Difference between revisions of "Hobgoblins"
From Fate's Harvest
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* '''Turns:''' | * '''Turns:''' | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
:Weapon (0)B - # | :Weapon (0)B - # | ||
--> | --> | ||
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* '''Turns:''' Choose any one Contract which suits the Hob's personality and goals. | * '''Turns:''' Choose any one Contract which suits the Hob's personality and goals. | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type/Damage | + | :''(Type/Damage Range/Dice Pool)'' |
:Brawl (0)B - 4 | :Brawl (0)B - 4 | ||
:Knife (1)L - 6 | :Knife (1)L - 6 | ||
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* '''Health:''' 12 | * '''Health:''' 12 | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
:Claws/Bite (4)L - 9 | :Claws/Bite (4)L - 9 | ||
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* '''Health:''' 8 | * '''Health:''' 8 | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
:Claws/Bite (2)L - 9 | :Claws/Bite (2)L - 9 | ||
Line 171: | Line 171: | ||
* '''Armour:''' 5 (Natural Armour) | * '''Armour:''' 5 (Natural Armour) | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
:Gnarled Fists (2)L - 13 | :Gnarled Fists (2)L - 13 | ||
* '''Fae Aspects:''' | * '''Fae Aspects:''' | ||
Line 193: | Line 193: | ||
* '''Health:''' 13 | * '''Health:''' 13 | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
:Claws (2)L - 10 | :Claws (2)L - 10 | ||
:Peck/bite (3)L - 10 | :Peck/bite (3)L - 10 | ||
Line 220: | Line 220: | ||
* '''Elemental Weakness:''' Submerging a fire-wreathed Bladeling in sufficiently cold water will not only produce a great deal of steam, but also cause the blade to shatter, destroying it. | * '''Elemental Weakness:''' Submerging a fire-wreathed Bladeling in sufficiently cold water will not only produce a great deal of steam, but also cause the blade to shatter, destroying it. | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
:Vicious Slice (4)L, may choose to disarm, 15 | :Vicious Slice (4)L, may choose to disarm, 15 | ||
:Stab (3)L - 14 | :Stab (3)L - 14 | ||
Line 243: | Line 243: | ||
* '''Glamour/per turn:''' 12/3 | * '''Glamour/per turn:''' 12/3 | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
:Beak (1)L - 7 | :Beak (1)L - 7 | ||
:Eye-Gouge (1)L - 2 (on successful strike to eye, a character is blinded permanently in that eye, inflicting One Eye flaw and immediate penalties) | :Eye-Gouge (1)L - 2 (on successful strike to eye, a character is blinded permanently in that eye, inflicting One Eye flaw and immediate penalties) | ||
− | == | + | ==Bloodsuckle== |
− | * '''Book''' - | + | * '''Book''' - AN p.120 |
− | * '''Description''' - | + | * '''Description''' - A leafless woody vining plant with a root structure that splays out across the surface, rather than below. It is covered in jagged gray bark with splinters and cracks revealing red-brown gum between bark and core, and can either be spread around in a net, or twining up surfaces. It can be found in the wilderness or urban environments, and isn't picky about its prey: if you get close enough, it tries to lightning-swift snag you, entangle you and consume you, hopefully after you are dead. Not always. Book has a VERY DETAILED description of everything. Strongly recommend reading it, since it involves how to actually kill the buggers. |
− | * '''Mental Attributes:''' | + | * '''Mental Attributes:''' Intelligence 1, Wits 3, Resolve 3 |
− | * '''Physical Attributes:''' | + | * '''Physical Attributes:''' Strength 3, Dexterity 2, Stamina 3 |
− | * '''Social Attributes:''' | + | * '''Social Attributes:''' Presence 1, Manipulation 0, Composure 4 |
− | * '''Mental Skills:''' | + | * '''Mental Skills:''' none |
− | * '''Physical Skills:''' | + | * '''Physical Skills:''' Athletics 2, Brawl 5 (Grapple), Stealth 4, Survival 3 |
− | * '''Social Skills:''' | + | * '''Social Skills:''' Animal Ken 1, Empathy 1, Subterfuge 3 (Camouflage) |
− | * '''Merits:''' | + | * '''Merits:''' Fast Reflexes |
− | * '''Willpower:''' | + | * '''Willpower:''' 7 |
− | * '''Init:''' | + | * '''Init:''' 6 |
