Difference between revisions of "Hobs (Action)"

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== Attributes and Schticks ==
 
== Attributes and Schticks ==
'''Body:''' 4-10 <br>
+
'''Body:''' 3-6 <br>
'''Mind:''' 4-10 <br>
+
'''Mind:''' 4-12 <br>
'''Reflexes:''' 4-10
+
'''Reflexes:''' 6-10
  
 
== Description ==
 
== Description ==
 +
Goblins are a varied mix of small humanoid pranksters, often regarded as different races altogether. All varieties of goblins are fey, magical beings with powers of [[Illusion (Action Powers Form)|Illusion]].
 +
 
=== Appearance ===
 
=== Appearance ===
 +
Goblins are diminutive but clever humanoids, merely 90 to 120 centimeters (3' to 4') tall. They have short stocky bodies, long thin limbs, and large heads with pointed ears. They are generally not considered attractive, nor are they very strong or powerful. Beyond this, details vary greatly from goblin to goblin and clan to clan.
  
 
=== Role ===
 
=== Role ===
 +
Goblins are fey creatures, not completely comprehensible to normal [[Folk (Action)|Folk]]. All goblins are at least somewhat tricky. 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 to be less gullible in the future. But goblins live by strange rules understandable only to them, and when these rules are broken, they are quick to anger. Gnomes love crafts and can be obsessive with perfection, but place little regard in the finished product. As long as they get their due of praise, they can be very generous, even careless with the product of their labor.
  
=== Politics ===
+
==== Goblin Rules ====
 +
Here are some goblin rules. Not all goblins adhere to all of these. Note that these are '''not''' the actual rules, which only goblins can understand. This is an abridged version of the rules for general consumption, any of which can be wrong in any particular case.
 +
* An offer of clothing offends a goblin greatly, implying its not maintaining its guise properly. This is a grave insult to a creature of illusion.
 +
* An offer of food is almost always appreciated.
 +
* Accepting a goblin gift without reservations is rude. A goblin gift is almost always some kind of trick or riddle, and merely accepting it without questioning it proves you are either a dullard, or ignoring the challenge of the gift.
 +
* Games of wits are fun, such as riddles, tricks, and double-plays.
 +
* Trade is a serious matter, a word-game and match of wits. It is generally much more convenient to steal, at least small everyday items.
 +
* A goblin wants respect, first and foremost. They demand primacy of skill and first pick of everything, but are not really greedy.
  
=== Integration ===
+
==== Goblin Kinds ====
 +
Goblins have lots of different names in different locales and roles, and an individual goblin often changes role and personality. The same goblin can be malign one day, boisterously friendly the next. In general, goblins have three dispositions, friendly, neutral, and hostile. Here is what a goblin can be called in each disposition.
  
=== Family ===
+
===== Friendly =====
 +
'''Brownie:''' Individual benign goblins, often adopting a place or person to protect and help, brownies are very friendly, tough they still have quirks.
 +
'''Gnome:''' Almost a race unto themselves, a gnome looks and behaves much like a [[Dwarfs (Action)|Dwarf]], only smaller and more humorous. Gnomes live in tribes and nations and travel the world like respectable folk.
  
=== Vices ===
+
===== Neutral===== 
 +
'''Goblin:''' Besides being the generic name for all goblins, a goblin is also specifically a feral creature, often living in tribes in the wild. They are territorial and do mischief to travelers to what they consider their lands.
 +
'''Kobold:''' Associated with mines, a kobold can be either a friendly comrade or a fierce competitor depending n how they are treated.
 +
'''Leprochaun:''' A lone trickster on the edge of civilization, the leprochaun thrives on respectability and mimics the actions of nearby folk.
  
 +
===== Hostile===== 
 +
'''Boggart:''' A lonely malicious trickster, the boggart is rarely seen but cause untold pranks and general destruction.
 +
'''Gremlin:''' The gremlin delights in causing malfunction and misfortune.
 +
'''Redcap:''' The most direct and dangerous goblin, the redcap is a murderer that soaks his cap in the blood of slain enemies.
 +
'''Spriggan:''' A fey of wild chaos, the spriggan sets traps for the unwary and raids settlements.
  
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.
+
=== Politics ===
 +
Goblin tribes are usually trouble. The more remote they are from civilization, the more idiosyncratic they are. Tough rarely large, an offended goblin tribe can be a menace to isolated homesteads and a blight on an entire region. Keeping the goblins placated is an important thing when you live close to the wilderness.
  
Gnomes love crafts and can be obsessive with perfection, but place little regard in the finished product.
+
Goblin kingdoms are rare, and consists of gnomes. A whole nation of these little creatures, living in a good place with plenty of things to play with is an asset to friendly neighbors and the most folk-like of all goblins.  
  
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.
+
=== Integration ===
 +
Brownies and gnomes interact famously with most other [[Folk (Action)|Folk]] and are seen as happy, clever, and somewhat childish, but even they are usually able to disappear at will. Even if their faith is good, their word is not to be trusted. It is better to make friends with them and tolerate their odd ways and occasional thefts than to try to bind them with business contracts. The best goblins are the ones that focus so deeply in a task or craft that they have no time for mischief, such as craftsmen or alchemists. Not all communities are willing to tolerate them, the rich usually distrusting them more than the poor; the existence of a gnome in a community is often kept secret.
  
