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d100 Gobbobilities by Papers and Pencils

Oct 18th, 2018
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  1. Originally Published on Papers and Pencils. Backup pulled from RSS.
  2. http://www.paperspencils.com/2018/07/08/d100-gobbobilities/
  3.  
  4. #####
  5.  
  6. d100 Gobbobilities
  7.  
  8. 1. Has a slightly fishy appearance. Able to breathe underwater, and
  9. swim like a mer-gobbo.
  10. 2. Every real-time hour, the gobbo may ask god one dumb question. God
  11. is listening, and will answer honestly. However, they answer through
  12. the gobbo’s own mouth, in the gobbo’s own voice, so it really just
  13. sounds like the gobbo is talking to themselves.
  14. 3. By expressing affection, the gobbo can cause a plant to grow and
  15. become healthy. By expressing hatred, the plant will wither and die.
  16. The process takes a few minutes. The gobbo cannot control the way in
  17. which the plant grows or dies, though other outside means may be
  18. employed.
  19. 4. Able to talk to plants. Plants are very honest, but also rude. The
  20. gobbo tends to get in a lot of angry shouting arguments with them.
  21. 5. Able to talk to animals. Animals have an animal understanding of the
  22. world around them. The gobbo frequently becomes frustrated at
  23. dealing with such stupid creatures.
  24. 6. Able to talk to rocks. Rocks have very limited perception of the
  25. world around them, and are /sooooooo/ boring to talk to. Ugh!
  26. 7. Sneaky little bastard has the second best stealth skill possible in
  27. your game system. (5-in-6 for LotFP)
  28. 8. Attacks with a +8 to their roll, and deals 1d8 damage. That counts
  29. regardless of whether they’re using a real weapon or not.
  30. 9. Each night, while sleepwalking, they make grenades. The gobbo has no
  31. idea how to make grenades while they’re awake, but they carry around
  32. a sack of the things with a d6 exhaustion die. (Each time a grenade
  33. is pulled out, roll a d6. If a 1 is rolled, there’s only one grenade
  34. left). The grenades deal 2d6 damage in a 5′ radius. No attack roll
  35. needed, but targets may make a saving throw versus Breath for half
  36. damage.
  37. 10. When attacking from hiding, the gobbo gets a +10 to their attack
  38. roll, and multiplies their damage by 5.
  39. 11. Roll a first level clerical spell from the table of your choice,
  40. whether or not you allow clerics in your game. The gobbo gains that
  41. spell as a natural ability, usable at-will for non-healing spells,
  42. or once-per-day if the spell heals something.
  43. 12. Roll a first level magic user spell. The gobbo gains that spell as a
  44. natural ability.
  45. 13. When they bite someone, it’s damn near impossible to get them off
  46. until they want to be gotten off. No attack roll needed, however the
  47. victim may make a saving throw versus paralyzation to avoid. While
  48. latched on, the gobbo may hinder any action their victim wishes to
  49. take, so long as their victim isn’t super huge or anything. This
  50. won’t really work on a godzilla. If their victim is fleeing, the
  51. gobbo can remain attached as long as they want, then return next
  52. session to tell the party where the person got off to.
  53. 14. Instead of rolling a d6 when the gobbo is hit in combat, roll a d12 + 2.
  54. 15. Runs really fast. Like, heckin’ fast. 10 times as fast as normal
  55. characters. No joke.
  56. 16. Their feet are both buoyant, and covered in hardy callouses! They
  57. can walk on water, on lava, on acid, on basically any liquid no
  58. matter how harmful it would normally be.
  59. 17. Has flaps of skin which allow it to glide down from high places. Or,
  60. if there’s enough wind, to fly like a kite.
  61. 18. Cannot be bound. Any bond they are placed in, they can slip out of
  62. whenever they wish. It doesn’t matter how impossibly secure their
  63. prison is, they will break the laws of physics if need be.
  64. 19. Able to squeeze themselves through any opening, so long as a normal
  65. human could fit their pinky finger into it.
  66. 20. Has a seemingly infinite supply of rubber bands and paper airplanes,
  67. and is shockingly accurate aim with them.
