House DeLong Gremlins updated
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House DeLong Gremlins updated
House DeLong has developed an advanced class of enhanced soldiers specifically designed to sabotage the robots of the machine. They are called Gremlins, they are short three feet tall. They are not mind wiped and retain full intelligence. Gremlins may be male or female and are streile, they cannot reproduce naturally.
Gremlins may be sent on solo long range missions or be part of a unit. Gremlins sneak into supply depots and use their acid nodules to quietly weaken machine supplies. As part of a unit they make excellent pointmen and scouts. Gremlins naturally get along with gorehounds and all warmounts, this may be a side effect of the creation process.
They all have acid blood, chameleon skin, leathery wings(flight), and two acid nodules (usually mounted on the chest so they may be sprayed in a foward arc, or down when they fly over a target.). MDC is PEx5, bio-e is 3d4x10+20. Gains +12 bio-e/level after first level. Gremlins may be awarded extra bio-e as a reward for loyalty or preforming a very deadly mission. All Gremlins at first level develop narcisissism, a strange side effect of their creation process.
alignment: any, generally good or selfish
attribute requirements: none
attribute bonuses:
+1d6 PS
+2d6 speed
occ bonuses:
splicer strength
+1 attack/round
+1 initiative
+1 dodge
+1 strike
+2 to pull punch
+2 vs. poisons/drugs
+10% vs coma/death
+2 vs horror factor
base mdc: PEx5 +1d6/level. bio-regenerates 1d6MDC per melee round, can last ten times longer then normal during strenuous activity before feeling effects of exhaustion, can remain alert three days without sleep.
biological enhancements:
acid blood, bio-comm, chameleon skin, flight appendages (leathery wings).
2 acid nodules.
starting additional bio-e points: 3d4x10+20, +12 bio-e/level.
common skills:
standard (+10%).
occ skill programs:
infanrtyman (+10%)
reconnaissance/scout (+15%)
saboteur (+10)
one skill program of choice (use roughneck skill program list)
elective skills:
bio-comms (+15%)
wilderness survival (+10%)
three of choice (use roughneck elective skill list)
secondary skills:
four of choice
Standard Equipment: (keep in mind gremlins are three feet tall.).
Eye Pod
Face Wrap
Slap Patch
MDC utility belt with many pouches to hold small items.
Googles, first aid kit, clothes, sleeping bag, canteen,
two days rations, can be suplimented ot last longer in field.
Gunny sack to carry gear on long range missions.
Gremlins start with one hand to hand weapon, one ranged weapon, 10 chigs, 5 migs, and 20 squigs. Gremlins may always draw explosives from house reserves to replace used ordinances.
Gremlins generally bunk with others of their kind, unless part of a very close unit.
Gremlins may be sent on solo long range missions or be part of a unit. Gremlins sneak into supply depots and use their acid nodules to quietly weaken machine supplies. As part of a unit they make excellent pointmen and scouts. Gremlins naturally get along with gorehounds and all warmounts, this may be a side effect of the creation process.
They all have acid blood, chameleon skin, leathery wings(flight), and two acid nodules (usually mounted on the chest so they may be sprayed in a foward arc, or down when they fly over a target.). MDC is PEx5, bio-e is 3d4x10+20. Gains +12 bio-e/level after first level. Gremlins may be awarded extra bio-e as a reward for loyalty or preforming a very deadly mission. All Gremlins at first level develop narcisissism, a strange side effect of their creation process.
alignment: any, generally good or selfish
attribute requirements: none
attribute bonuses:
+1d6 PS
+2d6 speed
occ bonuses:
splicer strength
+1 attack/round
+1 initiative
+1 dodge
+1 strike
+2 to pull punch
+2 vs. poisons/drugs
+10% vs coma/death
+2 vs horror factor
base mdc: PEx5 +1d6/level. bio-regenerates 1d6MDC per melee round, can last ten times longer then normal during strenuous activity before feeling effects of exhaustion, can remain alert three days without sleep.
biological enhancements:
acid blood, bio-comm, chameleon skin, flight appendages (leathery wings).
2 acid nodules.
starting additional bio-e points: 3d4x10+20, +12 bio-e/level.
common skills:
standard (+10%).
occ skill programs:
infanrtyman (+10%)
reconnaissance/scout (+15%)
saboteur (+10)
one skill program of choice (use roughneck skill program list)
elective skills:
bio-comms (+15%)
wilderness survival (+10%)
three of choice (use roughneck elective skill list)
secondary skills:
four of choice
Standard Equipment: (keep in mind gremlins are three feet tall.).
