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Thread: [Character] Goblin

  1. #1
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    [Character] Goblin

    Scientist turned madcap gadget based hero, more details to come. The basic idea was about personality, kind of a good joker, with Green goblin like abilities and a brilliant mind, origin basicaly boiles down to a extremly smart scientist is board so decides to go out and fight crime, I'm thinking a smart alec psyc lim is appropriate as well, so rip him to pieces

    Goblin (working Name)

    Player:

    Val Char Cost
    20 STR 10
    20 DEX 30
    20 CON 20
    15 BODY 10
    28 INT 18
    14 EGO 8
    13 PRE 3
    18 COM 4

    5/10 PD 1
    5/10 ED 1
    5 SPD 20
    8 REC 0
    40 END 0
    35 STUN 0

    6" RUN 0
    2" SWIM 0
    4" LEAP 0
    Characteristics Cost: 125

    Cost Power
    Costume, all slots OIF (-1/2)
    10 1) Armor (5 PD/5 ED) (15 Active Points)
    6 2) HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Radio, & Hearing (-1/2)
    3 3) LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points)
    3 4) Nightvision (5 Active Points)
    3 5) Sight Group Flash Defense (5 points) (5 Active Points)
    20 Bag of tricks: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
    1u 1) Shillelagh: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), HA (-1/2)
    1u 2) Throwing Bats: HA +3d6, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Str Based Range (+1/4) (26 Active Points); HA (-1/2)
    2u 3) Razor Bats: HKA 1d6 (1 1/2d6 w/STR) (vs. PD), Range Based On STR (+1/4), Autofire (3 shots; +1/4), AP (+1/2) (30 Active Points); 6 Recoverable Charges (-1/4)
    1u 4) Pumpkin Bombs: RKA 1d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (30 Active Points); 6 Charges (-3/4), Max Effect (-1/4)
    1u 5) Skull Flashbangs: Sight and Hearing Groups Flash 3d6, Explosion (+1/2) (30 Active Points); 6 Charges (-3/4), Max effect (-1/4), Range Based On STR (-1/4)
    1u 6) Capture Foam Ghosts: Entangle 2d6, 4 DEF (30 Active Points); Cannot Form Barriers (-1/4), Range Based On STR (-1/4), Max effect (-1/4), 12 Charges (-1/4)
    1u 7) Witches Cauldron of Smoke: CE 8" radius, -4 to Sight Group PER Rolls (29 Active Points); 6 Charges (-3/4), Range Based On STR (-1/4)
    1u 8) Banchee White Sound Generator: EB 2d6 (vs. ED), Explosion (+1/2), AVLD (Flash Defense Sound; +1 1/2) (30 Active Points); 3 Charges (-1 1/4), Range Based On STR (-1/4), Max Effect (-1/4)
    1u 9) Skill Kits: +2 with all non-combat Skills (16 Active Points)
    1u 10) Micro Camera: Eidetic Memory, 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)
    1u 11) Micro Rebreather: Life Support (Self-Contained Breathing), 1 Recoverable Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points)
    1u 12) Tracking Device: Detect A Class Of Things 15- (Unusual Group), Increased Arc of Perception, Range, Sense, Telescopic (+3): +3, Variable Advantage (+1/4 Advantages; Limited Group of Advantages; +1/2) (28 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]
    15 Giant Bat Flyer: Flight 10", x4 Noncombat, 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (31 Active Points); OIF (-1/2), Restrainable (-1/2)
    Powers Cost: 73


    Cost Skill
    9 +3 with Bags of Tricks
    2 AK: Homeland 11-
    1 Acting 8-
    3 Breakfall 13-
    1 Climbing 8-
    1 Combat Driving 8-
    3 Combat Piloting 13-
    3 Computer Programming 15-
    1 Concealment 8-
    1 Conversation 8-
    2 CuK: Superhuman World 11-
    1 Deduction 8-
    3 Demolitions 15-
    3 Electronics 15-
    3 Inventor 15-
    3 KS: Celtic Myths (INT-based) 15-
    3 KS: Common Knowledge (INT-based) 15-
    4 Language: Native (idiomatic)
    3 Mechanics 15-
    3 PS: Scientist (INT-based) 15-
    1 Paramedics 8-
    1 Persuasion 8-
    3 Scientist
    2 1) SS: Aerospace Engineering (INT-based) 15- (3 Active Points)
    2 2) SS: Biology (INT-based) 15- (3 Active Points)
    2 3) SS: Chemistry (INT-based) 15- (3 Active Points)
    2 4) SS: Physics (INT-based) 15- (3 Active Points)
    1 Shadowing 8-
    1 Stealth 8-
    3 Systems Operation 15-
    2 TF: Common Motorized Ground Vehicles, Air Vehicles
    1 Teamwork 8-
    3 Weaponsmith 15-
    Skills Cost: 77



