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- Originally Published on Papers and Pencils. Backup pulled from RSS.
- http://www.paperspencils.com/2018/07/08/d100-gobbobilities/
- #####
- d100 Gobbobilities
- 1. Has a slightly fishy appearance. Able to breathe underwater, and
- swim like a mer-gobbo.
- 2. Every real-time hour, the gobbo may ask god one dumb question. God
- is listening, and will answer honestly. However, they answer through
- the gobbo’s own mouth, in the gobbo’s own voice, so it really just
- sounds like the gobbo is talking to themselves.
- 3. By expressing affection, the gobbo can cause a plant to grow and
- become healthy. By expressing hatred, the plant will wither and die.
- The process takes a few minutes. The gobbo cannot control the way in
- which the plant grows or dies, though other outside means may be
- employed.
- 4. Able to talk to plants. Plants are very honest, but also rude. The
- gobbo tends to get in a lot of angry shouting arguments with them.
- 5. Able to talk to animals. Animals have an animal understanding of the
- world around them. The gobbo frequently becomes frustrated at
- dealing with such stupid creatures.
- 6. Able to talk to rocks. Rocks have very limited perception of the
- world around them, and are /sooooooo/ boring to talk to. Ugh!
- 7. Sneaky little bastard has the second best stealth skill possible in
- your game system. (5-in-6 for LotFP)
- 8. Attacks with a +8 to their roll, and deals 1d8 damage. That counts
- regardless of whether they’re using a real weapon or not.
- 9. Each night, while sleepwalking, they make grenades. The gobbo has no
- idea how to make grenades while they’re awake, but they carry around
- a sack of the things with a d6 exhaustion die. (Each time a grenade
- is pulled out, roll a d6. If a 1 is rolled, there’s only one grenade
- left). The grenades deal 2d6 damage in a 5′ radius. No attack roll
- needed, but targets may make a saving throw versus Breath for half
- damage.
- 10. When attacking from hiding, the gobbo gets a +10 to their attack
- roll, and multiplies their damage by 5.
- 11. Roll a first level clerical spell from the table of your choice,
- whether or not you allow clerics in your game. The gobbo gains that
- spell as a natural ability, usable at-will for non-healing spells,
- or once-per-day if the spell heals something.
- 12. Roll a first level magic user spell. The gobbo gains that spell as a
- natural ability.
- 13. When they bite someone, it’s damn near impossible to get them off
- until they want to be gotten off. No attack roll needed, however the
- victim may make a saving throw versus paralyzation to avoid. While
- latched on, the gobbo may hinder any action their victim wishes to
- take, so long as their victim isn’t super huge or anything. This
- won’t really work on a godzilla. If their victim is fleeing, the
- gobbo can remain attached as long as they want, then return next
- session to tell the party where the person got off to.
- 14. Instead of rolling a d6 when the gobbo is hit in combat, roll a d12 + 2.
- 15. Runs really fast. Like, heckin’ fast. 10 times as fast as normal
- characters. No joke.
- 16. Their feet are both buoyant, and covered in hardy callouses! They
- can walk on water, on lava, on acid, on basically any liquid no
- matter how harmful it would normally be.
- 17. Has flaps of skin which allow it to glide down from high places. Or,
- if there’s enough wind, to fly like a kite.
- 18. Cannot be bound. Any bond they are placed in, they can slip out of
- whenever they wish. It doesn’t matter how impossibly secure their
- prison is, they will break the laws of physics if need be.
- 19. Able to squeeze themselves through any opening, so long as a normal
- human could fit their pinky finger into it.
- 20. Has a seemingly infinite supply of rubber bands and paper airplanes,
- and is shockingly accurate aim with them.
- 21. A particular talent for throwing things. Anything this gobbo can
- heft, they can throw with nigh-perfect accuracy, up to 30′. (More if
- they can get up above their target and throw down at it.) To hit an
- unmoving, man-sized target, roll an attack roll against an armor
- rating of 5. Modify up or down for smaller or larger targets. Moving
- targets use whatever their normal armor rating would be, minus 2.
- 22. Completely immune to falling damage. Always land on their feet.
- 23. For whatever reason, their antics come off as charming. Anytime the
- party makes a social roll, the gobbo can do some goofy shit to lend
- them a bonus to that roll.
- 24. Instead of having a saving throw of 12, this gobbo has a saving
- throw of 5. Again, this is good no matter what saving throw is
- called for.
- 25. Completely immune to magic of any kind.
