Goblin Fruit

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Goblin Fruit (a.k.a. Hedgefruit)

The Hedge is a cornucopia of strangeling life, and certain fruits harvested from it have abilities to heal, to help, to harm. They only faintly resemble mundane vegetation, and some may not look like plants at all. A crisp fine fruit resembling an apple may well hold a slimy, snot-like syrup in its crimson skin, while a revolting, maggot-writhing pustule may taste like the finest of faerie delights.

Some, like reality's viceroy butterfly, may well be harmless imitations of their poisonous monarchs: while finding fruit is child's play, finding the RIGHT fruit is the tricky part. Bound by their own obscure rules, some grow only in a single season, a single night, or a single hour every mortal century.

Goblin Fruits have no effect on humans unless specifically written otherwise.


The information below includes all approved Hedgefruit for Fate's Harvest.

Each entry will show the plant's name, its relative rarity, a description of its appearance and properties, and, important to you gardeners out there, the plot value, growth rate and maximum unpicked fruits assigned to it for Hollow Garden purposes. See the Merits page for more details on that particular HR.

Any player-created plants submitted via +req/fae will also be added to this list, with a note crediting their creator.

Where the book has specified a preferred type of fertilizer, it is included at the end of the plant's description. If a plant requires staff oversight (i.e. it's powerful and you need to send up a +req/fae with a log to prove you got it), a [Staff Oversight Required] note will be added beside the plant's rarity rating.

Unless otherwise noted, all fruits may be destroyed (i.e. you harvest their Glamour and they dissolve into dust, or melt, or...) to gain 1 Glamour point, rather than the benefit of their standard effects.

See the Preservation page for our game's rules on canning/drying/otherwise preserving goblin fruit.


Hedgefruit Harvesting Instructions
All harvesting rolls will be done by the +hedgefruit system itself. Finding/danger rolls are just between you and your ST.
As a general rule, for common/uncommon fruits, IF YOU GET AN EXCEPTIONAL SUCCESS on your "Finding Fruit" roll, you've found a bootload of fruits, and you can re-roll a failed harvesting roll up to the number of successes you got when Finding it. (i.e. if you roll 5 successes to find fruit, you have 5 harvesting rolls before you've destroyed all the fruits you found and have to go roll to find more)
For rares, however, each failed harvest roll subtracts from the 5 fruit you would ordinarily harvest. Fail once, but succeed on the next roll, and you get 4 fruits instead of 5.
Does the plant require staff intervention?
If not, go right ahead and harvest it. Staff is not going to check that you have logged scenes for it. If yes, send a +req/fae up, copying your ST, and include a link to a log of your acquisition scene. Any rolls (find it, who found it first?, harvest) are manually done to your +job. Staff will set your +fruit list for you if you succeed.
Before you harvest...
The harvest is the easy part.
Finding Fruit - Wits + Survival plus or minus any applicable Harvest:Goblin Fruit merit bonuses.
      Dramatic Failure: Not only do you NOT find any usable fruit, you also piss off the local wildlife, or hobs, or hunters. Fight or hide, at your ST's discretion.
      Failure: You are unable to locate any edible fruits. Rotten luck.
      Success: Hurra! You found some fruit! As a general rule of thumb, you find 3 common fruits per success, 2 uncommon, or 1 rare.
      Exceptional Success: Goodness. You sure found the mother lode. If you were searching for a common or uncommon fruit, take as many as you can carry with you (per +hedgefruit/harvest, this number will be 35). If it is a rare, take 5.
But wait!
Who found it first? - Intelligence + Investigation plus or minus applicable specialties. Did you run headlong into a patch guarded by something unpleasant? If successful, no, you're good to snag your fruity loot. If unsuccessful, prepare to sneak or fight, at your ST's discretion.
Harvesting - The roll itself will be Dexterity + Survival to represent your skill at picking/slicing/grubbing up a plant and knowing how to do it without doing something stupid, but you won't need to roll it unless you're rolling to a staff +job. For most fruits, +hedgefruit/harvest <fruit name>[+/- bonuses] will automatically roll for you, add the fruit to your +fruit inventory or, in the case of failure, inform you that you were unlucky.

