Hedge/Hobgoblins

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Hobgoblins

Hobgoblins are the natives of the Hedge. Changelings are not. This cannot be stressed enough.

Typically, 'hobgoblin' refers to everything native, where 'hob' refers specifically to the humanoid variety.

Per the book, hobgoblins come in every variety of sentience/sapience, and every size. When using them in your scenes, please remember that even wild animals will recognize people, and will remember them as threats. If your hobgoblins have any intelligence at all, they are not going to appreciate being murdered.

A list of hobgoblins can be found below. Only very brief summaries are given, with quick-reference stats for combat purposes and books/page numbers where you can find the full details. Parentheses in skill lists indicate specialties. Where the book does not give stats, you will need to fudge a version of the base Hob stats below.

For a list of hedgebeast stats, look here.


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

  • Book - DitD p.85
  • Description - Driven to build. Can carve secret, safe paths in Hedge. Can be paid to help build Hollows.

Boggart Holes

  • Book - DitD p.85
  • Description - More expensive versions of Architects who can build more and fancier things, but the cost of their services is high. Requires logged PRP to use Hollow merit dot discount. See book for details.

Goblins Red in Tooth and Claw

  • Book - DitD p.87
  • Description - They are incapable of not-hunting. They hunt. It is all they do. No weapons used other than their own teeth, claws, tentacles, etc. They only hunt "worthy" prey, however. If your traits are worse than theirs, they won't go after you unless provoked.

The Grub Legion

  • Book - DitD p.87
  • Description - Mercenaries who will hunt anything and anyone. They want cash. They don't want to barter, they don't want to trade goods, they don't want promises. They want cold hard cash. Gold coins, ducats, euros, anything they can get their hands on. They wear armour with a worm's visage painted in bone dust and blood on their helmets/blades. The means to contact them is not well known. See book for details.

Hunters

  • Book - DitD p.87
  • Description - Generic hunters. Traps, clubs, mystery why they hunt, but they hunt changelings and anything else that tickles their fancy.

Merchants

  • Book - DitD p.87
  • Description - Merchants who roam the Hedge making deals and infernal bargains. Basically, the goblins you'd find at a market, without the market.

The Niche

  • Book - DitD p.87
  • Description - Niche carved out of Hedge walls. Small shop manned by single hob. If you agree to take over the shop for a while, you are then trapped there until you can get someone else to make a deal to man the shop "for a little while" instead.

Pathmakers or "Red Hands"

  • Book - DitD p.85
  • Description - Their hands are red from blisters and blood. They are obsessed with the cartography of the Hedge and carve new roads, build walls, build ways over walls, or build entirely senseless mazes for their own obscure purposes. Getting in their way is dangerous and may result in a swift case of death, but finding one of their paths gives you 9-again to navigate the Hedge while you are on them.

The Sawbones of Pickwick Circus

  • Book - DitD p.86
  • Description - Doctors who sell limbs, who work in a clearing filled with white tents with edges red with blood. When they make a deal but don't have one of that type of limb in "stock", they go out and find someone in the Hedge to harvest it from. You could lose a hand, an eye, a tongue, etc. Most changeling victims get a Token Limb and a number of dots of Lethal damage equal to the value of the Token's dots. Sometimes, however, the weird prosthetic is entirely useless. The token is a side effect. You don't ask for it. You get attacked, and they force it on you.

Tinkers

  • Book - DitD p.88
  • Description - Miners, mechanics, breakers, fixers. They can't stop futzing, fixing and breaking things down, creating or destroying or adding to unfathomable devices, peculiar yet salable items or the Hedge itself.

The Triflesmiths

  • Book - DitD p.88
  • Description - Wandering nomads who laugh their way through the Hedge until it's time to create trifles or tokens, or repair those that are broken. Staff approval required. Finding the Triflesmiths requires a long term effort suitable to lengthy plots, and payment for their goods is always a laundry list of items, one per dot of the token requested. Reduces token cost to New Dots x 1.

Wagon Train of Values

  • Book - DitD p.88
  • Description - Wagon train of hobs who sell what you need, not what you want. They may only be summoned by genuine need and desperation, by a changeling vocalizing that need aloud. If you want to find them, you never will, no matter how desperate you are. Their prices are steep and tend to be something you already possess.

The Yellow Nurses

  • Book - DitD p.86
  • Description - Cursed hobgoblins who follow wounded hobs/changelings at a distance, eyes rolling around like an addict hungry for junk. They eat injuries, probing wounds with freakish tongues, clamping suckerish mouths over spilled guts, etc. etc. They ignore bashing/aggravated damage entirely, only eating Lethal. For every Lethal they eat, they also eat a Willpower point. Once all of the Willpower is gone, they begin eating Attribute dots as side dishes instead. These dots return at a rate of one-per-day after the fact. They do not stop consuming Willpower/Attributes until all of the Lethal damage is healed.