Eye Pod
Face Wrap
Slap Patch
MDC utility belt with many pouches to hold small items.
Googles, first aid kit, clothes, sleeping bag, canteen,
two days rations, can be suplimented ot last longer in field.
Gunny sack to carry gear on long range missions.
Gremlins start with one hand to hand weapon, one ranged weapon, 10 chigs, 5 migs, and 20 squigs. Gremlins may always draw explosives from house reserves to replace used ordinances.
Gremlins generally bunk with others of their kind, unless part of a very close unit.
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Re: House DeLong Gremlins updated
Snake Eyes wrote:Thats pretty cool
Thanks I love feedback!!!!!
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Re: House DeLong Gremlins updated
i cant get the image out of my head of flying versions of the little critters from Galaxy Quest swarming the machines...minors not miners
just to clarify, are these heavily augmented non mindwiped Biotics??... if they are may i make a suggestion -
if you want to keep them as heavily augmented Biotics may i suggest that they are the run of the mill mind wiped version with the 'Savant' enhancement from page 83 of the Rifter 50....cos i just cant imagine many people wanting to volunteer to become 3 feet tall
...or instead, have them as some form of new intelligent creature that functions in the same way as the CS dogboys.
something like a blend between a bat and a dog in humaoid form
just to clarify, are these heavily augmented non mindwiped Biotics??... if they are may i make a suggestion -
if you want to keep them as heavily augmented Biotics may i suggest that they are the run of the mill mind wiped version with the 'Savant' enhancement from page 83 of the Rifter 50....cos i just cant imagine many people wanting to volunteer to become 3 feet tall
...or instead, have them as some form of new intelligent creature that functions in the same way as the CS dogboys.
something like a blend between a bat and a dog in humaoid form
connecting the dots
Re: House DeLong Gremlins updated
These are not biotics they are a stand alone class I wrote up. Took me many hours to make these things balanced out. Hope you liked the class overall.
So you personally would rather get Your mind wiped and be insane then be three feet tall? How about have your skin ripped off your body like the skinjob? How about looking like a dried up husk via scarecrow? Compared to the other choices gremlins are not too bad now
Dont think child-like as in galazy quest, think "succubus" might make more sense now. In a strange twist they tend to develop narcisissism, more a roleplaying chance then a hard rule.
In splicers many people willingly augment themselves in many strange ways. Perhaps the most insidious part of this is parasitic host armor! "What do you mean I'm bald....... ".
So you personally would rather get Your mind wiped and be insane then be three feet tall? How about have your skin ripped off your body like the skinjob? How about looking like a dried up husk via scarecrow? Compared to the other choices gremlins are not too bad now
Dont think child-like as in galazy quest, think "succubus" might make more sense now. In a strange twist they tend to develop narcisissism, more a roleplaying chance then a hard rule.
In splicers many people willingly augment themselves in many strange ways. Perhaps the most insidious part of this is parasitic host armor! "What do you mean I'm bald....... ".
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Re: House DeLong Gremlins updated
i understand now, cool...i would expect that most Houses would create expendible troops like CS dogboys & these are H. DeLong's version... the number tactic in combat/warfare/survival is a dynamic employed by many - bees, ants, herds. it is sometimes better to have 3, 3 foot gremlins than 1, 9 foot gargoyle
they would be effective in causing mahem in the machine numbers, maybe as a final 'stick it to the machine' tactic their body can have a death switch implanted so upon their death their body could potentially explode spraying acid over the battle field
and yes, i would prefer to be a mind wiped biotic and stay a 6 foot tall 255lb bear mode than become a 3 foot gremlin
they would be effective in causing mahem in the machine numbers, maybe as a final 'stick it to the machine' tactic their body can have a death switch implanted so upon their death their body could potentially explode spraying acid over the battle field
and yes, i would prefer to be a mind wiped biotic and stay a 6 foot tall 255lb bear mode than become a 3 foot gremlin
connecting the dots
Re: House DeLong Gremlins updated
Wow, I would be a gremlin. They are made to go into machine territory and quietly disable factories and destroy munition supplies. I like the destroy the body to stop it from falling into the wrong hands, might add that. Morgana in my story I have been posting is a gremlin. I am writing her up. If you like I can PM you what I have, she is not done yet, but almost there.
