Goblins
Goblins are tiny, crazed,
insane, chaotic, murdering, backstabbing, comical, curious, silly,
monstrous, evil, cute, criminal, cowardly, conniving, deadly, sneaky,
scheming, little people who have few friends but are sometimes generally loyal
to those friends for at least some of the time.
Goblins are considered a
plague by most other sentient species, much like locusts, but this
mostly unfair propaganda and hearsay.
Goblins are a type of
Faerie, and as such, tend to be treated as "special" cousins to other faerie folk. While goblins may be invited to faerie parties as individuals, faeries will always politely decline invitations to goblin parties. They are more tied to this world than most other faerie, and
so do not have the innate magical powers enjoyed by most other types
of faerie.
Goblins will eat just
about anything, having stomachs capable of breaking down the most
rotten and vile organic matter. They are also often the carriers of
disease, due to their scavenging and lack of hygiene habits.
Goblins procreate at every
given opportunity, and female gestation periods are very short; only
a few months, and they usually produce d4 children at a time.
Goblins aren't
particularly interested in building things, unless they directly help
the goblin achieve an immediate goal. Like, goblins won't build catapults to defend their villages from possible future attack, but will build them to launch themselves over fortifications that get in their way.
Lastly, goblins are mostly
nocturnal creatures, who live in the darkest forests and in natural
cave systems, or mines they've taken over from other beings.
Hit Die: d6
Alignment: Chaotic
(while most non-magical sentients are Neutral in alignment, goblins
exist
Saves: Fortitude:
16, Reflex: 15, Willpower: 18, and these decrease by 2 every four
levels. Or use the saves as an LotFP Specialist.
Abilities: +1 To
Hit at first level. Can see in the dark, but is -1 on all rolls in
daylight.
Experience: As
LotFP Halfling
Level Up: Roll once
on the table at first level and every level afterwards. Young,
inexperienced goblins tend to be more level-headed and easier to get
along with than older goblins. This table is based on the work of
Joseph Manola and his blog post:
- Tinkerer:
You love fiddling with things, especially when you have a specific
goal in mind. Whether it is deactivating a trap, cracking a safe,
designing a hot air balloon made from hundreds of giant spider
bladders... you get a +1 to Tinker skill.
- Beast Affinity: Pick one of the following creatures:
giant bat, giant rat, giant spider, or wolf. You have an intuitive
rapport with such creatures, and they won't attack you except in
self-defence or when really, really hungry. If you encounter
such a creature with a number of hit dice equal to or less than your
own, you can try to press it into service as a mount by spending 1d6
hours 'taming' it and making a Charisma roll. If you succeed, it
will let you ride it for as long as you keep it well fed, but if you
fail then it attacks you once and then runs off. Receive a +1 to
your Charisma Mod useable only for this ability, when this is
re-rolled.
- Biter: All those hours spent filing your teeth has
finally paid off! You have a mouth full of razor-sharp teeth, which
you can use to chew through wood, ropes, etc. Instead of making a
weapon attack, you can bite for 1d4 damage. Add a +1 to bite damage
when this is re-rolled.
- Bouncer: You can jump a distance equal to your full
height straight up from a standing start. You take half damage from
falling. Add a foot to jump height whenever this is re-rolled.
- Coward: You know how
to serpentine. You gain a +1 bonus to AC and
whilst running away screaming.
- Crazy Reflexes: Your body constantly jerks around in
unpredictable ways, giving you a +1 AC bonus.
- Filth Eater: You can survive on a diet of just about
any kind of organic matter. You gain a +1 bonus to saves
against poison and disease.
- Survivalist: Having spent so much time in the
wilderness, you have developed a certain awareness and knowledge of
the wild. You know which worms are safe to eat, and which tracks
belong to scary monsters you don't want to cross paths with. +1 to
Bushcraft skill.
- Hyperactivity: Once per day you can go completely
hyper for 1d6 rounds, moving at twice your normal speed and
attacking twice per round. However, you are -1 To Hit.
- Lunatic: Your mind is so warped that it's very
difficult for other people to control. You gain a +1 bonus to
saves against mind-affecting powers and spells. Also you are crazy,
but frankly you were probably crazy already.
- Mimic: You can perfectly mimic the voice of anyone you
have heard in the last 24 hours, but can only maintain this mimicry
for a maximum of 1d6 rounds before breaking down into fits of
hysterical giggling. Add 1 round every time this is rolled again.
- Mushroom Mystic: Pick one first-level Magic-User or
Cleric spell. You can cast this spell once per day, but only while
feeling the effects of a hallucinogenic drug. Rolling this result
again allows you to pick a second first-level spell.
- Poison Spit: Your saliva is so bacteria-laden that you
can envenom any edged weapon by licking the blade. The next person
stabbed with it must save vs. poison or suffer 1d6 days of horrible,
incapacitating sickness, which begins 1d3 hours after they are
stabbed. Rolling this again makes the victim -1 to save.
- Rat Head: You're a rubbery little freak, and as long
as you're not wearing inflexible armour you can squeeze your whole
body through a the width of your own head.
- Sneak: As long as you're not heavily burdened, you can
move as soundlessly as a cat. Receive a +1 to Stealth skill. When
this is re-rolled, you keep getting a +1 to Stealth, until you have
6 points in the skill. After that, you get a +1 to Sneak Attack.
- Spider Climb: You
are a nimble climber, able to scale surfaces and angles that seem
impossible to others. +1 to your Climb skill.
- Desecration: You
love to smash things and smear your own feces all over other
people's stuff. Given 1 turn, you can permanently lower the value of
everything in a 10ft square area by 10%. Rolling this again means
20%, then 30%, etc.
- Swarm King: You have a swarm of pet vermin of some
kind (rats, spiders, centipedes, etc), which either follow you
around or are carried with you in a sack. On your command they can
be ordered to swarm people, who then suffer a -1 penalty to attack
rolls, damage, and AC for as long as they're covered in swarming
vermin. (They don't get a save against this, but the effect ends if
they find a way of getting the swarm off them: jumping in water, for
example.) You can also use them for anything else you think a swarm
of vermin would be useful for, but you can't give them any command
more complex than 'go over there' and 'come back'. Your swarm is big
enough to engulf up to one person per level. If this is rolled
again, then re-roll for a different result.
- Twitchy: You only sleep 1d4 hours per night, but never
seem to suffer any ill effects as a result. Because of this, you are
only surprised on a 1 in 6, and receive a +1 bonus to Reflex saves.
- Stab Frenzy: When you successfully hit someone in
melee with a small or tiny weapon, you may immediately attempt to
stab them again, with a -1 penalty to hit and damage; if you hit
then you may attack a third time (with an additional -1 to hit and
damage, for -2 total), and so on until you either miss, hit but
inflict 0 damage, or kill them. You can only use this ability while
screaming and gibbering incoherently. If this is rolled again, then
re-roll for a different result.
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