In the human city of New Dawn, there is a dungeon. This dungeon is meant for the study of magic on humanoids, and goblins are it's primary test subjects. You are seven goblins who got sick and tired of being poked, prodded and tortured. Rallying all the other prisoners, you broke out of New Dawn, with many dying along the way. But you still succeeded and escaped into the world, free. Right now, you have one goal on your mind: find a clan to join or a suitable haven to begin your own clan.
Rules
The rules are LSN-standard, with a simple twist. All goblins have at least 5 HP, 1 ATK, and 1 DEF. All goblins also come with at least one bonus stat, which may be used to increase your HP, ATK, or DEF by 1.
HP determines your health. At 0 HP your character is dead. Most likely forever.
ATK determines the damage you deal. It can be increase with weapons.
DEF determines how much damage you take. It can be increased with armor or shields.
There are also two unique goblins: the teller and the veteran. The teller gets to pick the fruit of New Dawn's magical research and comes with heal, which heals a goblin by 1 HP. The teller can also learn spells. The veteran has spent a long time in New Dawn's dungeon and comes with two bonus stats. The veteran is also more skilled in general, getting +1 whenever I roll the dice in non-combat scenarios.
Each turn, you can take two actions. Inspecting the environment is an action, as is searching containers, which has your character automatically loot whatever they find inside. Dropping items is an action. Passing off one or more of your items to another character is an action. Interacting with NPCs is an action. Attacking and moving to unknown areas are actions, and both end your turn.
Most actions can be conditioned. The only actions that can't be conditioned are combat and moving into an unknown area. Healing does not count as combat, and thus can be conditioned. Healing however takes place before combat. Support magic (i.e. spells that help fellow goblins or reduce enemy stats) does not count as combat, though offensive magic (i.e. spells that damage enemies health) does.
Every goblin can carry around infinite items and stow them away in their inventory. Every goblin also has a separate inventory.
These are not all of the rules. I shall reveal the rest of the rules over time as it becomes appropriate.
Oh and here's where you'll be starting.

Goblin/Player Slots
1)Bad-Odds/ kelten
2)Hears-Voices/ MakesMumCry
3)Behind-The-Rains/ Zakiel
4)Who-Threw-tha--Oh-Gods-Adventurers-To-Arms-Goblins/ MadBoat
5)Smells-A-Rat/ knucklekraken
6)It-Might-Be-Useful-Later/ WorstCase
7)Happy-To-Help/ Ziprath


