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I don't normally post dials, but I this is a team I know something about (I hope )
I'll start with Abe:
Abe Sapien B.P.R.D.
Rookie 4! 34pts
Dolphin symbol
8 7 7 65
8 8 7 7 6
16 15 15 14 14
2 2 2 1 1
This is early Abe Sapien when he wasn't the most competent field attacker, but still had many of his in-born physical gifts. His natural agility is shown with a click of L/C and a naturally high defense for a rookie. He's always been tough shaking off bullets and sword/spear damage, this is where the toughness and willpower come in. Early on he was the 'smart' member of the group and did the planning while Hellboy tended to rush in and this ability along with his excellent team play I thought was best represented by enhancement.
Abe Sapien B.P.R.D.
Experienced 6! 63pts
Dolphin Symbol
As he became a better offensive member of the team he also became craftier and more experienced in general, so the enhancement gets upgraded to perplex and outwit. His agility also gets a boost as his L/C now extends to 5 clicks and he gets some front loaded super senses
Abe Sapien B.P.R.D.
Veteran 8! 88pts
Dolphin Symbol
After some unfortunate events Hellboy left the Bureau and Abe became team leader and this has pushed him to realize his potential in both his team leadership/planning as well as his combat abilities. Normal jumps in numbers follows as well as a reamergance of enhancement and the addition of leadership. The running shot into flurry is to show how he's become the team's first line ranged attacker (he always opens combat with his firearm).
Please give me some feedback on
1) playability of dial per the point value
2) comic accuracy
A simple early Liz; she lacked any true control over her powers and wasn't too good at protecting herself, hence the low overall numbers. Yet, she was capable of incredibly destructive discharges when she cut loose so the powers should be there and the energy shield is to show a more passive usage of her power when she was engulfed in flame.
Liz Sherman Experienced
B.P.R.D. 6!! 32pts
7 7 6 5
9 8 8 7
15 14 14 13
2 2 1 1
This is a minor uprgade to show her doing just what the name implies: gaining experience. She still can't protect herself or take damage very well, and her combat skills are really only trustworthy when she first enters battle.
Liz Sherman Veteran
B.P.R.D. 8!! 46pts
8 7 7 6 5
9 9 8 8 7
16 15 14 13 13
2 2 2 1 1
After taking an extended leave from the bureau and training with her powers at a monastary, Liz returns to the team with more control and confidence as to her role. As such, she now has greater control over her flames and taking damage doesn't break her focus.
Well, thats the second member of the team. I based Liz off of the books more than the movie version, but the movie didn't stray too far. I think the pulswave and short dial are key to this character since she's just a normal human, at most wearing a flak jacket.
I'm not an "expert", but I've got just about all the Hellboy TPB's and BPRD too. BTW - my comic shop got a new Hellboy comic this week! I'm jazzed!
On Abe:
Abe is a tough one to nail down in terms of powers/abilities, but I think you've about got him figured out. He does go in gun-first, but he still mostly acts in a support manner. I always thought he would have toughness into willpower as well, with maybe more WP than toughness (I am thinking of Drums of the Dead where he kept fighting, despite his wounds). I'm not sure about the Super Senses on the E and V, but I see where you are coming from.
Also, I would dig a U Abe with Charge-BCF-Exploit Weakness with a spear in hand
On Liz:
With you on the R and E versions, but I would see the V a little different: Her AV would be higher, I'd be tempted to up her range and add another arrow, but that is probably just the fanboy in me talking, and she should be a PRIME candidate for Nova Blast, with a giant pulse wave (I'm thinking of the fight in BPRD: Plague of Frogs, where she levels the place). You nailed it that she is still rather fragile, as seen in The Dead.
Can't wait to see Roger, Johann, Captain Zombie (), and the rest!
[quote=Kirby]
On Liz:
With you on the R and E versions, but I would see the V a little different: Her AV would be higher, I'd be tempted to up her range and add another arrow, but that is probably just the fanboy in me talking, and she should be a PRIME candidate for Nova Blast, with a giant pulse wave (I'm thinking of the fight in BPRD: Plague of Frogs, where she levels the place). [quote]
Thanks for the feedback, I by no means have the market cornered on Hellboy knowledge. I went with super senses more to reflect how the game is changing and the way they are giving out powers to interpret different things.
