Book 3 Goblin - Big Ears, Big Noses, Big Badda-Boom
Nov 16, 2018 21:48:47 GMT -6
Post by Traskus on Nov 16, 2018 21:48:47 GMT -6
GOBLIN
Goblins are tinkerers and tradesfolk, out for a quick buck and bigger explosions. Hailing from a Sphere noted for torrential downpour, the Goblins are easily recognized by their large bat ears, short stature and often carrying large sums of money or explosives (often both). Constant tinkerers, where a Gnome builds things that last, Goblins build things for either cold hard Thrones or big booms.
Physical Characteristics
Average Height: 1.3-1.6m
Average Weight: 45-58kg
Language: Trade, Goblin
Common Personality Traits: Conniving, crazed, scheming
Common Physical Traits: Light brown to light green skin, ornate but often grease slicked clothes, sensitive to sounds
Example Names: Bruck, Na'Thak, Q'uark, Squee, Ze'Jill
Racial Traits
Characteristic Bonus: +1 to Intelligence or Charisma
Skill Bonus: +1 to Tech-Use and Deceive
Power: Time Is Also Explosions! - Once per scene, you may make one attack with a spell or gun attack that gains the Blast (1) property. If the weapon or spell have the Blast property already, add a +1K0 to it. You gain an additional use of this ability at level 3 and again at level 5.
Size: 2
Goblin Racial Feats
Big Ears Mean Big Business - While all Goblins are known to have ears that would make an Elf blush, Goblins with this feat have larger ears than normal. Gain a +1K0 on all Charm, Intimidation and Persuasion checks against fellow Goblins.
Breaking and Entering - Goblin are often kept at arms length due to the less savory elements among them. You are one of those unsavory elements. Once per scene a Goblin may get a free Raise on either one Larceny or Stealth check.
The Bigger the Smile the Sharper the Knife (Paragon) – Any Goblin that lays eyes on you know you have the ears for business but you also can be fairly dangerous when things come right down to it. You may have six dots in Charm, Deceive and Persuasion. Once per scene when you make a successful attack, you gain a free Raise to the result. You gain additional uses of this ability at Levels 3 and 5.
Time Is Money - Sometimes what you sell isn't exactly what was advertised. Once per scene, a Goblin may try to upsell a created item by passing it off as one grade better in quality. Using this feat, gain a free raise on one Decieve check.
Physical Qualities
Equivalent to Gnomes in height, Goblins are easily distinguishable from the other common races. Their skin tones range from an almost khaki to a pale green. Their hair tends to be sparse on the men, though thick on the women and tends to be rather dark and coarse. They have most of their weight in the torso, their arms and legs belying the strength they possess.
Style of dress tends to vary depending on profession, but even then most Goblins try to snazz it up. Those in the business of selling tend to dress in ways to imitate the cultures they are trying to sell to, and those who build (to destroy) tend towards leathers and other fire and acid resistant clothing.
Playing a Goblin
Loud, proud, always wanting a fast Throne or big explosion, Goblins tend to be a boisterous lot. They always seem to need to be moving, never being able to sit still for too long. Their fingers especially always seem to be moving, either twitching or working on something. Most Goblins live in small groups, whether family members or business partners. More successful and well-to-do Goblins tend to buy property that is large and espousing their status. Buying moons in particular seems to be a sort of catch-all dream of the Goblins as a whole.
How they came to be is a matter of contention among scholars, unsure if the Syrne had a hand or if they came to be on their own. Very little in the way of Syrneth archaeological expeditions to the Goblin home spheres have been done due to the heavy and expensive legal paperwork (and mandatory bribes) prevent almost all from doing so. But the Goblins have been on the scene for many, many years and have carved a small little corner of the Astral Sea to call their own. Others have carved little niches for themselves elsewhere (especially is said carving is their name on the surface of a moon with explosives).
Goblins tend towards the unaligned faiths which match their personalities the closest, Vectron being rather popular as of recent, though Goblins of other faiths are not unheard of. Goblins are seen in the Astral Sea as both explosive experts and traders, though also kept at a distance due the above-average chance of them spontaneously exploding from some device on themselves or trying to peddle something off to unwary buyers. They do have a code of conduct, though few ever hear of it or can make heads or tails of it since it is primarily spoken and not written down.
Goblin Heroes
Teo'Lora never quite fit into Goblin society. Where her fellows wanted explosions and money, she sought education and information. Why became obvious later in her life when she awoke her Syrne spirit within while exploring an exhibit on Syrne artifacts on Sigil. Now driven to build, she has began studying in hopes of unlocking her full magical potential.
Prahsig has always tinkered with explosive he was a child. But an accident several years ago left his body broken, though he hung on for dear life. Using his life saving, he was remade into a being of manufactured fluids and artificial muscle and steel bones. But the men who remade him failed to inform him he only put a down payment on the new body. Not wanting to be 'repossessed,' Prahsig now uses his abilities to pay off the people who made him what he is today.
Ruym is a trader known wide and far not for any physical goods but for the secrets he can divulge. Having large ears can be a benefit, and he keeps his wide open for any small bit of info he can get his mitts on. Some say he even has a uncanny knack for it, but he simply recites rules back to them so that they may learn to be as successful as he is.