    Total Character Cost: 275

    Pts. Disadvantage
    20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)
    15 Soc. Lim.: Secret ID (Frequently, Major)
    10 Psych. Lim.: Thrillseeker (Common, Moderate)
    10 Psych. Lim.: Desire to embaress enemies (Common, Moderate)
    15 Psych. Lim.: Showoff (Very Common, Moderate)
    15 Psych. Lim.: Overconfident (Very Common, Moderate)
    15 DNPC: Lab Assistants 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
    Disadvantage Points: 100
    Base Points: 175
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
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    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  2. #2
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    Re: Character for review: Goblin

    Good solid build, I like it.

    Is 8d6 the average for the campaign? I'd be tempted to buy him Martial Arts to help him offensively and defensively somewhere down the line.
    "24 hours in a day, 24 beers in a case. Coincidence? I think not."
    ~ Stephen Wright

    Not all chemicals are bad. Without chemicals such as hydrogen and oxygen, for example, there would be no way to make water, a vital ingredient in beer.

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    Re: Character for review: Goblin

    I'd also go with ranged martial maneuvers for this guy, too.

    That way, when he uses his devices, he's far better with them than anyone else. If his costume's ever stolen, there's no need to wonder who is the real Gobler.

    Er. Sorry. Name sort of lends itself to teasing.

    Overheard elseworld (offensive and entirely inappropriate):
    Spoiler:
    Comic
    4-Color, Bagged, Boarded & (mostly) Acid-Free

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    Re: Character for review: Goblin

    Also, isn't Eidetic Memory defined as +5 to INT rolls, only to remember? With a 15- Int roll, doesn't this fine gentleman require only +2 (costing 2 CP) for his camera? Though I'd also argue it should require some other advantage or build, since it could arguably be shown to others, used as evidence, etc. Perhaps Clairsentience, postcognition, with heavy limitations?
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  5. #5
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    Re: Character for review: Goblin

    Quote Originally Posted by Comic View Post
    Also, isn't Eidetic Memory defined as +5 to INT rolls, only to remember? With a 15- Int roll, doesn't this fine gentleman require only +2 (costing 2 CP) for his camera? Though I'd also argue it should require some other advantage or build, since it could arguably be shown to others, used as evidence, etc. Perhaps Clairsentience, postcognition, with heavy limitations?
    According to my copy of 5th edition (not revised) Eidetic is based off of Clairsentience
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    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  6. #6
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    Re: Character for review: Goblin

    Quote Originally Posted by Alibear View Post
    Good solid build, I like it.

    Is 8d6 the average for the campaign? I'd be tempted to buy him Martial Arts to help him offensively and defensively somewhere down the line.
    Damage range is 6-10 DC, MA is a good idea, might work it into the description that he is working on it, so that with xp...
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  7. #7
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    Re: Character for review: Goblin

    I'm working on an idea that some of his physical stats are part of a chemical treatment, I'm thinking either as a dependence or building the characteristics as powers, thoughts on builds would be appreciated (Thinking Str
    10-13, dex 12-15, Con 10-13, body 10-11, speed 3-4 as a base line)
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  8. #8
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    Re: Character for review: Goblin

    What about the increased characteristics with -1/4 Restrainable, restrained by preventing him from taking his treatment?
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

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    Re: Character for review: Goblin

    Some changes have been made

    Goblin (working Name)

    Player:

    Val Char Cost
    20 STR 2
    24 DEX 12
    20 CON 4
    15 BODY 6
    28 INT 18
    14 EGO 8
    13 PRE 3
    18 COM 4