− | * '''Defense:''' | + | * '''Defense:''' 3 |
− | * '''Speed:''' | + | * '''Speed:''' 8 (species factor 3) |
− | * '''Health:''' | + | * '''Health:''' 6 |
− | + | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
− | : | + | :Brawl (Grapple) (0)B - 9 |
− | == | + | ==Blunderbores== |
− | * '''Book''' - | + | * '''Book''' - GM p.37 |
− | * '''Description''' - | + | * '''Description''' - Massive gorilla-like thugs with bodybuilder muscles. They aren't too bright, but they're extremely loyal, and enjoy kneecapping people/otherwise beating them up. Often used as guards in markets. They can speak, but words are simple and whistly around massive shovel tusks in bulldog lower jaws. See book for more. |
− | * '''Mental Attributes:''' | + | * '''Mental Attributes:''' Intelligence 1, Wits 2, Resolve 3 |
− | * '''Physical Attributes:''' | + | * '''Physical Attributes:''' Strength 7, Dexterity 3, Stamina 6 |
− | * '''Social Attributes:''' | + | * '''Social Attributes:''' Presence 4, Manipulation 1, Composure 3 |
− | * '''Mental Skills:''' | + | * '''Mental Skills:''' Investigation 2 (Tracking) |
− | * '''Physical Skills:''' | + | * '''Physical Skills:''' Athletics 3, Brawl 4 (Grapple), Stealth 2, Survival 2 (Hedge) |
− | * '''Social Skills:''' | + | * '''Social Skills:''' Intimidation 3 |
− | * '''Merits:''' | + | * '''Merits:''' Brawling Dodge, Danger Sense, Fast Reflexes 2, Fighting Style (Boxing) 1, Iron Stamina 2, Strong Back, Toxin Resistance |
− | * '''Willpower:''' | + | * '''Willpower:''' 6 |
− | * ''' | + | * '''Virtue:''' Faith |
− | * ''' | + | * '''Vice:''' Wrath |
− | * ''' | + | * '''Init:''' 7 |
− | * ''' | + | * '''Defense:''' 2 |
− | * ''' | + | * '''Speed:''' 15 (species factor 5) |
+ | * '''Health:''' 12 (Size 6) | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
− | : | + | :Grapple (1)B - 12 |
+ | :Bite (2)L - 12 | ||
==Name== | ==Name== | ||
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* '''Turns:''' | * '''Turns:''' | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
: | : | ||
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* '''Turns:''' | * '''Turns:''' | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
: | : | ||
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* '''Turns:''' | * '''Turns:''' | ||
* '''Weapon/Attacks:''' | * '''Weapon/Attacks:''' | ||
− | :''(Type Damage | + | :''(Type Damage Range Dice Pool)'' |
: | : | ||
Revision as of 14:51, 27 September 2016
Hobgoblins
Hobgoblins are the natives of the Hedge. Changelings are not. This cannot be stressed enough.
Per the book, hobs come in every variety of sentience/sapience, and every size. When using hobs in your scenes, please remember that even wild animals will recognize people, and will remember them as threats. If your hobs have any intelligence at all, they are not going to appreciate being murdered.
A list of hobs can be found below. Only very brief summaries are given, with quick-reference stats for combat purposes. Parentheses in skill lists indicate specialties. Where the book does not give more detailed stats, you will need to fudge a version of the base Hob stats below.
For a list of hedgebeasts, look here.
Contents
- 1 Hobgoblins
- 1.1 Hobs
- 1.2 Architects
- 1.3 Boggart Holes
- 1.4 Goblins Red in Tooth and Claw
- 1.5 The Grub Legion
- 1.6 Hunters
- 1.7 Merchants
- 1.8 The Niche
- 1.9 Pathmakers or "Red Hands"
- 1.10 The Sawbones of Pickwick Circus
- 1.11 Tinkers
- 1.12 The Triflesmiths
- 1.13 Wagon Train of Values
- 1.14 The Yellow Nurses
- 1.15 Animmaculates
- 1.16 Billy Birch
- 1.17 Blackhaw
- 1.18 Bladelings
- 1.19 Blindbirds, Creatures of Ill Omen
- 1.20 Bloodsuckle
- 1.21 Blunderbores
- 1.22 Name
- 1.23 Name
- 1.24 Name
Hobs
- Book - AN p.131
- Description - Hob appearance varies, but they are always bipedal, and roughly humanoid. They can be withered or robust, and are typically considerably shorter than a human. See book for further details. They are also always some variation of selfish, manipulative, ruthless and absent what humans would consider proper sympathy and compassion, notoriously poor at Social skills.