- krispy
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Re: House DeLong Gremlins updated
boxee wrote:Wow, I would be a gremlin. They are made to go into machine territory and quietly disable factories and destroy munition supplies. I like the destroy the body to stop it from falling into the wrong hands, might add that. Morgana in my story I have been posting is a gremlin. I am writing her up. If you like I can PM you what I have, she is not done yet, but almost there.
Post it here in the thread it would add an extra touch to the creation, showing an advanced character
connecting the dots
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Re: House DeLong Gremlins updated
krispy wrote:i understand now, cool...i would expect that most Houses would create expendible troops like CS dogboys & these are H. DeLong's version... the number tactic in combat/warfare/survival is a dynamic employed by many - bees, ants, herds. it is sometimes better to have 3, 3 foot gremlins than 1, 9 foot gargoyle
This is a very cool idea; good work. I love Krispy's idea of a swarm of these things crawling around.
Fairy tales begin with "Once upon a time". Southern fairy tales begin with "Y'all ain't gonna believe this s**t!!"
XBL Gamertag: Guy L3D0uch3
If Keanu Reeves had played Thulsa Doom, he would have told Conan to contemplate on the Tree of Whoa..
XBL Gamertag: Guy L3D0uch3
If Keanu Reeves had played Thulsa Doom, he would have told Conan to contemplate on the Tree of Whoa..
Re: House DeLong Gremlins updated
By your request I present Morgana from my story-
Name: Morgana
Class: Gremlin
Alignment: unprincipled
Level: eighth
Sex: female
Age: 22
Height: 32"
Weight: 60lbs.
IQ: 20 (+6%)
ME: 12
MA: 16
PS: 23 (+8)
PP: 15
PE: 17 (+5% vs coma/death, +1 vs poison/magic)
PB: 16
Spd.: 33 (22mph)
MDC: 157
bio-regenerates 1d6MDC per melee round
can last ten times longer then normal during strenuous activity before feeling effects of exhaustion, can remain alert three days without sleep.
occ bonuses:
splicer strength
+10% vs coma/death
+2 vs horror factor
Combat Bonuses- (not adding bio enhancements)
6 attacks/round
initiative +1
dodge +5
(note: motion detection gives auto-dodge +4)
parry +4
strike +3
roll +5
pull punch +3
disarm +2
critical natural 18-20
Combat manuvers-
punch 1d4
backhand 1d4
karate punch 2d4
body flip/throw 1d6
auto-kick gymnastics 2d4
HTH kick 1d8
karate kick 2d6
axe kick 2d8
roundhouse kick 3d6
knee strike 1d8
jump kick 4d10 (uses all attacks)
starting additional bio-e points: 3d4x10+20, +12 bio-e/level. 214 points.
biological enhancements:
acid blood
bio-comm
chameleon skin
flight appendages (leathery wings 6' wing span)
3 acid nodules (upper chest look like small nubs)
advanced eyes
enhanced sight
antenna
motion detection
cosmetic alteration (acid nodules are concealed)
glow cell (center of chest)
bio-force field
resistance to electricity
stealth field
suction cups and gripping hairs on feet
small claws both hands +1d6+3 to punch damage
spines and blades right arm +6 to punch damage
1d10mdc, range 80, +2 to strike.
Skills- +6%
common skills:
standard (+10%).
basic mathematics: 108%
speak native language: 111%
read/write native language: 100%
occ skill programs:
infanrtyman (+10%)
first aid: 96%
forced march
HTH: expert (WP: paired)
running
WP light bio-weapons
reconnaissance/scout (+15%)
detect ambush: 86%
detect concealment: 81%
intelligence: 81%
land navigation: 85%
prowl: 86%
saboteur (+10)
machine technology: 91%
chemistry: 86%
demolitions: 97%
demolitions disposal: 97%
demolitions underwater: 100%
one skill program of choice (use roughneck skill program list)
bio-technology
bio-comms: 86%
biology: 71%
genetics: 67%
machine lore: 74%
operate bio-equipment: 81%
elective skills:
bio-comms (+15%): 101%
wilderness survival (+10%): 71%
three of choice (use roughneck elective skill list)
military fortification: 71%
excavation: 66%
masonry: 71%
level four: gymnastics
level eight: kick boxing
secondary skills:
four of choice-
dance: 71%
advanced mathematics: 88%
physical labor
art: 76%
level three: climbing: 86%/76%
level six: athletics-general
Equipment:
Face Wrap
Pod Pistol
Light Cell Laser Pistol
Tentacle Scourge- Spiked Ball on chain
Concussion Baton
Spiked Hammer
Acid Edged Knife
10 chigs
5 migs
20 squigs
Small wooden box filled with 20 spines and blades pulled off and kept.
