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A Hodgepodge of Hobs (2nd Ed)

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  • A Hodgepodge of Hobs (2nd Ed)

    I figured it would be nice to have a place to post and comment on created Hobgoblins since the possibilities are so endless!

    I'll start! Here's one I made recently using the new rules:

    Biggrin

    Background: Once upon a time, a ball of... something went tumbling through the Hedge. No one could tell whether it was a sphere of dream-stuff or a discarded bit from Arcadia, or exactly what it was. However, it rolled very well and could bounce like rubber. On one occasion, a young child who had just found themselves immersed in the Hedge happened upon the ball. Thinking it to be a toy, the child began to play with it, rolling it around, bouncing it high into the air and catching it. The sphere was so enchanted by this feeling of glee that was radiating from the child that the crease of a smile began to form. Not long after, something else had caught the child's attention, and the ball was left rolling onto the ground.

    The smiling ball wanted to play some more, so it sprouted arms and legs and began to search for its new friend, but to no avail. It's smile was starting to fade as misery set in, but it kept the grin open by making some teeth from the bits and pieces it could find. More and more teeth were set in as the creature searched, and those who happened upon it began to call it Biggrin.

    Biggrin still searches for its lost playmate, but in order to keep smiling, it trades for happy memories and glee-filled bits of Glamour with which it fills its Hollow and uses to create all sorts of merry potions. It can be found searching the Hedge, buying at the Market, or holed up in it Hollow. If one is looking for happiness, they could easily trade with Biggrin: all it would like is some of your teeth to keep its smile wide.

    Description: Biggrin looks rather spider-like, all told. The first thing one notices is the absurdly long grin that has stretched his central spherical body out into a strange oval. Its teeth are made from all sorts of things like rocks, thorns, animal fangs, human teeth, glass shards, and the grin never opens when it speaks. Holding it up are four incredibly long and spindly limbs, two legs and two arms. When its still, it is often hunched with the legs bowed out to either side and the arms hunkered forward.

    Storyteller Hints: Biggrin is a very sad creature, and all it desperately wants is to have a playmate. However, since it is rather dimwitted, it thinks that only the original playmate is suitable. It is polite and well-spoken, but very protective of the happiness it has hoarded. It is willing to do all sorts of favors in return for happy memories, Glamour, or information about the missing child (true or not!). Often, it will ask anyone it meets for the first time if they had seen the child, though it can't offer any solid details because it does not have eyes and has not seen the one its searching for.

    Mental Attributes: Int 1, Wits 2, Res 4
    Physical Attributes: Str 2, Dex 4, Sta 1
    Social Attributes: Pre 2, Man 3, Com 4

    Mental Skills: Occult 2, Crafts 2 (Potion Making)
    Physical Skills: Survival 3, Athletics 4 (Bouncing), Larceny 2
    Social Skills: Empathy 4, Persuasion 2 (Bargaining), Socialize 1

    Merits: Hollow 3 (Home Turf), Workshop 1 (Potion-Making), Brownie's Boon, Iron Will

    Wyrd: 3

    Glamour/per Turn: 8/3

    Willpower: 8

    Aspiration: Collect More Happiness

    Initiative: +8

    Defense: 6

    Size: 6

    Speed: 9

    Health: 7

    Frailties: One Minor - Must begin to uncontrollably weep at the sight of a child.

    Contracts: Crown: Tumult, Steed: Boon of the Scuttling Spider

    Dread Powers: Bottle Glamour, Lethe's Embrace, Know Soul
    Last edited by TellMe_TellMe; 11-30-2017, 05:17 PM.

  • #2
    RE: Hobgoblins

    I have been looking forward to these rules! Posted below is a horror from my files, updated to use the Hobgoblin rules.

    The Dullahan
    The Dullahan is a fey creature known to be a herald of death, and its arrival portends that death will arrive soon after. They travel across the roads and paths that cross domains in Arcadia and the Hedge, venturing into the mortal world only when called by the impending demise of those marked by Fate. They can claim the souls of the recently deceased, spiriting them away for unknown purposes. The Dullahan are typically tall men with lean, athletic frames, dressed all in black, favoring the cloaks and riding gear of ages past. They are always accompanied by a mount of some sort, typically a midnight black stallion, but occasionally they appear with horse drawn coach. Variations have been observed, such as female Dullahan, or Dullahan that favor more modern clothing and vehicles. But in all cases, Dullahan are headless, and carry their severed heads with them or keep them nearby. Despite this, Dullahan have keen senses, and their severed heads can speak (but rarely do so).


    Virtue: Determined; Vice: Ominous
    Aspiration: To herald impending death; to capture souls

    Mental Attributes: Intelligence 3, Wits 4, Resolve 5
    Physical Attributes: Strength 6, Dexterity 5, Stamina 6
    Social Attributes: Presence 5, Manipulation 3, Composure 5
    Skills: Animal Ken 2 (Horses), Athletics 3, Brawl 3, Drive/Ride 4, Empathy 2 (Fear), Intimidation 4, Occult 2, Stealth 3, Survival 3, Weaponry 4(Sword)
    Merits: Crack Driver 2, Defensive Combat (Weaponry), Fae Mount 3, Hedge Sense, Iron Skin 1(Advanced), Seizing the Edge, Trained Observer 1

    Wyrd:5
    Glamour/per Turn: 10/5
    Willpower: 10
    Size: 5
    Initiative: 10
    Armor:2/0(Iron Skin, Riding Leather)
    Defense: 7/ 8 Defensive Combat
    Speed: 16
    Health: 11
    Frailty: Gold (Bane), Cannot approach anyone brandishing or wearing Gold (Taboo)

    Weapons/Attacks
    Unarmed [+0L melee; 9 dice]
    Sword [+2L melee; Initiative -2, 11 dice]
    Whip [+0L melee; Initiative -2, 9 dice; Grapple, Stun]

    Contracts: Fae Cunning, Overpowering Dread, Portents and Visions
    Dread Powers: Bottle Glamour, Numina (Fate Sense), Immortal, Soul Thief



    Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
    The Horror Lab - A collection of Beasts, Monsters and less definable things.
    Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
    Twilight Menagerie - A collection of Ephemeral Entities

    Comment


    • #3
      and another!