    5/10 PD 1
    5/10 ED 1
    5 SPD 6
    8 REC 0
    40 END 0
    35 STUN 0

    6" RUN 0
    2" SWIM 0
    4" LEAP 0
    Characteristics Cost: 65

    Cost Power
    Self Augmenting Treatments, all slots Restrainable (Only by means other than Grabs and Entangles; -1/4)
    6 1) +8 STR (8 Active Points)
    13 2) +8 CON (16 Active Points)
    3 3) +2 BODY (4 Active Points)
    24 4) +10 DEX (30 Active Points)
    8 5) +1 SPD (10 Active Points)

    Costume, all slots OIF (-1/2)
    10 1) Armor (5 PD/5 ED) (15 Active Points)
    6 2) HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Radio, & Hearing (-1/2)
    3 3) LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points)
    3 4) Nightvision (5 Active Points)
    3 5) Sight Group Flash Defense (5 points) (5 Active Points)

    20 Bag of tricks: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
    1u 1) Shillelagh: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), HA (-1/2)

    1u 2) Throwing Bats: HA +3d6, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Str Based Range (+1/4) (26 Active Points); HA (-1/2)

    2u 3) Razor Bats: HKA 1d6 (1 1/2d6 w/STR) (vs. PD), Range Based On STR (+1/4), Autofire (3 shots; +1/4), AP (+1/2) (30 Active Points); 6 Recoverable Charges (-1/4)

    1u 4) Pumpkin Bombs: RKA 1d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (30 Active Points); 6 Charges (-3/4), Max Effect (-1/4)

    1u 5) Skull Flashbangs: Sight and Hearing Groups Flash 3d6, Explosion (+1/2) (30 Active Points); 6 Charges (-3/4), Max effect (-1/4), Range Based On STR (-1/4)

    1u 6) Capture Foam Ghosts: Entangle 2d6, 4 DEF (30 Active Points); Cannot Form Barriers (-1/4), Range Based On STR (-1/4), Max effect (-1/4), 12 Charges (-1/4)

    1u 7) Witches Cauldron of Smoke: CE 8" radius, -4 to Sight Group PER Rolls (29 Active Points); 6 Charges (-3/4), Range Based On STR (-1/4)

    1u 8) Banchee White Sound Generator: EB 2d6 (vs. ED), Explosion (+1/2), AVLD (Flash Defense Sound; +1 1/2) (30 Active Points); 3 Charges (-1 1/4), Range Based On STR (-1/4), Max Effect (-1/4)

    1u 9) Skill Kits: +2 with all non-combat Skills (16 Active Points)

    1u 10) Micro Camera: Eidetic Memory, 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)

    1u 11) Micro Rebreather: Life Support (Self-Contained Breathing), 1 Recoverable Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points)

    1u 12) Tracking Device: Detect A Class Of Things 15- (Unusual Group), Increased Arc of Perception, Range, Sense, Telescopic (+3): +3, Variable Advantage (+1/4 Advantages; Limited Group of Advantages; +1/2) (28 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]

    15 Giant Bat Flyer: Flight 10", x4 Noncombat, 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (31 Active Points); OIF (-1/2), Restrainable (-1/2)
    Powers Cost: 127


    Cost Skill
    9 +3 with Bags of Tricks
    3 AK: Homeland (INT-based) 15-
    1 Acting 8-
    3 Breakfall 14-
    1 Climbing 8-
    1 Combat Driving 8-
    3 Combat Piloting 14-
    3 Computer Programming 15-
    1 Concealment 8-
    1 Conversation 8-
    3 CuK: Superhuman World (INT-based) 15-
    1 Deduction 8-
    3 Demolitions 15-
    3 Electronics 15-
    3 Inventor 15-
    3 KS: Celtic Myths (INT-based) 15-
    3 KS: Common Knowledge (INT-based) 15-
    4 Language: Native (idiomatic)
    3 Mechanics 15-
    3 PS: Scientist (INT-based) 15-
    1 Paramedics 8-
    1 Persuasion 8-
    3 Scientist
    2 1) SS: Aerospace Engineering (INT-based) 15- (3 Active Points)
    2 2) SS: Biology (INT-based) 15- (3 Active Points)
    2 3) SS: Chemistry (INT-based) 15- (3 Active Points)
    2 4) SS: Health Sciences (INT-based) 15- (3 Active Points)
    2 5) SS: Mathamatics (INT-based) 15- (3 Active Points)
    2 6) SS: Physics (INT-based) 15- (3 Active Points)
    1 Shadowing 8-
    1 Stealth 8-
    3 Systems Operation 15-
    2 TF: Common Motorized Ground Vehicles, Air Vehicles
    1 Teamwork 8-
    3 Weaponsmith 15-
    Skills Cost: 83