Goblins are tinkerers and tradesfolk, out for a quick buck and bigger explosions. Hailing from a Sphere noted for torrential downpour, the Goblins are easily recognized by their large bat ears, short stature and often carrying large sums of money or explosives (often both). Constant tinkerers, where a Gnome builds things that last, Goblins build things for either cold hard Thrones or big booms.
Physical Characteristics
Average Height: 1.3-1.6m
Average Weight: 45-58kg
Language: Trade, Goblin
Common Personality Traits: Conniving, crazed, scheming
Common Physical Traits: Light brown to light green skin, ornate but often grease slicked clothes, sensitive to sounds
Example Names: Bruck, Na'Thak, Q'uark, Squee, Ze'Jill
Racial Traits
Characteristic Bonus: +1 to Intelligence or Charisma
Skill Bonus: +1 to Tech-Use and Deceive
Power: Time Is Also Explosions! - Once per scene, you may make one attack with a spell or gun attack that gains the Blast (1) property. If the weapon or spell have the Blast property already, add a +1K0 to it. You gain an additional use of this ability at level 3 and again at level 5.
Size: 2
Goblin Racial Feats
Big Ears Mean Big Business - While all Goblins are known to have ears that would make an Elf blush, Goblins with this feat have larger ears than normal. Gain a +1K0 on all Charm, Intimidation and Persuasion checks against fellow Goblins.
Breaking and Entering - Goblin are often kept at arms length due to the less savory elements among them. You are one of those unsavory elements. Once per scene a Goblin may get a free Raise on either one Larceny or Stealth check.
The Bigger the Smile the Sharper the Knife (Paragon) – Any Goblin that lays eyes on you know you have the ears for business but you also can be fairly dangerous when things come right down to it. You may have six dots in Charm, Deceive and Persuasion. Once per scene when you make a successful attack, you gain a free Raise to the result. You gain additional uses of this ability at Levels 3 and 5.
Time Is Money - Sometimes what you sell isn't exactly what was advertised. Once per scene, a Goblin may try to upsell a created item by passing it off as one grade better in quality. Using this feat, gain a free raise on one Decieve check.
Physical Qualities
Equivalent to Gnomes in height, Goblins are easily distinguishable from the other common races. Their skin tones range from an almost khaki to a pale green. Their hair tends to be sparse on the men, though thick on the women and tends to be rather dark and coarse. They have most of their weight in the torso, their arms and legs belying the strength they possess.
Style of dress tends to vary depending on profession, but even then most Goblins try to snazz it up. Those in the business of selling tend to dress in ways to imitate the cultures they are trying to sell to, and those who build (to destroy) tend towards leathers and other fire and acid resistant clothing.
Playing a Goblin
Loud, proud, always wanting a fast Throne or big explosion, Goblins tend to be a boisterous lot. They always seem to need to be moving, never being able to sit still for too long. Their fingers especially always seem to be moving, either twitching or working on something. Most Goblins live in small groups, whether family members or business partners. More successful and well-to-do Goblins tend to buy property that is large and espousing their status. Buying moons in particular seems to be a sort of catch-all dream of the Goblins as a whole.
How they came to be is a matter of contention among scholars, unsure if the Syrne had a hand or if they came to be on their own. Very little in the way of Syrneth archaeological expeditions to the Goblin home spheres have been done due to the heavy and expensive legal paperwork (and mandatory bribes) prevent almost all from doing so. But the Goblins have been on the scene for many, many years and have carved a small little corner of the Astral Sea to call their own. Others have carved little niches for themselves elsewhere (especially is said carving is their name on the surface of a moon with explosives).
Goblins tend towards the unaligned faiths which match their personalities the closest, Vectron being rather popular as of recent, though Goblins of other faiths are not unheard of. Goblins are seen in the Astral Sea as both explosive experts and traders, though also kept at a distance due the above-average chance of them spontaneously exploding from some device on themselves or trying to peddle something off to unwary buyers. They do have a code of conduct, though few ever hear of it or can make heads or tails of it since it is primarily spoken and not written down.
Goblin Heroes
Teo'Lora never quite fit into Goblin society. Where her fellows wanted explosions and money, she sought education and information. Why became obvious later in her life when she awoke her Syrne spirit within while exploring an exhibit on Syrne artifacts on Sigil. Now driven to build, she has began studying in hopes of unlocking her full magical potential.
Prahsig has always tinkered with explosive he was a child. But an accident several years ago left his body broken, though he hung on for dear life. Using his life saving, he was remade into a being of manufactured fluids and artificial muscle and steel bones. But the men who remade him failed to inform him he only put a down payment on the new body. Not wanting to be 'repossessed,' Prahsig now uses his abilities to pay off the people who made him what he is today.
Ruym is a trader known wide and far not for any physical goods but for the secrets he can divulge. Having large ears can be a benefit, and he keeps his wide open for any small bit of info he can get his mitts on. Some say he even has a uncanny knack for it, but he simply recites rules back to them so that they may learn to be as successful as he is.