How Much Can I Hold?

Why, we're glad you asked. The table below should make that nice and clear for you. If you are not a changeling, the answer is "You cannot hold goblin fruit." Any fruit you are given will immediately be placed in your temporary inventory, and unless given to a changeling or used within one day, the fruit will expire.

Wyrd Max. Fruits Carried
1 3
2 5
3 7
4 10
5 15
6 25
7 50
8 100
9-10 Infinite


Healing Fruit

There are as many varieties of healing fruit as there are trees; these are just the established and growable varieties. If you would like to submit a new fruit for consideration and addition to the IG +hedgefruit system, please send up a +req/fae.

If you are in a scene and prefer to invent one on the fly, that, too, is fine. Healing fruits invented for a scene may only heal 1L or 2B each without requiring staff approval.

Template Fruit (BOOK p.#|HR - Inventor's Name if Applicable) - Common|Uncommon|Rare      [Is Staff Oversight Required?]
Appearance: This plant looks like this!
Garden plots: # of plots it fills.
Growth rate: How fast does this grow? Rated 1-5, 1 fastest
Max. fruit: Number of fruit the plant caps at. Once fruit is picked, plant will start growing more again.
Can it be grown in gardens? or Can it only be purchased in Goblin Markets? Description of plant's qualities and mechanical effects. (Does it require a certain nutrient to grow?)

--

Amaranthine (CtL p.223) - Rare      [Staff Oversight Required]
Appearance: Small red eggplant
Garden plots: 3
Growth rate: 5
Max. fruit: 3
Heals 1 Aggravated damage when eaten. No additional effects. Works only once per scene.


Bloodapple (NH:GF p.127) - Uncommon      [Staff Oversight Required]
Appearance: A slightly distorted deep crimson apple with reddish-purple splotches and tough skin.
Garden plots: 3
Growth rate: 4
Max. fruit: 5
The tough skin hides cloyingly sweet, juicy flesh the color of blood with a tight and pit-like cluster of seeds at its center. Eating it converts 1 Aggravated damage down to Lethal damage instead. The changeling may only benefit from this effect once per scene.


Blushberries (CtL p.223) - Common
Appearance: Pink fruits slightly larger than cherries.
Garden plots: 1
Growth rate: 2
Max. fruit: 10
Common healing fruit. Heals 1L or 2B.


Dream-a-Drupe (CtL p.223) - Common
Appearance: Sim. to a purple nectarine, and tastes faintly intoxicating.
Garden plots: 1
Growth rate: 2
Max. fruit: 10
Common healing fruit. Heals 1L or 2B.


Murmurleaf (CtL p.223) - Common
Appearance: A blossom which curls upward at the end of the leaf.
Garden plots: 1
Growth rate: 2
Max. fruit: 10
Common healing fruit. Heals 1L or 2B.


Ertwen (CtL p.223) - Common
Appearance: A mealy seed inside a pod, similar to peas.
Garden plots: 1
Growth rate: 2
Max. fruit: 10
Common healing fruit. Heals 1L or 2B.

Glamour Fruit

Glamour fruits are those which give more than the measly 1 Glamour which can be reaped from the destruction of other varieties. Most of the following are custom to Fate's Harvest.


Angelfish Flower (HR) - Rare      [Staff Oversight Required]
Appearance: Nearly flat, white and pink translucent flowers shaped like angel fish.
Garden plots: n/a
Growth rate: n/a
Max. fruit: n/a
These flowers drift on the winds of the open Hedge, most often harvested on mountaintops or by flailing a net around above treetops. No one is sure just what their parent plant looks like, as no one has ever seen one growing; only the blooms themselves. When dried, they harden into a thin candy-like substance with a sweet and strangely spicy honeyed taste which, when consumed, causes two effects on the consumer: first, and the most common purpose for consuming them, they immediately refill the consumer's entire Glamour pool. Second, the consumer is filled with a rush of sunny, happy warmth and well-being, and must roll a successful Resolve + Composure the first time they sense (see/hear/smell etc.) any other person to resist immediately rushing to help them with anything possible, regardless of whether the other person wants help, or future consequences to themselves (or their own skill levels; helping bake a cake with 0 in Crafts is not going to be helpful, but they will try!). They would gladly help their worst enemy, though anything truly against their moral compass provokes another chance to roll resistance to the compulsion. This is a mental and emotional supernatural compulsion. This effect lasts an hour or the remainder of the scene. If eaten by a non-fae/human, the second effect occurs regardless, and the Glamour only makes the eater giggly. If reaped this fruit gives 5 Glamour points, not the standard 1.


