
pack43 |
So my group recruited the goblins in the Acreon. Long story short, none of them are engineers because our engineer quit playing the day of our first session and no one wanted to change (or even shift skill allocations). I am thinking that, if they keep them around, I'm going to play off their love for "upgrading" equipment which might have dangerous consequences.
I need help thinking up potential upgrades (maybe a table) that I could create for the Goblin's to upgrade in their free time.

The_Defiant |

He builds a rickety jetpack where every turn he uses it, you roll a d20. If some arbitrairy number comes up (say 3 or lower), it moves at full speed in a random direction instead of where he wants to be going.
A forceshield that has a 15% chanse to reflect his own shots back at him rather than deflecting other people's shots
A landmine that might explode, or might just pop up a little flag that goes 'Ha-Ha!'
A jet-powered hammer that on a low enough roll blasts itself violently out of his hand (and possibly into his face)
Magnetic boots that can randomly go over or under their normal strenght, leaving him either unable to pull his feet off or randomly blowing away
This help you any?

pack43 |
He builds a rickety jetpack where every turn he uses it, you roll a d20. If some arbitrairy number comes up (say 3 or lower), it moves at full speed in a random direction instead of where he wants to be going.
A forceshield that has a 15% chanse to reflect his own shots back at him rather than deflecting other people's shots
A landmine that might explode, or might just pop up a little flag that goes 'Ha-Ha!'
A jet-powered hammer that on a low enough roll blasts itself violently out of his hand (and possibly into his face)
Magnetic boots that can randomly go over or under their normal strenght, leaving him either unable to pull his feet off or randomly blowing away
This help you any?
Those are pretty good!

The_Defiant |

The_Defiant wrote:Those are pretty good!He builds a rickety jetpack where every turn he uses it, you roll a d20. If some arbitrairy number comes up (say 3 or lower), it moves at full speed in a random direction instead of where he wants to be going.
A forceshield that has a 15% chanse to reflect his own shots back at him rather than deflecting other people's shots
A landmine that might explode, or might just pop up a little flag that goes 'Ha-Ha!'
A jet-powered hammer that on a low enough roll blasts itself violently out of his hand (and possibly into his face)
Magnetic boots that can randomly go over or under their normal strenght, leaving him either unable to pull his feet off or randomly blowing away
This help you any?
Thanks, have fun with 'em ^_^

Gundamentalist |
So my group recruited the goblins in the Acreon.
The last goblin surrendered and threw himself on the my players' mercy. Result the Sunrise Maiden now has a cook slash servant ala Dobie the House-elf.
I am planning a whole lot of trouble for the goblin, and the players as a result. I have a lot of "upgrades" planned as well :)

J4RH34D |

I suggested to someone else in a similair thread that they look at the quirks and flaws from pathfinder unchained dynamic item creation.
d% Perk
01–04 Lightweight
05–08 Durable
09–12 Impervious
13–16 Energy-kissed
17–20 Sacred1
21–24 Faithful1
25–28 Shielding
29–32 Tentacled touch
33–36 Inscribed
37–40 Eager
41–44 Enemy glow
45–48 Hated Foe
49–52 Skillful
53–56 Exemplar
57–60 Unassuming
61–64 Lucky
65–68 Draconic
69–72 Mindlinked
73–76 Messenger
77–79 Healthful
80–82 Energetic3
83–85 Lunar
86–88 Solar
89–91 Potent
92–94 Spying
95–97 Resizing
98–100 Egoistic
d% Quirk
01 Flaw
02–04 Infested
05–08 Unusually colored
09–12 Color-altering
13–16 Mood coloration
17–20 Aberrant
21–24 Decorous*
25–28 Dirty
29–32 Junky
33–36 Magnificent appearance
37–40 Verdant
41–44 Noisy
45–48 Bloodthirsty
49–52 Levitating
53–56 Molting
57–60 Soprano
61–64 Bass
65–68 Giant-eared
69–72 Nose-enlarging
73–76 Spiritbound
77–80 Racially attuned
81–84 Loyal
85–87 Wet
88–90 Slimy
91–93 Unpredictable
94–96 Convergent
97–99 Glittering
100 Perk
Flaws are adjustments to an item that are detrimental in nature. Most are similar to curses, but not nearly as damaging or restrictive to the bearer. Whenever a challenge would add a flaw to an item, roll on the following table. In general, the more harmful flaws have higher numbers on the table. Reroll duplicates and flaws that do not fit the item. Feel free to invent your own flaws or simply choose an appropriate one.
Accumulating Flaws: The more flaws the item has, the more likely it is to become cursed. For each flaw beyond the first, add a cumulative +5 modifier to the d% roll until the item gains a curse (after which the +5 modifiers no longer apply). When you decide to create a new flaw or choose an appropriate one rather than rolling, you should still roll first to determine whether the item gains a curse instead.
d% Flaw
01–04 Heavy
05–08 Fragile
09–12 Vulnerable
13–16 Energy weakened
17–20 Pungent
21–24 Faerie-lit
25–28 Singing
29–32 Vindictive
33–36 Anomalous
37–40 Extremely infested
41–44 Addictive
45–48 Gluttonous
49–52 Slothful
53–56 Hallucinogenic
57–60 Obedient
61–64 Uncivilized
65–68 Allergic
69–72 Zealous
73–76 Impotent
77–80 Pacifistic
81–84 Backlashing
85–87 Wrathful
88–90 Proud
91–93 Slippery
94–96 Enticing
97–99 Paranoid
100+ Cursed