As for Liz, I changed the Vet around three or four times. I never went with 3 targets, but at one point had her with frontloaded pulsewave and then tried some poison. I finally decided on an LE version to show her in those times when she transcends her body, like in Hollow Earth when she becomes pure living fire.
LE Elizabeth Sherman
Unaffiliated 8! 60pts
8 7 7 6 5
11 10 9 5 5
17 16 15 13 12
3 2 2 1 1
A complete monster that burns out into nothing. She done this a couple of times, and I just like the idea of having LEs vary form the R/E/Vs.
Pretty basic. I used his steal energy as a more aggressive power here and opted to not give him a ranged attack despite the fact that he's armed with a gun when entering the field. His CCE, agressive SE, and re-emerging super strength has him as a focused close combat piece. He's real hard to hurt so I slapped a healthy dose of damage reducers.
Are there any powers I should have added? ( )
Oh, I failed to mention this earlier, I'm using retardog's point formula formula. So any point total I attch is coming straight from that.
I was having trouble reading the colors, so I just wanted to clarify. Two clicks of super strength, two of steal energy, two of superstrength, 3 of steal energy
Hey Kirby, you want to try your hand at Captain Zombie? I've been readin Plague of Frogs and The Dead, but I really don't have a good sense of the character yet.
I'm working on Johann, but I can't decide between R/E/V and Unique.
He's weak, he's old, he's frail...well, he's dead, but he deserves a click.
leadership is obvious for the adoptive father of the BPRD and outwit marks his research and intelligence. I chose mastermind for the same reason Red Skull, and Prof X has MM, their people would take a bullet no problem for him, but he so cheap it might not be useful on a theme team....hmmmm. Well, maybe I'll design a B.P.R.D. generic since they lose so many field agents.
well, according to point forumla he costs 14pts, but a wildcard pog with outwit for only 14pts seems insane and they would never make him.
So if he's like this
Prof. Broom Pog
7pts 4!
8
7
13
1
That make him a leadership pog, his mastermind is wasted except on other pogs, but it fits. Otherwise just leadership makes him a 5pt leadership pog and everyone would play him.
I suppose I could make up stats, give him willpower to bump him up in cost
making him a 5 click piece w/ the BPRD TA
a dial full of mastermind
3 clicks of leadership
and his last 2 clicks outwit
makes him 47pts, which might work, heck even IC Prof X was super expensive and he's just a guy in a chair.
2Good job on Roger! I never thought about Steal Energy for him, but that works out very well. Not too much, and not too little. I'd play that in a heartbeat
Captain Zombie hasn't really done much (he's only been in The Dead thus far), but when the next BPRD mini comes around, he's supposed to play a more important role. If I had to guess, He'd be pretty "normal":
Just to clarify powers -
move = stealth on last click
defense = WP-WP-TOUGH-TOUGH-TOUGH-WP
damage = leader-perplex-enhance-nothing-nothing-outwit
I made him the way I did because he knows how to lead, but since he is the new guy, it doesn't quite work and he doesn't really lead, but helps the others do their thing. The last click is his somehow figuring out what to do. Methinks there is more to Captain Zombie (actually, I forget his real name, but it is fun to call him Captain Zombie anyway) than we know. I almost wonder if he really is a zombie, and would need some regen/steal energy somewhere. Anyway, he's not really a power piece, but he's got enough support functions on his dial that he would be interesting to play.
Plus, he'd qualify for brilliant tactician
This is really rough, so I'm open to suggestions. I want to go re-read the whole series and see if there are any other clues to how he should fit in the game.
Want to make a truly comic accurate Roger? Change clicks 5 & 6 from Super Strength to Quake, and ditch the Steal Energy on the final click for another Quake with a spiked attack (8 or 9). My rationale is that every time Roger drains energy in the comics, he has to unload it somewhere (usually into the ground - which causes no small amount of collateral damage). And the few times we've seen Roger KOed in the books, it's been after a spectacular release of energy (hence, the final Quake). The Willpower on those final clicks would be especially comic accurate, as they represent that frantic effort ("Dump it, Roger!") to unload all that excess power. In all, very good representations so far. Can't wait to see your BPRD red shirts (I see flight bases with alternating Earthbound clicks to represent their shoddy Zinco jetpacks).