  68. 21. A particular talent for throwing things. Anything this gobbo can
  69. heft, they can throw with nigh-perfect accuracy, up to 30′. (More if
  70. they can get up above their target and throw down at it.) To hit an
  71. unmoving, man-sized target, roll an attack roll against an armor
  72. rating of 5. Modify up or down for smaller or larger targets. Moving
  73. targets use whatever their normal armor rating would be, minus 2.
  74. 22. Completely immune to falling damage. Always land on their feet.
  75. 23. For whatever reason, their antics come off as charming. Anytime the
  76. party makes a social roll, the gobbo can do some goofy shit to lend
  77. them a bonus to that roll.
  78. 24. Instead of having a saving throw of 12, this gobbo has a saving
  79. throw of 5. Again, this is good no matter what saving throw is
  80. called for.
  81. 25. Completely immune to magic of any kind.
  82. 26. Has a weird knack for tripping people. Whoever they decide to trip
  83. must make a saving throw versus paralyzation or fall prone. If the
  84. gobbo comes up with something clever, they might even be able to
  85. attempt tripping multiple people at once this way.
  86. 27. Can teleport at will to anywhere within their light of sight,
  87. leaving a puff of smoke and a “BUMF!” sound behind them.
  88. 28. Can choose to emit any color of light they want from their eyes, at
  89. any intensity they desire. Good for creating spooky eyes in the
  90. dark, looking for hidden ink, illuminating a room, or even blinding
  91. foes.
  92. 29. Has corrosive drool, which quickly rotted away all of their teeth.
  93. By gumming on just about anything for a minute or so, they can
  94. reduce it to unrecognizable slag.
  95. 30. Able to transform themselves into a bat at will. They tell people
  96. their dad was a vampire.
  97. 31. They’re crazy good at eavesdropping. If they’re not supposed to hear
  98. something (such as some monsters plotting their doom behind a door),
  99. they’ll hear it from a mile away.
  100. 32. Kids are naturally drawn to them. Any kid this gobbo meets will
  101. become fast friends, with a whole series of weird games and inside
  102. jokes. This even extends to newborn babies, which the gobbo has an
  103. uncanny ability to understand.
  104. 33. Parents are naturally drawn to them. Anyone with a child will have
  105. their paternal instincts kicked into overdrive by the sight of this
  106. gobbo. They’ll want to make sure this lil’ guy is fed and clothed
  107. and feels happy and safe.
  108. 34. The gobbo has an uncanny knack for stupid stunts. The more terrible
  109. consequences will result from failure, the better. Once the stunt
  110. has been described (after a few “make it dumber!” demands from the
  111. referee), roll a d6. There’s a 4-in-6 chance the stunt succeeds. On
  112. failure, the gobbo injures themselves to the point of crying
  113. inconsolably until the next session.
  114. 35. Knows just what to say to turn two people against one another. Any
  115. lie told about a person who is not present has a 4-in-6 chance of
  116. being believed. If the lie fails, the Gobbo feels chagrined enough
  117. that the player must wait 1 real-time hour before they attempt this
  118. trick again.
  119. 36. The gobbo’s boogers are sticky. Like, aerospace-grade adhesive. Only
  120. the gobbo’s own skin oils are capable of touching one of its boogers
  121. without getting stuck.
  122. 37. A long mop of greasy hair grows from the gobbo’s scalp. By wringing
  123. the hair out, the gobbo can produce a pungent lubricant that is
  124. slippery as hell, and difficult to wash away.
  125. 38. With a twist and a backwards jump, the gobbo is able to
  126. instantaneously shed its skin, leaving a translucent statue of
  127. itself behind in whatever pose they desire. The skin quickly dries
  128. out and becomes rigid enough to support twice the gobbo’s body weight.
  129. 39. Skin is puckered with unnaturally large pores. At will, their body
  130. acts like a sponge, absorbing any liquid they’re immersed in. Later,
  131. this can be excreted by the gobbo in a single splash from all their
  132. pores at once, or in a stream from one of their body’s orifices.
  133. Careful not to absorb too much, or you won’t be able to move!
  134. 40. Able to climb any surface, like a spider.