Brickapple (HR) - Uncommon
Appearance: Dense grey slabs of greasy fungus-like growth with a deceptively sweet, apple-like flavor when eaten raw.
Garden plots: 3
Growth rate: 2
Max. fruit: 5
Uncommon, but not too difficult to find, the brickapple growths tend to expand over large areas, feeding on any life around them if not frequently harvested. They seldom grow above calf height, and prefer boggy, rot-inducing terrain. When slabs are around the size of a brick in thickness, they are ready to be broken off the parent blob. When cooked, they have a texture not unlike tofu, with no additional benefit beyond filling stomachs. When eaten raw, it leaves greasy greyish smears over any skin it touches, but grants its consumer 4 Glamour. This comes at a cost: the changeling suffers a -2 concentration penalty to all tasks, distracted by the plant's queer power running through their veins if they do not use every last bit of Glamour they have within the next hour.


Catseye Clover (HR) - Common
Appearance: The flowers look deceptively like white mortal clover, but the leaves have dusty golden patterns resembling feline eyes.
Garden plots: 1
Growth rate: 1
Max. fruit: 10
If there is food, this will grow. Point in fact, take a +1 on any cultivation rolls for it. It wants to spread. A lot. The nectar of the flowers is gently tangy-sweet, while the leaves burn with a horseradish-like fire. If an entire salad's worth is consumed raw, the eater gains 2 Glamour.


Wyrmthumb (RoS p.131) - Uncommon
Appearance: A black fig-like fruit.
Garden plots: 2
Growth rate: 3
Max. fruit: 6
The fruits have a distressingly fleshy quality and are favored by the True Fae for their sickeningly sweet and sticky sap. At the center of each fruit is a cluster of squirming, maggot-like creatures with little clicking black mandibles which, when eaten, confer great flexibility. The changeling gains +5 to escape bonds of any kind and +1 Glamour. If reaped, this fruit gives 2 Glamour points, not the standard 1.


Other Fruits

These fruits have various effects, some beneficial, some less so.

Babel Gum (WM p.113) - Common
Appearance: A lichen-like growth in urban areas of the Hedge.
Garden plots: n/a
Growth rate: n/a
Max. fruit: n/a
Cannot be grown in gardens. This plant tastes like anise and has the texture of a dried-out marshmallow. Chewing on the gum prevents the character from reading or understanding any written communication, but allows them to understand any language spoken around them. These effects last for one scene.


Bloodbane (NH:GF p.20) - Rare      [Staff Oversight Required]
Appearance: A pale yellow lichen growing in damp conditions.
Garden plots: 1
Growth rate: 4
Max. fruit: 3
When dried and ground and mixed with other foods, bloodbane prevents blood from clotting as it should, a single dose causing stomach cramps or minor internal bleeding for 24 hours. Consumed more than once, it prevents bone marrow from producing new blood and will cause massive internal hemorrhaging. In game terms, one dose is Toxicity 3, but any subsequent doses taken in the next month increase to Toxicity 6.


Bloodroot (CtL p.250) - Uncommon
Appearance: A vascular red-brown root pulsing with unnatural life.
Garden plots: 1
Growth rate: 3
Max. fruit: 5
This fruit has no apparent effect on Changelings, but it works as an addictive narcotic on vampires.


Brumebulb (RoS p.131) - Rare      [Staff Oversight Required]
Appearance: A small sour-tasting onion. Grows underground and only a minute pale curl of foliage is visible above the soil.
Garden plots: 1
Growth rate: 5
Max. fruit: 1
This plant is VERY tough to spot. To find it, roll Wits + Investigation with a potential -3 if the ST decrees that the plant is growing, as is its wont, beneath heavy grasses or tangles of briar. When eaten (which may require a Resolve + Composure roll to choke down), the character's flesh begins to turn into drifting vapor, then whooshes away with a brief wind, rematerializing within a few miles of wherever he entered the Hedge in the first place. The return is not pleasant, and the character immediately vomits up his metaphorical toenails, suffering 2B from the painful heaves. (Requires an expenditure of sanity to grow.)


