Race: Goblin
 
Race Maximums:

Fortitude: 50
Speed: 90
Mental: 80
Strength: 50
Luck: 100
Will: 50
React: 90
Perceive: 80

 
Builds:

Small

 
Weight Range: 60 - 100
 
Height Ranges: 3 foot to 5 foot
 
Genders: Male, Female
 
Life Expectancy: 80
 
Quick List of Modifiers:
+3 to Initiative
+0.25 to Character Point Rate for alchemistry and adventure skills
+5 to Evade
Traps created by goblin are twice as effective
Potions are half as effective yet twice as addictive to the goblin

 

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1) Basic History

Goblins have a long history of playing tricks on other races and inspiring legends of grand pranks. It is said that their greatest prank was during the Ardathian Conflict, when a large portion of the Ardiathian Zealots disappeared and St. Ardatha's Sword of Legend shattered, that somehow they were invovled. Because of this, they were given the lands under the Auster Lands where they started a small kingdom that has been somewhat prosperous, despite the magical stability of the land. Often referred to as gremlins and even mistakenly as imps, goblins share a closer family tie to the dwarf.

 

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2) Positives & Negatives

Goblins are erratic, aloof, and love to play tricks on others. Goblins, being so small, seems to be at a disadvantage. But they do have some advantages. Goblins have a natural aptitude towards geomancy and pyromancy. Also being so short, they can fit into places that other races cannot. Goblins are also very adept at alchemistry and trap setting, making them twice as effective as anyone else. But being short does have it’s disadvantages. A goblin has a harder time dealing with heights and are aggressive and easy to anger.

Goblins have increased magical healing or damaging power, with the increase depending upon their element. If the goblin is a geomancer, the increase is x 1.4 (40%) . If the goblin is a pyromancer, the increase is x 1.3 (30%). All other forms of magic enjoy an increase to healing or damage power of x 1.1 (10%). Unfortunately, they all suffer from Fenik's curse, which causes them to be easily addicted to potions while potions they use are half as effective. They are highly clever and inventive, making them great as saboteurs and explorers. 

2.1) Racial Skills

Goblins start with the following skills at level 1 mastery:

Skill Stat Cost Description Level Effects Cost to Acquire
Alchemical Application N/A

Apply potion to weapon giving weapon its effects.

N/A: only one level

In Profession: 25
Out of Profession: 50

Disguise N/A

Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you. 

Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/20

Distraction 4 SA

25% chance to distract target from casting spells, 10 penalty to their focus.

Level 1: 25%, -10; 4 SA
Level 2: 50%, -20; 8 SA
Level 3: 75%, -30; 12 SA
Level 4: 100%, -40; 16 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Relentless Mockery 5 SA

The goblin will mock endlessly any one hearing target that is within 6 spaces. The hearing target must make a will check with a 5 point penalty, if the target fails the target will receive Depression/Loss of Self status effect for 1d8 rounds.

Level 1: -5; 5 SA
Level 2: -10; 10 SA
Level 3: -15; 15 SA
Level 4: -20; 20 SA

Level 1: acquired
Level 2: 50
Level 3: 75
Level 4: 100

Trap Knowledge 5 SA

Grants you knowledge of how traps work, giving you a +10 to Luck to disarm them. Because of this skill you understand traps better, this makes it more likely that you can disarm them without any issues thus the bonus. You still need to play out how you do so.

Level 1: +10 to Luck to disarm traps safely; 5 SA
Level 2: +20 to Luck to disarm traps safely; 10 SA
Level 3: +30 to Luck to disarm traps safely; 15 SA
Level 4: +40 to Luck to disarm traps safely; 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Trap Proof 10 SA

Being masters of trap setting and disarming, it should come as no surprise that the goblin can simply ignore and be ignored by most traps. By using this ability the goblin can ignore traps, with the level of trap depending upon level of mastery, without disarming it and without springing it.