  135. 41. Can burrow through the earth like a mole, with the same movement
  136. speed it would have moving on foot. Also works for excavating large
  137. spaces at a rate of 10′ cubed per turn.
  138. 42. Forgeries this gobbo makes will fool the first person who examines
  139. them, but never anyone else. They’re made with crayons and spit, so
  140. it’s a mystery why they fool anyone at all.
  141. 43. The nose of a bloodhound. They can parse smells better than any
  142. human, extracting a surprising amount of information just from
  143. sniffing the air.
  144. 44. Able to take magic into their body, and redirect it back out again.
  145. They have a 3-in-6 chance of success if they want to reflect it back
  146. towards the caster, 2-in-6 if they want to direct it elsewhere. On
  147. failure, they’re affected by it normally. Ability only works if they
  148. know they’re the target of a spell.
  149. 45. This gobbo is a bit of a blank slate. It just follows its companions
  150. around, going along with what the other gobbos want. If it is
  151. directed to bite someone, that person’s body will go limp, and their
  152. mind will be placed in this gobbo’s body. Only willing or
  153. immobilized characters can be bitten in this way. The player of the
  154. gobbo, and the player of whomever the gobbo bit, must work together
  155. to decide what that the new combined character does. The bit
  156. character can return to their own body at any time by biting it again.
  157. 46. Snot bubble hot air balloons allow this gobbo to float up into the
  158. air and fly around on the breeze.
  159. 47. Dead creatures will obey a single command given by this gobbo. To
  160. the gobbo, it seems totally natural and not creepy at all that dead
  161. people do favors for him. What is neh-kro-macy?
  162. 48. Has a mighty sneeze attack. On a successful attack, the targeted
  163. enemy within 15′ is pushed back 10′, and must make a saving throw
  164. versus poison to avoid getting sick. Sick characters spend a few
  165. minutes sneezing, a few minutes vomiting, and a few minutes
  166. shivering in the fetal position uncontrollably. The whole disease
  167. runs its course in about 10 minutes.
  168. 49. Has the stinkiest poops of all. There is no quicker way to clear a
  169. room than to put one of this gobbo’s poops in it. No one with a
  170. sense of smell can willingly be within smelling distance of this
  171. poop. The gobbo only poops once per game day, and after 24 hrs its
  172. poops dry out and lose all smelliness. Making jenkems with this
  173. gobbo’s poop will /FUCK YOU UP. /
  174. 50. Has phenomenal artistic talent. Painting, sculpture, music, film,
  175. as-yet uninvented media, they have an uncanny knack for just about
  176. everything.
  177. 51. A perfect catcher. They can catch anything, without fail. They can
  178. catch bullets, intercepting 1 projectile each round. Objects too
  179. large for the gobbo to reasonably hold may cause some issue, though
  180. they can still technically be caught.
  181. 52. Once per real-time hour, this gobbo can go rummaging in any heap of
  182. detritus nearby, and emerge with something useful. The referee is
  183. the final arbiter on what is discovered, but everyone at the table
  184. is encouraged to make suggestions. It will never be a unique item
  185. (such as the key to a door the players wish to bypass), or will it
  186. ever be a particularly valuable item. Just something that would help
  187. the party at this particular moment.
  188. 53. A weird, lucky, savant. This gobbo has a modest chance to succeed
  189. with every skill in the game. (Using LotFP, a modest chance would be
  190. 2-in-6).
  191. 54. Able to vomit up a yellowish cement-like substance on command.
  192. Enough to form a 2′ by 2′ square in 1 minute.
  193. 55. Has a completely encyclopedic knowledge of bugs. If it’s even
  194. vaguely bug related, this Gobbo will have some kind of useful info
  195. to share.
  196. 56. Has a completely encyclopedic knowledge of fungus and slime. If it’s
  197. even vaguely fungus or slime related, this Gobbo will have some kind
  198. of useful info to share.
  199. 57. Has a completely encyclopedic knowledge of pop culture. If it’s even
  200. vaguely related to pop culture, this Gobbo will have some kind of
  201. useful info to share.