- 26. Has a weird knack for tripping people. Whoever they decide to trip
- must make a saving throw versus paralyzation or fall prone. If the
- gobbo comes up with something clever, they might even be able to
- attempt tripping multiple people at once this way.
- 27. Can teleport at will to anywhere within their light of sight,
- leaving a puff of smoke and a “BUMF!” sound behind them.
- 28. Can choose to emit any color of light they want from their eyes, at
- any intensity they desire. Good for creating spooky eyes in the
- dark, looking for hidden ink, illuminating a room, or even blinding
- foes.
- 29. Has corrosive drool, which quickly rotted away all of their teeth.
- By gumming on just about anything for a minute or so, they can
- reduce it to unrecognizable slag.
- 30. Able to transform themselves into a bat at will. They tell people
- their dad was a vampire.
- 31. They’re crazy good at eavesdropping. If they’re not supposed to hear
- something (such as some monsters plotting their doom behind a door),
- they’ll hear it from a mile away.
- 32. Kids are naturally drawn to them. Any kid this gobbo meets will
- become fast friends, with a whole series of weird games and inside
- jokes. This even extends to newborn babies, which the gobbo has an
- uncanny ability to understand.
- 33. Parents are naturally drawn to them. Anyone with a child will have
- their paternal instincts kicked into overdrive by the sight of this
- gobbo. They’ll want to make sure this lil’ guy is fed and clothed
- and feels happy and safe.
- 34. The gobbo has an uncanny knack for stupid stunts. The more terrible
- consequences will result from failure, the better. Once the stunt
- has been described (after a few “make it dumber!” demands from the
- referee), roll a d6. There’s a 4-in-6 chance the stunt succeeds. On
- failure, the gobbo injures themselves to the point of crying
- inconsolably until the next session.
- 35. Knows just what to say to turn two people against one another. Any
- lie told about a person who is not present has a 4-in-6 chance of
- being believed. If the lie fails, the Gobbo feels chagrined enough
- that the player must wait 1 real-time hour before they attempt this
- trick again.
- 36. The gobbo’s boogers are sticky. Like, aerospace-grade adhesive. Only
- the gobbo’s own skin oils are capable of touching one of its boogers
- without getting stuck.
- 37. A long mop of greasy hair grows from the gobbo’s scalp. By wringing
- the hair out, the gobbo can produce a pungent lubricant that is
- slippery as hell, and difficult to wash away.
- 38. With a twist and a backwards jump, the gobbo is able to
- instantaneously shed its skin, leaving a translucent statue of
- itself behind in whatever pose they desire. The skin quickly dries
- out and becomes rigid enough to support twice the gobbo’s body weight.
- 39. Skin is puckered with unnaturally large pores. At will, their body
- acts like a sponge, absorbing any liquid they’re immersed in. Later,
- this can be excreted by the gobbo in a single splash from all their
- pores at once, or in a stream from one of their body’s orifices.
- Careful not to absorb too much, or you won’t be able to move!
- 40. Able to climb any surface, like a spider.
- 41. Can burrow through the earth like a mole, with the same movement
- speed it would have moving on foot. Also works for excavating large
- spaces at a rate of 10′ cubed per turn.
- 42. Forgeries this gobbo makes will fool the first person who examines
- them, but never anyone else. They’re made with crayons and spit, so
- it’s a mystery why they fool anyone at all.
- 43. The nose of a bloodhound. They can parse smells better than any
- human, extracting a surprising amount of information just from
- sniffing the air.
- 44. Able to take magic into their body, and redirect it back out again.
- They have a 3-in-6 chance of success if they want to reflect it back
- towards the caster, 2-in-6 if they want to direct it elsewhere. On
- failure, they’re affected by it normally. Ability only works if they
- know they’re the target of a spell.
- 45. This gobbo is a bit of a blank slate. It just follows its companions
- around, going along with what the other gobbos want. If it is
- directed to bite someone, that person’s body will go limp, and their
- mind will be placed in this gobbo’s body. Only willing or
- immobilized characters can be bitten in this way. The player of the
- gobbo, and the player of whomever the gobbo bit, must work together
- to decide what that the new combined character does. The bit
- character can return to their own body at any time by biting it again.
- 46. Snot bubble hot air balloons allow this gobbo to float up into the
- air and fly around on the breeze.
- 47. Dead creatures will obey a single command given by this gobbo. To
- the gobbo, it seems totally natural and not creepy at all that dead
- people do favors for him. What is neh-kro-macy?