Chu Chu Clum (WM p.113) - Common
Appearance: Bamboo-like grass filled with a blood-red liquid with a sour lime-like taste.
Garden plots: 1
Growth rate: 1
Max. fruit: 10
Potently intoxicating, a half a teaspoon is enough to cause extreme drunkenness, making a changeling quite happily drunk. For the next hour, they gain +2 to all Social rolls, but -2 to all rolls involving Dexterity, Wits and Intelligence.


Cocorange (GM p.21) - Rare
Appearance: A massive seed about the same size and shape as a football with a hard outer shell.
Garden plots: 2
Growth rate: 3
Max. fruit: 4
Only able to be purchased in Goblin Markets. Not local. These grow in tropical and subtropical climates and contain pulpy, fibrous, citrus-like flesh which can be eaten raw, squeezed for its juice or cooked. When consumed, it produces a mild intoxication rather like drinking one shot of fine liquor.


Coralscalp (GM p.21) - Uncommon
Appearance: Kelp-like plant made up of long, fine, hair-like fibers which grows where the Hedge and ocean meet.
Garden plots: 2
Growth rate: 2
Max. fruit: 12
Only able to be purchased in Goblin Markets. Unless you plan to travel through the Hedge for long enough to reach the Atlantic Ocean's equivalent, this is not a local plant. It's a very common plant near the ocean, however, so prices in the Markets shouldn't be too extortionate. When dried and smoked, those who smoke it gain a +1 to perception rolls and Clarity rolls for one scene. After the scene ends, the character suffers mild hallucinations for the following scene, with a -2 penalty to perception rolls.


Coupnettle (CtL p.223) - Common
Appearance: Delicate leafy plant
Garden plots: 1
Growth rate: 1
Max. fruit: 7
Often used to make tea. Bitter minty taste. Consuming an entire plant restores 1 Willpower.


Cousin's Trumpet (WM p.114) - Rare
Appearance: A scentless yellow trumpet-shaped flower.
Garden plots: 2
Growth rate: 3
Max. fruit: 8
Only able to be purchased in Goblin Markets. This plant is from the jungle-like areas of the world, so not local. When steeped as a tea in the human world, it has a potent hallucinogenic (caution! Clarity risk!) effect. Any changeling who partakes of such tea experiences powerful hallucinations which extend to all senses for one hour, generally feeling euphoric and one with the universe. Too bad they aren't. They suffer -3 to all rolls for that hour, but when the hallucinations fade, they recover 1 Willpower point. If the tea is consumed WITHIN the Hedge, there are no hallucinations, and it instead increases the changeling's ability to control the Hedge, effectively adding +2 to her Wyrd score for purposes of shaping it to her will.


Dactyl (GM p.21) - Common
Appearance: Oily, juicy fruits resembling dates and growing in arid environments.
Garden plots: 1
Growth rate: 3
Max. fruit: 5
The eater seems new and exciting to everyone she meets for the next scene, gaining 9-again on all Social rolls. Dactyl, however, is notoriously foul. Eating one requires a Resolve + Stamina roll, and a second roll at the end of the scene to keep it (and anything else in her stomach) down.


Fear Gortach (CtL p.223) - Common
Appearance: Grass-like plant.
Garden plots: 1
Growth rate: 2
Max. fruit: 6
Makes the eater famished. No matter how much they eat, they madly want more. A character who tastes this plant temporarily suspends the effects of any other goblin fruit he has eaten (unless their effects are immediate, like healing or glamour fruits), and no other fruits have any effects for the remainder of the scene, INCLUDING new healing fruits, until the fear gortach has worn off. If more fear gortach is encountered, the eater must succeed at a Wits + Composure roll to avoid immediately consuming it again, lengthening the period of its effects. Those with with Gluttony vice suffer a -3 penalty to this roll. This fruit DOES affect mortals and other creatures.