3 Slap Patches
MDC utility belt with many pouches to hold small items.
first aid kit
clothes
sleeping bag
canteen,
two days rations
can be suplimented to last longer in field.
Gunny sack to carry gear on long range missions.
Name: Morgana
Class: Gremlin
Alignment: unprincipled
Level: eighth
Sex: female
Age: 22
Height: 32"
Weight: 60lbs.
IQ: 20 (+6%)
ME: 12
MA: 16
PS: 23 (+8)
PP: 15
PE: 17 (+5% vs coma/death, +1 vs poison/magic)
PB: 16
Spd.: 33 (22mph)
MDC: 157
bio-regenerates 1d6MDC per melee round
can last ten times longer then normal during strenuous activity before feeling effects of exhaustion, can remain alert three days without sleep.
occ bonuses:
splicer strength
+10% vs coma/death
+2 vs horror factor
Combat Bonuses- (not adding bio enhancements)
6 attacks/round
initiative +1
dodge +5
(note: motion detection gives auto-dodge +4)
parry +4
strike +3
roll +5
pull punch +3
disarm +2
critical natural 18-20
Combat manuvers-
punch 1d4
backhand 1d4
karate punch 2d4
body flip/throw 1d6
auto-kick gymnastics 2d4
HTH kick 1d8
karate kick 2d6
axe kick 2d8
roundhouse kick 3d6
knee strike 1d8
jump kick 4d10 (uses all attacks)
starting additional bio-e points: 3d4x10+20, +12 bio-e/level. 214 points.
biological enhancements:
acid blood
bio-comm
chameleon skin
flight appendages (leathery wings 6' wing span)
3 acid nodules (upper chest look like small nubs)
advanced eyes
enhanced sight
antenna
motion detection
cosmetic alteration (acid nodules are concealed)
glow cell (center of chest)
bio-force field
resistance to electricity
stealth field
suction cups and gripping hairs on feet
small claws both hands +1d6+3 to punch damage
spines and blades right arm +6 to punch damage
1d10mdc, range 80, +2 to strike.
Skills- +6%
common skills:
standard (+10%).
basic mathematics: 108%
speak native language: 111%
read/write native language: 100%
occ skill programs:
infanrtyman (+10%)
first aid: 96%
forced march
HTH: expert (WP: paired)
running
WP light bio-weapons
reconnaissance/scout (+15%)
detect ambush: 86%
detect concealment: 81%
intelligence: 81%
land navigation: 85%
prowl: 86%
saboteur (+10)
machine technology: 91%
chemistry: 86%
demolitions: 97%
demolitions disposal: 97%
demolitions underwater: 100%
one skill program of choice (use roughneck skill program list)
bio-technology
bio-comms: 86%
biology: 71%
genetics: 67%
machine lore: 74%
operate bio-equipment: 81%
elective skills:
bio-comms (+15%): 101%
wilderness survival (+10%): 71%
three of choice (use roughneck elective skill list)
military fortification: 71%
excavation: 66%
masonry: 71%
level four: gymnastics
level eight: kick boxing
secondary skills:
four of choice-
dance: 71%
advanced mathematics: 88%
physical labor
art: 76%
level three: climbing: 86%/76%
level six: athletics-general
Equipment:
Face Wrap
Pod Pistol
Light Cell Laser Pistol
Tentacle Scourge- Spiked Ball on chain
Concussion Baton
Spiked Hammer
Acid Edged Knife
10 chigs
5 migs
20 squigs
Small wooden box filled with 20 spines and blades pulled off and kept.
3 Slap Patches
MDC utility belt with many pouches to hold small items.
first aid kit
clothes
sleeping bag
canteen,
two days rations
can be suplimented to last longer in field.
Gunny sack to carry gear on long range missions.
- Snake Eyes
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Re: House DeLong Gremlins updated
Ok, that character is really cool......that shows the Gremlin concept quite well
The Dragon Has Spoken
- krispy
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Re: House DeLong Gremlins updated
Snake Eyes wrote:Ok, that character is really cool......that shows the Gremlin concept quite well
2nd... (insert pic of scruffy the janitor)
connecting the dots
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Re: House DeLong Gremlins updated
I could see that the wings for flight be an option rather than standard; having a swarm of them attack a Machine Sentry Tower would be something....
