These man-sized faeries are known for their ugly appearance and
brutish behavior. They have dull grey-green, wart-covered flesh, long and misshaped
ears, a porcine nose, and sharp pointed teeth, bilious eyes, and are completely
devoid of hair. The height of a man, most goblins have extremely bad posture that
makes them appear shorter than they actually are.
Goblins are unfortunately common in dark, foreboding places, and
prefer to hole up near human settlements. This gives them better access to prey
and loot, and the pervasive superstitions surrounding anything fae-touched reduces
reciprocity from the locals. In thankfully rare circumstances, massive hordes
of goblins have been known to gather before going on grand hunts. These are
usually called by nigh deific Sidh kings and queens, but sometimes arise in a
manner similar to sharks entering a frenzy.
Individual goblins are not much more dangerous than a typical
human warrior, but they are virtually unaffected by darkness and are possessed
of a cruel streak. And most people are lucky to encounter an individual goblin,
because goblins are every bit as canny as any person. They can and do sneak
around, use tactics, evaluate situations, and use every opportunity to their
advantage before, during, and after a fight.
First Encounter
SM 0 Faerie
Reaction Modifier -3
Morale 10
Basic Speed 6.00
Vision 12
|
Hearing 15
|
Smell 16
|
Fae Senses Faerie senses extend into both the spirit world and the material world simultaneously. This extends to all of their senses – mundane and supernatural. They can also hear into the ultrasonic range, giving a +3 bonus to most hearing rolls, and with an active Hearing roll made in a quiet setting, they can also hear subsonic sounds.
Traits Discriminatory Smell; Infravision; Night Vision 6.
Traits Discriminatory Smell; Infravision; Night Vision 6.
Defense
HP 15
|
FP 12
|
DR 1
|
Dodge 10
|
Parry Varies
|
Block 10
|
The Iron Price Faeries take double damage from weapons made of meteoric iron. Such weapons also penetrate their Otherworldly Nature (below).
Oathbound Faeries must always speak the truth and always abide by the letter of a promise.
Resistances Illusion (+8); Poison (+3).
Immunities Aging; Non-Magical Disease.
Weaknesses Bloodlust (12); Bully (12); Callous.
Offense
Ground Move 6
Weapon (14) Roll 1d to determine the weapon carried:
Shield (14) 1d-1 crushing. Reach 1.
Punch (14) 1d-1 cutting. Reach C.
Sharp Teeth (14) 1d-1 cutting. Reach C.
1 – Knobbed Club: 1d+3 crushing.
Reach 1. Parry 10.
2 – Light Club: 1d+3 (swing) or 1d
(thrust) crushing. Reach 1. Parry 10.
3 – Large Knife: 1d cutting; Reach
C, 1 or 1d-1 impaling; Reach C. Parry 9.
4 – Spear: 1d+1 impaling; Reach 1* (1-handed)
or 1d+2 impaling; Reach 1, 2* (2-handed) or 1d+2 impaling; Acc. 2; Range 12/18
(Thrown). Parry 10.
5 – Mace: 1d+5 crushing; Reach 1.
Parry 10U.
6 – Axe: 1d+4 cutting; Reach 1.
Parry 10U.
Punch (14) 1d-1 cutting. Reach C.
Sharp Teeth (14) 1d-1 cutting. Reach C.
Grapple (12) 1d-1 control points. Reach C.
Kick (12) 1d crushing. Reach C, 1. DX roll not to fall down on a miss!
Kick (12) 1d crushing. Reach C, 1. DX roll not to fall down on a miss!
Statistics
ST 13
|
DX 12
|
HT 12
|
IQ 10
|
Per 11
|
Will 11
|
Traits Appearance (Ugly); Stalker 2.
Skills Brawling-14; Intimidation-10; Melee Weapon-14; Stealth-16.
Can usually be bribed. Carries the weapon listed, and occasionally some armor that isn’t included in the statistics above. This is a basic goblin that lacks any training or adventuring experience. Tougher goblins not only exist, but are common.
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