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[✗] Goblin Physiology - The Mutts


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No sub-race among the Descendants is as mutably diverse as the humble Goblin. This is a collection of potential Goblin mutations to give texture to character creation. A goblin may have no more than one mutation from each category, and any goblin with more than one mutation(s) is rendered infertile unless paired with a goblin sharing at least one mutation.

 

Mutations to Sensory Organs

  1. Multi-Folded Nose
    1.  A goblin with a multi-folded nose would have a big nose like a bat rather than a normal sniffer. This powerful sensory organ serves two functions: social and location. A goblin with a multi-folded nose will often smell people upon meeting them to internalize the scent. Over time, scents pile up about a person to give the Goblin a good read on their moods. Rather than relying solely on vocal or facial cues, a Goblin with a multi-folded nose can use this organ just as keenly as reading someone’s face. This also served as an advantage in the subterranean dwellings of goblins, as rather relying on poor dark-sight, Goblins can sniff their way home, or back to locations they are familiar with. 
      1. Limitations include no supernatural mood reading or lie detection, being able to instantly recognize someone based on their scent unless they have done nothing to change it (unlikely as many people besides goblins know how to shower). Despite the powerful sniffing ability, Goblins cannot use this mutation to sniff out things other than people and familiar places, as it serves mainly as a function of memory, not hunting.batnose.jpg.876f60821908bc247c1b16872af7fc86.jpg
  2. Pivot-able Ears
    1. A goblin with pivot-able ears is capable of turning their goblin ears around to hear from all sorts of uneven angles and get a better idea of their non-visual surroundings. Much like a goblin with a multi-folded nose, this mutation functions primarily as a navigation and location tool, allowing goblins to perceive three-dimensional space in environments with little to no light.
      1. Limitations are included that these ears are no better or worse at hearing detail than normal, simply the ability to re-position the ears is what allows the goblin to make use of perceiving their soundscape. If a goblin is not actively wiggling their ears, they will not somehow be able to tell someone may be sneaking up behind them. Not that anyone on the server ever emotes trying to be quiet anyway. 

 

Mutations to Limbs

  1. Six Fingers
    1. Does what it says on the can, this mutation is found often in the lines of Goblins who are avid tinkers. Having a sixth digit on one or both hands allows for better manipulation of small tools. 
      1. Limitations are set that regular items that are not custom made for the six-fingered goblin are difficult to use, as the width and grip of a hand with six fingers is entirely different than that of a normal hand.
  2. One Big Limb
    1. The rarest of the Goblin mutations, OBL syndrome gives one limb the strength and power of an Orc’s matching limb, but at the cost of dexterity. The Goblin’s body is not meant to support such imbalances in weight and musculature, so the big limb often drags or hangs uselessly until its raw kicking or swinging power is in need. Using small or fine tools is impossible with the big limb, and if either of the legs is big, the goblin is doomed to a life of limping.
      1. Limitations are in mobility and control of the big limb.
  3. Claws
    1. The most common of Goblin mutations, the nails of the feet or hands develop into sharper and longer shapes. Unfortunately for the goblin, every 1 OOC month, the Goblin sheds these claws in a process similar to molting, which leaves their feet or hands bloody, useless, and in pain until the claws begin to grow back in the next OOC day. Clawed goblins are excellent climbers and diggers, and when left with no other weapons, a clawed goblin may be able to rake and scratch their way to victory.
      1. Limitations are that all nails are breakable, and when in fights using their claws, Goblins must /roll 20, and on a roll lower than 8, a few nails pop off and take an OOC day to grow back. This break is incredibly painful, rendering the hand or foot useless for gripping or walking.

 

Mutations to General Body

  1. Bad Stench
    1. Stenchy goblins are the most pungent of all descendants, reeking constantly of milk and pee. When frightened, a stenchy goblin can musk themselves to blast a 2x2 block radius around them with a smell that would upset anyone’s finer sensibilities. Against unprepared foes, such a stench may be highly distracting, allowing time for the Goblin to escape.
      1. Limitations include the permanent stench, likely preventing the goblin from having any non-Uruk friends.
  2. Two Stomachs
    1. A blessing and a curse truly, the double-stomached goblin has a big distended gut and a strong resistance to ingested poisons and drugs. The goblins in this line are often extreme drug addicts, capable of consuming mass amounts of narcotics, uppers, downers, side-ways-ers, and anything else that the Goblin wants to trip out on. However, because of the nature of having two stomachs, these goblins are always hungry and needing to eat, and will gain weight through their entire lives until one day they are just too fat to move. Such an accomplishment is the peak of life for a two-stomached goblin.
      1. Limitations include a 6 Month OOC timer until the Goblin has become too swollen to move under their own weight, at which point they must be carted around like the God they are.
  3. Latch-Jaw
    1. This mutation changes the mechanism of the jaw to be able to clamp down and not be forced open, allowing the Goblin to vice-bite onto anything they desire. It takes the strength of an Orc to force the giant jaws of a Latch-Jaw Goblin open, though if the mouth is ever opened while it is ‘latched’, the jaw cracks and takes an OOC week to heal fully. In addition, Goblins with latch-jaws are nearly impossible to understand verbally, as their mouth jerks open and shut rather than operating smoothly.
      1. Limitations include the time to heal an unlatched jaw, and a difficulty in speaking any language but Blah.
  4. Sticky Spit
    1. This mutation is rather rare, and causes the Goblin to constantly be drooling spit that quickly turns into sap as soon as it leaves the mouth. A goblin with sticky spit can find many uses for their saliva as it dries into its stickier form like webbing. Medical uses are unfortunately prevented, as Goblin mouths are not known for being clean.
      1. Limitations include the spit drying and forming no stronger bond than basic glue.
  5. Rot-Tusks
    1. The most violent of the Goblin mutations, these anti-coagulant tusks are coated with a thin secretion that causes their bites to take extra-long to heal. Without medical treatment, because of the disgusting host of bacteria in a Goblin’s mouth, bite-wounds can fester and become highly infected. This mutation predisposes a Goblin to extreme mouth-bleeding, which will occur if the anti-coagulant is not either rubbed away every now and again, or applied in a bite. 
      1. Limitations include that when you are bitten by a Goblin, the least of your concerns is how fast you think the wound is going to heal. In addition, the mouth bleeding is extreme, as the glands that produce the anti-coagulant continue to do so even when a goblin has been punched in the face. (This occurs often)
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10 minutes ago, _Jandy_ said:

I look forward to seeing a verdict to your thread in 11 months. Good luck, dude.

 

I appreciate it. ❤️

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7 hours ago, Novastral said:

No.

 

Of course, of course. My bad.

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Thank you for submitting your piece! Your piece is now under review and a reply will be given once a verdict has been reached.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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