- Mental Attributes: Intelligence 3, Wits 5, Resolve 3
- Physical Attributes: Strength 3, Dexterity 2, Stamina 4
- Social Attributes: Presence 1, Manipulation 5, Composure 2
- Mental Skills: Investigation (Appraisal) 4, Medicine (Goblin Fruits) 2, Occult (The Hedge) 4
- Physical Skills: Brawl 1, Larceny 4, Stealth (Fair Escape) 3, Survival 3, Weaponry (Knife) 2
- Social Skills: Animal Ken (Hedge Beasts), Empathy 4, Intimidation 2, Persuasion (Negotiatons) 5, Subterfuge 4
- Merits: Eidetic Memory, Allies (Goblin Markets) 3, Contacts (Goblin Markets) 3
- Willpower: 6
- Init: 5
- Defense: 2
- Speed: 10
- Health: 8 (Size 4)
- Turns: Choose any one Contract which suits the Hob's personality and goals.
- Weapon/Attacks:
- (Type/Damage Range/Dice Pool)
- Brawl (0)B - 4
- Knife (1)L - 6
Architects
Boggart Holes
Goblins Red in Tooth and Claw
The Grub Legion
Hunters
Merchants
The Niche
Pathmakers or "Red Hands"
|
The Sawbones of Pickwick Circus
Tinkers
The Triflesmiths
Wagon Train of Values
The Yellow Nurses
|
Animmaculates
- Book - DitD p.98
- Description - A wide variety of hobgoblins which appear to be composed of clockwork/otherwise mechanical parts integrated in to the body of a normal animal, carnivorous or herbivorous. No one knows whether or not they are natural or created. Each is unique. They neither eat nor drink, nor excrete. See book for detailed descriptions. They are always at least as intelligent as the type of creature they resemble, and often more intelligent, some to the point of speech. They will attack if provoked, but will help if given fruit/tokens/info.
Automatiger
- Book: DitD p.99
- Mental Attributes: Intelligence 2, Wits 4, Resolve 3
- Physical Attributes: Strength 5, Dexterity 4, Stamina 4
- Social Attributes: Presence 4, Manipulation 1, Composure 3
- Mental Skills: Investigation 2, Occult 1
- Physical Skills: Athletics 4, Brawl 4, Stealth 5, Survival 4
- Social Skills: ANimal Ken 3, Intimidation 4, Subterfuge 3
- Merits: Danger Sense, Hollow 2 (Cave), Iron Stamina 3
- Willpower: 6
- Init: 7
- Defense: 4
- Speed: 14
- Health: 12
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Claws/Bite (4)L - 9
Pandroid
- Book: DitD p.99
- Mental Attributes: Intelligence 1, Wits 2, Resolve 3
- Physical Attributes: Strength 3, Dexterity 2, Stamina 4
- Social Attributes: Presence 2, Manipulation 1, Composure 3
- Mental Skills: Medicine, Occult (book doesn't specify values)
- Physical Skills: Athletics 1, Brawl 2, Stealth 2, Survival 4
- Social Skills: Animal Ken 3, Empathy 2, Persuasion 2, Subterfuge 1
- Merits: Common Sense, Direction Sense, Quick Healer 4
- Willpower: 6
- Init: 5
- Defense: 2
- Speed: 10
- Health: 8
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Claws/Bite (2)L - 9
Billy Birch
- Book - DitD p.100
- Description - Book has very specific really neato descriptions. Ten foot hob tree with Fae-like aspects who may be as old as the Hedge. Has special affinity for wind, and trades information for stories, any story, even if it's just reciting a TV show's plot. Only found when he wants to be found (i.e. ask Staff if you plan to use him in a PRP), and won't attack unless you attack him or lie to him. He hates lies.
