Size Modifier: -1
ST 9 [HP: 12]
DX 13 [Will: 10]
IQ 10 [MP: 20]
HT 10 [FP: 12]
Perception: 12
Speed: 5.75
Move: 5
Base Lift: 16
Language:
Advantages:
Longevity
Night Vision 8
Racial Memory
Reduced Consumption (Cast-Iron Stomach)
Teeth (Sharp)
Perks:
Scavenger
Disadvantages:
Cowardice (SC 12)
Short Lifespan (1/3)
Social Stigma (Hated Minority)
Quirks:
Skills:
Brawling (DX/A) +1
Stealth (DX/A) +1
ST -1 [-10], DX +2 [+40]
HP +3 [+6], FP +1 [+3], Per +2 [+10]
Longevity [+2], Night Vision 8 [+8], Racial Memory [+15], Reduced Consumption 1/3 (Cast-Iron Stomach) [+2], Teeth (Sharp) [+1], Scavenger [+1]
Cowardice (SC 12) [-10], Short Lifespan 1/3 [-15], Social Stigma (Hated Minority) [-15]
Skills: Brawling +1 rank [+1], Stealth +1 rank [+1]
Goblins live short lives in a chaotic society, but they have be blessed with racial memory that helps guide and teach them many of the fundamentals of life allowing them to mature and grow quickly.
Night Vision 8
Goblin eyes adapt rapidly to darkness. You to ignore -8 in combat or vision penalties due to darkness, provided there is at least some light.
Racial Memory (Passive)
You have access to the memories of your direct ancestors.
Your talent is vague and totally passive. The GM secretly makes an IQ roll for you in any situation that your ancestors might have encountered. On a success, you get a feeling of déjà vu about the situation. It is up to you to interpret this. A critical success gives a vivid replay of ancient ancestral memories. On a failure, nothing happens. A critical failure results in a wrong impression.
Reduced Consumption 2 (Cast-Iron Stomach)
Cast-Iron Stomach: You require the standard amount of food and water, but the quality is irrelevant. You can eat rotten vegetables and fuzzy blue-green meat, and drink dishwater and sour milk. Instead of reducing how often you must eat, reduce your demands on life support (and your food costs) by a like amount: to 1/3 normal. You get a +2 bonus to resist the effects of food-borne poisons or diseases not tailored expressly for you.
This doesn't change how those things taste, and while you are fully capable of stomaching the food you may desire foods with an improved taste if they are available.
When you claim the reduced cost benefit for this advantage anyone watching you eat gets a -3 on reactions!
Teeth (Sharp)
Your teeth inflict Thrust -1 cutting damage.
Scavenger
Goblins are exceptional scavengers, able to take discarded objects or materials and putting them to good use. Goblins gain a +1 bonus to Scrounging skill rolls whenever they are searching through junk, trash piles, or other areas where desirable items are mixed in with refuse. This bonus does not apply to searching for specific items that are well-hidden or in a well-organized location.
Cowardice (SC 12)
Goblins are well known for their poor morale. Growing up on the weak end of the physical spectrum and often picked on or put in dangerous situations, Goblins have developed a heightened survival instinct that can lead them to flee from situations where they feel their lives are in danger.
Make a self-control roll any time you are called on to risk physical danger. Roll at -5 if you must risk death. If you fail, you must refuse to endanger yourself unless threatened with greater danger! Cowardice gives a -2 penalty to Fright Checks whenever physical danger is involved.
In some times and places, soldiers, police, etc., react to you at a similar penalty if they know you are a coward.
Short Lifespan (1/3), and Longevity.
A normal Goblin lifespan is maturity at 6 years, old age begins at 17 years of age where you start making aging rolls once every 3 months, this increases at 23 years [2 months], and again at 30 years [1 months]. However you only fail these rolls on a 17 or 18, preserving your youthful vigor until the end.
Social Stigma (Hated Minority)
Goblins are considered monsters by most of the civilized world. Though there have been instinces of 'good Goblins' those are anecdotes and only those who have gone out of their way to get to know goblins when the opportunity has presented itself would know they have their own society. For most people they are just wild humanoids, too smart for monsters but that just makes them more dangerous. Goblins receive a -3 on reaction rolls from all other 'civilized' races.
Exceptional Goblins are known to evolve in interesting ways some becoming hulking warriors, other become more human sized and magical.
Hobgoblins are larger than humans, bulky, and dangerous.
Cost: +30 points
Changes: Size Modifier +1, ST +3 [+30], DX -1 [-20], HT +1 [+10]
Additions:
Deductions: Cowardice [+10]
Cost: +30 points
Changes: Size Modifier 0, ST +1 [+10], DX -2 [-40], IQ +1 [+20]
Additions: Racial Memory (Active) [+40], Magery 1 [+15]
Deductions: Racial Memory (Passive) [-15]
Magery 1
This is basic “magical awareness,” a prerequisite for learning magic. The GM makes a Sense roll when you first see a magic item, and again when you first touch it. On a success, you intuitively know that the item is magical. A roll of 3 or 4 also tells you whether the magic is helpful or dangerous, and about how strong it is. Those without Magery do not get this roll!
Higher levels of Magery make it much easier to learn and use magic. Add your Magery to IQ when you learn spells. For instance, if you have IQ 14, Magery 3 lets you learn spells as if you had IQ 17. Add your Magery level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill.
Reduce the time required to learn new spells in play (but not the point cost) by 10% per Magery level, to a minimum of 60% of the usual time at Magery 4. For instance, with Magery 3, you would learn spells in 70% the usual time.
Powerful spells require a minimum level of Magery as a prerequisite, so be sure to skim the Spell List when deciding how much Magery you need.
Note that high Magery lets you produce powerful results with even the most basic spells; see Magery and Effect (p. 237).
Racial Memory (Active)
You have access to the memories of your direct ancestors.
If you want to know something, the GM first determines whether or not your ancestors knew the answer. Then he rolls against your IQ to see if you can gain access to the information. If your ancestors didn’t have the answer and the roll succeeds, you will know that. On a critical failure, you will believe your ancestors didn’t know, even if they really did. This requires one turn of absolute concentration (the GM may require more elaborate preparations to recall very ancient memories).