If this goblin character is going to be adventuring in human lands they will likely suffer considerable prejudice. That alone is worthy of a Hook, which might be as simple as "Goblin." Guards will deny them entry to towns; taverns and inns will refuse them service. When the locals pick a fight, the watch will throw the goblin in the gaol, or just join in. The upside is that the PC gets to leverage that Hook - if goblins as a people are "hale and hardy" they can add the value of the Hook when resisting poison. The stronger they get as they level up, the more difference it can make, but then the more the average human will begin to fear them.

A common trope in fantasy is that some peoples have an easier or harder time with certain skills than others. This is built into the Hook mechanic, but don't overdo it! Giving a goblin a bonus on resistance against hazards they'd face in the wild is fine, but if you start applying that bonus to Warrior, Beast Handler, Naturalist, and Athlete, you're going too far.

If you want to give them that sort of bonus, let the character develop a bloodline- or culture-relevant Maneuver, but make them pay Maneuver slots or even Karma for it.

Another common trope is an inborn magical effect. Treat this as a Role or Maneuver that's widely common among their people.

A Pixie with an Entangle spell or a rank of Adept(Pixie Magic) is perfectly reasonable, but they still pay for it, and having a spell implies at least one rank of Spellweaver which they'd also have to buy. The only thing they get for free is a Hook bonus they can apply, and they pay for that in Plot Hook events.