Newpark Games
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gaw-blihn
I am a Goblin : They are Goblins : It is Goblin : This is about Goblinkind
Also known as Gobos, Sons of Wonder, T'ziri
Goblins are a fierce and cunning folk, physically unimpressive and diminutive in size but incredibly devious with sharp minds and a knack for invention. Though they have a reputation as malcontents and mischief-makers, rumors say the Goblins once ruled a vast mountain empire filled with technological wonders in the highest mountains of Helios. Today, most Goblins live a day-to-day struggle that is a far cry from the heights of power and progress their ancestors experienced. Small bands of Goblin highwaymen terrorize rural roads and villages, work as tinkers and spymasters for organized crime syndicates, or labor away as drudges for the Orcish clans they are enslaved to.

Things That Go Boom!

While Goblin-kind are known for their inventions, they aren't the nice sort of inventions that help society mend its ills, ease Mortal burdens, or discover some new truth about life and the universe. Goblin technology tends to be rather crude and utilitarian, with little consideration for beauty or user-friendliness. Most of all, Goblin technology blows up - many times on purpose. They are adept at every application of firearms and explosives, often in surprising and brutal new ways. Perhaps this is due to their origin as children Helios, a world created by the god of war in which nothing is ever made without the consideration for how it will be used in battle.

The LIFE of a (Race)

Goblins are born after 6 to 8 months of gestation in litters of three to six. Typically, one in three Goblin children do not survive their childhood due to illness or genetic deficiencies, but those who live grow quickly and endure short, brutal lives.
Child: Ages 1-8
Youth: Ages 8-14
Adult: Ages 14-30
Elder: Ages 30-40
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"Watch it, this place is full of traps. I should know. I designed half of 'em...heh heh."

FROM THE HEIGHTS TO THE DEPTHS

In the mountains of Mul Z'orrah, there once reigned a vast empire of wonders built by countless Goblin hands. Despite their ingenious inventions and novel alliances, the Goblin empire fell to conquest at the hand of their Orcish cousins, who plundered everything they could carry and left the rest to burn in hollow mountain cities. The vast depths of Goblin ruins still hide countless wonders for those brave and clever enough to bypass the many traps and defenses the Goblins of old left behind.

For generations, the Goblin people have been enslaved by the Orcs of Helios. Though most remain in chains, many Goblins have managed to escape their bonds thanks to the devious cunning that comes so naturally to them. A Goblin resistance grows in the ruins of their old empire, working tirelessly to free their people. Other Goblins who escape find their way to free lands, usually off-world where they make a home in the slums and ghettos of major cities. Whether by social forces or their own unscrupulous nature, Goblins are drawn to life on the fringes of society, either as criminals or eccentric mystics and inventors.

GOBLIN INGENUITY

Though physically diminutive, Goblins are incredibly sharp. They are quick learners who creatively adapt knowledge to new and unconventional ends. Many times, this leads to incredible new discoveries, but mostly it gets the Goblin in trouble with societies and individuals who are less open to new ideas, especially those regarding robots, explosives, and the weapons of mass destruction Goblins are so fond of. Goblins have a well-earned reputation as miscreants and malcontents, constantly getting deep into shenanigans as their insatiable curiosity and penchant for mischief can't help but ask "what does this button do?"
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GOBLIN INGENUITY

Total Actions +0.5. Once per Scene when you roll any dice (except for Feat dice), you can increase or decrease the size of that dice by one degree.

Advanced

You can use an Asset to unlock the Advanced version of Goblin Ingenuity, which works as above, but allows you to use it three times per Scene instead of just once. You can also use Goblin Ingenuity to give yourself Advantage on a roll or negate an instance of Advantage an enemy would otherwise have on you.
  • Gibo
  • Gnoid
  • Haka
  • Kanish
  • Ribling
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gee-boh
Whether they are raiding farms, running a criminal outfit, or plotting a rebellion against their Orcish overlords, most groups of Goblins have a Gibo at the helm. In ancient times, Gibo were the ruling caste of Goblin society, lording over the mountainous empire of Mul Z'orrah on Helios as kings, queens, and nobles. From a young age, Gibo are taught to be brave, honest, and daring in their decision-making. These values are inherited from long traditions dating back to when the Gibo were in power. Their inborn charisma, quick decision-making ability, and natural leadership acumen often make them the de facto leaders of any group of Goblins, even when there are others more qualified - people just sort of gravitate towards the Gibo, adopting her passion, her strength, and her vision for leadership as their own.

Appearance

Gibo are taller than most other Goblins, standing at a little over 4 feet high on average. They usually have bald heads (even the women), short, pointed ears, and skin of yellowish-green. Their eyes shine with courage and cunning in colors of grey, brown, yellow, red, or black.

Homeland

The Gibo were once lords of Mul Z'orrah and those who escape from Orcish captivity often make an effort to return to their homeland. Otherwise, Gibo are traded as slaves throughout Helios and can hail from anywhere upon this war-torn world.

Features

Gibo characters get ONE of these Features: 
A Way With Words
Air of Authority
Born Leader
Con Artist

Noble Bearing
Nose for Trouble
Ready for Anything
Tech Savvy

Resources

Gibos start the game with 10 Supply and have 25 Crowns worth of Armaments.
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noyd
In ages past, the Gnoid were considered the mystics, shamans, and spiritual healers of their people. Their natural connection to the supernatural forces of the world lends many (but not all) Gnoid occasional visions of a future that may yet be should current events remain unaltered. Once upon a time, these visions served the empire of Mul Z'orrah. But when the seers foresaw doom for their people, their voices were ignored in arrogance...and now the Gnoid's visions serve their captors in anguish. Yet even now, some among the Gnoid foresee a brighter future for Goblin-kind; a secret city, the birth of an uprising. Gnoid are vague and cryptic when discussing anything and have a dark sense of humor. They are often quiet and contemplative, half-crazed and wise beyond all reckoning.

