Kobold
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Kobolds are strange, typically lizard-like creatures. With the ability to alter and understand the emotions of those around them, they have an innate sense of linking with multiple other creatures. They alter the emotions of those around them, being some of the strongest mentally infiltrating creatures, they are known to allure others into their traps, before ambushing them and taking everything that they own.
Characteristics
Kobolds are typically very lizard-like, with more of a scaly appearance, and black eyes, with various coloured pupils, they have small horns on their spine. They are typically more on the shorter side. Their scales are usually towards a red to green colour. Kobolds are relatively simple minded and cowardly creatures, with a love for all shiny things, and multiple kinds of moss, they insist on having their items and objects organised in very specific ways, usually these ways are dictated by the Kobolds, and tend to start small infights between them when these ways are not honoured.
Native Environments
Kobolds reside in caves, sewers, and mainly underground, towards warmer areas. They are commonly found near large volcanoes and lava lakes, this is mainly due to their lizard-like heritage, despite not being cold blooded. Kobolds love to use the environment to trap others, and love finding areas that are hard and dangerous to navigate, so they can easily and very quickly take out those who are close to them.
History
Kobolds originally were kept as slaves by multiple, intellectual psions, after eons and eons of mind control, eventually, Kobolds themselves had their minds completely rewired, as they gained the abilities of such Psions, they now use their abilities to control entire areas, quickly becoming a nuisance in large cities as they control the mentalities of those around them, completely changing and altering their mental states just on a whim.
Society & Culture
Kobolds live in a society of following a higher-up, usually being the one with the most shiniest objects, or someone who is dominating their kind, usually someone more intelligent then them. Albeit, these instances are more rare, due to the Kobolds inherent psion abilities, they are easily controlled by those who are unable to be dominated with their mental fortitude.
Kobold Racial Modifiers
Table: Kobold HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 125 + Vitality % | 1d10 x 5 + Vitality % |
Magic Points (MP) | 75 + Psyche % | 1d4 x 5 + Psyche % |
Stamina Points (SP) | 100 + Fortitude % | 1d8 x 5 + Fortitude % |
Kobold Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Kobold range from Tiny, Small and Medium sizes.
Movement Speed – Kobold move at 1m/TP.
Languages Known – Kobold start knowing Greedish, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Pack Tactics – Kobold gain a 500m Telepathy link with all friends and willing targets. The targets in this link can communicate with and trade ability modifiers with the Kobold for any action, and grant them their Dual-Wield Action to perform another action at the same time at no additional TP cost to either party. The Kobold can also grant their modifier and Dual-Wield Action to whomever they see fit. Those linked with this ability cannot trade ability modifiers
Yip! - Kobolds can create a loud yip for 1 TP, which all creatures in a 2km radius can hear. Those within 20m of the Kobold must take a Resistance action (DC equal to Social Modifier), on fail, they take 200 (d2%) Sonic Damage.
Trap Experts – All deployed items (e.g. Traps, Emplacements, Mines, etc.) from Kobolds deal double damage, and deploy with half of the TP cost. You may use these deployable items to flank other creatures, gaining exposure against them. Kobolds also receive a +25% bonus to all actions made to detect, analyse and understand any traps.
Minor Traits
Cowardly – Kobolds gain a +50% bonus to all Dirty Tricks perks, and can use them at no penalty while exposed. When used in this way, the Kobold goes first.
Scent – Kobolds gain a 50m scent.
Kobold Rivalry – Kobolds can create a Rivalry with a friendly creature or ally that they can see within a 50m range for 2 TP. Both parties must be willing, and a clear, competitive goal must be set (The GM must agree with this goal). After one minute, the closest, or whoever reaches the goal first (if there was a set number), is declared as the winner of the Rivalry, their next action is an automatic Critical Success, while the loser of the rivalry receives a +25% bonus to their next action. Kobolds may perform this ability an amount of times equal to their level per day.
Kobold 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.