  202. 58. Has an incredible ability to ride things. Any action which can
  203. reasonably be described as “riding,” or as an element of riding has
  204. a 5-in-6 chance of success.
  205. 59. They’re so good at playing pretend that they create minor illusions
  206. of whatever they’re imagining. They must be able to catch the
  207. attention of the people they wish to fool, but anything they
  208. describe happening will appear to happen: sight, sound, and smell.
  209. 60. Plays a scary version of peek-a-boo. The gobbo picks a person or
  210. thing to play with, then covers their eyes. Their target must make a
  211. saving throw versus magic. On a failed throw, it will cease to exist
  212. for as long as the gobbo keeps its eyes covered with both hands.
  213. 61. The gobbo has a bottomless belly pouch. Like a kangaroo, except they
  214. don’t keep babies in there. They keep their junk. The gobbo will
  215. only hold on to items which are their own personal property. They
  216. won’t carry things for the rest of the party.
  217. 62. Hard headed enough that a good bash can knock in just about any
  218. normal door. Heck, give the gobbo 3 minutes and they’ll smash a hole
  219. in a stone wall for you.
  220. 63. The gobbo has a superb sense of direction. They always know, even if
  221. it seems impossible, what the shortest route to the exit is. They’ll
  222. never lead down any dead ends, though they may get sidetracked and
  223. lead the party to something only they think would be fun.
  224. 64. When playing hide and seek, there is no better hider than this. One
  225. moment you’re looking right at them, then you blink, and suddenly
  226. they’re gone. The gobbo must specify where they’re hiding, and it
  227. must be within a the same room or at least nearby, but for all
  228. intents and purposes they are able to teleport themselves into hiding.
  229. 65. Has an enduring love for playing dress up. Give them a pile of junk
  230. and 10 minutes, and they’ll have everyone they know outfitted with a
  231. dapper new disguise fit to fool their own mothers.
  232. 66. A skilled whistler, to the point that they annoy everyone with their
  233. high-pitched tweeting. If they really try, they can actually perform
  234. a sonic attack with their whistling, shattering any glass, ceramic,
  235. or crystal within 30′ that they aim their lips at. May require a
  236. to-hit roll for particularly small, obscured, or moving targets.
  237. 67. Good at picking pockets, performing magic tricks, wrestling stuff
  238. out of people’s hands, and otherwise being digitally dexterous. In
  239. LotFP terms, they have a 6-in-6 for Sleight of Hand.
  240. 68. Has a knack for getting doors open or getting machines to work.
  241. Essentially a 6-in-6 for Tinkering.
  242. 69. Is absolutely delicious. Any creature with the intent to eat living
  243. meat will be instantly attracted to the succulent smells of this
  244. gobbo. Even those not normally inclined to such acts may be tempted.
  245. Once eaten, the imbiber must make a saving throw versus poison or
  246. get food poisoning. They’ll have no time to do anything other than
  247. poop their guts out for the next 24 hours. Miraculously, no matter
  248. how much they chewed, the gobbo will emerge fully re-formed within a
  249. few hours at the most.
  250. 70. Able to vomit voluminously on command. After they vomit, everyone
  251. who sees them must make a saving throw versus poison, or they will
  252. also barf.
  253. 71. Restorative drool, which can seal up wounds and mend broken limbs.
  254. Able to produce enough drool to restore 10 hit points each day.
  255. 72. Has a perfect memory. They’re able to quote anything they’ve heard,
  256. without error, in an exact imitation of the voices they heard it in.
  257. Moreover, they’re able to draw, with exquisite detail, anything
  258. they’ve ever seen. These skills only apply when recalling something.
  259. They have no particular talent for voices or for art otherwise.
  260. 73. Nobody throws a tantrum like this goblin. When something is taken
  261. from them, or they are denied something they want, they’re able to
  262. go absolutely BERSERK. 20 strength! 25 strength! 100 strength!
  263. Immune to damage! Punch for 3d12 damage! The state lasts for 1
  264. minute, and can only occur once per session. Be warned: the gobbo’s
  265. rage will be directed towards whoever took from them / denied them,
  266. so don’t go activating their rage and hoping they’ll turn it against
  267. your foes.
