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.