The Festival of Long Sticks was over. Orglepuff sat back with a contented sigh as he looked around the tiny village. The goatwolves were all well fed, the little broodlings were happily playing, and most of the females had stopped whacking the males with sticks and had settled in to sleep.
"Life is good," Orglepuff said.
Suddenly, a cry comes from the north side of the village. Jinko and Pupupu come running in, their armor scorched and smoking. Orglepuff scratches his chin thoughtfully. "The scouts normally don't run into the village at this time of day," he muses, "and seldom are they ever on fire. I should investigate."
"Is there a problem?" the mighty chieftain asks, scrambling up to his scouts and shouting in his squeaky voice.
"Phoenix bushi!" Pupupu cries. "They somehow discovered us while we were on watch!"
"What were you doing?" Orglepuff asked.
"Trying to set their temple on fire," Jinko replied. "I thought that dumping the magic mud directly in the front door was the best approach. I am not sure how they detected us."
"They are clever, those Phoenix," Orglepuff agrees. "This will be quite a battle. We shall have to wake up the Orschat."
"So soon after the Festival?" Jinko replied, swallowing nervously. "They will be tired, and their bruises not yet fully healed."
"Yes," Pupupu said. "No doubt the Orschat sleep, dreaming of mighty battles. I, for one, would not like to be the one to wake them."
Orglepuff considered this. True, the Orschat were mighty warriors, the berserkers of the Goblin race. Their ferocity was second to none, but someone had to wake them or the Shiba would destroy the entire village. It was the Chief's duty to rouse the Orschat, and none other's. Luckily, Orglepuff knew that being a leader was all about. "You chief now," he said, quickly placing his ceremonial headdress on Jinko's head and shoving his cermonial staff into the smaller goblin's hand. "Go wake Orschats. Bye!" Orglepuff ran for the hills. If all went well, he could go find the headdress later.
Note to GM'S: Friends don't let friends play Goblins. The following rules are for more interesting villains, or the rare Goblin henchman pressed into service.
Goblin Characters: Goblin characters begin with the stats listed in the L5R RPG book, but they receive an extra 15 points they can spend in the usual manner. They may not increase their Void, or purchase any skills, advantages, or disadvantages that the GM feels don't make any sense for a goblin and I think you know what I'm talking about. (No Ear of the Emperor, please.)
Benefits: +1 Strength
Beginning Honor: 0 Goblin characters have twenty boxes on each level of honor, and must go through twice the normal effort to increase their honor. They may pay for extra honor during creation in the usual manner.
Restrictions: They're goblins, for Pete's sake.
Shadowlands Lore, Goblin Lore, Stealth, Hunting, Rock Throwing, Kenjitsu, any Bugei Skill
Rank 1: Hit Them The Goblin learns the most valuable lesson: when you hit people, sometimes they fall down. The Goblin Berserker may roll and keep an extra dice of damage any time they go on full attack.
Rank 2 : GYAAAAAAGGGGGHHHH!: The Goblin learns how to get really, really, really mad. And then hit people. For a number of times per day equal to his rank, the Goblin Berserker on Full Attack can ingore all wound penalties until the end of the round, when reality reasserts itself. Wound penalties set in at the end of every round, so a dead, down, or out goblin cannot get up the next round to use this technique again.
Rank 3: Hit Them Some More : The Goblin Berserker begins to further grasp the inner truths of Goblin Combat Philosophy. Translated from the ancient scrolls of the great Warlord, Kappuksu, these suggest: "Hit, hit hit!" The Berserker gains an extra attack when on Full Attack.
Rank 4: Gonna Getcha: The Berserker has learned focus. An enemy that has earned his spite is, in the word of the Exalted Ugu, "Really In For It." Such enemies can be any of the following: a character the Goblin has the Paranoid, Sworn Enemy, or Nemesis Disadvantage towards, a character the Goblin has been ordered to destroy by a Goblin Warlord, Shaman, or other superior, or anyone who damaged the Goblin on a previous round. The Goblin gets to keep a number of extra dice on his attack roll against that character equal to his lowest ring. Once again, the Goblin must be making Full Attack.
Rank 5: When In Doubt, Hit.: The Goblin has learned the most profound tactic the Berserker school has to offer. Never stop hitting. Once per round when making a Full Attack,the goblin may make an attack against any character that just struck him in combat. This attack takes place before damage is rolled for the other character's attack, though it will not negate damage if the attacker dies. This technique does not count as one of the Goblin's other attacks that round.
Whatever assorted garbage the GM thinks a goblin should be carried. Maybe a weapon or something.