  268. 74. Farts lightning bolts which deal 6d6 damage in a 60′ line straight
  269. out from their butt. Only has a 1-in-6 chance of being able to fart
  270. on command. 2 in 6 if they’ve consumed some bubbly beverage recently.
  271. 75. Has an intuitive understanding of modern technology, enabling them
  272. to use it with ease, even if they don’t know how to tie their shoe.
  273. Works with whatever technology is “modern” in your setting. Gobbo
  274. will refer to anyone who can’t keep up with their technical know-how
  275. as a “Grandpa.”
  276. 76. By concentrating and straining really super hard, this gobbo’s body
  277. becomes mysteriously heavier, and heavier, and heavier. After about
  278. 10 minutes they can get to a max weight of a few tons without any
  279. change in their size or shape. No complicated actions may be
  280. performed while heavy. Popping back to normal weight is
  281. instantaneous when the gobbo stops concentrating.
  282. 77. The gobbo’s farts make such hilarious sounds that everyone who can
  283. hear them must make a saving throw versus Magic or be consumed with
  284. laughter. -1 to their save if they’re close enough to smell it too.
  285. Victims may attempt a new save each round to regain control of
  286. themselves, with a cumulative +3 each round.
  287. 78. Anything that relies on pure dumb luck is double-weighted in this
  288. gobbo’s favor. For example, if the gobbo calls a coin flip in the
  289. air, it has a 75% chance of landing on the side they called. This
  290. works only for diegetic randomness like gambling, not for meta game
  291. randomness like attack rolls or skill checks.
  292. 79. Once per session this gobbo may declare that someone is lying, and
  293. it will be true. If necessary, the referee must bend reality to
  294. accommodate the fact of this lie. If they really, really, really
  295. want to, the referee may tell the gobbo that they are wrong, and
  296. that this person was not lying. However, the gobbo will now be able
  297. to use their ability twice this session.
  298. 80. By yelling stuff like “Stop being dumb!” and “Just do it!” the Gobbo
  299. has a mysterious ability to actually make people better at whatever
  300. they’re doing. Not enough to add any bonuses to rolls, but enough to
  301. make failure a little less bad than it would normally be. (None the
  302. less, if you fail, the gobbo will probably lambast you for not
  303. listening to them when they told you to do it right.) Giving this
  304. sort of “encouragement” precludes any other action being taken by
  305. the gobbo. (They cannot attack the same round, or “encourage” two
  306. people at once).
  307. 81. If the gobbo shouts “GO AWAY! I HATE YOU!” at someone, then that
  308. person must make a saving throw. On failure, they must go away,
  309. knowing they are hated. The gobbo may only emotionally manipulate
  310. one person at a time.
  311. 82. This gobbo carries around hand puppets of various styles. For
  312. whatever reason, these puppets are perceived to be real people by
  313. anyone who sees the gobbo manipulate them. Not specific real people,
  314. mind you. The gobbo cannot make someone believe the puppet is their
  315. mother. However, any words said by the puppets, or actions taken by
  316. them, will be perceived as the actions of a living individual.
  317. 83. By rubbing its grubby face on stuff, the gobbo can leave an imprint
  318. of its face. The gobbo is able to see, smell, hear, and speak
  319. through this face. Until a face is erased, the gobbo cannot stop
  320. receiving sensory information from it, which is annoying. Leaving
  321. more than a few faces out in the world will give the gobbo a serious
  322. headache.
  323. 84. Has a big ol’ horn. It’s a foot long, rigid, with a needle-sharp tip
  324. and one knife-like edge. At will, the gobbo can retract the horn
  325. into its body, and cause it to pop back out anywhere it likes. It
  326. can have a horn sprouting from its forehead, or its stomach, its
  327. left butt cheek, or from in between two of its toes.
  328. 85. Able to collapse into a puddle of slime, oozing around, moving only
  329. across level surfaces or downhill. It takes about 10 minutes to reform.
