[ +- ] Might makes right
Might Makes Right
Goblins don’t use cash, they just barter for what they
want, or simply take it if they’re strong enough. Each
player character starts with a number of knick-knacks
equal to half their Strength plus two. If the character
has Intimidation or Taunt, they receive an additional
number of knick-knacks equal to half the skill die (if
they have both skills, just use the highest).
Knick-knacks represent anything that might catch a
goblin’s eye, such as a wooden peg-leg, a purse of gold
coins, an embroidered hat, or a polished skull; goblins
don’t assign the same value to things as humans. If the
player doesn’t wish to track individual knick-knacks,
they can simply write down how many they have.
Knick-knacks can be traded or bartered, and at the
Game Master’s discretion may be sacrificed for a oneoff
+2 bonus to a Trick, Test of Will, or a Streetwise or
Persuasion roll. Only one knick-knack can be used for
each such roll, the decision must be made before the
player rolls, and they should also be able to plausibly
incorporate the knick-knack into the narrative for the
action. The character automatically loses their knickknack
after using it, either discarding it with the Trick
or Test ofWill, or giving it away as a bribe.
Basically,
Half STR die +2.
+ half the highest die of Taunt or Intimidation.
From the Setting rules sections p.32
Last edited September 6, 2020 3:13 pm