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

Boscage

  • Book - DitD p.103
  • Description - They are very nearly Hedge elementals, and while they prefer green settings, they can adapt to nearly any environment. They are nearly 7' tall and humanoid in their true form, with a body made from growths in the environment and a face of aged, cracked wood. In more urban settings, this would be concrete and brick, with jagged claws of broken glass, etc. They are intelligent hunters who can create false trails to lure prey onto "trods" which don't truly exist.
  • Mental Attributes: Intelligence 3, Wits 4, Resolve 3
  • Physical Attributes: Strength 5, Dexterity 4, Stamina 4
  • Social Attributes: Presence 3, Manipulation 5, Composure 3
  • Mental Skills: Investigation 3, Occult 3
  • Physical Skills: Athletics 4 (Hedge-climbing), Brawl 5 (Raking claws), Stealth 5 (Camouflage), Survival 4 (Hedge)
  • Social Skills: Subterfuge 5
  • Merits: Direction Sense, Iron Stamina 3, Quick Healer
  • Willpower: 6
  • Virtue: Prudence
  • Vice: Gluttony
  • Init: 7
  • Defense: 4
  • Speed: 15 (species factor 6)
  • Health: 10
  • Wyrd: 4
  • Contracts: Dream 1, Elements (Hedge) 5, Smoke 2, Stone 1
  • Glamour/per turn: 13/4
  • Armor: 1 (Armor of the Element's Fury)
  • Weapon/Attacks:
(Type Damage Range Dice Pool)
Claws (1)L - 12

Briarwolves

  • Book - CtL p.173
  • Description - Horrifying formerly-human seeming wolf hobs which can be both bipedal and quadrupedal at need. Devilishly clever. They eat both meat and the emotions of their prey, pain, fear, desperation, chasing their prey through the thorns.
  • Mental Attributes: Intelligence 2, Wits 3, Resolve 3
  • Physical Attributes: Strength 3, Dexterity 4, Stamina 4
  • Social Attributes: Presence 1, Manipulation 1, Composure 2
  • Mental Skills: Investigation 4 (Tracking)
  • Physical Skills: Athletics 2, Brawl 5 (Claws), Stealth 5, Survival 3
  • Social Skills: Animal Ken 3 (Prey Reactions), Intimidation 3
  • Merits: Danger Sense, Brawling Dodge, Direction Sense, Fast Reflexes 2, Fleet of Foot 3, Fresh Start, Iron Stamina 3
  • Willpower: 5
  • Init: 8
  • Defense: 3
  • Speed: 15
  • Health: 9
  • Wyrd: 2
  • Contracts: Darkness 5, Elements 1, Fang and Talon (Wolf) 4
  • Glamour/per turn: 11/2
  • Weapon/Attacks:
(Type Damage Range Dice Pool)
Brawl (0)B - 8
Claws (1)L - 9
Bite (2)L - 9

Bunyip

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Burr Cadger

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Butcherbranch

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Cadwallop

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The Chimera

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Cobblebody

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The Curator

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Drudgemen

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Enticers

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Fae Swarms (Somnus)

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Fenghuang

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Freddy Cloversmith

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Goblin Whore

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Gloomdrake

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Grandma Mara

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Greedy Gob

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Gumwort

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Harvestmen

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The Hob-Puppet

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Inanimae

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Laughing Ones

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The Madam

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Moonwing

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Noppera-Bo

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One-Hand Sam

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Shadowbane

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Shadow Wolves

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Shimmerlings

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Songwraith

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Spenser's Nepenthe

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Sprights

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Terradont

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Thralls

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The Tikbalang

  • Book - NH:GF p.118
  • Description - Deceptive creature who can don a "mask" of someone comforting and reassuring to get bonuses to Persuasion and Manipulation rolls for a scene. If successful on a separate roll, the Tikbalang may know everything about its chosen victim, but not the victim's feelings; only hard data such as the score on their third spelling test in fourth grade.
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 2
  • Physical Attributes: Strength 2, Dexterity 5, Stamina 4
  • Social Attributes: Presence 1, Manipulation 5, Composure 2
  • Mental Skills: Investigation 2
  • Physical Skills: Athletics 5 (Foot Chase), Brawl 3, Stealth 5 (Plain Sight), Survival 5 (Tracking)
  • Social Skills: Intimidation 4, Subterfuge 4
  • Merits: Direction Sense, Fleet of Foot 3, Giant, Hardy
  • Willpower: 4
  • Virtue: Hope
  • Vice: Wrath
  • Init: 7
  • Defense: 3
  • Speed: 15
  • Size: 6
  • Health: 10
  • Wyrd: 5
  • Glamour/per turn: 14/5
  • Armour: n/a
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Claw (1)L - 6

The Unmade

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Vileshrikes

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Widow Mactan, Solutions Broker

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Will o' Wisps

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Wyrd-mites

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Zecher Mercy

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Name

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Name

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