Goblin
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Considered to be an urban legend, a myth of a creature, Goblins are doubted to even exist in the first place, with only a few recounts of goblins being seen by others, as they tend to linger just outside of others visions. Being unnoticed by others and a general anomaly and enigma on the consciousness of others, these elusive creatures are able to sneak their way in and out of establishments, perform assassinations, and do amazing underground work due to their sheer sneakiness.
Characteristics
Goblins are short creatures, with pointed ears, similar to those of Elves, however a Goblin’s ears are more pointed upwards, and are usually a bit smaller. Their faces are quite small, with a snarling nose, and sometimes even tusks. Their eyes are usually yellow coloured, with their skin being a hue of green.
Goblins are mischievous by nature, they tend to be secretive in their true nature, trying to avoid addressing their motives for their plans, even going out of their way to create fake, convoluted plans as a decoy for their true plans, Goblins are some of the most intelligent creatures when it comes to avoiding the truth, and hiding their true feelings.
Native Environments
Goblins typically exist in sewers, hidden alleyways and passages of various cities, or far off in caves and other locations, specifically, they choose to not be seen by others, any location where they can engage in deep, complicated plans and remain hidden is usually where a goblin would be found.
History
Goblins historically are known as urban legends, said to raid towns, unsuspecting houses and steal all valuable items, or kill and take food to survive, these small raiders historically make for great plots of any TV shows, however, Goblins in reality are far from raiders, and are highly-organised criminals, for stealing and selling others goods, their appearances are usually feared by others and are highly untrusted due to these myths created.
Society & Culture
Goblins are criminals through-and-through, with a mindset of organising their own societies in small groups, they are very secular in culture, the mastermind of the operation is usually the leader as they all accrue wealth, and have a similar style to that of pirates, causing mutinies if the groups aren’t paid enough.
Goblin Racial Modifiers
Table: Goblin HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 100 + Vitality % | 1d8 x 5 + Vitality % |
Magic Points (MP) | 150 + Psyche % | 1d12 x 5 + Psyche % |
Stamina Points (SP) | 75 + Fortitude % | 1d6 x 5 + Fortitude % |
Goblin Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Goblin range from Tiny, Small and Medium sizes.
Movement Speed – Goblins move at 1m/TP.
Languages Known – Goblin start knowing Greedish, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Blink – Goblins can teleport an amount of times equal to their level every minute. They may teleport up to 5m in any direction with each teleport, this teleport costs 0 TP and does not provoke exposure. The Goblin must have line of sight with the location that they would like to teleport to.
Greed – Once per day, when receiving an amount of currency from combat, a Goblin may choose to double the amount of currency received.
Quick Pocket – Goblins may quickly create a pocket dimension to store one item or projectile, avoiding the damage entirely from an attack. This is treated as a defensive action. The item in this quick pocket can be used as an attack, gaining all of the same properties as the attack had.
Minor Traits
Tool Expertise – Goblins receive double the amount of charges on kits and tools, and gain a +50% bonus to the action when using tools.
Elusive – Goblins gain a +25% bonus to all Stealth actions, they automatically succeed when teleporting just before being seen.
Self-Flank – Goblins can flank targets using themselves, gaining exposure against them, when attacking a target and then teleporting immediately after, the next immediate action performed on a target is treated as if the target were exposed.
Goblin Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Automan
Automan Goblins are known to be crafty, building devices, mechs, vehicles and other contraptions, they usually have a darker appearance then other goblins, with more of their ears curving downwards, Automan Goblins are known to teleport around their workshops, building devices at hyper speeds.
Automan Racial Modifiers – Automan Goblins gain a +10% Intellect, +5% Nerve, and a -5% Fortitude
Mechanic – Automan Goblins gain Autokinesis as a power, they start with 10 points per level instead of 5, and the C$ cost of all Power Armour and Vehicles created by this ability is halved. They are automatically proficient in controlling and driving both Power Armour and Vehicles created with this ability.
Jumpstart – Automan Goblins may choose to gently hit an item or broken device, they can flip a coin, choosing either heads or tails, if the coin lands on the face they chose, the item functions as if it is operational and working for 1 minute.
Masterbuild – Automan Goblins gain a +20% bonus to all actions made to craft items. They gain telekinesis as a power that they can use at no MP cost.
Bugbear
Featuring long, furry bodies, with pig-like noses, the Bugbear is a highly feared goblin, with longer arms, they are known to ambush their prey from the shadows, teleporting from shadows and remaining hidden as ambushers. Bugbears are some of the most feared goblins out there.
Bugbear Racial Modifiers – Bugbear Goblins gain a +10% Agility, +5% Vitality, and a -5% Nerve
Long Arms – Bugbear Goblins increase their range with all weapons by 1m.
Lifting – Bugbear Goblins have their carry weight doubled, and do not suffer any movement penalties while wearing armour
Furry – Bugbear Goblins receive only half of the effects from all temperature effects, gaining a +20% bonus to intimidation actions when acting bestial.
Hobgoblin
Hobgoblins are known to be amazing gladiators, bodyguards and general bruisers, with their incredible strength and height being much taller then your average goblin. Hobgoblins are used as guards, and are known to teleport between targets when fighting in combat, taking out groups in an instant with their techniques.
Hobgoblin Racial Modifiers – Hobgoblin Goblins gain a +10% Muscle, +5% Fortitude, and a -5% Intellect
Bulk – Hobgoblin Goblins may choose to roll maximum damage when attacking a target an amount of times equal to their level per combat.
Gladiator – When blocking an attack fully, Hobgoblin Goblins restore 25% of the damage received as HP.
Mischevious – Hobgoblin Goblins receive a +25% bonus to all actions made to perform pranks and comedic actions successfully.
Ratfolk
Ratfolk, while appearing differently to most goblins, with a more rat-like appearance, teeth and round ears, are related to such creatures, skittering around in large dens in urban cities, Ratfolk are known to wander in the shadows and spread disease, quickly becoming problems in occupied towns and mass spreaders of various plagues.
Ratfolk Racial Modifiers – Ratfolk Goblins gain a +10% Senses, +5% Psyche, and a -5% Muscle
Vermin – Ratfolk Goblins gain a 1m/TP burrow speed, they always move silently while hiding.
Scent – Ratfolk Goblins gain a scent ability.
Disease Spreader – Ratfolk Goblins are treated as if they have their rank halved when determining the effects of any disease they have received, when attacking a target, they may choose to spread a single disease that is affecting them to the target