Monday, January 6, 2025

(Gamma World) The Goober Sisters #CharacterCreationChallenge

Today we tackle the final three on the fated Gamma World index card my daughter Maja drew up: The Goober "Sisters."


Legoom - 3rd Level Plasmoid Enforcer (Far Right)

Attributes:

Physical Strength: 13
Dexterity: 3
Constitution:17
Intelligence: 5
Mental Strength: 13
Charisma: 6
Senses: 9

Hit Points: 56
Mental Defense 11
Armor Class: 11 (Base +Levelling Bonus + Steel Shield)
THAC Melee +4 , THAC Ranged +0
Perception -1

Skills:

Combat Leadership: 3
Makeshift Weapons/Armor: 5
Size-Up Opponent: 10

Mutations:
Chameleon Power (16)


Background:  
Legoom is the slowest and dumbest of the Goober Sisters, but they are also the toughest and most loyal.  Armed normally with a battle axe, Legoom is more likely to to hide and surprise opponents.  Legoom's greatest treasure is known as an EYE-SEE Machine.  Using a power cell, it can not only freeze water into ice, but shave the ice.  The machine also contain various containers of brightly colored flavors.  Legoom is running low on these containers, and many an adventure has been had looking for more.

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Peenoot- 5th Level Plasmoid Scout

Attributes:

Physical Strength: 17
Dexterity: 12
Constitution: 12
Intelligence: 11
Mental Strength: 15
Charisma: 18
Senses: 8

Hit Points: 53
Mental Defense  12
Armor Class: 12 
+4 Perception,+5 Stealth, and +5 Remain Unseen
THAC Melee +6, THAC Ranged +2

Skills: 
Detect Ambush (9)
Hunting (7)
Navigate (7)
Tracking (8)
Wilderness Survival (9) 

Mutations:

Heightened Physical Attribute (Strength)

Displacement 
Size Change (Smaller)


Background:
Peenoot is the true adventurer of the group, collecting years of experience before being transported to this world.  Armed with an advanced needler and a knife.  

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Pindoor - 4th Level Plasmoid Examiner

Attributes:

Physical Strength: 14
Dexterity: 8
Constitution: 11
Intelligence: 15
Mental Strength: 13
Charisma: 10
Senses: 13

Hit Points: 44
Mental Defense 15
Armor Class: 10
Use Artifact +4, Robot Recognition 13

Skills: 
Avoid Artifact Disaster (8)
Jury-Rig (8)
Read Schematics (5)
Repair Artifact (7)

Mutations:

Force Field Generation (15)

Size Change (Smaller)


Background: 
Pindoor is the weakest sibling, but also the one with the most experience with artifacts. Pindoor uses a Taser for self-defense. 

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These being are not native to Gamma World.  It is unsure how they arrive, but their culture was so far advanced that they could use great technology, but they don't know how to recreate it.  

The Plasmoids were another term for the Dralasites of Star Froniters lore.  Here's a version of the Racial information, tweaked for 4th Edition Gamma World.

Plasmoids

Size
. Plasmoids average between 4 and 5 feet tall, and weigh about 140 pounds. Your size is Medium.

Speed. Your base walking speed is 20 feet. Your speed can increase with additional “legs”

Blindsight. You gain blindsight for 30 feet from your enhanced sense of smell.

Lie Detection. All Plasmoids have a natural chance to realize when someone is lying to them due to their keen olfactory senses through their skin. You have proficiency equal to a Sense check.

Elasticity. A Plasmoid’s skin is stretchable and supported by a complex muscle structure. This allows you to change the shape of your body, within limits. You can stretch and flatten your body at will. You can squeeze through a space as though you were Tiny. You also have -2 damage from any bludgeoning or piercing attacks.

Additional Limbs. A Plasmoid can “grow” arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed. You can have a total number of limbs equal to your Dexterity Ability score divided by 2. A Plasmoid needs at a minimum of 2 legs to be able to walk at base speed. A Plasmoid with 3 legs has a walking speed of 25 feet, and 4 legs or more has a walking speed of 30 feet.

You must decide whether a limb is an arm or a leg when it is grown. Growth or Adsorption of a limb takes your action and requires concentration until the start of your next turn. A limb can be up to 3 feet long, and no less than 4 inches thick. “Fingers” for handling items can be 4 inches long and no less than ½ inch thick.

Many Hands.
If you have three or more arms, you gain one additional melee attack when using an Attack action. Also, you can perform one additional action per turn if not using the additional melee attack.

Lethargic. Plasmoid are typically sluggish. You let others move first, have a -5 penalty to your initiative.

Languages. You can speak, read and write in Plasmoid and speak in one local trade tongue

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