Welcome to part two of our Fantasy Fate series. See Part One for an introduction, and for rules on playing a regular Human. In the next couple installments, we’ll give suggestions for templates for some of the “usual suspects” on the fantasy races. This post will cover Dwarves and Goblins.
The races we picked to start out with were somewhat influenced by those available in the campaign setting in which we’ve spent most of our gaming time. In that world, for instance, the part of Halflings are played by Goblins.
However, I’m attempting not to base the details entirely on any setting. For the Dwarves, I’m going taking some of the flavor from the Norse Dvergar. With the Goblins, I’m diverging even further from the “standard”, partly to get a unique perspective, and partly to make sure they’re not just “reskinned” Halflings. For both, though, I’m trying to emphasize the fact that these are entirely different beings, not just strange-looking humans.
Most Dwarves are subterranean beings, specialized for life in their underground halls. They tend to have very pale skin, and dark, usually black, hair. In stature they average slightly shorter than Humans, but more broad of chest. The difference is slight enough that they can attempt to pass for Human. As with Humans, variety in complexion and physique does occur.
They tend to place value on steadiness, perseverance, and a job well done. Outsiders tend to think them stubborn perfectionists. They are generally slow to anger, but, when riled, are implacable in their vengeance. It’s said that a Dwarf never forgets a favor, or a slight.
Dwarves have been known to spend years on a single project. When they finally finish, however, their work is generally flawless. Dwarf-made items are, therefore, always in high demand, and they well know the worth of their work. The common phrase “never deal with a dwarf” gives a hint at how seriously they take bargaining for their work.
Much as they have temperaments of stone, Dwarves have constitutions of iron. They can hammer in the smithy or on the battlefield for hours on end. They are relentless foes, standing like islands in the sea of combat, barely seeming to feel the blows that fall upon them.
A dwarven character must have a high concept that references her dwarven heritage. This aspect may be invoked to give bonuses to usual “dwarfy” stuff, such as Crafting, and Endurance.
Inhuman Toughness (-2) YS185
Catch: Secret, extremely rare (+0)
It’s said that weapons exist that can pierce a Dwarf’s tough hide as easy as that of other beings, but, if so, they have suppressed this secret as rigorously as they do everything else.
Supernatural Sense (-1): YS165
See in complete darkness
Dwarven Work (-1)
+2 to Craft rolls with stone or metal.
May use Craft to appraise Dwarven goods or bargain for payment
No Pain, No Gain: (-1) YS152
+2 Mild Consequences
Supernatural Toughness (-4) YS186
Crafting, Discipline, Endurance
Minimum Refresh Cost: -5
Much like Dwarves, Goblins are subterranean beings, and both are suited to their environment. The comparisons, however, end there, or they’d better if you’re making them in the hearing of a being of either race. They have too long competed for the same homes, and have been age-old enemies.
Other races often denigrate the lowly Goblin. They’re often seen as small, misshapen, feckless, and foolish. They tend to be impulsive, and high strung, prone to chattering in a stream of consciousness gush of language. And they’re always hungry.
Much of this, however, is due to the Goblin physiology. Their hearts beat almost twice as fast as those of a Human, and their minds are nearly as accelerated. Their physical process are so enhanced, in fact, that they can heal nearly any injury in time, even to the extent of regrowing limbs. That is, they can do so as long as direct sunlight never touches the wound.
Therefore, what others see as foolish chatter is actually the Goblin filling up the interminable silence before other beings are able to respond. Their clumsiness is a product of their healing abilities. They simply have never had to learn not to slice their fingers open with their tools, since healing the cuts is a matter of minutes. Their nocturnal tendencies, and penchant for long, flowing clothing is also easily understood, given their reaction to sunlight.
Those who have had to drive out a Goblin “infestation” from an underground warren quickly learn to respect the misunderstood beings. They’re small, fast, and insidiously clever at using their numbers against opponents. In addition, any left alive will be back to full health disturbingly quickly.
+2 to Stealth Checks
+2 to Athletics for climbing or squeezing into small spaces
+1 to Athletics for dodging
Consider Endurance at -1 for computing Physical stress
-2 to Might checks
-1 to damage with Fists
Supernatural Recovery (-1) YS168
Catch: Sunlight, commonly known
Supernatural Sense (-1) YS165
See in complete darkness
Inhuman Speed (-2) YS185
Goblin Tactics (-1)
If a Goblin places an aspect on an opponent in physical combat using a maneuver, that aspect may be tagged an additional time for free, as long as both tags are used by two different goblins.