"Yes, I know I'm going to hell; I'm bringing marshmallows."
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
Re: House DeLong Gremlins updated
BookWyrm wrote:I could see that the wings for flight be an option rather than standard; having a swarm of them attack a Machine Sentry Tower would be something....
They would not be gremlins without wings. The wings allow the gremlins to move quickly without needing a war mount, wing pack, or horse.
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Re: House DeLong Gremlins updated
OK, boxee.
"Yes, I know I'm going to hell; I'm bringing marshmallows."
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
Re: House DeLong Gremlins updated
Wingless might be called goblins, give them a gorehound warmount maybe a few bio-e to spend on it. Thanks for the idea I think I will write them up.
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Re: House DeLong Gremlins updated
Cool!
"Yes, I know I'm going to hell; I'm bringing marshmallows."
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.
- Aramanthus
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Re: House DeLong Gremlins updated
Nice. Now would this be considered an OCC? I like it. The NPC is very cool too.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
Re: House DeLong Gremlins updated
Aramanthus wrote:Nice. Now would this be considered an OCC? I like it. The NPC is very cool too.
Yes they are an OCC.
Re: House DeLong Gremlins updated
As per request.
GOBLINS!!!!!!
Goblins stand thee feet tall, they have sleek muscular (anatomically correct) bodies. They are totally hairless and have long pointed ears. Eyes tend to be blue and skin tends to be pale. All Goblins at first level develop narcisissism, a strange side effect of their creation process. Goblins generally bunk with others of their kind or their squad, if part of a unit.
Base MDC: PEx5 +1d6/level. bio-regenerates 1d6 MDC per melee round.
Can last ten times longer then normal during strenuous activity before feeling effects of exhaustion, can remain alert three days without sleep.
Base bio-e is 3d4x10+20. Gains +12 bio-e/level after first level. Goblins may be awarded extra bio-e as a reward for loyalty or preforming a very deadly mission.
Personal gore hound at second level, has 36+3d6 bio-e for enhancements of choice and +12 bio-e every three levels starting at level three. If the goblins gore hound dies it is replaced with a standard basic model that is modified as the goblin levels as normal, see above.
Alignment: any, generally good or selfish
Attribute requirements: none
Attribute bonuses:
+1d6 PS
+2d6 speed
OCC bonuses:
splicer strength
+1 attack/round
+1 initiative
+1 dodge
+1 strike
+2 to pull punch
+2 vs. poisons/drugs
+10% vs coma/death
+2 vs horror factor
+20% prowl bonus
Standard biological enhancements:
advanced eyes, advanced senses, heat pits, bio-comm, enhanced leaping ability, righting reflex, small claws on both hands.
common skills:
standard (+10%).
basic mathematics:
speak native language:
read/write native language:
occ skill programs:
infanrtyman (+10%)
first aid:
forced march
HTH: expert (WP: paired)
running
WP light bio-weapons
reconnaissance/scout (+15%)
detect ambush:
detect concealment:
intelligence:
land navigation:
prowl:
saboteur (+10)
machine technology:
chemistry:
demolitions:
demolitions disposal:
demolitions underwater:
one skill program of choice (use roughneck skill program list)
elective skills: (advance as roughneck)
bio-comms (+15%):
wilderness survival (+10%):
three of choice (use roughneck elective skill list)
secondary skills: (advance as roughneck)
four of choice-
Standard Equipment: (keep in mind goblins are three feet tall "heavy weapons" are too big for goblins to use).
face Wrap
MDC utility belt with many pouches to hold small items.
Googles, first aid kit, clothes, sleeping bag, canteen,
two days rations, can be suplimented to last longer in the field.
back pack to carry gear on long range missions.
miracle fiber armor (half MDC due to size), living armor may be later given as a reward for service.
Goblins start with one hand to hand weapon of choice, one ranged weapon of choice, and one weapon for each WP of choice.
10 chigs, 5 migs, and 20 squigs.
Goblins may always draw explosives from house reserves to replace used
ordinances.
May add more gear as you play.
Starts with 1d6x100 credits in rare trade goods.
GOBLINS!!!!!!
Goblins stand thee feet tall, they have sleek muscular (anatomically correct) bodies. They are totally hairless and have long pointed ears. Eyes tend to be blue and skin tends to be pale. All Goblins at first level develop narcisissism, a strange side effect of their creation process. Goblins generally bunk with others of their kind or their squad, if part of a unit.