  330. 86. With innocent-sounding questions and doe eyed looks, this gobbo can
  331. force a target to make a saving throw against shame. On failure, the
  332. victim must reconsider their behavior, or at least work much harder
  333. to hide it. Works only if the target is doing something the average
  334. person wouldn’t want a child to know about.
  335. 87. Whenever they want, the gobbo can grow big big BIG! Fifteen feet
  336. tall, with speed and power to match! For every minute the gobbo
  337. spends being big, they must spend an hour sleeping immediately after
  338. to recover their energy.
  339. 88. Through the use of the mighty Double Dog Dare, this gobbo can force
  340. people to make a save versus Magic, or obey the gobbo’s command. If
  341. they make their save, they may dare the gobbo to do something, which
  342. the gobbo must do. No save.
  343. 89. Is a very good goalie. Crazy good. If this gobbo decides they don’t
  344. want someone to get past them, they basically function as a 10′ by
  345. 10′ invisible wall. Nobody will expect them to be as capable a
  346. blocker as they are.
  347. 90. With a parting of their hands, the gobbo can part just about
  348. anything as if they were Moses or some junk. Water, bushes, crowds,
  349. walls, etc. Every 30 seconds, the gobbo must roll a saving throw to
  350. avoid getting distracted. If they get distracted, whatever they
  351. parted will collapse.
  352. 91. An endless supply of teeth. Each one yanked out will be replaced by
  353. another within a half hour. Teeth can be spit out like bullets, left
  354. on the ground like caltrops, and probably used in all sorts of other
  355. horrible ways.
  356. 92. When the gobbo yawns, the response is more than contagious. Everyone
  357. nearby (including friends) must make a saving throw or fall asleep.
  358. The yawning gobbo themselves doesn’t get a save. They always fall
  359. asleep, and they’re a heavy gosh dang sleeper.
  360. 93. This gobbo is a tattle tale. They have a sort of divination which
  361. allows them to know one bad thing that a person has done. This works
  362. only once per person, PC or NPC alike.
  363. 94. Any part of their body can be detached. Though separate from the
  364. body, it will communicate sensation, and act according to the
  365. gobbo’s thoughts as normal. Detached bits must be recovered and
  366. snapped back into place, they cannot grow back.
  367. 95. This gobbo is a picky eater. If they can fit an object in their
  368. mouth, they’ll instantly know everything that is /wrong/ with it.
  369. Whether it’s cursed, poisoned, whether some evil dude had it once,
  370. or wants to claim it, everything. This ability cannot be used to
  371. divine any nice information.
  372. 96. Through relentless teasing, this gobbo can force an enemy to focus
  373. entirely on them during combat. There is no save against this unless
  374. the foe has a strong reason to ignore the gobbo’s taunts, such as a
  375. commander shouting at them.
  376. 97. Any trick the player describes which can feasibly be performed
  377. without hands has a 4-in-6 chance of success. The gobbo will
  378. probably shout at members of the party to look at them while they do
  379. whatever they’re doing, and will always boast that they’re not using
  380. their hands. Note that picking locks or wielding weapons with one’s
  381. feet is not considered “feasible” for the purposes of this ability.
  382. 98. By climbing on top of something, the gobbo instantly makes the floor
  383. around whatever they’re standing on as hot as lava. The effect moves
  384. along with the gobbo as they climb across chairs and tables to avoid
  385. falling in, so that they’re always at risk of falling in. If the
  386. gobbo intentionally jumps down, the effect ends.
  387. 99. A gosh danged savant when it comes to setting up practical jokes and
  388. home-alone style traps. So long as they have the most important
  389. elements, they can set up even the most complex of Rube-Goldbergian
  390. contraptions in the space of a minute. Minor elements, like pulleys
  391. and bits of string, have a way of simply being around when this
  392. gobbo has need of them.
  393. 100. Of all gobbos, this one is the undisputed master of “I’m not
  394. touching you.” This gobbo never touches anything it doesn’t wanna
  395. touch. Pressure plates? Not happening. Complicated laser grid? No
  396. problem. If they want to, they can even walk with their feet an inch
  397. off the floor, or swim with a thin layer of air between the water
  398. and their skin. They still gotta breathe and be warm, though, so
  399. they gotta touch the air.
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