Level 1: Level 1 complexity; 10 SA
Level 2: Level 2 complexity; 20 SA
Level 3: Level 3 complexity; 30 SA
Level 4: Level 4 complexity; 40 SA

Level 1: acquired
Level 2: 50
Level 3: 75
Level 4: 100

Trap Setting 5 SA

Gives you +10 to Luck that your trap will work. Just because you set a trap doesn't mean that it will work or that the target will be caught by it. With this skill, you increase your odds that the trap will function as intended and that the target will be affected or caught by it. This is largely used out of battle, as you wouldn't have time to set a trap in battle, however, if you set the trap before battle and the trap is in the battle field, this skill's effect still plays out. You need to have the materials for the trap at hand, design the trap, and describe it and your intended effects.

Level 1: +10 to Luck; 5 SA
Level 2: +20 to Luck; 10 SA
Level 3: +30 to Luck; 15 SA
Level 4: +40 to Luck; 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Tricky Goblin N/A

If the goblin is next to another ally or enemy target when the goblin makes a successful luck check, the goblin will duck behind that target and that target will get hit instead. Penalties or bonuses may apply to the luck check depending upon the situation and the goblin must be able to easily reach the target he or she wishes to duck behind using 1/2 of Leap stat.

N/A: only one level

acquired

Goblins also start with the following talents:

Talent Effects Requirements Handicap Cost
Night Vision

This talent gives the character night vision, allowing the character to see as well in the dark as he or she can in daylight. This talent removes any perception penalties due to lack of light.

N/A

Having this talent lowers your Will when resisting mindmental, or psychological affecting status effects and attacks, such as fear, by 20 points.

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3) Lifespan

Goblins have two stages of life, childhood and adulthood. Childhood, which last from birth until 10, the child is completely dependent of his/her parents for every need. This is the stage the goblin learns to take care of himself. During adulthood, which last from 11 until death, the goblin leaves his parents and tries to make his own way in the world.

Goblins often forget about their parents and any family they have, and it is not uncommon that, because of this, the goblin's mate ends up being related to the goblin. A goblin male constantly is searching for a mate, but never settles down with one significant mate. Instead the goblin male will during the adult stage have as many as ten different mates a year. Female Goblins on the other hand seem contempt with being alive simply for mating, as it is taught to them during their childhood what their purpose in life is. When a goblin reaches their max age, they die of a severe heart attack.

 

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4) Appearance

Goblins are short and thin and have wrinkled, folded over skin that is coarse and can be in colors of black, white, green, or a mixture of each. A goblin cannot grow facial or body hair. They have either black, gray, or red eyes that are basically an oval shape. Goblins have no hear on their heads, and have 2” to 4” long ears which stick out horizontally from the sides of their heads as well as crocked, sharply pointed noses.

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5) Living Habitat

They live in mountain regions, and rarely travel.

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6) Food & Sleeping Requirements

Goblins consume 2 meals a day consisting of meat, and drink water or other liquids with each meal. Goblins prefer raw food over cooked food. They must sleep at least 4 hours a day or suffer from lost endurance.

 

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7) Culture

Goblins are tricky, crafty, and mischievous, but despite popular belief, are not necessarily evil. Goblins are often atheists and have no celebrations. Instead they love to poke fun at others and simply cause mischief.

Goblins do not use a last name or family name. This is largely due to the fact that they often forget who their family is. Goblins only use a first name which can really be anything that the goblin mother thinks of when the goblin is born.

 

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8) Racial Relations

Oddly enough, espite their twisted appearance and having a face that only a mother could love, many have an odd amount of respect and admiration for Goblins and often are eager to have dealings with them. It is often said that at one time people distrusted goblins but one day this all changed. Perhaps it was their involvement in the demon wars and the Ardathian conflict of the early Third Era and how they were said to help turn the battle to save mankind? None really know. Goblins are not prejudiced, and love playing tricks on any race as well as tagging along with others, especially if treasure is involved.

 

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9) World Movement

Goblins have an average gait and decent speed.

Race 1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 101 +
Dwarf, Goblin 1 + 1d4 1 + 1d6 1 + 1d8 2 + 1d10 2 + 1d12 2 + 2d8 3 + 1d20 3 + 2d12 3 + 2d20 4 + 5d10 4 + 3d20 (+1d10 per every 10 speed)
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Submitted by mythus on Sat, 11/13/2021 - 09:56