- Mental Attributes: Intelligence 5, Wits 2, Resolve 5
- Physical Attributes: Strength 6, Dexterity 2, Stamina 8
- Social Attributes: Presence 5, Manipulation 2, Composure 5
- Mental Skills: Crafts 5 (Woodworking), Investigation 4, Occult 4 (True Fae)
- Physical Skills: Brawl 5, Stealth 7 (Quiet and Still)
- Social Skills: Animal Ken 3 (Hedge), Empathy 5, Expression 5 (Tale-spinner), Persuasion 4, Subterfuge 3
- Merits: Danger Sense, Eidetic Memory, Encyclopedic Knowledge, Natural Immunity, Toxin Resistance
- Willpower: 10
- Virtue: Temperance
- Vice: Wrath
- Init: 7
- Defense: 2
- Speed: 16 (species factor 8)
- Health: 16
- Wyrd: 5
- Contracts: Smoke 5, Stone 5
- Glamour/per turn: 14/5
- Armour: 5 (Natural Armour)
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Gnarled Fists (2)L - 13
- Fae Aspects:
- Zephyr's Tale: Sim. to Dream contract "Pathfinder" -- as long as the wind is blowing, Billy can determine exactly who or what is in his immediate vicinity, and knows exactly which paths lead where, period, and secrets about the areas he is going through.
- Rising Ire: During combat only, Billy may activate any Stone clause without Glamour, without having to use the catch. In addition, the wind carries his howls of anger to ANY Hedge dweller/denizen, including Gentry, who will ALL leap to defend him. Yes, even Gentry will help him. No one knows why.
Blackhaw
- Book - DitD p.102
- Description - Rare, but long-lived, the Blackhaw trees can be found throughout the Hedge, in any climate. They are similar to mundane hawthorns, but they never bloom despite having berries, and they are solitary: only one tree will be in a given territory. Hedge denizens consider them bad luck. Flocks of ravens perch in their branches, but the ravens are part of the tree, with tentacles animating them. More or less, the tree deceives you and tries to turn you into fertilizer if you come within reach. See book for details.
- Mental Attributes: Intelligence 2, Wits 3, Resolve 2
- Physical Attributes: Strength 6, Dexterity 5, Stamina 5
- Social Attributes: Presence 2, Manipulation 4, Composure 3
- Mental Skills: Crafts 1, Investigation 1, Occult 2
- Physical Skills: Brawl 4, Larceny 1, Stealth 4, Survival 3
- Social Skills: Animal Ken 3, Empathy 2, Intimidation 3, Subterfuge 4
- Merits: Disarm, Fast Reflexes 2, Iron Stomach, Strong Back
- Willpower: 5
- Init: 8
- Defense: 5
- Speed: 14
- Health: 13
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Claws (2)L - 10
- Peck/bite (3)L - 10
- Constrict (4)L L 10
Bladelings
- Book - ER p.143
- Description - Old, down-turned metal swords gliding slowly a few feet above the ground, of mysterious origin, which burst into flame before attacking. They guard entrances into Arcadia. Unbribable, unflappable automatons.
- Mental Attributes: Intelligence 1, Wits 3, Resolve 5
- Physical Attributes: Strength 3, Dexterity 5, Stamina 5
- Social Attributes: Presence 1, Manipulation 0, Composure 5
- Mental Skills: Investigation 4 (Sentry)
- Physical Skills: Athletics 5, Weaponry 5 (Sword)
- Social Skills: Intimidate 3 (Jabs and Swipes), Subterfuge 3 (Feints)
- Merits: Danger Sense, Disarm, Fast Reflexes 2, Weapon Finesse
- Willpower: 10
- Init: 12
- Defense: 3
- Speed: 18 (species factor 10)
- Health: 10
- Wyrd: 5
- Contracts: Elements (Fire) 2, Stone 1
- Glamour/per turn: 14/5
- Automaton: Cannot be intimidated/coerced. Don't take wound penalties. Won't stop fighting until they are full Agg/broken. Take Agg from cold iron.
- Working in Concert: Multiple bladelings can act as one being. When two are nearby, they function as a single ambidextrous opponent with Fighting Style (Two Weapons) 4.
- Elemental Weakness: Submerging a fire-wreathed Bladeling in sufficiently cold water will not only produce a great deal of steam, but also cause the blade to shatter, destroying it.
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Vicious Slice (4)L, may choose to disarm, 15
- Stab (3)L - 14
Blindbirds, Creatures of Ill Omen
- Book - ER p.138
- Description - Large, sleek black carrion birds. Ravens, condors, vultures, etc., but most are corvid. Their eyes universally appear to have been gouged out, often leaving burning pits behind, but they see perfectly well. They only approach if they feel they have something to gain, or if someone is so exhausted they look like easy prey. They speak of past events in the present tense and current events in the future tense. They never discuss the future.