Flower-of-One-Hour (LoS p.52) - Rare
Appearance: Tropical-looking flower, looks first like a thistle before unfolding into a black trumpet-shaped bloom with a fiery center.
Garden plots: 2
Growth rate: 1
Max. fruit: 1
Only able to be purchased at Goblin Markets. The Hedge around here just isn't hot/tropical enough for it to grow reliably. This flower blooms for only one hour each day, but not on any predictable schedule. If you have at least Mantle (Summer) 1, you may brew it into a tea during its blooming time that has a fiery quality and makes the skin feel sunburnt, inflames passions and, when drunk, allows the character to shift dots of Resolve to either Strength or Stamina for the duration of the hour. If more than two points are moved in this fashion, the character feels burnt out afterward and suffers a -3 to all rolls until she has slept a full 8 hours. If drunk after the hour has passed, the tea has a chilling effect and tastes of anise.


Fuguespores (NH:GF p.20) - Rare      [Staff Oversight Required]
Appearance: Brown spores which grow on the briars of the Hedge.
Garden plots: n/a
Growth rate: n/a
Max. fruit: n/a
Cannot be grown in gardens. When eaten, the fungal spores grow in the intestines, pushing through internal walls and releasing toxins into the blood. Over time, their host body develops hallucinations and/or dizzy spells. If the fungal infection reaches the brain, it will destroy the character's memories and leave him in a fugue state, sometimes leading to a coma or permanent brain damage. Toxicity 5.


Ghoul's Shroud (NH:GF p.127) - Uncommon
Appearance: A lacy grey moss that grows from rocky fissures in hanging curtains.
Garden plots: 2
Growth rate: 2
Max. fruit: 3
When consumed raw, the tough and painfully tangy moss allows the changeling to ignore any poisons Toxicity 4 or lower for an entire scene. For that scene, the changeling's eyes leak constant tears and she is possessed of an unquenchable thirst. If dried, ground and mixed with water, it makes a bland but sustaining gruel with no magical benefits.


Hera Pear (RoS p.131) - Rare      [Staff Oversight Required]
Appearance: A particularly succulent and polished yellow pear on a deceptively ordinary tree.
Garden plots: n/a
Growth rate: n/a
Max. fruit: n/a
The Hera pear cannot be cultivated. Consuming a single pear will rid a person of any disease, from ringworm to bone cancer, and the pear will work on ANYone, mortal, fae or otherwise. Derangements are not diseases. The pear tree is ALWAYS guarded by a powerful hobgoblin (or hobgoblins), which must be fought or snuck past.


Hidefruit (AN p.51) - Rare      [Staff Oversight Required]
Appearance: Tiny red fruits as small as a pomegranate seed.
Garden plots: n/a
Growth rate: n/a
Max. fruit: n/a
Cannot be grown in gardens. These fruits grow on rare vines mixed with the thorns of the Hedge and hide a single drop of molasses-like fluid at their center. When consumed, they hide a changeling from the Gentry entirely, their eyes sliding right over them as if they weren't even there. The True Fae may attempt to track the changeling with a Wits + Composure roll at a -5 penalty while this effect is active. The effect lasts for a number of minutes equal to the changeling's Wits + Resolve.


Jarmyn (CtL p.223) - Common
Appearance: Leafy plant with edible seed-ovaries
Garden plots: 1
Growth rate: 1
Max. fruit: 3
Both the leaves and the ovaries are edible. The leaves are a stimulant, and add a +3 bonus to attempts to stay awake after periods of extensive wakefulness (WoD pp.179-180) during the scene in which they are eaten. The ovaries negate fatigue penalties, also for a scene. They can both be consumed at once, and both effects will work at the same time. After the scene is done and the effects wear off, the changeling falls into a deep sleep for one full day per fruit/leaf he consumed, with a maximum of 7 days.


Judas Yew Berries (WM p.111) - Uncommon
Appearance: Small red berries of the Judas Yew Tree.
Garden plots: 2
Growth rate: 5
Max. fruit: 5
Only able to be purchased at Goblin Markets. Not native, the tree grows in hedge deserts. These berries are poisonous, causing one unavoidable point of Lethal damage upon consumption. However, the changeling consuming them can then go three times as long without food or drink with no further ill effects.


