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[Character] Goblin


JmOz

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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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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):

 

 

S1: "I'm an expert in all the traditional Celtic martial weapons."

S2: "So both rocks _and_ broken bottles?"

 

 

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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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Re: Character for review: Goblin

 

Also' date=' 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?[/quote']

 

According to my copy of 5th edition (not revised) Eidetic is based off of Clairsentience

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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.

 

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...

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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)

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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

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Re: Character for review: Goblin

 

Nice work. That combo of Overconfidence' date=' 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*)[/quote']

 

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

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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.*

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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.*

 

 

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

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Re: Character for review: Goblin

 

then Goblin should be good for combat, 11DCV(14 if he dodges) with 28CON + 10PD/ED means hits should be rare and he can take, though not well, the odd shot that get through. If a DC10 attack hits and roles 9 more than average, well thems the breaks:cool:. However he should be relatively safe from being stunned against DC 8 attacks as they would have to role 15-16 above average to whack him.

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Re: Character for review: Goblin

 

then Goblin should be good for combat' date=' 11DCV(14 if he dodges) with 28CON + 10PD/ED means hits should be rare and he can take, though not well, the odd shot that get through. If a DC10 attack hits and roles 9 more than average, well thems the breaks:cool:. However he should be relatively safe from being stunned against DC 8 attacks as they would have to role 15-16 above average to whack him.[/quote']

 

20 Con, the stats are already added in

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Re: [Character] Goblin

 

Version 3, still looking for a better name

 

minor changes only, added +5 PD/ED, only for stun, at the cost of the radio being put into with other powers into a single computer, saved a point that I put into engineering (Which I made more general that hte Aerospace it was)

 

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

 

10/15 PD 1

10/15 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); Restrainable (Only by means other than Grabs and Entangles; -1/4)

13 2) +8 CON (16 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)

3 3) +2 BODY (4 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)

24 4) +10 DEX (30 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)

8 5) +1 SPD (10 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)

3 6) +5 PD (5 Active Points); Stun Only (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

3 7) +5 ED (5 Active Points); Stun Only (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

Costume, all slots OIF (-1/2)

10 1) Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)

3 2) LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2)

3 3) Nightvision (5 Active Points); OIF (-1/2)

3 4) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

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), OIF (-1/2)

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

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

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

1u 6) Capture Foam Ghosts: Entangle 2d6, 4 DEF (30 Active Points); OIF (-1/2), 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), OIF (-1/2), Range Based On STR (-1/4)

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

1u 9) Micro Rebreather: Life Support (Self-Contained Breathing), 1 Recoverable Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points); OIF (-1/2)

1u 10) Micro Computer: (Total: 30 Active Cost, 14 Real Cost) HRRP (Radio Group) (12 Active Points); (-1/2), OIF (-1/2) (Real Cost: 6) plus +2 with INT Skills (10 Active Points); (-1/2), OIF (-1/2) (Real Cost: 5) plus Eidetic Memory (5 Active Points); (-1/2), OIF (-1/2) (Real Cost: 2) plus Absolute Time Sense (3 Active Points); (-1/2), OIF (-1/2) (Real Cost: 1)

1u 11) 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: 126

 

 

Cost Skill

9 +3 with Bags of Tricks

3 AK: Homeland 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 15-

1 Deduction 8-

3 Demolitions 15-

3 Electronics 15-

3 Inventor 15-

3 KS: Celtic Myths 15-

3 KS: Common Knowledge 15-

4 Language: Native (idiomatic)

3 Mechanics 15-

3 PS: Scientist 15-

1 Paramedics 8-

1 Persuasion 8-

3 Scientist

2 1) SS: Biology 15- (3 Active Points)

2 2) SS: Chemistry 15- (3 Active Points)

3 3) SS: Engineering 16- (4 Active Points)

2 4) SS: Health Sciences 15- (3 Active Points)

2 5) SS: Mathamatics 15- (3 Active Points)

2 6) SS: Physics 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: 84

 

 

 

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

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Re: [Character] Goblin

 

Well.. Lugh is the Irish Celtic name for Lug, god of craftsmanship and the sun.. But not much like your goblinized hero.

