These tables allow you to make all manner of greenskins and goblin-kin: cruel orcs and wicked goblins, of course, plus hobgoblins, half-orcs, odd sub-species, rare hybrids, isolated tribes, etc.
Start with the basic goblin-kin template, add special abilities as appropriate to the level of Peril, and then roll for the goblinoids’s other traits, as they become apparent to the PCs – not before!
Suitable skill rolls can determine some things in advance – one trait per 2 points of success.
The Basic Goblin-Kin Template
All goblinoids have the following traits:
- Rapid Healing [5]
- Resistant to Metabolic Hazards (+3) [10]
- Night Vision 5 [5]
- Appearance (Ugly) [-8]
- Social Stigma (Savage) [-10]
- Brawling, Wrestling, and appropriate weapon skills at DX+Peril.
- Plus one of the following:
Roll 1d (need a die roller?)
1 | – |
2 | – |
3 | Teeth (Sharp) (Bite for thr+1 cr) [1] |
4 | Teeth (Sharp) (Bite for thr+1 cr) [1]] |
5 | Teeth (Fangs) (Bite for thr/cut) [2] |
6 | Tusks (weak striker, does thr/pi) [6] |
Goblin-Kin Special Abilities
All Goblinoids also gain the following traits, up to and including those at their level of Peril:
Peril 2 | HP +2 [4] |
Peril 3 | DR 2 (Tough Skin) [6] |
Peril 4 | High Pain Threshold [10] |
Peril 5 | Combat Reflexes [15] |
Peril 6 | +4 to primary weapon skill [16] |
Peril 7 | Weapon Master (Primary Weapon) [20] |
Before You See the Goblin-Kin
Goblin-Kin Stealth
Roll 3d6. (Need a die roller?)
3-10 | None |
11-12 | Stealth is 9+Peril/2 |
13-14 | Stealth is 8+Peril |
15-18 | Stealth is 10+Peril |
Goblin-Kin Perception
Roll 3d6. (Need a die roller?) If you roll any doubles, the Goblinoid also has Infravision [10].
3-8 | Per is 8+Peril |
9-12 | Per is 9+Peril |
13-18 | Per is 10+Peril |
Once You’ve Seen the Goblin-Kin
Goblin-Kin Strength
Roll 3d6. (Need a die roller?)
3-8 | ST is 4+(2xPeril) |
9-10 | ST is 7+(2xPeril) |
11-12 | ST is 10+Peril |
13-18 | ST is 12+Peril |
When You’re Facing the Goblin-Kin
Goblin-Kin Mentality
All Goblinoids have one of the following disadvantages. Roll 1d, 1d (need a die roller?)
1-4 | 1-2 | Bad Temper (12) [-10] |
1-4 | 3-4 | Bully (12) [-10] |
1-4 | 5-6 | Callous [-5] |
5-6 | 1 | Cowardice (12) [-10] |
5-6 | 2 | Jealous (12) [-10] |
5-6 | 3 | Laziness [-10] |
5-6 | 4 | Sadism [-15] |
5-6 | 5 | Selfish (12) [-5] |
5-6 | 6 |
Goblin-Kin Dexterity
Roll 3d6. (Need a die roller?)
3-8 | DX is 8+Peril/2 |
9-13 | DX is 9+Peril/2 |
14-18 | DX is 10+Peril/2 |
Goblin-Kin Health
Roll 3d6. (Need a die roller?)
3-5 | HT is 9 |
6-9 | HT is 10 |
10-13 | HT is 11 |
14-18 | HT is 12 |
Goblin-Kin Intelligence
Roll 3d6. (Need a die roller?) Determine Will and Perception separately.
3-8 | IQ is 8 |
9-12 | IQ is 7+Peril/2 |
13-18 | IQ is 8+Peril/2 |
Goblin-Kin Will
Roll 3d6. (Need a die roller?)
3-8 | Will is 6+Peril |
9-12 | Will is 10+Peril/2 |
13-18 | Will is 9+Peril |
Is the Goblinoid Susceptible to Sunlight?
When the Goblinoid is exposed to sunlight, roll 3d6 and add Peril. (Need a die roller?)
On a 12 or less, the Goblinoid has a weakness to sunlight, and takes 1d fatigue damage per ½ hour, or 1d per hour if in heavy clothing. This is Weakness (Sunlight) [-3].
On an 8 or less, the Goblinoid has a severe weakness to sunlight, and takes 1d HP damage per 5 minutes exposure, or 1d per 10 minutes in heavy clothing. This is Weakness (Sunlight) [-30].