Goblins
- MONSTRI VOLUMEN ~MV~ Wolfsheim
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Quote: “Yee-ackk, godling stink, no like nasty heroes in goblin wood!”
Appearance: The typical goblin in Wolfsheim stands no taller than two and a half feet in height. They have earth-toned, leathery skin ranging in hue from brown to yellow to green, as well as sparse coarse black hair on their slightly pointed heads. Some other common features are crooked protruding noses, overly large mouths filled with lots of sharp teeth and beady eyes that seem to burn orange around coal-black pupils. The goblins move about in a manner similar to a chimpanzee but without walking on their knuckles. Their short legs are quite strong and they have extended toes that allow them to travel rapidly through forests by leaping from tree to tree. Long and powerful arms end in vise-like, knotted hands, which aid them in this mode of travel as well as giving them a reach disproportionate to their shorter stature. These creatures are usually attired in ragged children’s clothing and wear some sort of red head covering: most commonly a baseball hat, bandanna or long stocking cap. They also tend to have a pungent odor like rotten cabbage.
Behavior: As a group and singularly, the goblins are manic, spite-ridden beings that are driven by the need to spread malice. They cackle and guffaw whenever they are encountered. Their chaotic, self-serving nature is barely kept in check by their fear of their king, but they have no compunction against turning their backs on their comrades and fellows if it benefits them.
History: Goblins have been a part of the folklore of multiple cultures and have had just as many names. This is a fact that they love to exploit, by allowing misconceptions of their true natures to run rampant among the human populace. The process by which they come into being is unknown, but it is possible that some of the legends claiming that the fae have stolen and replaced human children have their roots in the creation of goblins. Whenever children have disappeared from an area where the goblins haunt, the number of goblins increases.
Nature: Variable by goblin, but most are Libertine, Rogue or Survivor. They are all very wicked and selfish creatures.
Notes: Goblins possess a mixed set of virtues. They have two normal virtues (Expression and Vengeance) and two Dark Virtues (Ambition and Malice). The goblins are an independent faction in the War, owing no allegiances to either Gods or Titans.
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Powers
~ Cat’s Grace
~ Holy Bound
~ Holy Rampage
~ Night Eyes
~ Monkey Climber
~ Inner Furnace
~ Self-Healing
Fae Mounds: Can perform a ritual dance (as a 12-tick action) to create a three-foot diameter earthen mound that acts as a tem- porary touchstone to the goblin kingdom Bellhollow. The top of the mound begins to sprout a circle of toadstools as the dance is performed. Once the circle is completed, goblins are able to travel to Bellhollow with no cost in Legend or Willpower. Each goblin involved in the ritual dance decreases the time needed to complete it by 3, to a minimum time of 3 ticks. The fae mound remains active for up to one hour per goblin involved in the ritual dance. In a pinch, a goblin may spend one Legend point and yank a tooth from his head to instantly activate the fae mound and make a quick escape. For an additional Legend point, the goblin can bring one person with them. A non-goblin can only activate a fae mound by spending one Legend and one Willpower point while performing the ritual dance.
Weaknesses
Iron: Goblins are vulnerable to any form of iron; a successful attack with an iron weapon inflicts aggravated damage. Fur- thermore, while any piece of iron is inside a goblin’s body, the goblin may not use his Self-Healing Knack, nor recover health levels normally.
Trophy
If a goblin is slain, it leaves behind a single tooth. This can be utilized to open a Fae mound (such as in the scene “Finding the Fae”) by spending a Legend point to activate it.