Goblins
Goblins are chaotic. Some tribes are hordes of ravening madpeople. Others are tribes of medical madpeople because they've decided to follow a doctor theme. It's hard to know what traditions a goblin group will have made up, but they're usually entertaining, and for some reason often involve fire.
A typical goblin would stand around 3 and a half feet tall with green skin and long, impressive ears - if such a creature a typical goblin actually existed, at least. In reality goblins in hue or red, brow and blue have been seen to exist, with long flowing hair or without even eyebrows.
The manic energy of goblins tends to suit adventurers, although usually only once they've been tempered with at least a little cautious.
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Statistics
Goblins gain the following ability automatically.
Small - Goblins are smaller than many, gaining a +10 to Agility and taking a -1 on damage with melee weapons
Goblins also gain three of the following abilities.
Pyromania - Goblins gain a Pyromancy talent.
Sneaky - Goblins gain +10 when using Stealth.
MORE Pyromania - Add an additional +1 to fire-based attack for every 5 levels.
Ranged Master - Gain +10 to Ranged Skill.
Bloodline
Finally, the character selects one of the below abilities;
Pure Goblin - Gain an additional Combat and Social Talent
Human Blood - Remove one Drawback
Dwarf Blood - Gain +5 to Willpower.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.