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