REQUIRED TEXTS Call of Cthulhu d20 (Wizards of the Coast, 2002) Marvel Superheroes (TSR, 1984, 1986, and/or 1991)
OPTIONAL MATERIALS Any Hellboy or B.P.R.D. comic books Hellboy: The Companion GURPS: Hellboy
FIRST THING I WOULD DO Get rid of the three color Universal Table FEAT chart thing. This is optional. Some people may like it. Me, not so much. If you do decide to use the original table, just keep in mind t hat each -/+1 in the d20 system is approximately -/+1 column shift in Marvel Superheroes.
So here is how to replace it and convert from the original rank scores to a percentage score. Use the rules from Marvel Superheroe s to play the game unless otherwise noted. Anything that changes a rank or shifts a column by one will add or subtract 5%. All will be explained.
Original Rank = New % Score Feeble (2) 40 Poor (4) 45 Typical (6) 50 Good (10) 55 Excellent (20) 60
Remarkable (30)
65
Incredible (40) 70 Amazing (50) 75 Monstrous (75)
80
Unearthly (100) 85 Shift X (150) 90 Shift Y (200) 95 Shift Z (500) 97
CHARACTER CREATION 1. Roll or pick an origin. 01-10 Altered Human. Example: Abe Sapien, Johann Kraus 11-20 Mutant. Example: Elizabeth Sherman 21-80 High Tech. Example: Lobster Johnson(While alive), "Normal" 81-90 Robot. Example: Roger the Homunculous 91-00 Alien. Example: Hellboy
"Normal" people and agents will be High Tech origins with access to unusual equipment or weapons. Any of the origins can be based on magic, genetics, or technology.
2. Generating Primary Abilities After rolling abilities, convert the Rank into the percentage score listed on the table above. This is the roll needed to get a Green result in the Marvel Superheroes game. That percentage score minus 30 is the roll you need for a Yellow result . The "tens" digit of the percentage score is the roll you need for a Red result.
All three of these numbers can be written on the character sheet like this, "Green#/Yellow#/Red#".
For example, I rolled an Excellent(20) rank for Fighting. This is converted to a score of 60. I can write it down like this, "Fighting:60/30/6" Or, I roll Monstrous(75) Agility. I write it like this on my sheet, "Agility:80/50/8"
3. Generating Secondary Abilities Health and Karma are based on adding up the second, or "Yellow", scores of the Primary Abilities. Example: Adding up the Health score. Fighting:50/20/5 Agility:65/35/6 Strength:50/20/5 Endurance:75/45/7 Health = 20+35+20+45 = 120
Rules for Resources will vary depending on which edition you are playing. Generate the score as normal, then convert it to a percentage score on the table above. Remember, a change of one rank equals five percent, up or down.
Popularity also varies with edition. Determine the rank and convert it.