    Total Character Cost: 275

    Pts. Disadvantage
    15 DNPC: Lab Assistant 8- (Normal; Unaware of character's adventuring career/Secret ID)
    20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
    10 Psych. Lim.: Desire to Embaress Enemies (Common, Moderate)
    15 Psych. Lim.: Overconfident (Very Common, Moderate)
    15 Psych. Lim.: Show off (Very Common, Moderate)
    10 Psych. Lim.: Thrillseeker (Common, Moderate)
    15 Soc. Lim.: Secret ID (Frequently, Major)
    Disadvantage Points: 100
    Base Points: 175
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

  10. #10
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    Re: Character for review: Goblin

    Nice work. That combo of Overconfidence, Show off, and Thrillseeker would be a blast to play (Even if the rest of a gaming group might be ready to kill him after a time *G*)
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    Re: Character for review: Goblin

    Quote Originally Posted by Hermit View Post
    Nice work. That combo of Overconfidence, Show off, and Thrillseeker would be a blast to play (Even if the rest of a gaming group might be ready to kill him after a time *G*)
    I agree fully, almost wish I was going to get to play it instead of GM it, oh well, I think the "desire to embaress enemies" will make it REALLY interesting

    I question wether or not the "Self augmenting" is a bit munchkinish however, the idea is that he normaly has access to it but if he is unable to go home once every day or so to recharge (It's a drug & radiation treatment) he looses the power, I could probably have built it as an Aid with a good fade rate, but this seemed more elegant
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

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    Re: Character for review: Goblin

    The revised build is much more combat survivable, the drug treatments allow him to rely on an 11 DCV for defense and the +8 CON combined with his PD/ED ensure that your campaign average 8-10 DC attack won't stun him in one shot. a serious problem for the earlier version

    have you considered putting the drug treatments into an EC(I know your not supposed to but your the GM)? it would save a few points and make his treatments more vulnerable to adjustment powers. Really this suggestion is nothing more than point shaving the build works as is.

    Love the disads by the way, I can see the party wanting to entangle him! just to avoid another hairbrained stunt.
    "No! we were supposed to ambush the clockwork legion"
    Goblin: "Ambush?!? what highlight reel shots is that going to garnish for me?"
    "but the plan"
    Goblin: "besides this way I'm back lit by the neon and got to make an aerial assault. what a rush."
    rest of party *Groan.*

  13. #13
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    Re: Character for review: Goblin

    EC?
    "24 hours in a day, 24 beers in a case. Coincidence? I think not."
    ~ Stephen Wright

    Not all chemicals are bad. Without chemicals such as hydrogen and oxygen, for example, there would be no way to make water, a vital ingredient in beer.

  14. #14
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    Re: Character for review: Goblin

    Quote Originally Posted by Darkfire View Post
    The revised build is much more combat survivable, the drug treatments allow him to rely on an 11 DCV for defense and the +8 CON combined with his PD/ED ensure that your campaign average 8-10 DC attack won't stun him in one shot. a serious problem for the earlier version

    have you considered putting the drug treatments into an EC(I know your not supposed to but your the GM)? it would save a few points and make his treatments more vulnerable to adjustment powers. Really this suggestion is nothing more than point shaving the build works as is.

    Love the disads by the way, I can see the party wanting to entangle him! just to avoid another hairbrained stunt.
    "No! we were supposed to ambush the clockwork legion"
    Goblin: "Ambush?!? what highlight reel shots is that going to garnish for me?"
    "but the plan"
    Goblin: "besides this way I'm back lit by the neon and got to make an aerial assault. what a rush."
    rest of party *Groan.*

    He'll still be stuned in one shot from a slightly above average roll, but he is able to push his DCV up to a 11 should be a big help
    Come talk comics at http://www.kountrykomicsonline.com/forum/index.php

    The only thing common about common sense is the common lack of it

    ...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade

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    Re: Character for review: Goblin

    hmm... I was assuming 11DCV was on high end for your campaign, thus it would be statistically unlikely for him to be hit. what is the average OCV/DCV?

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