The final page and a half are the ever important index, a part of every good RPG book.I find the GURPS system itself to be a little wonky, but Ill try not to let that shade my opinion of an excellent book.To start out, this book is graphic-novel sized, making it a little smaller than an average RPG book, but just big enough to fit perfectly on your shelf with your other Hellboy graphic novels.Its a quick story but does well to set up the Hellboy universe and the characters for the uninitiated.
The book starts with a brief introduction, the layout of which will be familiar to anyone who owns a Steve Jackson product. The basics of role-playing and why they made the game is described, and they give a brief timeline of the Hellboy universes history. Its basically just a specialized version of the GURPS system with all the rules layed out specifically for the weird horror style of Hellboys world. I cant imagine this information making a lot of sense to a non-GURPS player, as the authors speed through the basics a little fast in an effort to get to the new and different advantages and disadvantages. The book has some interesting ones, like Conjoined Twins and Independently Focusable Eyes, which Im guessing are both new to GURPs. Although dont quote me on that.). This chapter is simply an overview of the GURPS Lite rules, and will be familiar to anyone who has played GURPS or GURPS Lite. The chapter rounds out with rules on creating your own BPRD agents, including several templates (field investigator, psychic investigator, and psychokinetic to name 3). This chapter covers the majority of the BPRDs foes, at least the human side. We get a brief history of the Nazi party before jumping right in to the characters, including the 745 point Rasputin and all his allies. This chapter gives a quick overview of magic and a little more detailed view of psychic powers and how they work in the Hellboy universe. Both play heavy roles for both the players and the NPCs in Hellboy, and I expected a little more attention to be paid to them, but they give readers enough to play with for a good while. Anyone who wants more will have to pick up GURPS Magic or Psychics to fill it out. One of the meatiest chapters of the book gives complete GURPS rules for all the monsters Hellboy has met in his adventures, from frog monsters to Baba Yaga to the goddess Hecate. This would be vastly useful to any GURPS horror player, as it gives a great range of freaky new critters for players to encounter. This chapter gets short shrift considering its source material. Gurps Hellboy How To Incorporate TheIt really only gives us a short overview of the strange technologies Hellboy has either used or encountered, with little information on how to incorporate the weird science aspects in to the game. This chapter is a pretty typical how to gamemaster chapter, although the authors do a decent job on explaining how to incorporate the spirit of the Hellboy universe in to the game. It is somewhat short, but it remains a very concise, well put together explanation of gamemastering. The book rounds out with City of Night, a short and so-so introductory adventure and appedixes listing all the Hellboy books published so far as well as other GURPS resources that could be useful to a Hellboy game.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |