<<

Marvel Villains [Villains & Vigilantes RPG] 1

GREEN

Real Name: Occupation: Professional criminal, owner and president of Osborn Industries, Inc. Identity: Secret Legal Status: Citizen of the United States with no criminal record Other Aliases: Overlord, the Goblin, the Goblin-Lord, "Gobby" Place of Birth: Hartford, Connecticut Marital Status: Widowed Group Affiliation: Former partner of the first Crime- Master Base of Operations: New York City : As Norman Osborn (AMAZING SPIDER-MAN #14)

Level: 12th Experience: 82,500

STR 28 2.2 Hit Points 59 END 22 2.2 Power 100 AGL 15 1.6 Accuracy +2* INT 35 1.9 Damage Mod. +5* CHA 25 (14.136) HTH Damage 2d8 * See Training Bonuses

Sex: Male Age: Adult Training: +1 Damage with Pumpkin Bombs Height: 5' 11" Weight: 185 lbs Eyes: Blue Hair: Reddish-Brown

POWERS: 1. Armour (Type B): Technological. ADR 75. The Green gloves are interwoven with micro-circuit conducting filaments capable of channeling pulsed discharges of 10,000 volts: 2d8 Damage (attacks as Lightning Control) within 1" Range. 20 Charges (hidden in cuffs and costume tunic). 2. Heightened Charisma A +12 3. Heightened Intelligence A +12 4. Chemical Power ("Goblin Formula"): An experimental strength-enhancing formula turned the power hungry Norman Osborn into his insane alter-ego, the . a. Heightened Endurance A +12 (unusual amount of adrenaline) b. Heightened Intelligence A +8 (increased insane genius) c. Heightened Strength A +18 (superhuman strength – Uses full weight for determining Carrying Capacity and Basic HTH Damage) Marvel Villains [Villains & Vigilantes RPG] 2

d. Regeneration: The Green Goblin can heal his Healing Rate per Turn at the cost of one action. The GM should state a type of damage that the Green Goblin cannot heal with this power. e. Weakness (Insanity): Norman Osborn's mind was driven insane. He also suffers with an inordinate obsession with Spider-Man. 5. Vehicle ("Goblin–Glider"): Hit Points* Weight: Passengers: Cargo Cap.: Speed: Disable: Demolish: Goblin–Glider 125 lbs 1 + 1 400 lbs 300 mph 2 6 * See Inventing Point Spent

Basic Hits: 4 Agility Mod: n/a Reaction from: Good: --4 Evil: +4 Healing Rate: 2 Detect Danger: 26% Detect Hidden: 30% Carrying Capacity: 4468 lbs Basic HTH Damage: 2d8 Movement Rates: 65" ground, 1320" air (Goblin–Glider) Inventing Points: 30.9 Inventing (111%):

INVENTIONS: Razor sharp, flying Bats: +2 to Hit, HTH + 1d4 Damage, Range 28" (AGLx2 Thrown). [2 Inventing Points: 1 for original version, +1 for increased range] Pumpkin Smoke Bombs: +1 to Hit, Special Damage, 3" Blast Radius, Range 14" (AGL Thrown). Special Damage: Thick Black Smoke (blast radius = an area of Darkness Control) [1 Inventing Point] Pumpkin Explosive Bombs: +2 to Hit, 2d8 Damage, 2" Blast Radius, Range 28" (AGL Thrown). [2 Inventing Points: 1 for original version, +1 for increased damage] Pumpkin Hallucigenic Smoke Bombs: +1 to Hit, Special Damage, 2" Blast Radius, Range 14" (AGL Thrown). Special: Hallucingenic Smoke (Chemical Attack) [1 Inventing Point] Tinkering on the Goblin–Glider: Improved Cargo Capacity and body armour (HPs). [4 Inventing Points: +1 for increased Cargo Capacity, +3 for 3 HPs]

TRAINING BONUSES:

Level 2 +1 INT Level 8 +1 to Hit with Pumpkin Bombs Level 3 +1 INT Level 9 +1 INT Level 4 +1 AGL Level 10 +1 Damage with Pumpkin Bombs Level 5 +1 to Hit with Pumpkin Bombs Level 11 +1 AGL Level 6 +1 AGL Level 12 +1 to Hit with Pumpkin Bombs Level 7 +1 to Hit with Pumpkin Bombs

COMBAT MODIFIERS: Pumpkin Bombs: HTH Attack +6 to Hit +6 Damage Sparkling Gloves: Lightning Control +2 to Hit +5 Damage