 

Then there's Creidhne, god of metalworking.

 

Goibhniu, the smith god.. even sounds like goblin. And.. he was famed for brewing elixirs of immortality. Also called 'Gobban' I think.

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  • 1 month later...

Lowering dex/speed across the board & adding a Sanctioning package

 

Goblin (working Name)

 

Player:

 

Val Char Cost

20 STR 2

19 DEX -3

20 CON 4

15 BODY 6

28 INT 18

14 EGO 8

13 PRE 3

18 COM 4

 

10/15 PD 1

10/15 ED 1

4 SPD 1

8 REC 0

40 END 0

35 STUN 0

 

6" RUN 0

2" SWIM 0

4" LEAP 0

Characteristics Cost: 45

 

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)

3 6) +5 PD (5 Active Points); Stun Only (-1/4)

3 7) +5 ED (5 Active Points); Stun Only (-1/4)

Costume, all slots OIF (-1/2)

10 1) Armor (5 PD/5 ED) (15 Active Points)

3 2) LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points)

3 3) Nightvision (5 Active Points)

3 4) Sight Group Flash Defense (5 points) (5 Active Points)

6 5) HRRP (Radio Group) (12 Active Points); Sense Affected As Sight, Hearing, & Radio (-1/2)

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

1u 10) Micro Computer: (Total: 30 Active Cost, 14 Real Cost) HRRP (Radio Group) (12 Active Points); (-1/2) (Real Cost: 6) plus +2 with INT Skills (10 Active Points); (-1/2) (Real Cost: 5) plus Eidetic Memory (5 Active Points); (-1/2) (Real Cost: 2) plus Absolute Time Sense (3 Active Points); (-1/2) (Real Cost: 1) [Notes: All OAF (-1)]

1u 11) 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: 132

 

 

Cost Skill

9 +3 with Bags of Tricks

3 AK: Homeland (INT-based) 15-

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-

3 CuK: Superhuman World (INT-based) 15-

1 Deduction 8-

3 Demolitions 15-

3 Electronics 15-

3 Inventor 15-

4 Language: Native (idiomatic)

3 Mechanics 15-

3 PS: Scientist (INT-based) 15-

1 Paramedics 8-

3 Scholar

2 1) KS: Celtic Myths (INT-based) (3 Active Points) 15-

2 2) KS: Common Knowledge (INT-based) (3 Active Points) 15-

1 3) KS: Criminal Law & Procedures (2 Active Points) 11-

2 4) KS: Supervillains (INT-based) (3 Active Points) 15-

1 Persuasion 8-

3 Scientist

2 1) SS: Biology (INT-based) 15- (3 Active Points)

2 2) SS: Chemistry (INT-based) 15- (3 Active Points)

3 3) SS: Engineering (INT-based) 16- (4 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: 88

 

Cost Perk

5 Contact: Detective Simon Queen. Police Liason (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-

5 Fringe Benefit: Local Police Powers, Membership: Crusaders

Perks Cost: 10

 

 

Total Character Cost: 275

 

Pts. Disadvantage

5 DNPC: Lab Assistant 8- (Normal; Useful Noncombat Position or Skills)

10 Hunted: Local Police Department 8- (Mo Pow, NCI, Watching)

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

 

I am toying with a name change to Jack-o-Lantern, but "Goblin" is growing on me

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  • 1 year later...

Re: [Character] Goblin

 

I love it. Very good Green Goblin homage. I don't like the INT of 28 though, it seems too high. He would be curing cancer and inventing cold fusion coffeemakers or something.

 

You could conceivably make him INT 18 with three levels in Demolitions, Electronics and Mechanics (16-) and save a point, effectively losing two points off your PER rolls. Even though his other Intellect skills drop to 13-, none of them are super-critical.

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