Currently a work in progress. Name:
Luckums Sheet: http://www.myth-weavers.com/sheetview.php?sheetid=1103360Gender:
Two World magic (Adds Ghost Sound
to Shaman spell list at level 0)Feat:
STR 10 | DEX 14 | CON 13 | INT 10 | WIS 14 | CHA 12Skills:
diplomacy +5, knowledge (nature) +4, knowledge (religion) +4, perception +11, spellcraft +4, stealth +6Equipment:
Goblin felt armor (as studded leather), spear, sling and bullets, wide-brimmed hat (human-sized, used as belt pouch), jar of pickled pig ears (1 day's rations), torches (2), hammer, pot of animal glue, magnet, rabbit's foot (complete with mummified rabbit leg), spell component pouch, cheap wig (decorated with grass, feathers, and fur tufts), slightly-gnawed harrow deck, wand of cure light wounds
(4 charges; also slightly gnawed)Description:
Luckums is pretty, at least as goblins go. A little less scrawny than most of her kind, with big puddle-splashy feet, coarse black hair matted down under a badly-preserved human man's toupée, with beady red eyes, neatly-filed teeth, and a tongue stained blackish-blue from eating magic berries. Personality:
Luckums is the Licktoads' local expert on spooky things no one else knows about. She hates
it. Sure, what she's found has given her magic, and she has a pet rat that she can talk to when she gets bored, but spooky things are spooky
. She's kind of sensible, at least as goblins go, and has on occasion managed to get goblins to work together for something useful, with only a few pokes of her spear. She's not very good at sneaking, and so practices lots by stalking goblins she likes. While armed (why else would you sneak up on someone?) She likes to name things. All the things
. All her possessions have a name, and so do yours. She very happily beat Scribbleface with her favorite toy (a waffle iron) until it broke, because of all his name-stealing! Now she's even more upset at him for killing her waffle iron.Background:
If not for good name, Luckums have no luck at all. When luckums little, village was attacked by longshanks! After Licktoads kill stupid humans and stupid-stupid gnomes, longshank magic-doer tried run away. He made a horse, made of ghost! Stupid human and scary horse went right though baby cage, ran over poor Luckums! Still remember magic-ghost-horse-stink. Also remember funny noise human make when crossbow hit him in the head, though. Bluuuurghurgaaargh DEAD!
after that, pretty much all downhill for Luckums. After second time chased by zombie in swamp, and then losing fight with ugly flying gnome magic-thing, Big Chief make Luckums become tribe knower-many-spooky-thing-don't know. Very prestigious, he say. Luckums sure that mean "stupid Luckums chief hate you, make you see scary things!" but not say so. So Luckums do as told, learn about spooky things not supposed to know about.
Turns out, Luckums so good at it, Luckums even learn magic along the way. So kind of work out for her, that way. Funny huh? Everything coming up Luckums.
Moral of story: If big chief hates you, you get magic!Song: Luckums see and Luckums fight!
Better not let you get in Luckums' sight
'cause spooky magic give you a bad fright
Then Luckums toast you on her waffle iron that she misses very much tonight!Which Premade Goblin are you replacing:
Poog of ZarongelAnything else you want/Expect from me as a New GM:
I just want to have fun playing a goblin doing the sort of shit goblins do. Sincethat seems a given, it's all win-win for me. Dos and Donts in the Roleplay:
In all honesty, I'd rather not try to do a "sexual" game with these characters. The thought is about as appealing as a root canal, without ny of the necessity. Brutality, bloodshed, general grossness is all expected, but let's be sensible.What you plan to bring to the game:
I can post pretty frequently - Tuesdays and Thursdays can be really slow or misses, given my job. Other than that, I've got a pretty firm grip on rules, and the subject material is some of my favorite offered by hte game.