
Duncan Aldis, Marc Ducrow
CARTOGRAPHY
Terry Maughan
PLAYTESTING
Quinn Bastin, John Bird,
Sam Costidell, Sridat Kota,
Hope Muckett, Hal Mycroft,
Katie Wise
SENSITIVITY/
PROOFREADING
Paco Garcia Jaen
DARK HORSE
Katii O’Brien, Michael
Gombos, Jenny Blenk,
Maria Saracino-Lowe,
Nick McWhorter
Hellboy and B.P.R.D. are
™ & © Mike Mignola. Abe
Sapien, Liz Sherman, and all
other prominently featured
characters are trademarks of
Mike Mignola.
Produced for Mantic Games
by Red Scar Publishing.
Part II: Case Files
Downward Spiral
......................................................38
Perils of the Job
.........................................................
52
The Cold Shoulder
..................................................
60
From Beyond the Stars
........................................70
Appendix: Fifty Seeds
..........................................
90
Field Directors Only
The book you hold in your hands contains a
lot of information that will help you to design
and run adventures, which we’ll call Case
Files, using the 5E ruleset within the Hellboy
universe. It also contains four ready-made
Case Files that can be run independently or,
with a little tinkering, inserted into an ongo-
ing campaign (which we like to refer to as
Graphic Novels). A note of warning, however.
If you are a player running an agent in a game
of
Hellboy: The RPG,
reading through this
book could seriously dampen the fun you get
to experience at the table. Doing so may also
invite some karma on an apocalyptic scale.
Don’t believe us? Just ask Hellboy or any one
of the many villains he’s butted heads with
that has attempted to cheat fate. In Hellboy’s
world, karma can turn you into a frog or tear
your still beating heart out just as you defeat
the ultimate incarnation of evil.
And that’s really what this book is about,
building cosmic experiences which feature
unique personalities, with a handful of Case
Files to highlight how this can be done.
So what can you expect in this book?
Chapter 1 provides some comprehensive
advice on designing your own Case Files,
from deciding on the villain and the story, to
building those into a three act investigation
that will engage your players. Oh, and there’s
even some info on monologuing, which is
something every major nemesis should do
well. This leads nearly into Chapter 2, which
will aid you in adding flesh to the bones of
your villain. There are also some neat tables
to help you create NPCs on the fly. Chapter
3 will really help you super size the monsters
that the agents face, and Chapter 4 provides
guidance on introducing some truly weird
elements to your games.
The four Case Files include Downward
Spiral, which sends the agents to a remote
Romanian village, Perils of the Job, which
sees the agents dance a jig in Santa Fe, The
Cold Shoulder, which transports the agents
to the frozen heights of Bavaria, and From
Beyond the Stars, which pits the agents
against a harbinger of the apocalypse.
The guide closes out with fifty plot hooks,
each provided with enough detail to inspire a
new Case File. What are you waiting for? It’s time
to inspire your own paranormal investigations!
:
GM Options
Part 1
:
Writing a Case File
Chapter 1
Case File Creation
Generating a Case File is a fairly simple process. Starting from
your initial inspiration for the Case File, we can establish a basic
skeleton of how the Case File is going to work and then add the
flesh of what the agents are going to face, who they’ll meet, and
where they’ll go.
So let’s start with some questions.
QUICK STORY TABLE
D10 VILL AIN'S PURPOSE
1
2
3
4
5
6
7
8
9
10
Search for an object that has been lost for decades.
Search for a former associate or group member so
they can take revenge on them.
Search for a place to hide when they come across
an interesting opportunity.
Perform experiments that have gotten out of hand.
Outraged at a local situation and taking
ill-motivated action.
In need of human body parts or fluids.
Frame an innocent for their own crimes.
Fight a curse.
Engage in criminal activity to gather occult artefacts.
Amass non-traditional forces for a serious military
endeavour.
Case File Questions
Question 1: Who’s the Villain?
If you’ve gotten to the point of writing your own Case File, you
probably have an idea of who the antagonists are going to
be. The section on creating NPCs has some general advice on
making these characters memorable, so if you’ve not looked
at that first, go back and look at it now.
Now write down who you think the villain is going to be. Note
that this is who you think the villain will be, not who they have
to be. If you get halfway through writing and realise that the
requirements for the villain have changed, change the villain.
And pro-tip: Have a spare.
QUICK VILLAIN TABLE
D10 VILL AIN
1
2
3
4
5
6
7
8
9
10
An Ignorant Mortal or Group of Mortals
An Independent Mortal Occultist
A Cabal or Cult
Members of the Occult Reich
A Secret Society or Governmental Agency
A Lesser Demon or Monster
A Renegade Fae
A Fae Lord or Demon Prince
An Alliance Between Two or More Villains
A Godlike Being
Question 3: How Does the Villain Plan
to Succeed?
It’s important to know the general details of the villain’s method
and the assets that they have available to them. These assets
include material goods, allies, goodwill of other characters, sub-
ordinates, monsters, magic, and any particular MacGuffin that
the Case File pivots around.
The plan doesn’t have to be, and indeed shouldn’t be per-
fect. But you should do your utmost to remove any obvious
defects or complexities from the plan. This doesn’t mean that
the plan can’t have some issues when the rubber hits the road.
The villain won’t have perfect knowledge, and often it’s in these
knowledge gaps that the villains plan starts to unravel, and this
is what leads us to the fourth and final question.
Question 2: What’s the Story?
This is the spine of the adventure. You need to understand
what’s happened so far, why it happened, and to what end this
plot has been undertaken. Understanding the gist of the plot
is often enough, but if you have a location where you want the
plot to take place, this can often inspire the other elements. You
don’t need to name anything in the initial stages. It’s simple
enough to note elements in the most generic of ways and then
fill in the blanks later.
Question 4: What Doesn’t the Villain
Know About Their Plan?
While the villain will likely know that the B.P.R.D. exists and
that the B.P.R.D. will investigate any obvious occult activity,
there are likely to be other details that the villain will have over-
looked. They might be unaware of surveillance on a property,
particularly things like nanny-cams. They might overlook nosey
neighbours and the like. They might be unaware that one of
their supposed allies has turned against them and is acting to
prevent their plot from succeeding.
2
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