From Amar RPG
Expected lifespan 100 (Maturity: 20)
Move 35
Size D6/2
Strength D6/2 (Potential: 9)
Endurance D6 (Potential: 15)
Coordination O6+3 (Potential: 21)
Awareness 2D6+12 (Potential: 30)
Learning D6/2 (Potential: 10)
Magical Aptitude D6 (Potential: 15)
Armor Points As armor
Weapon Unarmed (O6)
Ini/Off/Def/Dam 5/-2/-4/-4
Weapon2 Any weapon
Ini/Off/Def/Dam (As weapon)
Dodge 2O6
Hide 2O6
Move Quietly 2O6

Physical description

Goblins are small humanoids with exceptionally good senses. They are very sensitive to bright light (-3 to most skills in bright sunlight). They get no penalties in twilight, torch­light or moonlight and their vision in starlight is the same as for humans in moonlight. Although they look slender, they are as strong as humans. Goblins are very dextrous but they have a strong right hand preference.


Goblins usually wear all sorts of weird clothes. Various shapes, bright colors and funny hats but not always clean and shiny as they live beneath the earth.

Social structure

Most groups live in caves beneath the surface of the earth. The groups have 20 members or more with families like humans. Goblins have no set rank systems and are much less organized than humans.


Goblins hunt in groups by night. Many goblins are kept busy digging caves while others take care of the food supply. Female goblins help to supply food by gathering edible plants. In their spare time goblins amuse themselves by dancing, singing and playing instruments, many of which are unknown to humans.

Special skills

Goblins are good miners and those who are trained as hunters will have hunting skills. Most goblins are good dancers and musicians. They hate swimming.

Mental description

Goblins are mischievous by nature. They love the dark side of practical jokes. They are very importunate but not to the danger of their lives. They will fight any tres­passers, protecting their families to the death if necessary. Goblins stay away from anything connected to light and sunshine.

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