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.
+
=== Family ===
 
+
Goblins have families depending in their attitudes. Sometimes, this means outsider see a family idyll of glowing health and cleanness, sometimes a disgusting hive of filth and maltreatment. It is almost as if the goblins were putting on a show for outsiders. If you ask them, answers are just as ambiguous. It is almost as if the entire issue of family was a big charade to goblins.
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.
 

Revision as of 17:03, 1 February 2010

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Heroic Action Role-Play

Attributes and Schticks

Body: 3-6
Mind: 4-12
Reflexes: 6-10

Description

Goblins are a varied mix of small humanoid pranksters, often regarded as different races altogether. All varieties of goblins are fey, magical beings with powers of Illusion.

Appearance

Goblins are diminutive but clever humanoids, merely 90 to 120 centimeters (3' to 4') tall. They have short stocky bodies, long thin limbs, and large heads with pointed ears. They are generally not considered attractive, nor are they very strong or powerful. Beyond this, details vary greatly from goblin to goblin and clan to clan.

Role

Goblins are fey creatures, not completely comprehensible to normal Folk. All goblins are at least somewhat tricky. 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 to be less gullible in the future. But goblins live by strange rules understandable only to them, and when these rules are broken, they are quick to anger. Gnomes love crafts and can be obsessive with perfection, but place little regard in the finished product. As long as they get their due of praise, they can be very generous, even careless with the product of their labor.

Goblin Rules

Here are some goblin rules. Not all goblins adhere to all of these. Note that these are not the actual rules, which only goblins can understand. This is an abridged version of the rules for general consumption, any of which can be wrong in any particular case.

  • An offer of clothing offends a goblin greatly, implying its not maintaining its guise properly. This is a grave insult to a creature of illusion.
  • An offer of food is almost always appreciated.
  • Accepting a goblin gift without reservations is rude. A goblin gift is almost always some kind of trick or riddle, and merely accepting it without questioning it proves you are either a dullard, or ignoring the challenge of the gift.
  • Games of wits are fun, such as riddles, tricks, and double-plays.
  • Trade is a serious matter, a word-game and match of wits. It is generally much more convenient to steal, at least small everyday items.
  • A goblin wants respect, first and foremost. They demand primacy of skill and first pick of everything, but are not really greedy.

Goblin Kinds

Goblins have lots of different names in different locales and roles, and an individual goblin often changes role and personality. The same goblin can be malign one day, boisterously friendly the next. In general, goblins have three dispositions, friendly, neutral, and hostile. Here is what a goblin can be called in each disposition.

Friendly

Brownie: Individual benign goblins, often adopting a place or person to protect and help, brownies are very friendly, tough they still have quirks. Gnome: Almost a race unto themselves, a gnome looks and behaves much like a Dwarf, only smaller and more humorous. Gnomes live in tribes and nations and travel the world like respectable folk.

Neutral

Goblin: Besides being the generic name for all goblins, a goblin is also specifically a feral creature, often living in tribes in the wild. They are territorial and do mischief to travelers to what they consider their lands. Kobold: Associated with mines, a kobold can be either a friendly comrade or a fierce competitor depending n how they are treated. Leprochaun: A lone trickster on the edge of civilization, the leprochaun thrives on respectability and mimics the actions of nearby folk.

Hostile

Boggart: A lonely malicious trickster, the boggart is rarely seen but cause untold pranks and general destruction. Gremlin: The gremlin delights in causing malfunction and misfortune. Redcap: The most direct and dangerous goblin, the redcap is a murderer that soaks his cap in the blood of slain enemies. Spriggan: A fey of wild chaos, the spriggan sets traps for the unwary and raids settlements.

Politics

Goblin tribes are usually trouble. The more remote they are from civilization, the more idiosyncratic they are. Tough rarely large, an offended goblin tribe can be a menace to isolated homesteads and a blight on an entire region. Keeping the goblins placated is an important thing when you live close to the wilderness.

Goblin kingdoms are rare, and consists of gnomes. A whole nation of these little creatures, living in a good place with plenty of things to play with is an asset to friendly neighbors and the most folk-like of all goblins.

Integration

Brownies and gnomes interact famously with most other Folk and are seen as happy, clever, and somewhat childish, but even they are usually able to disappear at will. Even if their faith is good, their word is not to be trusted. It is better to make friends with them and tolerate their odd ways and occasional thefts than to try to bind them with business contracts. The best goblins are the ones that focus so deeply in a task or craft that they have no time for mischief, such as craftsmen or alchemists. Not all communities are willing to tolerate them, the rich usually distrusting them more than the poor; the existence of a gnome in a community is often kept secret.

Family

Goblins have families depending in their attitudes. Sometimes, this means outsider see a family idyll of glowing health and cleanness, sometimes a disgusting hive of filth and maltreatment. It is almost as if the goblins were putting on a show for outsiders. If you ask them, answers are just as ambiguous. It is almost as if the entire issue of family was a big charade to goblins.