Draconic
Draconic Kobolds are similar to other Kobolds in appearance, usually with larger, much thicker scales, and multiple glowing cracks in their bodies, their horns glowing a bright colour of energy, these small nuclear disasters waiting to happen are known to completely destroy cities despite their size, melting those around them.
Draconic Racial Modifiers – Draconic Kobolds gain a +10% Vitality, +5% Agility, and a -5% Psyche
Supercritical – Draconic Kobolds gain the ability to create a large explosion from their own body for 3 TP, provoking exposure when activated once per day. Dealing 1,000 (d2%) Plasma Damage per level in a 50m radius centred on the Kobold. All terrain in this area is considered difficult, and all creatures that remain in this area take 100 Plasma Damage per round inside of it. This area lasts for 1 round per level of the kobold. The Kobold is immune to the effects of this ability.
DEFCON 1 – When Draconic Kobolds yip, A loud, siren-sounding screech is heard, all target’s in the area must take a Composure action (DC 100 + 10 per level), on fail, the target becomes panicked.
Warhead – Draconic Kobolds gain Breath Ball as a power, they may use this power at no MP cost an amount of times equal to their level per day, dealing Plasma Damage with the attack.
Fairy
Fairy Kobolds have a more human appearance, appearing similar to gnomes, albeit at larger size, and with a long, pointed nose, lack of beard and some small fairy wings, they are known to rejuvenate others, and most of the time, people attempt to capture these Kobolds and keep them in a jar.
Fairy Racial Modifiers – Fairy Kobolds gain a +10% Psyche, +5% Senses, and a -5% Intellect
Fairy Wings – Fairy Kobolds have a set of fairy wings, allowing them to fly at 2m/TP. These wings produce enough fairy dust to coat 1m3 of material an amount of times equal to the level of the Kobold. All objects and creatures coated with this fairy dust are affected with the Stasis power.
Glimmer – When Fairy Kobolds yip, a shining glimmer shows instead, the area in a 1km radius is successfully lit with bright light, as multiple dancing lights flash around the area. All hidden secrets are revealed in this area, with the lights leading to exits, secret rooms and points of interest.
Restoration – Fairy Kobolds can cast Regenerate on a target an amount of times equal to half of their level per day. This ability lasts for 1 minute.
Dogman
Dogman Kobolds have the appearance of a Dog, being a smaller Dog Anthro in appearance, they have more pronounced snouts and larger ears then Kobolds, with a louder bark and more of a similar sizing and portions of other Kobolds. These Kobolds tend to be loved by most due to their more soothing appearance and mental abilities.
Dogman Racial Modifiers – Dogman Kobolds gain a +10% Nerve, +5% Social, and a -5% Muscle
Yap! - When Dogman Kobolds yip, they let out a bark which instead of damaging their targets, they provide a +20% bonus to the next action of all friendly targets in a 10m radius centred on the Kobold. Friendly Targets can only benefit from this ability once per combat.
Sniffers – Dogman Kobolds have a stronger scent, gaining a 250m scent ability. They gain a +20% bonus to discerning lies, determining morals and knowing the exact smell through sniffing.
Dog Bond – Dogmen Kobolds can be pat on their head by a friendly target to grant Haste to both the person petting the Kobold and the Kobold themselves for an amount of rounds equal to the kobold’s level. Friendly Targets can only benefit from this ability once per combat.
Lizard
Lizard Kobolds, or Lizardmen, are typically large hunter groups, known for their very fight or flight personality, they do everything that they can to survive. Lizard Kobolds are amazing hunters, usually fighting with spears, and residing in swampy waters to have a large, diverse diet of both plants and meat.
Lizard Racial Modifiers – Lizard Kobolds gain a +10% Muscle, +5% Fortitude, and a -5% Social
Bite – Lizard Kobolds gain a bite attack, this bite attack deals double damage, and is treated as an unarmed weapon.
Mlem – When Lizard Kobolds yip, they instead let out a ‘mlem’, all targets in a 20m radius must take a Sleeplessness Action (DC 100 + 10 per level), on fail, they are affected with the calm power.
Natural Hunter – Lizard Kobolds recover double the resources from skinning and hunting animals.