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Goblin
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain +2 on Priority and Climb rolls.
Form: Fangs
Darksight: Treat Tier 0 light as Tier 3.
Scavenger: Gain +1 on Survival rolls.
Fast Acting: Gain +1 on Priority rolls.
Fae Blood: You are affected by Cold Iron Poison.
Language: Gobin
SizeHeightWeightAdventure AgeOld AgeSage Age
-1 3'5" - 4'8"40 - 60 pounds8 years32 years48 years
Fervent. Synergistic. Unrestrained. Goblins are ferocious adversaries of the Dragons that hoard superstitions and religions the way gold is hoarded by the scaled fiends they despise.
History
Goblins were the last Fae species to enter the Material Realm during the second age, the Age of Growth. The alpines were their succor through the ages where they threw themselves in great numbers at the Dragons who claimed ownership over all. The armies of the Goblin clans compensate for their smaller size through sheer numbers and aggression in combat.
Ever since the first Goblin set foot in reality, they have feuded with the Draconic species.
Culture
Goblins have tribal societies that are more authoritative than the Orcs. Their clans are divided into two castes. The taller, yet less numerous Hobgoblins make decisions, and the smaller goblins obey.
The Goblins’ outward feral nature bely a deep desire to understand the world. Each clan has at least one lore master who collects and keeps all the clan’s knowledge of legends and religions. All of which, they believe, are different expressions of their god, the Great Flame. They accept all gods as different pieces of their god with the exception of any religion that claims Dragons as gods.
Gremlins are excluded from gGblin clans. Their small stature and destructive nature make them seen as useless by the other goblins. A normal goblin may be exiled, or ‘sent to the gremlins’ for endangering the clan.
Physicality
Long faces with ears, jaws, and noses that come to harsh points pair with recessed beady eyes to make a monstrous visage. Green or muddy black skin wrinkles around mouths that open wide to reveal rows of sharp teeth.
Goblins range in size. From two and a half foot tall Gremlins to lithe Hobgoblins that can look humans in the eye.
Common Names
Goblin names are often two syllables. Hobgoblin names trend toward three syllables. Though, there is no formal naming structure within goblin societies. Kuxsin, Spundle, Windo, Haxie, Norodo, Yinani
Physical Heritage
Goblin blood can cause eyes to be smaller and more recessed, green skin, or pointed ears.
"Your actions have strained our resources and put us all at risk. Due to your selfishness, you are no longer part of our clan. Go, and do not return."
-Jhubine, Hobgoblin clan leader, at Yurmie’s trial of exile.
Root Abilities - If Goblin is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Body Fire Shadow
Aspect - Form
Gain Aquatic and Claws. Liquid does not affect fire abilities you use. Increase Concealment you have by 1 Tier.
They dwell within shallow ocean waters and have webbed fingers and black, shiny eyes.
Body Decay
Aspect - Form
Shrink 1 size. As a Minor Action, cause adjacent technology objects to suffer 1 Broken Tier.
Even smaller, this breed is not allowed within the camps of other Goblin and often roam as feral monsters.
Body Tactician
Aspect - Form
Grow 1 size. As a reaction to causing Injury with a physical attack, you can use Impede against the creature.
Head and shoulders above the rest, Hobgoblins stand guard over the clan mother and oversee her decrees.
Mind Order
Aspect - Charisma
Your memory is extremely reliable. Gain +1 on Knowledge rolls.
This bloodline carefully teaches their next generation the stories, wisdoms, and ability to teach.
Species Abilities - If Goblin is your Primary or Secondary Species, you may learn these by assigning AP.
Athlete Mobile
Aspect - Might
Climbing does not cause increased Movement cost or prevent you from beginning or maintaining Stances.
Boost: Gain 1 + TT/2 on Climb rolls.
Athlete Mobile
Aspect - Finesse
Gain +1 + TT/2 on Balance rolls and defense against Hinder Movement.
Boost: Balance does not use an action.
Mind Order
Aspect - Charisma
Gain +1 + TT/2 on defenses against Mutations and Illusions.
Boost: Req: Trained 3 Times - Gain + TT/3 on defense against Cold Iron Poison.
Fire Tactician
Aspect - Wit
Gain +1 + TT/2 Fire Reduction.
Boost: Req: Trained 3 Times - Gain +1 Area Value and damage with Fire effects.
Chaos Fire
Spell - Elemental
Cause Tier 1 + TT/3 Fire in 1 + TT/2 d12 + 1 different target spaces. You must target occupied spaces if possible.
Range Target 1d12
Boost: Cause a roll to determine if fire spreads.
Body Naturalist
Aspect - Might
Gain +1 + TT/3 on defenses against non-magical diseases and poisons and effects that cause Sickened.
Boost: Gain +1 + TT/2 Body Reduction.
Athlete Mobile
Aspect - Finesse
Gain +1 + TT/2 on Jump rolls and +1 Movement Pool while Dashing or Running.
Boost: Req: Trained 6 Times - Gain + TT/6 on Mobility rolls.
Chaos Mind
Aspect - Charisma
Gain +1 on non-defensive Might Skill rolls while you can sense at least 3 creature in 2 + TT range that are not Enemies.
Boost: Gain +1 + TT/3 on Influence rolls to convince creatures to come with you.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
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