- 48. Has a mighty sneeze attack. On a successful attack, the targeted
- enemy within 15′ is pushed back 10′, and must make a saving throw
- versus poison to avoid getting sick. Sick characters spend a few
- minutes sneezing, a few minutes vomiting, and a few minutes
- shivering in the fetal position uncontrollably. The whole disease
- runs its course in about 10 minutes.
- 49. Has the stinkiest poops of all. There is no quicker way to clear a
- room than to put one of this gobbo’s poops in it. No one with a
- sense of smell can willingly be within smelling distance of this
- poop. The gobbo only poops once per game day, and after 24 hrs its
- poops dry out and lose all smelliness. Making jenkems with this
- gobbo’s poop will /FUCK YOU UP. /
- 50. Has phenomenal artistic talent. Painting, sculpture, music, film,
- as-yet uninvented media, they have an uncanny knack for just about
- everything.
- 51. A perfect catcher. They can catch anything, without fail. They can
- catch bullets, intercepting 1 projectile each round. Objects too
- large for the gobbo to reasonably hold may cause some issue, though
- they can still technically be caught.
- 52. Once per real-time hour, this gobbo can go rummaging in any heap of
- detritus nearby, and emerge with something useful. The referee is
- the final arbiter on what is discovered, but everyone at the table
- is encouraged to make suggestions. It will never be a unique item
- (such as the key to a door the players wish to bypass), or will it
- ever be a particularly valuable item. Just something that would help
- the party at this particular moment.
- 53. A weird, lucky, savant. This gobbo has a modest chance to succeed
- with every skill in the game. (Using LotFP, a modest chance would be
- 2-in-6).
- 54. Able to vomit up a yellowish cement-like substance on command.
- Enough to form a 2′ by 2′ square in 1 minute.
- 55. Has a completely encyclopedic knowledge of bugs. If it’s even
- vaguely bug related, this Gobbo will have some kind of useful info
- to share.
- 56. Has a completely encyclopedic knowledge of fungus and slime. If it’s
- even vaguely fungus or slime related, this Gobbo will have some kind
- of useful info to share.
- 57. Has a completely encyclopedic knowledge of pop culture. If it’s even
- vaguely related to pop culture, this Gobbo will have some kind of
- useful info to share.
- 58. Has an incredible ability to ride things. Any action which can
- reasonably be described as “riding,” or as an element of riding has
- a 5-in-6 chance of success.
- 59. They’re so good at playing pretend that they create minor illusions
- of whatever they’re imagining. They must be able to catch the
- attention of the people they wish to fool, but anything they
- describe happening will appear to happen: sight, sound, and smell.
- 60. Plays a scary version of peek-a-boo. The gobbo picks a person or
- thing to play with, then covers their eyes. Their target must make a
- saving throw versus magic. On a failed throw, it will cease to exist
- for as long as the gobbo keeps its eyes covered with both hands.
- 61. The gobbo has a bottomless belly pouch. Like a kangaroo, except they
- don’t keep babies in there. They keep their junk. The gobbo will
- only hold on to items which are their own personal property. They
- won’t carry things for the rest of the party.
- 62. Hard headed enough that a good bash can knock in just about any
- normal door. Heck, give the gobbo 3 minutes and they’ll smash a hole
- in a stone wall for you.
- 63. The gobbo has a superb sense of direction. They always know, even if
- it seems impossible, what the shortest route to the exit is. They’ll
- never lead down any dead ends, though they may get sidetracked and
- lead the party to something only they think would be fun.
- 64. When playing hide and seek, there is no better hider than this. One
- moment you’re looking right at them, then you blink, and suddenly
- they’re gone. The gobbo must specify where they’re hiding, and it
- must be within a the same room or at least nearby, but for all
- intents and purposes they are able to teleport themselves into hiding.
- 65. Has an enduring love for playing dress up. Give them a pile of junk
- and 10 minutes, and they’ll have everyone they know outfitted with a
- dapper new disguise fit to fool their own mothers.
- 66. A skilled whistler, to the point that they annoy everyone with their
- high-pitched tweeting. If they really try, they can actually perform
- a sonic attack with their whistling, shattering any glass, ceramic,
- or crystal within 30′ that they aim their lips at. May require a
- to-hit roll for particularly small, obscured, or moving targets.
- 67. Good at picking pockets, performing magic tricks, wrestling stuff
- out of people’s hands, and otherwise being digitally dexterous. In
- LotFP terms, they have a 6-in-6 for Sleight of Hand.
- 68. Has a knack for getting doors open or getting machines to work.
- Essentially a 6-in-6 for Tinkering.
