Goblin


A goblin is a legendary evil or mischievous creature. They are attributed with various (sometimes conflicting) abilities, temperaments and appearances depending on the story and country of origin. In some cases, goblins have been classified as constantly annoying little creatures somewhat related to the brownie and gnome. They are usually depicted as small, sometimes only a few inches tall, sometimes the size of a dwarf. They also often are said to possess various magical abilities. They are also very greedy and love money.
 

Species Name: Goblin, Gobblin, Gobeline, Gobling, Goblyn, Gobbelin,
Coblyn.

Type: Humanoid

Physical Traits: Goblins are small humanoid monsters. Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. Their eyes vary from red to yellow and are usually dull and glazed. They have a broad nose that sits on a flat face with pointed ears and a wide mouth. Their mouth contains small, but sharp fangs. Their skin pigment ranges from a deep red through nearly any shade of orange to yellow. Members of the same tribe tend to have the same skin colour. They walk upright even though their arms nearly reach their knees.

Height: 3 - 3.5ft

Weight: 40 - 45 lbs

Abilities: Infravision 60 feet

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6 -3, DEX: 3D6 -1, CON: 3D6 -2, CHA: 2D6, MR: 2D6, HPs: CON +D4

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 50 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. Goblins usually live in tribes which are ruled by the strongest goblin in the group. These tribes vary in size from gangs of 4-9 to tribes of up to 400. Most larger tribes have wolves or dire wolves as mounts, or ally themselves with worgs, which also carry them into battle. Goblin tribes usually settle near civilized areas to raid for food, livestock, tools, weapons, and supplies. It is common for the leaders of goblin clans to be non-goblin (either other goblinoids or a different species entirely); such leaders are exploiting the goblins as disposable soldiers to further their purpose.

Humans would consider the caves and underground dwellings of Goblins to be dank and dismal. Those few tribes that live above ground are found in ruins, and are only active at night or on very dark, cloudy days. They use no form of sanitation, and their lairs have a foul stench. Goblins seem to be somewhat resistant to the diseases that breed in such filth. They live a communal life, sharing large common areas for eating and sleeping. Only leaders have separate living spaces. All their possessions are carried with them. Property of the tribe is kept with the chief and sub-chiefs. Most of their goods are stolen, although they do manufacture their own garments and leather goods. The concept of privacy is largely foreign to goblins.

A Goblin tribe has an exact pecking order; each member knows who is above him and who is below him. They fight amongst themselves constantly to move up this social ladder. They often take slaves for both food and labour. The tribe will have slaves of several races numbering 10-40% of the size of the tribe. Slaves are always kept shackled, and are staked to a common chain when sleeping. Goblins hate most other humanoids, gnomes and dwarves in particular, and work to exterminate them whenever possible. Goblins usually spoil their habitat, driving game from it and depleting the area of all resources. They are decent miners, able to note new or unusual construction in an underground area 25% of the time, and any habitat will soon be expanded by a maze-like network of tunnels.

While they lack the size and brute force of the Orcs, they are more clever and cunning than their larger cousins. Most Goblins consider warfare to be a pastime or hobby. Goblins tend to be bossed around by orcs because they are smaller and weaker, but the Goblins outsmart their larger cousins when trading scavenged goods.

Goblins hate bright sunlight, and fight with a -1 on their attack rolls when in it. They can use any sort of weapon, preferring those that take little training, like spears and maces. They are known to carry short swords as a second weapon. They are usually armoured in leather, although the leaders may have chain or even plate mail. Goblin strategies and tactics are simple and crude. They are cowardly and will usually avoid a face-to-face fight. More often than not, they will attempt to arrange an ambush of their foes.

Government: Tribal Council

Population: 4,153,300


 

Creating a Goblin character

Step 1: Attributes
Roll attributes as normal. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +4, +4 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Goblin gain all the following free;

Night Vision - The character can see in absolute darkness at up to 60ft.

Additionally Goblins start with 40 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Agile 10 +1 AC
Increased Thac0 10 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Chameleon 5

Using this ability the Goblin can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Goblin's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Ocean.
Sanity Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Sense Hidden 10 The Goblin gains +1 per 5 INT to detect a hidden object, door, person, etc.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can be used for smelling poison or impurities in food and beverage. It can also be used to detect and water or food being prepared within the radius.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races