Monster of the Week: The Goblin
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Also Known As: Duende (Latin America, Philippines, Portugal, Spain), Hiisi (Finland), Kallikantzaros (Greek)
Description: Goblins
are small, ugly humanoids three to four feet tall. They have thin,
spindly arms and legs, large yellow eyes, slightly pointed ears, and
mouths full of small, pointed teeth. Their thick, rubbery skin ranges in
color from brownish green to black. Some agents have noted that goblins
bear some resemblance to Gollum in the Lord of the Rings movies.
BMA Classification: Goblins are malicious humanoids who eat human flesh, and therefore are classified as monsters by the Bureau of Monster Affairs.
Powers:
Goblins are very stealthy and are masters of ambushes and group
tactics. They are also skilled at setting up simple traps. Agents
entering a goblin lair should be extremely alert of their surroundings.
Vulnerabilities: Goblins do not like bright light and can be temporarily blinded or distracted by spotlights and other bright light sources.
Biology and Habitat: Although
the word “goblin” is sometimes used to describe certain malicious types
of fairies, the creatures that M-Force classifies as goblins are
terrestrial monsters. Goblins usually make their lairs in natural
caverns, often in deep forests or jungles, but with the spread of
humanity they’ve adapted to living in mines, sewers, and abandoned
buildings (where they usually nest in crawlspaces, ventilation or
heating ducts, and basements).
Goblins
are not particularly intelligent, but they are extremely cunning when
it comes to setting simple traps and ambushes. They are capable of
simple tool use, and occasionally attack with clubs or by throwing
rocks. Goblins have their own simple language that consists mainly of
grunts, growls, and clicks, but are capable of learning simple commands
in other languages, and the more intelligent goblins can learn to speak a
broken form of any human language they hear spoken regularly.
Goblins
like to collect shiny objects and their nests are often filled with
loose change, costume jewelry, bits of scrap metal, colorful bits of
glass, and the like. If goblins are not attacking or being attacked,
they can sometimes be distracted or bribed with shiny things.
Goblins
live in groups called broods that can range in size from a few dozen to several hundred. The size of a brood is limited only by the
supply of available food. If food is plentiful, goblins have extremely
high rates of reproduction. If food becomes scarce, the brood will
deteriorate rapidly as they resort to cannibalism. Goblins mainly eat
raw, preferably freshly-killed, meat of all kinds and seem especially
fond of eyes and tongues.
Sightings: Stories
of goblins date back to the earliest human civilizations, though in
these stories they are often confused with fairies and other creatures.
The creatures are found on every continent except for Antarctica,
usually in mountainous areas or extremely thick forests and jungles.
They seem to prefer temperate or hot, humid climates, but can be found
nearly anywhere. In the United States, large goblin broods are known to
exist in the Appalachian and Ozark mountain ranges, the Pacific
Northwest, and the larger forests of the Midwest and South.
Additional Information: In
the past decade, goblin encounters have become increasingly common in
cities, where they usually live in sewers or abandoned buildings. Most
goblins found in civilized areas are minions of the Shadow Guild, who
often use them as spies and cannon fodder.
Body: 11
Brain: 7
Nerve: 11
Job: Hunter (13)
Gimmick: Ambush (13)--When
a goblin (or group of goblins) is able to lie in wait for his opponent,
make a Gimmick roll resisted by the target’s Brain roll. If the Goblin
wins, the opponent’s first roll suffers a penalty equal to the
difference of the rolls.
Mob Attack (16)--A
group of goblins may gang up on an opponent by making a Gimmick roll.
If the roll succeeds, the goblins attack as a single creature (using the
“Goblin Mob” stats, below) for the duration of the current battle or
until the mob is reduced to two or fewer goblins.
Weakness: Bright Lights (12)--When
a goblin encounters bright light, roll this Weakness. If the Weakness
takes effect, the goblin suffers a penalty to all rolls. The penalty
starts out equal to the Weakness roll and goes down by one each round.
On a roll of 10 or higher, the goblin must make a Nerve roll or attempt
to run away from the light.
Skills: Stealth +3; Track by scent +2; Set Traps +2
Armor Rating: 2
Damage Bonus: +2
HP: 11
Yum Yums: 1
Goblin Mob:
At least 3 goblins must act together to form a mob. A maximum of 8 goblins may attack a character at a time.
Body: 11 +1/goblin
Brain: 7
Nerve: 14
Job: Goblin Mob (13 +1 for every 2 goblins)
Gimmick: Ambush (13)
Weakness: Bright Lights (12)
Skills: NA
Armor Rating: 3
Damage Bonus: +1/goblin
HP: 11/Goblin--Specific
goblins in the mob cannot be targeted. For every 13 points of damage
that the mob takes, one goblin in the mob is killed. If there is a
goblin nearby who is not engaged in combat when a member of the mob is
killed, he may join the mob by making a successful Mob Attack roll. When
the mob is reduced to two goblins, the remaining H.P. are divided
evenly between them.
YY: NA
Optional Rule: If
a goblin or goblin mob rolls a lucky break AND the opponent rolls a
natural 20, the goblin has managed to bite or claw out the victim’s eye
or tongue. Roll 1d20 to determine which: 1-8: left eye; 9-16: right eye;
17+ tongue. A character missing an eye gains the “One-Eyed” Weakness at
15. (Roll whenever the character’s lack of depth perception or
peripheral vision could be a problem (including when making ranged
attacks). If the Weakness takes effect, the action suffers a penalty
equal to the Weakness roll). A character whose tongue is ripped out
gains the “Speech Impediment” Weakness at 15 (Whenever the character
tries to speak to someone, they must roll Weakness versus the listener’s
Brain roll. If the listener wins, he understands the message. The
Weakness roll may be waived for people who are used to the character’s
tongueless speech at the GM’s discretion).
Goblin Traps: Goblins
regularly set traps in their lairs, usually rigging piles of debris to
fall on someone, weakening floor supports, or camouflaging large holes
as solid ground so that people will fall into them. The GM should assign
any such trap a Difficulty Number between 5 and 15. When a character
nears the trap, he makes a Brain roll against the DN. If the character
succeeds, he notices the trap and can avoid it. Otherwise, he sets off
the trap and must immediately make a Body roll against the trap’s DN. If
the player wins, he avoids the trap. If the DN is higher, he takes
damage equal to the DN minus his roll and is partially immobilized
(buried under rocks, leg hung in floor, etc), suffering -4 to all
actions until he spends two full rounds digging himself out or wriggling
his way loose of the trap.
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