Specie: Goblin
Sneaky, clever, and often underestimated, Goblins thrive in the deep places of the world where others fear to tread. Though many are known as bandits, scavengers, or thieving raiders, Goblins are also skilled improvisers and resourceful survivors. Entire tribes thrive in the Underworld — some free, some conquered — led by sharp-minded matriarchs and driven by a need to outsmart stronger foes.
Specie overview

Physiology : Goblins are small and wiry, with large eyes adapted for low-light vision and long, expressive ears. Their skin ranges from sickly green to greyish brown. Though males are far more common, female goblins occupy leadership roles in most tribes. Goblins mature fast and breed in large numbers — a survival trait for their dangerous environment.
Deameanor : Twitchy, fast-talking, and opportunistic, Goblins are quick to bargain, bolt, or betray — but also surprisingly loyal in the right tribe. Many think fast and talk faster, masking insecurity with confidence or snark.
Outlook : Goblins respect cunning over strength, and survival over glory. Rules are optional, traps are encouraged, and nothing is sacred if it can be bartered.
History : Goblins have lived in the Underworld for as long as anyone can remember. Their society is tribal, chaotic, and built on shifting alliances. Some tribes serve orcs or hobgoblins as slaves or fodder; others have escaped that fate, carving out strongholds in tunnels or ruins. Female goblins hold real power, often acting as shamans. Above ground, Goblins are mistrusted — mostly because, when they do surface, it’s often to steal, or strip a wagon clean.
Adventurers : Most goblins don’t become adventurers — they flee danger, not run toward it. But some are born different: curious, sharp, or sick of being looked down on. These rare goblins venture out to prove their worth — or at least get rich trying.
Typical Name : Goblin names are short, choppy, and often nicknamed. Many earn secondary names based on deeds (or failures).
(Reference: fantasynamegenerators.com/goblin-names.php)
Deameanor : Twitchy, fast-talking, and opportunistic, Goblins are quick to bargain, bolt, or betray — but also surprisingly loyal in the right tribe. Many think fast and talk faster, masking insecurity with confidence or snark.
Outlook : Goblins respect cunning over strength, and survival over glory. Rules are optional, traps are encouraged, and nothing is sacred if it can be bartered.
History : Goblins have lived in the Underworld for as long as anyone can remember. Their society is tribal, chaotic, and built on shifting alliances. Some tribes serve orcs or hobgoblins as slaves or fodder; others have escaped that fate, carving out strongholds in tunnels or ruins. Female goblins hold real power, often acting as shamans. Above ground, Goblins are mistrusted — mostly because, when they do surface, it’s often to steal, or strip a wagon clean.
Adventurers : Most goblins don’t become adventurers — they flee danger, not run toward it. But some are born different: curious, sharp, or sick of being looked down on. These rare goblins venture out to prove their worth — or at least get rich trying.
Typical Name : Goblin names are short, choppy, and often nicknamed. Many earn secondary names based on deeds (or failures).
(Reference: fantasynamegenerators.com/goblin-names.php)
Size & Abilities
Size : Small Innate abilities : You start with the following abilities.- Dark Sight
The dark is your birthright. You see where others stumble, walk where others fear.You are immune to Obscured (Area condition) from darkness.
- Nimble Escape
You don’t fight fair — you survive smart. When things go wrong (which they do often), you're already halfway gone.Your Speed increases by one step. When Sheltered (Area condition), any Actions targeting you may also incure a Minor Penalty (-2). Once per Fight, you may dodge an attack.
- Scrap Engineer
One goblin’s junk is another goblin’s masterpiece. You’ve learned to twist, weld, lash, and rig together tools that shouldn't work — but do.You may take few minutes for Crafting & Work (Downtime) instead of full Downtime to craft imperfect Basic Items.
- Without knowing the required Crafting discipline.
- Without Specialist Kit and Crafting Cost if materials scavenged from junk.
Success : You make a Flawed Creation.Failure : You create nothing and cannot retry using what remains.You may also Repairing & Customizing gear that are not Flawed Creation.- Doing so turns them into Flawed Creation.
- Trick Trap
You’ve set off your own traps more times than you can count — and learned from every bruise. Now? You’re the thing that goes click in the dark.You have Advantage on :
- Action (Combat Trick).
- Rolls related to traps (e.g. finding, understanding or desactivating a trap).