Appearance

Like all Goblins, Gnoid are physically diminutive and often skinny for. They have forest-green skin, long, pointed ears and thick dark hair in shades of black, green, blue, red, and white with eyes of grey, brown, black, or tones of mixed blue-green.

Homeland

Gnoid serve as advisors and magicians for their masters across Helios and are among the most prized of Goblin slaves. Those who escape to freedom may make their way to centers of philosophy and magical learning such as those in Zu, Simbala, and Onegai.

Features

Gnoid characters get ONE of these Features: 
Academic
Arcane Prodigy
Eccentric Inventor
Genius

Mystic
Polyglot
Prescient
Storyteller

Resources

Gnoids start the game with 10 Supply and have 25 Crowns worth of Armaments.
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haw-kuh
While most of Goblin-kind lived in the mountainous empire of Mul Z'orrah, the Haka tribe dwelt just east of the great mountains, in the low-lands of Rathik in their own independent city-states. Though politically unfettered to the fates of Mul Z'orrah's empire, the invading Orcs did not discriminate and the Haka were taken into captivity as well. Though all Goblins are devilishly clever, the Haka has a certain something that's hard to put into words. They are devious, shrewd, and vengeful. In an instant, their razor minds can cut through every possibility to find the best path among many. Haka are meticulous planners, though it often looks like they're just flying by the seat of their pants in a perfect marriage of forethought and improvisation. 

Appearance

Most Haka shave their heads but some wear their brown, black, or red hair in cropped styles or pony tails. They have large, round ears that extend out from their heads down to the middle of their neck, red or black eyes, and olive-green skin with dark blue highlights.

Homeland

Like all Goblins, Haka are bought and sold as slaves throughout Helios and less scrupulous parts of The Sphere. Those who escape (and it is usually Haka who escape) most often make their way to Rathik where a secret Goblin freedom movement is brewing.

Features

Haka characters get ONE of these Features: 
Devil's Own
Gift For Subtlety
Jack of All Trades
Manual Dexterity

Manipulative Bastard
Ready for Anything
Sneakthief
Tech Savvy

Resources

Haka start the game with 10 Supply and have 25 Crowns worth of Armaments.
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kahn-ish
The Kanish are the most physically imposing of the Goblin clans and once served as soldiers and guardsmen throughout the mountainous empire of Mul Z'orrah. Today they either slave away in lives of hard labor or find work as tradesmen or bodyguards and enforcers for various criminal enterprises. According to legend, the tribe originated from the unholy union of Orc and Goblin which, made possible by dark magic under a blood moon. There's nothing to substantiate this rumor of course, but it's hard to deny the similarities between the disposition of Kanish and their Orcish cousins. Kanish are brutal and warlike, always testing themselves and pushing their limits. Whether they are a smith, a warrior, or a criminal, the Kanish strives for perfection in everything he does, beating his body and spirit to the absolute limit in order to be the best. 

Appearance

Kanish are tall (for Goblins) and powerfully built, standing at over 4 feet of solid muscle. They have green skin, large, pointed ears, rugged features and beady eyes of yellow, red, brown, or grey. Many bear both ritual scars and the old marks of wounds won in battle.

Homeland

Kanish are among the most commonly traded in the Goblin slave market, valued for their strength and skilled labor. As such, one can find a Kanish slave anywhere in Helios or off-world in Absul Gron, The Arc, Helvania, and The Eastmarch. 

Features

Kanish characters get ONE of these Features: 
Artisan
Badass
Boundless Energy
Hulking Strength

Indomitable
Poker Face
Student of War
Tech Savvy

Resources

Kanish start the game with 5 Supply and have 50 Crowns worth of Armaments.
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rihb-leeng
Though all of Goblin-kind has historically had a knack for invention and a fondness for new technology, it is the Ribling clan that truly embodies the principles of Goblin engineering. From the youngest child to the grayest elder, the Ribling clan is always innovating, even when they aren't inventing. Each is a unique spectacle, a hodgepodge of curiosity, cleverness, and risk-loving audacity. Not ones to fuss over aesthetics, Riblings are often as slapdash in their appearance as their inventions are, more concerned with what's under the hood than what others may think of the outward show. They are an energetic and fast-thinking people, always innovating and ready to embrace the next big thing. This week it's laser turtles, next week it's exploding sheep. After that, who knows?

Appearance

Riblings are short and thin with deep green skin and prominent, pointed ears that turn down and backwards away from their bald skulls. Their sharp teeth curl in a perpetual grin and their grey, blue, green, brown, or red eyes gleam with the eager glint of mad genius.

Homeland

Riblings are traded as slaves throughout Helios, but those who escape often find their way to technologically savvy lands that embrace (or at least tolerate) their pursuits. Places like Aldegan, Nakaga, The Wynderwood, and Absul Gron boast a large Ribling population.

Features

Ribling characters get ONE of these Features: 
Adrenaline Junkie
Artisan
Creative Genius
Data Collector
Eccentric Inventor
Lightning Reflexes
Scientific Approach
Tech Savvy

Resources

Riblings start the game with 5 Supply and have 50 Crowns worth of Armaments.
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C