      Coach-Whip Sally
      The hobgoblin known as Coach-Whip Sally drives an enchanted stagecoach pulled by a team of fey steeds along the many twisting paths from Arcadia and through the Hedge (and back). She is a clever and mercurial creature, and once her price is paid, always carries her passenger to their destination. However, one must be careful – rude passengers or those who welsh on the agreed payment may find themselves dumped in the more hostile regions of the Hedge, or delivered back into the waiting hands of the True Fae. She appears as a middle aged woman with heterochromic eyes, rugged clothing, and a wild mane of black hair. Her coach is a traveling hallow, larger on the inside than on the outside, with a smooth and comfortable ride no matter the terrain. It is pulled by four stallions with the teeth and eyes of wolves and colored black, white, grey, and red respectively.


      Virtue: Honorable; Vice: Capricious
      Aspiration: To travel and explore all the trods in the Hedge

      Mental Attributes: Intelligence 3, Wits 5, Resolve 4
      Physical Attributes: Strength 3, Dexterity 5, Stamina 4
      Social Attributes: Presence 4, Manipulation 3, Composure 5
      Skills: Animal Ken 2, Athletics 2, Brawl 2, Drive 4(Stagecoach), Empathy 2, Intimidate 3, Persuasion 3, Survival 4 (Hedge), Weaponry 3(Whip)
      Merits: Crack Driver 2, Fae Mount 3, Hollow 3, Hedge Sense

      Wyrd: 4
      Glamour/per Turn: 9/4
      Willpower: 9
      Size: 5
      Initiative: 10
      Armor: 1/0 (Rugged Clothing)
      Defense: 7
      Speed: 13
      Health: 9
      Frailty: Cannot allow a passenger to ride without payment (taboo), Cannot change a destination until it is reached (taboo)

      Weapons/Attacks
      Unarmed [+0B melee; 5dice]
      Whip [+0L melee; Initiative -2, 9 dice; Grapple, Stun]
      Contracts: Pathfinder, Summon the Loyal Servant, Uncanny
      Dread Powers: Bottle Glamour, Home Ground, Know Soul, Unbreakable


      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
      The Horror Lab - A collection of Beasts, Monsters and less definable things.
      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
      Twilight Menagerie - A collection of Ephemeral Entities

      Comment


      • #4
        Here is a pair I have been working on -

        Goremouth
        Goremouth is an infamous Troll, known to prey upon Changelings, humans, hedge beasts and even other hobgoblins in order to sate his vast appetite. The beast can track his prey by scent and prefers to drag what he captures back to his lair. While he most often devours his meals raw, he occasionally enjoys cooking his meals first, and keeps an enormous brass stewpot. He is lean and powerfully muscular, with disproportionately long arms that give him a lopping gait. His wide mouth is filled with sharp teeth, his hands end in sharp nails, and his warty hide can turn the blades of even mighty foes. Sunlight from the mortal realms is as deadly to him as it is to other trollish breeds, so he restricts his hunts to after dark. Goremouth loves a good joke, and finds it difficult to laugh and eat at the same time.

        Virtue: Humor; Vice: Insatiable
        Aspiration: To sate his endless hunger

        Mental Attributes: Intelligence 2, Wits 3, Resolve 4
        Physical Attributes: Strength 8, Dexterity 4, Stamina 6
        Social Attributes: Presence 3, Manipulation 2, Composure 4
        Skills: Athletics 4(Chase), Brawl 4, Craft 2, Intimidation 5, Investigation 2, Occult 1, Persuasion 2, Stealth 3, Subterfuge 2, Survival 3 (Tracking), Weaponry 2 (Improvised)
        Merits: Acute Senses, Hollow 3, Iron Stamina 3, Lethal Mien, Style: Parkour 2

        Wyrd: 5
        Glamour/per Turn: 10/5
        Willpower: 8
        Size: 7
        Initiative: 8
        Defense: 7
        Speed: 16
        Health: 13
        Frailty: Cannot eat someone that has made him laugh (Taboo), Sunshine from the mortal world (Bane)

        Weapons/Attacks
        Bite & Claw [+0L melee; 12 dice]
        Contracts: Might of the Terrible Brute, Paralyzing Presence, Seven-League Leap
        Dread Powers: Regenerate 2, Surprise Entrance, Unbreakable



        Totenkinder
        The hobgoblin known as “Totenkinder” lives in a foreboding, densely forested portion of the Hedge. She appears as an elderly woman, but possesses might far in excess of her frail appearance. Her home is a small cottage in a clearing with a goblin fruit garden in back and fresh baked sweets in the oven. Dark rumors surround Totenkinder, with tales of cannibalism, usury, and blood sacrifice being most common. Despite (or perhaps because of) this reputation, she is eager to assist wayward souls that seek her out or stumble upon her cottage by accident.


        Virtue: Sympathetic; Vice: Ruthless
        Aspiration: Increase her personal power, have others in her debt

        Mental Attributes: Intelligence 7, Wits 5, Resolve 6
        Physical Attributes: Strength 5, Dexterity 4, Stamina 5
        Social Attributes: Presence 6, Manipulation 6, Composure 7
        Skills: Academics 3, Craft 3(Cooking), Empathy 4, Intimidate 4, Investigation 3, Medicine 2, Occult 6, Persuasion 3, Subterfuge 5(Secrets), Stealth 3, Survival 3, Weaponry 2 (Knife)
        Merits: Acute Senses, Goblin Bounty 2, Hollow 3, Library 2 (Occult), Professional Training 5 (Occultist), Style: Hedge Duelist 3

        Wyrd: 7
        Glamour/per Turn: 15/7
        Willpower: 13
        Size: 5
        Initiative: 11
        Defense: 5
        Speed: 14
        Health: 10
        Frailty: Must dine on flesh once a month (Major Taboo), Cannot Refuse Unsolicited Aid (Taboo), Repulsed by Witchbane and similar herbs (Bane)

        Weapons/Attacks
        Unarmed [+0B melee; 5 dice]
        Carving Knife [+2L melee; Initiative -2, 8 dice]
        Dread Powers: Bottle Glamour, Immortal, Madness & Terror, Miracle, Much Depends on Dinner
        Last edited by Reighnhell; 12-09-2017, 10:49 AM.


