Green Goblin PL12

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Green Goblin: PL 12;

Init +6 (Dex, Improved Inititive); Defense 17 (15 Flat Footed); Spd 30ft; Atk +6 melee (+1S unarmed), +7 ranged; SV Dmg +2, Fort +2, Ref +2, Will +2; Str 12, Dex 14, Con 14, Int 20, Wis 14, Cha 14

Skills: (synergies counted. Disturbing counted) Bluff 2, Computers 25, Demolitions 19, Diplomacy 6, Gather information 9, Intimidate 9, Move Silently 7, Profession (Corporate Executive) 16, Repair 25, Science (Chemistry, Physics) 19, Science (Engineering) 25, Sense Motive 7, Taunt 9

Feats: Assessment, Aerial Combat, Connected, Headquarters, Improved Inititive, Infamy, Quickdraw, Suprise Strike

Powers: Super Intelligence +9 [Extra: Expert Corporate Executive, Innate; Cost 4pp]

Equipment: Scientific Genius +12 [Stunt: Boost Mastery; Extra: Clever Inventor, Expanded Knowledge, Utility Belt; Cost 4pp]

Weakness: Transformation: Norman deals with split personalities. He slips in and out of his alter ego often. The trigger for becoming the Green Goblin changes from time to time... sometimes it's brought upon nightly, other times it's when memories of his hatred for spiderman resurface, and others still can be brought upon simply when Norman becomes angry (DC15 in any case). He is considered disturbing while he is the Goblin... all his natural charm and wit turn to rabid malevolence and scheming.