- Mental Attributes: Intelligence 3, Wits 3, Resolve 4
- Physical Attributes: Strength 2, Dexterity 3, Stamina 2
- Social Attributes: Presence 3, Manipulation 2, Composure 3
- Mental Skills: Investigation 4, Medicine 3 (Diagnosis)
- Physical Skills: Athletics 3, Brawl 3 (Beak), Survival 3 (The Hedge)
- Social Skills: Animal Ken 3 (Birds), Intimidation 2, Persuasion 2
- Merits: Danger Sense, Direction Sense, Eidetic Memory, Encyclopedic Knowledge, Fast Reflexes 2, Fresh Start, Iron Stomach
- Willpower: 7
- Init: 8
- Defense: 3
- Speed: 15 (flight only; species factor 10)
- Health: 5
- Wyrd: 3
- Contracts: Dream 1, Hearth 1, Smoke 5, Darkness 2, Fang and Talon (Birds) 2, Fleeting Spring 1, Fleeting Autumn 2
- Glamour/per turn: 12/3
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Beak (1)L - 7
- Eye-Gouge (1)L - 2 (on successful strike to eye, a character is blinded permanently in that eye, inflicting One Eye flaw and immediate penalties)
Bloodsuckle
- Book - AN p.120
- Description - A leafless woody vining plant with a root structure that splays out across the surface, rather than below. It is covered in jagged gray bark with splinters and cracks revealing red-brown gum between bark and core, and can either be spread around in a net, or twining up surfaces. It can be found in the wilderness or urban environments, and isn't picky about its prey: if you get close enough, it tries to lightning-swift snag you, entangle you and consume you, hopefully after you are dead. Not always. Book has a VERY DETAILED description of everything. Strongly recommend reading it, since it involves how to actually kill the buggers.
- Mental Attributes: Intelligence 1, Wits 3, Resolve 3
- Physical Attributes: Strength 3, Dexterity 2, Stamina 3
- Social Attributes: Presence 1, Manipulation 0, Composure 4
- Mental Skills: none
- Physical Skills: Athletics 2, Brawl 5 (Grapple), Stealth 4, Survival 3
- Social Skills: Animal Ken 1, Empathy 1, Subterfuge 3 (Camouflage)
- Merits: Fast Reflexes
- Willpower: 7
- Init: 6
- Defense: 3
- Speed: 8 (species factor 3)
- Health: 6
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Brawl (Grapple) (0)B - 9
Blunderbores
- Book - GM p.37
- Description - Massive gorilla-like thugs with bodybuilder muscles. They aren't too bright, but they're extremely loyal, and enjoy kneecapping people/otherwise beating them up. Often used as guards in markets. They can speak, but words are simple and whistly around massive shovel tusks in bulldog lower jaws. See book for more.
- Mental Attributes: Intelligence 1, Wits 2, Resolve 3
- Physical Attributes: Strength 7, Dexterity 3, Stamina 6
- Social Attributes: Presence 4, Manipulation 1, Composure 3
- Mental Skills: Investigation 2 (Tracking)
- Physical Skills: Athletics 3, Brawl 4 (Grapple), Stealth 2, Survival 2 (Hedge)
- Social Skills: Intimidation 3
- Merits: Brawling Dodge, Danger Sense, Fast Reflexes 2, Fighting Style (Boxing) 1, Iron Stamina 2, Strong Back, Toxin Resistance
- Willpower: 6
- Virtue: Faith
- Vice: Wrath
- Init: 7
- Defense: 2
- Speed: 15 (species factor 5)
- Health: 12 (Size 6)
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Grapple (1)B - 12
- Bite (2)L - 12
Name
- Book -
- Description -
- Mental Attributes:
- Physical Attributes:
- Social Attributes:
- Mental Skills:
- Physical Skills:
- Social Skills:
- Merits:
- Willpower:
- Init:
- Defense:
- Speed:
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- Turns:
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
Name
- Book -
- Description -
- Mental Attributes:
- Physical Attributes:
- Social Attributes:
- Mental Skills:
- Physical Skills:
- Social Skills:
- Merits:
- Willpower:
- Init:
- Defense:
- Speed:
- Health:
- Turns:
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
Name
- Book -
- Description -
- Mental Attributes:
- Physical Attributes:
- Social Attributes:
- Mental Skills:
- Physical Skills:
- Social Skills:
- Merits:
- Willpower:
- Init:
- Defense:
- Speed:
- Health:
- Turns:
- Weapon/Attacks:
- (Type Damage Range Dice Pool)