        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
        The Horror Lab - A collection of Beasts, Monsters and less definable things.
        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
        Twilight Menagerie - A collection of Ephemeral Entities

        Comment


        • #5
          A few for today

          Nick Knack
          The creature who introduces himself as “Nick Knack” is one of a type of hobgoblin known as “Tinkerers”. They are named for having an affinity with technological devices, especially discarded or obsolete items. Nick Knack keeps a junk yard in a well maintained section of the Hedge. Items lost from the mortal world often appear in this heap of broken and forgotten things. Nick is also a handyman and trader of tokens, and will trade items and services to the Lost. He is sympathetic to changelings, as he was also once the prisoner of a particularly cruel Fae Lord. Nick Knack is a lean muscled, short statured goblin, with coal black skin, beady green eyes, pointed ears, and a mouth full of sharp crooked teeth. He wears rugged clothing, but almost always sports a leather apron, long stocking cap, and brass goggles. When traveling in the mortal world, he appears as 12 year old African- American boy sporting a knit cap and glasses.


          Virtue: Inventive; Vice: Curious
          Aspiration: Collect Interesting Item, Repair Broken Things

          Mental Attributes: Intelligence 4, Wits 6, Resolve 4
          Physical Attributes: Strength 3, Dexterity 6, Stamina 3
          Social Attributes: Presence 3, Manipulation 3, Composure 3
          Skills: Athletics 2, Crafts 4 (Modification, Repair), Computer 2, Drive 2, Firearms 2, Science 2, Subterfuge 2, Stealth 2, Weaponry 2 (Tools)
          Merits: Area of Expertise (Repair), Goblin Bounty 2, Hollow 2, Workshop 2 (Modification, Repair)

          Wyrd: 3
          Glamour/per Turn: 8/3
          Willpower: 7
          Size: 4
          Initiative: 9
          Defense: 8
          Speed: 14
          Health: 7
          Frailty: Will attempt to repair any reparable item he is offered (taboo)

          Weapons/Attacks
          Unarmed [+0B melee; 3 dice]
          Heavy Wrench [+2L melee; Initiative -2, 6 dice, Stun]
          Nail Gun [+1L ranged; AP 1, 8 dice]
          Contracts: Blessing of Perfection, Uncanny
          Dread Powers: Gremlin, Influence 1 (Machines), Reality Stutter


          The Redcap
          The notorious Redcap is a Huntsman than has plagued the Lost for centuries. He is a malevolent creatures, known for his violent and blood thirsty disposition. He stalks his prey through abandoned places, such as ruined castles, derelict houses, and condemned buildings, and brutally murders anyone that gets between him and his quarry. Those they capture are bound in iron chains and are often returned to the Keepers battered and bruised. The Redcap appears as a man of below average height, with weathered, greyish skin, dark eyes, and a wiry, muscular physique. His wide mouths is filled hard, sharp teeth. He dresses in the rugged clothing of a workman, and wears heavy, iron-shod boots. True to legends, He must soak his rough-spun red cap in the spilled blood of his victims, a few dabs absorbs every drop.


          Virtue: Cunning; Vice: Violent
          Aspiration: Commit Acts of Violence, Reclaim the Lost, Reclaim Freedom

          Mental Attributes: Intelligence 2, Wits 5, Resolve 5
          Physical Attributes: Strength 6, Dexterity 5, Stamina 5
          Social Attributes: Presence 3, Manipulation 2, Composure 4
          Skills: Athletics 3(Chase), Brawl 3(Bite), Crafts 2, Intimidate 4, Stealth 2, Occult 2(Folklore), Survival 1, Weaponry 3 (Scythe)
          Merits: Relentless, Seizing the Edge, Style: Heavy Weapons 3, Style: Relentless Assault 3

          Wyrd: 4
          Glamour/per Turn: 9/4
          Willpower: 9
          Size: 5
          Initiative: 9
          Defense: 8
          Speed: 20
          Health: 10
          Frailty: Must soak their cap in the blood of their victims (Taboo),Cannot enter Consecrated Land (Taboo)

          Weapons/Attacks
          Unarmed [+0L melee; 9 dice]
          Bite [+1L melee; AP 1, 10 dice]
          Iron Scythe: [+3L melee; Initiative -4, 10 dice, 9-again]
          Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Cap, Scythe, Boots)
          Dread Powers: Natural Weapon (Bite), Surprise Entrance, Swift, Unbreakable


          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
          The Horror Lab - A collection of Beasts, Monsters and less definable things.
          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
          Twilight Menagerie - A collection of Ephemeral Entities

          Comment


          • #6
            Here is an NPC from an introductory Changeling one-shot I ran recently!

            Bottom Buckle


            Background: Bottom Buckle was not always an aspiring Goblin Market master and ardent slaver. Once, he was a humble goblin of much smaller size who was one of many leashed to the side of one of the Gentry. This particular True Fae would often wander into the mortal lands with many goblins on leashes who were masked to appear as dogs and would lure unsuspecting animal lovers into their domain. Though the time in the mortal lands were uncomfortable, Bottom Buckle learned much of the value of human slavery. On one such occasion, he was chosen as 'the dog who slipped his leash' in the Fae's favorite game of luring a mortal into the Hedge. However, Bottom Buckle didn't return to his Master's side. He instead kidnapped another hapless mortal and affixed the leash he was wearing to the human's neck.

            ​Thus began Bottom Buckle's enterprise. The True Fae didn't seem to mind that one of its dozens of hobgoblins had slipped loose. Meanwhile, Bottom Buckle began a wonderful game of 'Bigger, Better' which eventually earned him a big enough supply of Tokens and slaves to begin his own Goblin Market. Wanting to have his Market stand out from the rest, he worked with another hobgoblin to weave an enchantment on his domain. Only those who already owe something to a Goblin may find his dwelling. He aspires to create the most successful Goblin Market and slave trading operation there is with hopes of rivaling one of the True Fae in power and influence. However, he realizes that the appearance of human slaves is distasteful to his prime customers (Changelings), and so he does his best to keep them hidden during business.

