Difference between revisions of "Goblin"

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[[category: 1/2 Monsters]]

Revision as of 22:36, 10 July 2009

Goblin

A standard Amtgard Monster. Also called a 'Pop Goblin'.

Description:

These are weaker orcs who team up in small hordes. They commonly talk in high pitched voices and are notoriously weak-willed and devious. They are also often cruel, jealous, selfish, petty and suspicious.

Garb:

Green ears, most often sown to a head band. Suggested: Browns and tans for garb.

Summoned by

Wizard 6 (Transform)

Player lives per life:

Players who are summoned as goblins, sacrifice 1 life to gain 2 lives as goblins. When the first goblin is killed, the player plays the “next” goblin in a 50 count as per sheer numbers. If the enchantment is dispelled from the first “goblin” the player still gets to play the second life. Treat this as though the player was enchanted and created two separate goblins, each with the enchantment on them.

Type:

Humanoid

Q/M Ratio:

0.5

Armor:

up to 1 point of normal armor.

Weapons:

Single melee weapon under 4 ft in length.


Natural Lives:

8

Abilities & Traits:

  • Sheer Numbers: Each player playing a goblin actually represents a horde of them. When a goblin dies, the player must lie down and count to 50, only to rise again as “another goblin takes his place.” When coming alive, the goblin must do so within 50 ft of where he died, and at least 20 ft away from others if possible. When coming alive the goblin must shout loudly “alive!”

Vulnerabilities:

Weak: Limb shots kill goblins.

Levels

  • 1st- No additional abilities
  • 2nd- Natural lives (sheer numbers) increase to 10.
  • 3rd- May use a short bow, or up to a medium shield.
  • 4th- Natural lives (sheer numbers) increase to 12.
  • 5th- Natural lives (sheer numbers) increase to 15.
  • 6th- May wear up to two points of armor.

Links

Back to the Monsters Section of the Rulebook