Base MDC: PEx5 +1d6/level. bio-regenerates 1d6 MDC per melee round.
Can last ten times longer then normal during strenuous activity before feeling effects of exhaustion, can remain alert three days without sleep.
Base bio-e is 3d4x10+20. Gains +12 bio-e/level after first level. Goblins may be awarded extra bio-e as a reward for loyalty or preforming a very deadly mission.
Personal gore hound at second level, has 36+3d6 bio-e for enhancements of choice and +12 bio-e every three levels starting at level three. If the goblins gore hound dies it is replaced with a standard basic model that is modified as the goblin levels as normal, see above.
Alignment: any, generally good or selfish
Attribute requirements: none
Attribute bonuses:
+1d6 PS
+2d6 speed
OCC bonuses:
splicer strength
+1 attack/round
+1 initiative
+1 dodge
+1 strike
+2 to pull punch
+2 vs. poisons/drugs
+10% vs coma/death
+2 vs horror factor
+20% prowl bonus
Standard biological enhancements:
advanced eyes, advanced senses, heat pits, bio-comm, enhanced leaping ability, righting reflex, small claws on both hands.
common skills:
standard (+10%).
basic mathematics:
speak native language:
read/write native language:
occ skill programs:
infanrtyman (+10%)
first aid:
forced march
HTH: expert (WP: paired)
running
WP light bio-weapons
reconnaissance/scout (+15%)
detect ambush:
detect concealment:
intelligence:
land navigation:
prowl:
saboteur (+10)
machine technology:
chemistry:
demolitions:
demolitions disposal:
demolitions underwater:
one skill program of choice (use roughneck skill program list)
elective skills: (advance as roughneck)
bio-comms (+15%):
wilderness survival (+10%):
three of choice (use roughneck elective skill list)
secondary skills: (advance as roughneck)
four of choice-
Standard Equipment: (keep in mind goblins are three feet tall "heavy weapons" are too big for goblins to use).
face Wrap
MDC utility belt with many pouches to hold small items.
Googles, first aid kit, clothes, sleeping bag, canteen,
two days rations, can be suplimented to last longer in the field.
back pack to carry gear on long range missions.
miracle fiber armor (half MDC due to size), living armor may be later given as a reward for service.
Goblins start with one hand to hand weapon of choice, one ranged weapon of choice, and one weapon for each WP of choice.
10 chigs, 5 migs, and 20 squigs.
Goblins may always draw explosives from house reserves to replace used
ordinances.
May add more gear as you play.
Starts with 1d6x100 credits in rare trade goods.
Re: House DeLong Gremlins updated
what are chigs, migs, & squigs?
King Hawke--I don't make the world, I just live in it
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- Palladin
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Re: House DeLong Gremlins updated
Kinghawke wrote:what are chigs, migs, & squigs?
explosives. main book, page 137.
chigs are hand grenades, migs are heavy explosives, squigs are blasting caps.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Re: House DeLong Gremlins updated
Nice new additions.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Re: House DeLong Gremlins updated
You are very welcome. I hope you will create more new stuff.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
Re: House DeLong Gremlins updated
Aramanthus wrote:You are very welcome. I hope you will create more new stuff.
Been working on next part of House DeLong story, just taking time. Kinda slowed for a bit.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Re: House DeLong Gremlins updated
Take your time. I know my muse has only recently started to become active again.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
Re: House DeLong Gremlins updated
ever think of doing a aquatic version of this creature?
howdey folks!!!!!!!!
Re: House DeLong Gremlins updated
abe wrote:ever think of doing a aquatic version of this creature?
Had not but ill see what I can do my friend.
Re: House DeLong Gremlins updated
boxee wrote:abe wrote:ever think of doing a aquatic version of this creature?
Had not but ill see what I can do my friend.
That's good as there' s probably aquatic robots out there you know.
howdey folks!!!!!!!!
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- Palladin
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- Joined: Fri Jun 26, 2009 4:11 pm
Re: House DeLong Gremlins updated
there are some, but the machine doesn't like the oceans in general and largely sticks to the surface.
something to do with difficulty in keeping in contact with submerged drones and such.
something to do with difficulty in keeping in contact with submerged drones and such.
Re: House DeLong Gremlins updated
don't forget about a flying version for flying robots!
howdey folks!!!!!!!!