            ​Description: Bottom Buckle has grown immense from the Goblin Fruit and humans he consistently eats. He has the appearance of a classical goblin, but one that is rather exaggerated. His skin is leathery and has a sickly grey tone. Rolls and rolls of fat round out his stomach, and while his arms and legs are proportional and functional, they look puffy from the girth. His ears are gnarled and stretch out to either side, and a gap tooth pokes out from his wry smile. His nose is large and his eyes are beady, giving him a less than trustworthy visage, and only a few strands of hair hang down onto his greasy complexion. He wears the hides of Briarwolves and has a large leather belt wrapped about his waist with a copper buckle. When ruling over his market, he is seated on a throne that is covered with a sheet that is actually composed of human slaves holding him up.

            ​Storyteller Hints: Bottom Buckle isn't the greatest Goblin Market patron, but his reputation is steadily growing. When his Market travels close to a Freehold, rumors often grow like wildfire about how exclusive his wares are and the unusual enchantment cast over the whole affair. Bottom Buckle will treat Changelings rather fairly and with a genial tone, but should his slave dealings be discovered by any Changelings there, he will become defensive and deal much more harshly. The last thing he wants is for word to get around in the Changeling community that he deals in slaves, or much worse, that he sells mortals to the True Fae. Though he will stick to his guns, he buckles quickly to those of higher Wyrd or authority, such as Goblin Queens, and he will very easily lose his temper.



            Mental Attributes: Int 3, Wits 1, Res 4

            Physical Attributes: Str 4, Dex 1, Sta 3
            Social Attributes: Pre 6, Man 4, Com 2

            Mental Skills: Occult 3 (Tokens), Politics 2, Crafts 1
            Physical Skills: Larceny 2, Survival 2
            Social Skills: Persuasion 3 (Closing a Deal), Intimidate 4, Subterfuge 3, Socialize 2 (Goblin Markets), Empathy 1, Expression 2

            Merits: Goblin Bounty 3, Status (Goblin Markets) 3, Fast Talking 2 (Always Be Closing, Jargon), Staff 1 (Builders, Crafts)

            Wyrd: 4

            Glamour/per Turn: 9/4

            Willpower: 6

            Aspiration: Grow My Goblin Market Until It is the Largest in the Hedge

            Initiative: 3

            Defense: 1

            Size: 6

            Speed: 10

            Health: 9

            Frailties: Two Minor -

            1.If a belt with a golden buckle is strung about Bottom Buckle's head, he must obey whoever put it on.
            2. Bottom Buckle must always be wearing a leather belt with a buckle somewhere on his body.

            Contracts: Goblin: Glib Tongue, Crown: Summon the Loyal Servant, Mirror: Walls Have Ears

            Dread Powers: Unbreakable, Soul Thief, Toxic 1, Know Soul

            Comment


            • #7
              Forget I said anything.


              A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

              Comment


              • #8
                A few more for today -
                Copperscale
                The creature known as “Copperscale” is a dragon that lairs deep in a wooded expanse of the Hedge. The beast is lean and muscular with broad, powerful wings and piercing emerald eyes. She is large, measuring almost twenty feet from snout to tail and weighing almost 2 tons. Her copper-colored scales have started to turn a handsome shade of verdigris. A rippling heat radiates from her hide and she spends much of her time relaxing in the boiling hot springs that surround her lair.
                Copperscale is a collector of rare and valuable things, and her lair is filled with artwork, sculpture, and artifacts. She is also vain, and can be influenced with gifts and flattery. She is wary of the True Fae, but is both powerful and cunning enough to avoid their attention. She is willing to help changelings that show proper respect (and is just as willing to eat those who do not) She occasionally visits the mortal realm in the guise of a tall woman with red hair, green eyes, and talon-like fingernails.

                Virtue: Meticulous; Vice: Vain
                Aspiration: Amass a collection of rare treasures

                Mental Attributes: Intelligence 6, Wits 5, Resolve 5
                Physical Attributes: Strength 9, Dexterity 4, Stamina 8
                Social Attributes: Presence 7, Manipulation 5, Composure 5
                Skills: Academics 4(Art), Athletics 4, Brawl 4 (Bite and Claw), Empathy 3, Expression 3, Intimidation 5, Occult 4, Persuasion 4, Politics 3, Socialize 3, Subterfuge 4, Survival 4
                Merits: Acute Senses, Hollow 4, Iron Skin 1 (Advanced), Iron Will, Lethal Mien, Resources 4, Striking Looks 2, Trained Observer

                Wyrd: 8
                Glamour/per Turn: 20/8
                Willpower: 10
                Size: 14
                Initiative: 9
                Armor: 1
                Defense: 8
                Speed: 21(Species Factor 8); Flight 42
                Health: 22
                Frailty: Must repay a gift in kind within a year and a day (taboo, major), Cannot kill a talented artisan (Craft 3+, taboo), Icicles (bane), must find immediate shelter when it snows (taboo)

                Weapons/Attacks
                Bite and Claw [+1L melee; 16 dice]
                Wing Buffet and Tail Lash [+0B melee; 16 dice]
                Blast (Fire) +0L ranged; (Dexterity +Athletics; 7 dice)
                Contracts: Fae Cunning, Might of the Terrible Brute, Paralyzing Presence,
                Dread Powers: Bottle Glamour, Miracle, Numina (Blast, Mortal Mask), Regenerate, Unbreakable


                Sidhe Warrior
                The Sidhe are a variety of Hobgoblin that closely resemble what modern mortals think of when they use the term “elf” to describe creature of the Wyrd. The Sidhe are tall and slender, with complexions that range from dark to fair, pointed ears, otherworldly eyes, and a regal bearing. They live and carve out citadels and villages in sections of the Hedge nearest Arcadia. Sidhe are often conscripted by the True Fae as attendants and warriors, and the lordly way most carry themselves with can often lead to them being mistaken for True Fae themselves. Changeling are most likely to encounter members of the Sidhe while traveling through the Hedge and tend to be wary of them considering how how often they serve as agents of the True Fae.

