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Author Topic: Advice requested on changing goblins  (Read 576 times)
ludomastro
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« on: November 07, 2009, 03:40:44 AM »

I have a homebrew campaign world where the goblins are less ... well, rats, and more tinkerers and scientists.  (In this world, the dwarves are basically vikings so somebody had to fill the technological niche.)

Problem is, I can't really use them as is without some tinkering (no pun intended).

Would I be better off to create a new feat set or rewrite the origin completely?

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On a related side note, do the folks at Crafty know if/when they will be publishing a FC-compatible OotS?
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Wolverine
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« Reply #1 on: November 07, 2009, 06:47:58 AM »

It wouldn't be too hard to adapt the current Species to suit your needs. First thing you'll want to do it check out the Origin Creation Rules in the Wiki (in the section Mastercraft->Fantasy Craft) for some basic guidelines for putting together a balanced set of benefits and drawbacks.

Next, have a think about what sort of race as a whole you want your Goblins to be. You've mentioned they're mainly tinkerers and scientists, so you could change the Iconic Classes to include Keeper and maybe Sage. How about the rest of the Goblin racial traits? Are your Goblins natural ambushers? Do they have similar attribute bonuses? Do they have problems with bright lights?

As for the feats, you might want to rule out the standard Goblin options. Have a look at what they offer, though, as they might inspire a new series of feats to help fill out other areas of Goblin culture - perhaps with some stronger combat options.
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glimmerrat
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« Reply #2 on: November 07, 2009, 10:18:46 AM »

A few minor tweaks to the origin should be perfectly sufficient.
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ludomastro
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« Reply #3 on: November 08, 2009, 11:49:55 AM »

After some thought and discussion with a fellow GM (he is running 3.5 at present) we came up with the following based on the wiki (Origins/Talents/Specialties):

Small, 30 ft walker [1]
+2 INT / -2 STR [1]
Enlightened Crafting [1]
Tenacious Spirit [2]
Sharp Mind [2]
Inquisitive Mind [1]
Iron Gut [1]
Reviled (-5) [-1]
Iconic Specialties [-1]
Artisan, Criminal, Guardian, Lord, Merchant, Miner, Musketeer, Physician, Rogue, Swindler

Goblins are often tolerated but never truly excepted.  Many have said that their stomachs must be made from iron as they seem to eat anything that moves.  More than one merchant has gone to close the deal with his goblin counterpart only to see an insect leg caught in his teeth.  Mostly confined to the extensive cave cities in the western mountains, the are occasionally seen peddling technological wonders to those with deep pockets (and occasionally, things that don't work to the gullible).  Those that are granted access to the cave cities are usually amazed by the casual disdain given to the technological marvels they have grown up with.  Some whisper they discovered this things deep in the caves but they never broach the subject.

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Now, I like the direction this is going but would be open to suggestions.  The more I looked at this, the more I think that I will have to redo the feats.
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