Nightcap/Buglewort (CtL p.224) - Uncommon
Appearance: Unspecified; for the sake of argument, purple and yellow flowers, dark blue fruits
Garden plots: 2
Growth rate: 4
Max. fruit: 2
These two fruits are so similar, it requires an Intelligence + Survival/Occult roll to distinguish which of them the changeling has foraged. Nightcap leaves anyone who eats it lethargic, cutting their Speed in half (round down) until the character achieves four successes on an extended Stamina + Resolve roll, which may be attempted once per hour. Buglewort gives the eater the equivalent of a caffeine high, super alert, and increases their Initiative by 4 for the duration of the scene. Additional doses do not stack, but both plants may be eaten at once, and both effects will work at the same time.


Oasis Fruit (HR - Ida) - Uncommon
Appearance: Resembles a bluish-green coconut about the size of a grapefruit.
Garden plots: 2
Growth rate: 4
Max. fruit: 4
The milk of the oasis fruit can cure any symptoms caused by dehydration, though drinking the milk of more than three fruits in one sitting causes symptoms of drowning even on land. Roll Wits + Composure to notice these beginning after a second fruit's milk is imbibed. After a third fruit, vomiting must be induced within the standard "Holding Breath" duration (WoD p.49) determined by the character's Stamina dots, or they will be treated per standard drowning mechanics. Eating the flesh enables one to breathe underwater for one scene, but not speak, and the consumer cannot breathe air until the fruit's effect has passed. If brought above water, they suffer the same effects as above, drowning in the air until they are returned to breathable liquid submersion.


Pitt Moss (CtL p.224) - Common
Appearance: Sim. to rubbed sage, with a very rich, pungent taste.
Garden plots: 1
Growth rate: 2
Max. fruit: 4
Used in sparing quantities, it accents many opulent meals in Faerie. Eaten raw, about a salad's worth, and by itself, it bestows an overwhelming dolor upon its eater. The character loses a point of Willpower and can't spend Willpower at all for the rest of the scene.


Purity Vine (HR - Ida) - Rare      [Staff Oversight Required]
Appearance: A spreading vine which resembles ivy and has small white flowers.
Garden plots: 2
Growth rate: 4
Max. fruit: 4
When the flowers are brewed into a tea or tisane, drinking it breaks supernatural mental/emotional influence, e.g. emotions caused by Fleeting Contracts.


Serpent Gourd (NH:GF p.127) - Uncommon
Appearance: A long gourd with a shiny black exterior which grows high on tangled woody vines spiked with finger-long cruel thorns.
Garden plots: 3
Growth rate: 2
Max. fruit: 5
Take an automatic -1 on your harvesting roll from the difficulty of harvesting the gourds. Even if grown in a garden, it refuses to be trained for easier harvest. When split open, the white flesh comes apart in ropy strands, snake-like, hence its name. The flesh itself, when boiled, has a slightly woody, savory flavor and no special qualities. If boiled with a fistful of its own thorns, then strained, it produces a clear syrupy fluid with a bitter taste which affords the changeling +1 to all oneiromancy and oneiromachy rolls.


Slumberberries (NH:GF p.20) - Common
Appearance: Small, dark green berries which grow on parasitic vines in clumps of 5-6.
Garden plots: 2
Growth rate: 2
Max. fruit: 3
Eaten raw, they cause drowsiness. If the changeling was sleepy to begin with, they will fall into a deep and dreamless sleep. When boiled into a tea, drinking it will cause horribly vivid nightmares often involving torture or other grievous physical harm.


Wineberry Blush (DitD p.91) - Uncommon
Appearance: Unspecified; for the sake of argument, small berries on large vines, wine red with pale pink blush.
Garden plots: 3
Growth rate: 3
Max. fruit: 3
The berries are very tart when raw. If fermented into wine, a drink of wineberry blush within 24 hours of having degenerated and gained a new derangement will immediately heal the newly-gained derangement. Note: staff is not going to enforce fermentation times, but please don't abuse their generosity. If you're friends with a Brewer, their kith bonus qualifies.