                Virtue: Regal; Vice: Arrogant
                Aspiration: To pledge their sword to a worthy master or cause

                Mental Attributes: Intelligence 4, Wits 4, Resolve 3
                Physical Attributes: Strength 4, Dexterity 5, Stamina 3
                Social Attributes: Presence 4, Manipulation 3, Composure 4
                Skills: Athletics 3 (Archery), Brawl 3, Intimidate 2, Socialize 2, Survival 3, Stealth 3 (Forest), Weaponry 4 (Swords)
                Merits: Acute Senses, Defensive Combat (Weaponry), Fighting Finesse (Swords), Striking Looks 2, Trained Observer

                Wyrd: 3
                Glamour/per Turn: 8/3
                Willpower: 7
                Size: 5
                Initiative: 9
                Armor: 2/0 (Hard Leather)
                Defense: 6/7 (Defensive Combat)
                Speed: 15
                Health: 8
                Frailty: Cannot refuse a fair Challenge (taboo)

                Weapons/Attacks
                Unarmed [+0Bmelee; 7 dice]
                Short Bow [+2L ranged; Initiative -3, 9 dice]
                Sword [+2L melee; Initiative -2, 10 dice]
                Contracts: Fae Cunning, Nevertread
                Dread Powers: Chameleon Horror, Numina (Speed), Prodigious Leap


                Gremlins
                This type of hobgoblin is well known for its mischievous nature, which drives them to gleefully sabotage machines and technology. Their look can vary from individual to individual, but most are small statured and have a blend of animalistic traits (typically feline, canine or reptilian). Unlike most Hobgoblins, Gremlins steal into the mortal world as often as possible, since that is where they can cause the chaos they thrive on. Most Gremlins are content to vex mortals and changelings (especially changelings) with relatively minor malfunctions, but there are those that are sincerely malicious and enjoy engineering mishaps and accidents with the potential to cripple, maim, or kill.

                Virtue: Wily; Vice: Mischievous
                Aspiration: Sabotage machines and technology

                Mental Attributes: Intelligence 3, Wits 5, Resolve 2
                Physical Attributes: Strength 3, Dexterity 5, Stamina 3
                Social Attributes: Presence 2, Manipulation 3, Composure 3
                Skills: Athletics 2(Climb), Brawl 2, Crafts 2 (Sabotage), Drive 1, Larceny 3, Stealth 5
                Merits: Acute Senses, Area of Expertise (Sabotage), Demolisher 3

                Wyrd: 2
                Glamour/per Turn: 7/2
                Willpower: 5
                Size: 3
                Initiative: 8
                Defense: 7
                Speed: 16/ 32 (Flight)
                Health: 6
                Frailty: Must not be seen by mortals (taboo)

                Weapons/Attacks
                Bite & Claw [+0L melee; 5 dice]
                Contracts: Light Shy, Nevertread
                Dread Powers: Gremlin, Reality Stutter, Surprise Entrance
                Last edited by Reighnhell; 12-31-2017, 11:14 PM. Reason: I think "Sidhe" is a cooler name than "Eldar"


                Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                The Horror Lab - A collection of Beasts, Monsters and less definable things.
                Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                Twilight Menagerie - A collection of Ephemeral Entities

                Comment


                • #9
                  Dragons and Elves and Gremlins, oh my!

                  What about a few more stand-bys? Tooth Fairies, Bridge Trolls, and Unicorns?

                  Or the other game-lines as Hobs? Briar Wolves are already very close to Werewolves.
                  Last edited by Vent0; 12-24-2017, 02:27 PM.


                  Malkydel: "And the Machine dictated; let there be adequate illumination."
                  Yossarian: "And lo, it was optimal."

                  Comment


                  • #10
                    Joe Jarvis

                    He was a normal human who kept making deals with a Goblin Queen (former Changeling) who kept sneaking into his dreams, until he ended up with the Hedge Denizen condition.

                    He sucks up the deprived condition in order to stay in the mortal world, pretending he is still completely human.

                    His day job is in unchallenging, so suffering from the deprived condition isn't negatively effecting his job performance, it's just annoying.

                    He has used his goblin contracts to his advantage so he isn't in a rush to reverse the Hedge Denizen condition.

                    I made Joe because reading the Hedge Denizen Condition made me realize that a lot of Hobgoblins wouldn't be weird fairy tale creatures, they'd be just normal people who some how ended up making too many deals with Hobgoblins, but would otherwise would be normal.

                    I mean we are used to thinking of Hobgoblins as inhuman weird fairy tale creatures, but many might not be, some or even many might be basically otherwise normal people with magic.

                    I mean unlike previous edition playing a hobgoblin instead of a Changeling is possible, easy even just add the Hedge Denizen Condition to a normal mortal.

                    Comment


                    • #11
                      A few more Hobs for today

                      The Leprechaun
                      Leprechauns are legendary fey creature, known for their clever minds and industrious nature. The creatures are powerful; they are inhumanly strong and tough despite his diminutive stature, and their supernatural powers are vast. Woe to any that would cheat or steal from a Leprechaun, as they will turn their considerable might to punishing the offender. They keep to themselves for the most part, only rarely venturing into the mortal world. All Leprechauns appear as short, elderly men – they are smartly dressed and immaculately neat. In keeping with legend, they typically wear one or two items made of gold (such as buttons, rings, buckles, or watches).

                      Virtue: Industrious; Vice: Covetous
                      Aspiration: To be fairly compensated for their work

                      Mental Attributes: Intelligence 4, Wits 6, Resolve 5
                      Physical Attributes: Strength 6, Dexterity 6, Stamina 6
                      Social Attributes: Presence 4, Manipulation 6, Composure 4
                      Skills: Academics 2(Folklore), Athletics 2, Brawl 2, Crafts 6, Expression 2 (Poetry), Occult 3(Fey), Persuasion 3, Politics 2, Subterfuge 4, Stealth 4, Streetwise 2, Weaponry 3(Clubs)
                      Merits: Brownie’s Boon, Hardy 2, Hollow 4, Indomitable, Resources 4

                      Wyrd: 6
                      Glamour/per Turn: 12/6
                      Willpower: 9
                      Size: 4
                      Initiative: 10
                      Defense: 8
                      Speed: 16
                      Health: 10
                      Frailty: Must recover lost or stolen property (major taboo), Cannot break his word once given (taboo), Must grant a favor to anyone that returns an item stolen from him (taboo)

                      Weapons/Attacks
                      Unarmed [+0L melee; 8 dice]
                      Sheleighly [+1L melee; -1 Initiative, 10 dice]
                      Contracts: Changing Fortunes, Know the Competition, Light Shy
                      Dread Powers: Bottle Glamour, Immortal, Miracle, Numina (Telekinesis)



                      Pixies
                      Pixies (also known as Imps, Fairies, Sprites, and many other names besides) are a common type of hobgoblin that populates the Hedge. Most specimens resemble miniature human children or adolescents, often with the features of insects, birds, or other small fauna. Their dispositions can vary, but they are known for being mischievous, with their tastes in pranks ranging from the benign and somewhat silly to dark and cruel. They will almost always defer to the authority of more powerful fae beings, but take a great delight in tormenting mortals and other creature not of the Wyrd.

