Difference between revisions of "Hobs (Action)"

From Action
Jump to navigation Jump to search
m (cut-n-paste)
 
(No difference)

Revision as of 16:02, 1 February 2010

ActionT4 logo
Heroic Action Role-Play

Attributes and Schticks

Body: 4-10
Mind: 4-10
Reflexes: 4-10

Description

Appearance

Role

Politics

Integration

Family

Vices

Their word lacks worth, for it is known they lie readily in order to bargain, amuse and pique. They are rarely malicious liars, however, and those fooled are often simply told by the Qadi to be less gullible in the future.

Gnomes love crafts and can be obsessive with perfection, but place little regard in the finished product.

Goblins are diminutive but clever humanoids, merely 90 to 120 centimeters high and usually with skin that is bright green, though blue, red and yellow goblins exist. They have short bodies, but relatively long limbs and large heads with big pointed ears. They are generally not considered attractive, nor are they very strong or powerful. But they breed fast, and are quite clever and industrious.

Goblins live in large extended families, and often build a compound, manor or hive-like burrow to house a whole clan. Such a settlement usually has a patriarch ruler, and goblin houses generally have a strict pecking order. But individual goblins still have a certain degree of freedom, and can still make their own careers inside or outside the house. Goblins can manage almost any kind of work, especially if it demands great numbers, industry or nimble fingers. They particularly like tinkering with mechanical contraptions. Sadly, goblins often have to settle for work nobody else wants. They happily take jobs as wash men, street-cleanser and the like, but certain goblins have an affinity for education, and make fine scholars and administrators if you let them try.

Goblins seem not to fear death as long as they are part of a house. They are ancestor-worshippers, and cherish and honor forbears in the family. A group of goblins can be very brave, taking seemingly insane risks to achieve some minor objective, especially if it involves flying machines or fireworks. Individual goblins are usually cowardly, and even a large group can be cowed by an impressive display of bravado.

Goblins are poor fighters, to weak to stand up to most other races. they make up for this by sheer numbers, and through ingenuity. Goblins enjoy machines of war, and reputedly have invented bombs, flame-throwers, repeating crossbows and various bolt-throwers. Not all of their inventions work out, such as the famous bad wind machine, and others can be used solely by goblins, such as the goblin-guided rocket.

Goblins are rare in Zakhara, but seem to be common. There are rarely only a few goblins living in any particular place. Ether there is a full house, or there are none. As they crowd together in family houses, they attract attention to their numbers, and often become the targets of prejudice.

Goblins all come from Shou-Lung, the great empire to the east, and are intensely proud of that. They often know a few words of their own language, and cherish anything from the homeland. During periods of unrest, great waves of emigrants have left Shou-Lung, so today there are enclaves of goblins all over the world. Goblins like to build balloons and other flying machines, sometimes loading a whole clan on board such a flying vessel, to land in some strange, faraway land.