Hobgoblins
From Fate's Harvest
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 Name
- 1.20 Name
- 1.21 Name
- 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
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