                      Virtue: Playful; Vice: Temperamental
                      Aspiration: Amuse themselves with tricks and games

                      Mental Attributes: Intelligence 2, Wits 5, Resolve 3
                      Physical Attributes: Strength 1, Dexterity 5, Stamina 3
                      Social Attributes: Presence 3, Manipulation 3, Composure 2
                      Skills: Athletics 2(Flight), Brawl 1, Larceny 2(Theft), Stealth 4, Weaponry 1(Blade)
                      Merits: Acute Senses, Fighting Finesse (Blade)

                      Wyrd: 1
                      Glamour/per Turn: 6/1
                      Willpower: 5
                      Size: 2
                      Initiative: 7
                      Defense: 7
                      Speed: 8 / 18 (Flight)
                      Health: 5

                      Weapons/Attacks
                      Unarmed [+0B melee; 2 dice]
                      Fairy Blade [+0L melee; 7dice]
                      Contracts: Fae Cunning, Light Shy
                      Dread Powers: Fairy Swarm, Numina (Telekinesis), Reality Stutter


                      The Sluagh
                      The Sluagh are fey creatures that are drawn to the dead and dying, drinking the souls of their victims along with their last breath. They shun the light and appear only once the sun has set, often taking the form of a flock of crows, ravens, or others birds of ill-omen. They appear as lean, pale figures, with stringy black hair, clawed hands and feet and leathery wings that they wrap about their bodies like cloaks. Their eyes are dark and beady and their thin mouths are filled with sharp teeth.

                      Virtue: Patient; Vice: Ravenous
                      Aspiration: Consume the souls of the dying

                      Mental Attributes: Intelligence 3, Wits 4, Resolve 4
                      Physical Attributes: Strength 4, Dexterity 5, Stamina 3
                      Social Attributes: Presence 4, Manipulation 2, Composure 4
                      Skills: Animal Ken 2(Birds), Athletics 3(Flight), Brawl 3(Strangle), Empathy 2(Mourning), Intimidate 3, Occult 2, Stealth 5
                      Merits: Choke Hold, Double Jointed, Indomitable, Striking Looks 1 (Frightening)

                      Wyrd: 3
                      Glamour/per Turn: 8/3
                      Willpower: 8
                      Size: 5
                      Initiative: 12
                      Defense: 8
                      Speed: 14/ 24 (Flight)
                      Health: 8
                      Frailty: Cannot enter a home with the western doors and windows sealed (taboo)

                      Weapons/Attacks
                      Claws [+0L melee; 7 dice]
                      Contracts: Cloak of Night, Overpowering Dread
                      Dread Powers: Hunter’s Senses (the Dying), Mist Form (Birds), Soul Thief



                      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                      The Horror Lab - A collection of Beasts, Monsters and less definable things.
                      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                      Twilight Menagerie - A collection of Ephemeral Entities

                      Comment


                      • #12
                        For the new year, here are a few True Fae borrowed shamelessly from pop culture!

                        Jareth, the Goblin King
                        Within Arcadia, at the center of a vast and treacherous Labyrinth, is the castle that is the home of the Goblin King. Of course, “The Goblin King” is but one of the many titles belonging to the True Fae known as “Jareth”, as he is the Labyrinth and the Castle as well. He has ruled over an army of unruly Hobgoblins for as long as he can remember, but finds them dull and uninteresting. He prefers the company of mortals, and will whisk them away to the Labyrinth to face dangerous trials and challenges. He seeks a mortal worthy enough to be made his companion, but thus far has only found those too week to make it through his tests or too strong to accept his offers and promises. It can be said that Changelings that have survived the Durance of the Goblin King didn’t escape as much as were released, and other changeling are suspicious of their loyalties because of it. He tries to lure Changelings that have refused him back to his realm using Huntsmen that are unassuming and friendly. He carries spheres of crystal, which he uses to weave enchantments and scry upon those that have captured his interest. His favored appearance is of a tall, handsome man in riding leathers, but often takes the form of a blind beggar or a snowy white owl.

                        Title Blessing: Fairest
                        Other Titles: The Labyrinth, the Castle at the Heart of It
                        Aspiration: Rule over Hobgoblins, Find a Worthy Companion, Test and Challenge those he has abducted

                        Mental Attributes: Intelligence 5, Wits 6, Resolve 5
                        Physical Attributes: Strength 5, Dexterity 6, Stamina 4
                        Social Attributes: Presence 7, Manipulation 6, Composure 6
                        Skills: Athletics 3, Empathy 3, Expression 7, Intimidate 3, Larceny 4, Occult 3, Persuasion 5, Socialize 4, Subterfuge 6, Weaponry 2
                        Merits: Fame 1, Resources 4, Striking Looks 2(Enchanting), Style: Enchanting Performance 3, Style: Etiquette 4, Staff 2 (Goblins, Intimidate, Larceny)

                        Wyrd: 8
                        Glamour/per Turn: 30/8
                        Willpower: 11
                        Size: 5
                        Initiative: 12
                        Defense: 9
                        Speed: 16
                        Health: 9
                        Frailty: Rejection from someone he desires (Bane, major), Cannot abide disobedient goblins (taboo), Cannot use his powers to control a mortals emotions directly (taboo), Must release anyone that survives the labyrinth (taboo)

                        Weapons/Attacks
                        Unarmed [+0B melee; 5 dice]
                        Riding Crop [+1B melee; Initiative -1, 8 dice]
                        Regalia: Crown, Jewel, Mirror, Steed

                        The Lord of Darkness
                        The Lord of Darkness is the master a vast, bleak kingdom, full of perilous swamps and inhabited by the darkest and cruelest of Hobgoblins. His fondest wish is to blot out the sun, which he hates and fears, and rule of domain plunged into eternal night. His keep is a massive twisted tree, with a labyrinth of tunnels large enough to house an army of creatures away from daylight. He both covets and resents innocent and purity, and takes delight in corrupting destroying or corrupting such virtue where it is found. He especially values Unicorns, and it it said the power of a Unicorns horn grants him protection from the sun. Despite his wicked nature (or because of it), he is a lonely creature, and seeks a worthy companion to rule the night besides him. Darkness is a shapeshifter, but his favored form is demonic, a towering figure with rippling muscles, massive horns, cloven hooves, and crimson skin.

