Goblin

Identifier: Humanoid, Goblin
Habitat: Interior Phaeree
Size: 1x human size (4.5' tall)
Number Appearing: 3-5 (2+1D3) or 300-500 (2+1D3 x100)
Modes & Rates of Movement:
Walk: 60 yards per BT
Trot: 120 yards per BT
Run: 180 yards per BT
Initiative Modifiers: Human Standard
Outstanding K/S Areas/Sub-Areas & STEEP: All Goblins have STEEP in the following areas:
Combat, Hand Weapons at 40+4D6
Combat, Hand Weapons, Missile at 40+4D6
Hunting & Tracking at 35
Perception, Physical at 35
Survival at 30
Endurance at 30
In addition, 1 in 20 will have the following:
Priestcraeft (Gloomy Darkness) at 30+3D6
Religion at 30+3D6
Divination at 20+2D6
Herbalism at 20+2D6
Joss Factors: 0
Dodging/Avoidance: Nil / 18, 18, 18
Attractiveness: 3-8 (2+1D6)
Inner Beauty/Ugliness: Ð4
Invulnerabilities: Nil
Susceptibilities:
Contact: Ferrous metals (x3)
Insinuation: Ferrous metals (x3)
Allergy: 1 AT exposure to ferrous metal inflicts 1 point of PD per BT thereafter
Proximity: 1 AT exposure to ferrous metal (1000 pounds in 10 feet) inflicts 1 point PD per BT thereafter
Average Armor Protection: 7
Quirks: Nil
Castings: By K/S Area (Shaman only)

Attacks      BAC   Dmg Type  Base   Bonus

Claw (x2) 50 C 1D6 0 Bite 40 P 1D6 0 Broadsword STEEP C 4D6 0 Hand Axe STEEP C 3D6 0 Spear STEEP P 3D6 0


Powers

Dark Vision
Area of Effect: Self
Delivered by: Thought
Range: 20 yards
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power is otherwise the same as the Priestcraeft casting of the same name (CG I, Gloomy Darkness).


Heka Sensing
Area of Effect: Self
Delivered by: Word & gesture
Range: 30 yards diameter
Time: 5 CTs
Duration: 1 AT
Frequency: 3 per day
The function of this power is similar to the Dweomercraeft Spell Heka Sense (CG I, Astrology).


Fellow Summoning
Area of Effect: 5-30 subjects
Delivered by: Thought
Range: 1 mile radius
Time: 3D3 ATs
Duration: Instantaneous
Frequency: At will
This power enables the goblin to call up to 30 others of his kind to his presence.


Statistical Detail

Base Scheme (+/-1D3 per ATTRIBUTE)

M:   60 EL:  48     P: 60 WL: 45 CL: 54   S:   60  EL:  48
MM:  30 MR:  30     PM:  30  PN: 30       SM:  18  SP:  42
MMC: 11 MRC: 11     PMC: 11 PNC: 11       SMC:  7  SPC: 15
MMP: 10 MRP: 10     PMP: 10 PNP: 10       SMP:  6  SPP: 14
MMS:  9 MRS:  9     PMS:  9 PNS:  9       SMS:  5  SPS: 13

Armor Scheme

    Pierce  Cut  Blunt  Fire   Chem   Stun   Elec.

Ultra 12 12 12 4 4 12 4 Super 9 9 9 3 3 9 3 Vital 6 6 6 2 2 6 2 Non 3 3 3 1 1 3 1 Average 7 7 7 2 2 7 2


Commentary & Description
Goblins are horrid in appearance, with round, oversized heads atop fat, bloated bodies. They have long and spindly limbs and stand approximately 4 1/2' tall. Claw-like nails sprout from their gnarled fingers, and these match the long canines and pointed teeth within their wide mouths. Goblins have elongated ears and tongues, contrasted by a short, flattened nose.

Their abilities are in the normal human range (or nearly so), though these creatures possess considerable Heka Power and use. Roughly one in every twenty individuals is a capable shaman, and the rest are skilled in other Primitive Vocations.

A rival court to the Drow/Slaugh rulers of the Occidental Unseelie, goblins are fecund and greedy for power in the Interior realm. The chief places of goblin power are Gogalch and Kek, wherein these wicked creatures hold sway over bodaks, formorians, brags, bugganes, caerbs, dunnies, gnoles, kobolds, and losels.

In battle, goblins form in screaming hordes, and their sheer numbers are enough to cow even the most well-trained army.

Created by: Dave and Michele Newton