- 69. Is absolutely delicious. Any creature with the intent to eat living
- meat will be instantly attracted to the succulent smells of this
- gobbo. Even those not normally inclined to such acts may be tempted.
- Once eaten, the imbiber must make a saving throw versus poison or
- get food poisoning. They’ll have no time to do anything other than
- poop their guts out for the next 24 hours. Miraculously, no matter
- how much they chewed, the gobbo will emerge fully re-formed within a
- few hours at the most.
- 70. Able to vomit voluminously on command. After they vomit, everyone
- who sees them must make a saving throw versus poison, or they will
- also barf.
- 71. Restorative drool, which can seal up wounds and mend broken limbs.
- Able to produce enough drool to restore 10 hit points each day.
- 72. Has a perfect memory. They’re able to quote anything they’ve heard,
- without error, in an exact imitation of the voices they heard it in.
- Moreover, they’re able to draw, with exquisite detail, anything
- they’ve ever seen. These skills only apply when recalling something.
- They have no particular talent for voices or for art otherwise.
- 73. Nobody throws a tantrum like this goblin. When something is taken
- from them, or they are denied something they want, they’re able to
- go absolutely BERSERK. 20 strength! 25 strength! 100 strength!
- Immune to damage! Punch for 3d12 damage! The state lasts for 1
- minute, and can only occur once per session. Be warned: the gobbo’s
- rage will be directed towards whoever took from them / denied them,
- so don’t go activating their rage and hoping they’ll turn it against
- your foes.
- 74. Farts lightning bolts which deal 6d6 damage in a 60′ line straight
- out from their butt. Only has a 1-in-6 chance of being able to fart
- on command. 2 in 6 if they’ve consumed some bubbly beverage recently.
- 75. Has an intuitive understanding of modern technology, enabling them
- to use it with ease, even if they don’t know how to tie their shoe.
- Works with whatever technology is “modern” in your setting. Gobbo
- will refer to anyone who can’t keep up with their technical know-how
- as a “Grandpa.”
- 76. By concentrating and straining really super hard, this gobbo’s body
- becomes mysteriously heavier, and heavier, and heavier. After about
- 10 minutes they can get to a max weight of a few tons without any
- change in their size or shape. No complicated actions may be
- performed while heavy. Popping back to normal weight is
- instantaneous when the gobbo stops concentrating.
- 77. The gobbo’s farts make such hilarious sounds that everyone who can
- hear them must make a saving throw versus Magic or be consumed with
- laughter. -1 to their save if they’re close enough to smell it too.
- Victims may attempt a new save each round to regain control of
- themselves, with a cumulative +3 each round.
- 78. Anything that relies on pure dumb luck is double-weighted in this
- gobbo’s favor. For example, if the gobbo calls a coin flip in the
- air, it has a 75% chance of landing on the side they called. This
- works only for diegetic randomness like gambling, not for meta game
- randomness like attack rolls or skill checks.
- 79. Once per session this gobbo may declare that someone is lying, and
- it will be true. If necessary, the referee must bend reality to
- accommodate the fact of this lie. If they really, really, really
- want to, the referee may tell the gobbo that they are wrong, and
- that this person was not lying. However, the gobbo will now be able
- to use their ability twice this session.
- 80. By yelling stuff like “Stop being dumb!” and “Just do it!” the Gobbo
- has a mysterious ability to actually make people better at whatever
- they’re doing. Not enough to add any bonuses to rolls, but enough to
- make failure a little less bad than it would normally be. (None the
- less, if you fail, the gobbo will probably lambast you for not
- listening to them when they told you to do it right.) Giving this
- sort of “encouragement” precludes any other action being taken by
- the gobbo. (They cannot attack the same round, or “encourage” two
- people at once).
- 81. If the gobbo shouts “GO AWAY! I HATE YOU!” at someone, then that
- person must make a saving throw. On failure, they must go away,
- knowing they are hated. The gobbo may only emotionally manipulate
- one person at a time.
- 82. This gobbo carries around hand puppets of various styles. For
- whatever reason, these puppets are perceived to be real people by
- anyone who sees the gobbo manipulate them. Not specific real people,
- mind you. The gobbo cannot make someone believe the puppet is their
- mother. However, any words said by the puppets, or actions taken by
- them, will be perceived as the actions of a living individual.
- 83. By rubbing its grubby face on stuff, the gobbo can leave an imprint
- of its face. The gobbo is able to see, smell, hear, and speak
- through this face. Until a face is erased, the gobbo cannot stop
- receiving sensory information from it, which is annoying. Leaving
- more than a few faces out in the world will give the gobbo a serious
- headache.