                        Title Blessing: Ogre
                        Other Titles: The Dark King
                        Aspiration: Corrupt the Pure, Blot out the Sun, Find a Queen who loves Him

                        Mental Attributes: Intelligence 4, Wits 4, Resolve 5
                        Physical Attributes: Strength 8, Dexterity 4, Stamina 5
                        Social Attributes: Presence 5, Manipulation 5, Composure 5
                        Skills: Athletics 2, Brawl 4, Intimidation 6, Occult 4, Persuasion 5, Socialize 4, Subterfuge 5, Weaponry 5
                        Merits: Defensive Combat (Weaponry), Dream Warrior, Lethal Mien, Style: Elemental Warrior 4 (Flame), Style: Heavy Weapons 4, Striking Looks 2(Fearsome)
                        Wyrd: 7

                        Glamour/per Turn: 25/7
                        Willpower: 10
                        Size: 7
                        Initiative: 9
                        Defense: 9
                        Speed: 18
                        Health: 12
                        Frailty: Sunlight (bane, major), Unicorn Horn (bane), Becomes enamored with great beauty (taboo)

                        Weapons/Attacks
                        Unarmed [+0L melee; 12 dice]
                        Horns [+1L melee; 12 dice]
                        Sword [+3L melee; Initiative -2,13 dice]
                        Regalia: Mirror, Shield, Sword


                        King Nuada Silverhand
                        King Nuada rules a domain of ancient keeps, rolling green hills- and deep forests; an island surrounded on all sides by a vast treacherous ocean. Nuada is a wise king, proud and honorable, but demands beauty and perfection in all things. Even when maimed and made imperfect by an enemy, he had a new hand crafted of the finest silver crafted to replace it. He finds most things associated with the modern mortal world hopelessly flawed (he visited London in the late 1800’s and was not impressed). While not frequently a Keeper, he has been known to claim mortals that wish for adventure and despair at the flawed banality of the mortal world. Others he twists into monsters so that he and his subjects have proper enemies to fight. He sends huntsmen to reclaim the Lost that have braved ocean and forest to escape his exacting standards, and is sincerely confused as to why anyone would choose to dwell in a place as dull as the mortal world. He appears as a tall, ivory skinned man, with silver colored hair and eyes. He sports elegant clothing and armor in shades of white and gray and sports a simple circlet of silver as his mark of station. His right hand is fashioned from gleaming silver that responds as if it were flesh, and he wields a sword that gleams with a blinding light.

                        Title Blessing: Fairest
                        Other Titles: The White Glaive, Oberon
                        Aspiration: To be a fair and just ruler, to be flawless in deed and form, to vanquish the grotesque

                        Mental Attributes: Intelligence 5, Wits 6, Resolve 6
                        Physical Attributes: Strength 6, Dexterity 6, Stamina 6
                        Social Attributes: Presence 6, Manipulation 4, Composure 5
                        Skills: Academics 3, Athletics 4, Brawl 4, Empathy 3, Intimidate 4, Persuasion 4, Politics 5, Occult 3, Socialize 3, Weaponry 7
                        Merits: Acute Senses, Defensive Combat (Weaponry), Iron Will, Striking Looks 2 (Regal), Status 5 (King), Style: Light Weapons 5

                        Wyrd: 8
                        Glamour/per Turn: 30/8
                        Willpower: 16
                        Size: 5
                        Initiative: 11
                        Armor: 2/0 (Hard Leather)
                        Defense: 13
                        Speed: 18
                        Health: 11
                        Frailty: Cannot be King if physically imperfect (taboo, major), Cannot tolerate physical ugliness (taboo), cannot refuse a challenge of single combat, buy may request a single condition be observed (taboo), Losing a challenge forces Nuada into exile for Seven Years (taboo)

                        Weapons/Attacks
                        Unarmed [+0L melee; 10 dice]
                        The Sword of Light [+2L melee; Initiative-1,AP 1, 13 dice]
                        Regalia: Crown, Shield, Steed, Sword
                        Last edited by Reighnhell; 12-31-2017, 11:47 PM.


                        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                        The Horror Lab - A collection of Beasts, Monsters and less definable things.
                        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                        Twilight Menagerie - A collection of Ephemeral Entities

                        Comment


                        • #13
                          Here are a set of Huntsmen
                          Damsel
                          People will go to extraordinary lengths for the ones they love, and that is exactly what the huntsman called “Damsel” is counting on. Unlike other huntsmen who capture their prey with force and relentless drive, the Damsel plays a longer game. They use their ability to read a persons heart to become that which their target will love most, be it a friend, lover, or child. They will adopt this role in all ways, insinuating themselves into the lives of their target over the course of months, weeks, or years. When they strike, they will place themselves in jeopardy, often with the assistance of Hobgoblins and other unsavory beings. The changeling, in the name of love and loyalty, will go to the Damsels aid, and find their Keeper waiting for them. The natural state of the Damsel is a well formed female with alabaster skin, but is hairless and has a blank porcelain mask where their face should be, but uses their powers to take on a human form. Regardless of form, they wear an ornate silver ring, marked as a sign of their fealty to the Gentry.

