Goblin | |
Goblin Template (hdt) | |
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red*; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. While many goblins speak only a lanugage native to themselves (or perhaps a tribal tongue), many goblins also speak one or more "civilized" languages. Most goblins encountered outside their homes are warriors or rely on their small size, speed, and rogueish pluck. | |
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage. | |
* In some settings goblins are depicted as having green skin; in such settings the term "greenskins" is a pejorative for "goblinoid" races in general, which typically includes some variation of orcs and goblins at a minimum. | |
GM permission is generally required to play a goblin. | |
Cost | Ability |
6 | Deft: +2 DEX |
8 | Quick: Round SPEED off to 3 (does not increase NCM) |
10 | Small & Dodgy: +2 DCV |
3 | Hidey: Concealment |
3 | Ridey: Riding |
3 | Sneaky: Stealth |
3 | Hardy: Survival |
3 | Tricksy: Teamwork |
3 | Alert: +1 PER All Senses |
5 | Darkvision: Nightvision |
1 | Adaptible: WF: Makeshift Weapons |
Value | Disadvantages |
-20 | Normal Characteristic Maxima |
-10 | Distinctive Feature: Goblin (Concealable w/ Magic, Noticed, Reaction, Not Distinctive in Some Cultures) |
-5 | Physical Limitation: Small (3 ft - 3.5 ft; 40 to 45 lbs average) |
-2 | Weak: -2 STR |
-4 | Weedy: -2 BODY |
-4 | Unimpressive: -4 PRE |
-1 | Ugly: -2 COM |
+2 |
Total Cost of Package |
Value | Options |
In some settings Goblins (or a particular group of Goblins) might include some combination of the following abilities in their Race Package Deal at the GM's discretion: | |
10 | Really Quick: +1 SPD (affects NCM) |
5 | Sharp Teeth: 1 pip Hand Killing Attack |
-0 | Heat Seeking Flesh Missiles:: Replace Darkvision with Infravision: Infrared Perception |
-0 | Goblin Happenstance: 3d6 Luck and 3d6 Unluck |
-15 | Goblin Idiocy: PsyLim: Irrational Behavior (Common, Strong) |
-10 | Nocturnal: Physical Limitation: Light Sensitive (-2 to all rolls in Intense Light) |
-5 | Easily Handled: -1 OCV / DCV vs Grab based Manuevers |