Oddments

Not all goblin fruits are necessarily "fruits" by the mortal sense of the word, or even edible. Some are useful as tools, some are just plain bizarre. A list follows.

Gallowsroot (CtL p.224) - Uncommon
Appearance: A ropy vine which grows on low, sprawling bushes, vine-ends shaped like nooses
Garden plots: 2
Growth rate: 4
Max. fruit: 3
When slipped over the head and around the neck of any living victim, the root immediately constricts like a hangman's rope. It attacks as a Strength 3 combatant wielding a garrote for three turns. See the rules for Strangle Wire in Armory p.35 for how to break free.


Jennystones (CtL p.224) - Uncommon
Appearance: Hard, reeking tooth-shaped seeds of the Jennystone bush.
Garden plots: 2
Growth rate: 2
Max. fruit: 5
They stink. It's awful. So much worse than skunk. The scent is exuded in a 5-yard diameter, and inflicts a -1 dice pool penalty to anyone with a sense of smell unfortunate enough to be there.


Promise Leaves (CtL p.224) - Uncommon
Appearance: Engorged leaves of whichever plant they've attached to/assimilated, with a distinct parchment-like feeling when touched.
Garden plots: n/a
Growth rate: n/a
Max. fruit: n/a
These leaves can extend the duration of certain Contracts' effects (such as the Blessing of Perfection clause on CtL p.135). The duration of extension is determined by the clause in question, and typically requires the expenditure of 1 Willpower. To use a leaf, the changeling must crumple it in his hand while invoking its power with the Contract. The leaf dessicates and falls to the ground/blows away in queer faerie winds.
NOTE: Once a week, you may use the +hedgefruit/promise command to have the system roll your Wits + Survival for you. If the roll succeeds, a promise leaf will be added to your hedgefruit inventory.


Stabapple (CtL p.224) - Uncommon
Appearance: Benign boring pinkish fruits, sharp hard thorns.
Garden plots: 2
Growth rate: 3
Max. fruit: 5
The fruits have no effect other than being filling, mild and savory. The thorns, however, are hard and sharp as bone, as long as a man's forearm. The thorns may be used as knives. They do 1L and have Size 1.


Hybrid Fruits

The following fruits were created by hybridizing two existing goblin plants.

Jennyapples (RoS p.130) - Uncommon
Appearance: Misshapen, black-spotted apples. Grow on the low branches of a tall shrub.
Garden plots: 2
Growth rate: 4
Max. fruit: 5
Apples cause a roiling, acidic stomach when eaten, which confers a day-long -3 penalty to all rolls. As if that weren't unpleasant enough, their jennystone parentage is amply clear in the 5-yard diameter of stench which rises the instant their skin is broken. As with jennystones, anyone who can smell it is at a -1 penalty. (Requires a dream to grow.)


Nevernip (RoS p.131) - Uncommon
Appearance: Lush purple berries dangling from tall grass stalks.
Garden plots: 1
Growth rate: 1
Max. fruit: 3
A cross-breed of blushberries and fear gortach, nevernip heals 1L or 2B, but as with fear gortach, the character must succeed at a Wits + Composure roll if he encounters the plant again in the next scene. If he fails, he consumes it all over again. The character suffers a -3 penalty to this roll if he has the Gluttony vice. Unlike fear gortach, this plant does NOT affect mortals or other non-fae. (Requires blood to grow.)


Trenchmint (RoS p.131) - Common
Appearance: A fragile plant with airy stems topped with curling clusters of violet leaves.
Garden plots: 1
Growth rate: 1
Max. fruit: 6
No transplant roll necessary. Add whatever ridiculous modifier to your +garden/plant roll you like, to guarantee success. Trenchmint is the Hedge equivalent of a persistent weed. Whole fields spring up within a week. Walking through it produces an acrid minty odor. When eaten raw, the character loses 1 point of Willpower, transmuting it into a +3 bonus to a Mental Skill of the changeling's choice for the remainder of the scene. If she doesn't concentrate on a specific skill while eating the plant, the ST chooses one at random. When the scene is over, the character feels lethargic and slothful. -1 to all Physical rolls for the rest of the day. Make that -2 if her vice is Sloth.