                          Virtue: Comforting; Vice: Lovelorn
                          Aspiration: Betray those that love them, Find someone to Love

                          Mental Attributes: Intelligence 4, Wits 5, Resolve 5
                          Physical Attributes: Strength 3, Dexterity 5, Stamina 3
                          Social Attributes: Presence 4, Manipulation 6, Composure 4
                          Skills: Athletics 2, Brawl 2, Empathy 4(Desire), Expression 3(Acting), Persuasion 4(Seduction), Socialize 4, Subterfuge 4(Disguise), Weaponry 2(Dagger)
                          Merits: Alternate Identity 2, Rigid Mask, Striking Looks 2(Disarming), Sympathetic 2

                          Wyrd: 4
                          Glamour/per Turn: 9/4
                          Willpower: 9
                          Size: 5
                          Initiative: 9
                          Defense: 7
                          Speed: 13
                          Health: 8
                          Frailty: Someone that has experienced True Love(bane), Returns to Life a year and a day after being slain (taboo)

                          Weapons/Attacks
                          Unarmed [+0B melee; 5 dice]
                          Dagger [+1L melee; 6 dice]
                          Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Porcelain Mask, Silver Ring)
                          Dread Powers: Hypnotic Gaze, Immortal, Kindred Spirits, Numina (Rapture)

                          The Fomori
                          The Fomori are a breed of hulking brutes employed by the True Fae as Huntsmen. Their methodology is one of power over finesse, and they will kick down doors, break through walls and use intimidation and torture to gather information, all in pursuit of whoever their masters have sent them after. They are creatures born of the darkness beneath the earth, and are most comfortable in shadowy, claustrophobic environments, and shun bright light and open spaces. Few things can dissuade them, but they can bribed for a time with offerings of gold and jewels. Their appearance varies, but almost all are ugly, pale and powerfully built. Their bodies are always asymmetrical, with one limb or feature noticeably larger or smaller than its companion. Their right eye glows as red as an ember, and holds the key to their power. When traveling in the mortal world, the Fomori appear as tall, broad shouldered men and women, who look disheveled regardless of what they are wearing. Their right eyes is noticeably different than the left, and is usually scarred or bloodshot.

                          Virtue: Direct; Vice: Brutal
                          Aspiration: Destroy the Beautiful, Collect Tribute, Prove Loyalty to Their Master

                          Mental Attributes: Intelligence 3, Wits 3, Resolve 4
                          Physical Attributes: Strength 7, Dexterity 3, Stamina 4
                          Social Attributes: Presence 4, Manipulation 3, Composure 3
                          Skills: Athletics (Swim) 3, Brawl 4, Intimidation 3, Occult 2, Survival 3(Subterranean), Subterfuge 2, Weaponry 3
                          Merits: Air of Menace, Demolisher 2, Iron Stamina 2, Striking Looks 1 (Grotesque)

                          Wyrd: 3
                          Glamour/per Turn: 8/3
                          Willpower: 7
                          Size: 6
                          Initiative: 6
                          Armor: 1
                          Defense: 6
                          Speed: 15
                          Health: 10
                          Frailty: Attacks targeting the right eye (bane)

                          Weapons/Attacks
                          Unarmed [+0L melee; 11 dice]
                          Iron Axe [+3L melee; Initiative -4, 10 dice;8-again, Two Handed]
                          Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Baleful Eye, Iron Axe)
                          Dread Powers: Armored Hide, Hunter’s Senses, Madness and Terror

                          The Rat Knight
                          Tales of the huntsman named “The Rat Knight” circulate through the changeling courts. He is an effective huntsman, as capable in stealth and guile as he is in direct combat. He is known for the sense of regret he carries with him as he performs his tasks, apologizing for his actions and often requesting that his target come along peacefully. He is bound to serve his Fae Master dutifully, but joylessly, and long for true freedom. A changeling that could free him from servitude would earn an endlessly loyal ally. The Rat Knight appears as a man-sized bipedal brown rat, sporting a leather jerkin and tabard bearing the insignia of his master, and carrying an iron sword and magical lariat. In the mortal world he takes the form of a disheveled but handsome man with sharp features, dark hair, and amber eyes.

                          Virtue: Dutiful; Vice: Shame
                          Aspiration: Do as his Master Commands, Live by a Knightly Code, Serve a Worthy Cause

                          Mental Attributes: Intelligence 3, Wits 5, Resolve 5
                          Physical Attributes: Strength 5, Dexterity 5, Stamina 5
                          Social Attributes: Presence 4, Manipulation 3, Composure 4
                          Skills: Animal Ken 1 (Rodents), Athletics 3(Climb), Brawl 3, Intimidate 3(Veiled Threats), Socialize 3(Apology), Subterfuge 2, Stealth 3, Survival 2, Weaponry 5 (Sword)
                          Merits: Acute Senses, Defensive Combat (Weaponry), Professional Training 3 (Knight; Athletics, Socialize, Weaponry), Style: Light Weapons 4

                          Wyrd: 4
                          Glamour/per Turn: 9/4
                          Willpower:9
                          Size: 5
                          Initiative: 9
                          Armor: 1/0 (Leather)
                          Defense: 8/ 10 Defensive Combat
                          Speed: 16
                          Health: 10
                          Frailty: Cannot Slay a Worthy Foe (taboo), Reptiles (bane)

                          Weapons/Attacks
                          Unarmed [+0B melee; 8 dice]
                          Bite [+0L melee; 8 dice]
                          Iron Sword [+2L melee; Initiative -2, 11 dice, 8-again]
                          Lariat [+0L melee; Initiative -2, 10 dice; 8-again, Grapple, Stun]
                          Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Tabard, Lariat, Sword)
                          Dread Powers: Apex Predator (Rodents), Inescapable Snare (Lariat), Prodigious Leap, Wall Climb


                          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                          The Horror Lab - A collection of Beasts, Monsters and less definable things.
                          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                          Twilight Menagerie - A collection of Ephemeral Entities

                          Comment


                          • #14
                            Originally posted by Reighnhell View Post
                            Damsel
                            Dread Powers: Hypnotic Gaze, Immortal, Kindred Spirits, Numina (Rapture)[/spoiler]
                            Kinda surprised Pierce Mind doesn't appear here, consider Damsel is supposed to know what the target would love most.


                            Malkydel: "And the Machine dictated; let there be adequate illumination."
                            Yossarian: "And lo, it was optimal."

                            Comment


                            • #15
                              Re: Damsel

                              I was split between "Pierce Mind" and "Rapture", but ultimately went with Rapture because I figured Kindred Spirits covers the "Know your Hearts Desires" niche. Damsel is more Empathic than Telepathic. That being said, Pierce Mind is a good swap out for either Hypnotic Gaze or Rapture when customizing for your own use (which I always advise people to do with any of my write ups).


                              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                              The Horror Lab - A collection of Beasts, Monsters and less definable things.
                              Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                              Twilight Menagerie - A collection of Ephemeral Entities

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