- 84. Has a big ol’ horn. It’s a foot long, rigid, with a needle-sharp tip
- and one knife-like edge. At will, the gobbo can retract the horn
- into its body, and cause it to pop back out anywhere it likes. It
- can have a horn sprouting from its forehead, or its stomach, its
- left butt cheek, or from in between two of its toes.
- 85. Able to collapse into a puddle of slime, oozing around, moving only
- across level surfaces or downhill. It takes about 10 minutes to reform.
- 86. With innocent-sounding questions and doe eyed looks, this gobbo can
- force a target to make a saving throw against shame. On failure, the
- victim must reconsider their behavior, or at least work much harder
- to hide it. Works only if the target is doing something the average
- person wouldn’t want a child to know about.
- 87. Whenever they want, the gobbo can grow big big BIG! Fifteen feet
- tall, with speed and power to match! For every minute the gobbo
- spends being big, they must spend an hour sleeping immediately after
- to recover their energy.
- 88. Through the use of the mighty Double Dog Dare, this gobbo can force
- people to make a save versus Magic, or obey the gobbo’s command. If
- they make their save, they may dare the gobbo to do something, which
- the gobbo must do. No save.
- 89. Is a very good goalie. Crazy good. If this gobbo decides they don’t
- want someone to get past them, they basically function as a 10′ by
- 10′ invisible wall. Nobody will expect them to be as capable a
- blocker as they are.
- 90. With a parting of their hands, the gobbo can part just about
- anything as if they were Moses or some junk. Water, bushes, crowds,
- walls, etc. Every 30 seconds, the gobbo must roll a saving throw to
- avoid getting distracted. If they get distracted, whatever they
- parted will collapse.
- 91. An endless supply of teeth. Each one yanked out will be replaced by
- another within a half hour. Teeth can be spit out like bullets, left
- on the ground like caltrops, and probably used in all sorts of other
- horrible ways.
- 92. When the gobbo yawns, the response is more than contagious. Everyone
- nearby (including friends) must make a saving throw or fall asleep.
- The yawning gobbo themselves doesn’t get a save. They always fall
- asleep, and they’re a heavy gosh dang sleeper.
- 93. This gobbo is a tattle tale. They have a sort of divination which
- allows them to know one bad thing that a person has done. This works
- only once per person, PC or NPC alike.
- 94. Any part of their body can be detached. Though separate from the
- body, it will communicate sensation, and act according to the
- gobbo’s thoughts as normal. Detached bits must be recovered and
- snapped back into place, they cannot grow back.
- 95. This gobbo is a picky eater. If they can fit an object in their
- mouth, they’ll instantly know everything that is /wrong/ with it.
- Whether it’s cursed, poisoned, whether some evil dude had it once,
- or wants to claim it, everything. This ability cannot be used to
- divine any nice information.
- 96. Through relentless teasing, this gobbo can force an enemy to focus
- entirely on them during combat. There is no save against this unless
- the foe has a strong reason to ignore the gobbo’s taunts, such as a
- commander shouting at them.
- 97. Any trick the player describes which can feasibly be performed
- without hands has a 4-in-6 chance of success. The gobbo will
- probably shout at members of the party to look at them while they do
- whatever they’re doing, and will always boast that they’re not using
- their hands. Note that picking locks or wielding weapons with one’s
- feet is not considered “feasible” for the purposes of this ability.
- 98. By climbing on top of something, the gobbo instantly makes the floor
- around whatever they’re standing on as hot as lava. The effect moves
- along with the gobbo as they climb across chairs and tables to avoid
- falling in, so that they’re always at risk of falling in. If the
- gobbo intentionally jumps down, the effect ends.
- 99. A gosh danged savant when it comes to setting up practical jokes and
- home-alone style traps. So long as they have the most important
- elements, they can set up even the most complex of Rube-Goldbergian
- contraptions in the space of a minute. Minor elements, like pulleys
- and bits of string, have a way of simply being around when this
- gobbo has need of them.
- 100. Of all gobbos, this one is the undisputed master of “I’m not
- touching you.” This gobbo never touches anything it doesn’t wanna
- touch. Pressure plates? Not happening. Complicated laser grid? No
- problem. If they want to, they can even walk with their feet an inch
- off the floor, or swim with a thin layer of air between the water
- and their skin. They still gotta breathe and be warm, though, so
- they gotta touch the air.
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