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A Hodgepodge of Hobs (2nd Ed)

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  • Reighnhell
    replied
    Re: Dreaming Hobgoblins

    Changeling:the Dreaming was a favorite of mine that I sadly never got to run or play in. Th Kith's are thematically strong enough that converting to Hobgoblin form comes pretty naturally. I am stuck on a good conversion for the Eshu (the African Storytelling Trickster archetype, is fun. I have some ideas after seeing Anansi on American Gods) and Boggans (trying to find a fun way to present the helpful house fae archetype).

    Re: The Gentry and others Of The Wyrd

    I was debating that myself, considering I have a few ideas for Hedge Ghosts and more True Fae. At least for now keeping as such creatures in a single thread makes the posts a bit easier to access.

    Re: More Hobgoblins

    Posting a few more Unique Individuals below.

    The Black Knight
    “The Black Knight” is a figure that guards the pathways into Arcadia. Often thought to be a servant of the True Fey, the Black Knight only serves the Wyrd. He stands vigil at crossroads, on bridges and at narrow mountain passes, challenging all that wish to travel further to combat. The Black Knight does not speak often, usually only to offer warnings and declare his intentions. He has no malice but little mercy and will battle until his adversary retreats, surrenders, or is slain. If he defeated, he can never again bar the path of the victor. If slain, he resumes his watch at the first light of the next full moon.
    The Knight is large man, barrel chested and nearly seven feet tall. True to his title, he wears a faded tabard over plate armor so dark it devours light, and a dull red gleam emits from the eye slots of his helm. If injured he bleeds black smoke rather than blood and anyone that removes the armor will find it empty. He carries a monstrously large great sword that can cut a man in half with a single blow.

    Virtue: Vigilant; Vice: Duty-Bound
    Aspiration: To challenge all that would cross his path

    Mental Attributes: Intelligence 3, Wits 4, Resolve 5
    Physical Attributes: Strength 6, Dexterity 4, Stamina 6
    Social Attributes: Presence 5, Manipulation 3, Composure 6
    Skills: Animal Ken 2, Athletics 3, Brawl 4, Intimidate 5, Occult 2 (Wyrd), Ride 3, Socialize 3(Courtly Etiquette), Survival 3, Weaponry 5 (Great Sword)
    Merits: Defensive Combat (Weaponry), Indomitable, Iron Will, Style: Heavy Weapons 5, Trained Observer

    Wyrd: 5
    Glamour/per Turn: 10/5
    Willpower: 11
    Size: 6
    Initiative: 10
    Armor: 4/2 (Plate)
    Defense: 7 (Defensive Combat, Plate)
    Speed: 15 (12 Plate)
    Health: 12
    Frailty: Loses his immortality if he forsakes his vigil (taboo), Cannot stand in the way of anyone that has defeated him (taboo)

    Weapons/Attacks
    Gauntlet [+0L melee; 10 dice]
    Great Sword[+4L melee; Initiative -5, 12 dice, 9-again]
    Contracts: Elemental Weapon, Over Powering Dread, Primal Glory
    Dread Powers: Immortal, Monstrous Resilience, Regeneration 2

    The Highwayman
    “The Highwayman” is a robber and thief that lurks along the more stable Trods, waylaying travelers and threatening them with violence and death unless they surrender something of value. Accepted items are usually goblin fruit, oddments, and tokens, but he will also accept more personal items, such as keepsakes or memories. He is pragmatic and careful, scouting his marks before striking. He never attacks unless the odds are in his favor and if the situation turns against him he will flee to fight another day. He is seemingly Immortal, as many have heard tales of his demise, yet he always returns to menace unwary travelers. He travels with a band of goblin hooligans and thugs that do his bidding and provide additional muscle.
    The highwayman is tall and thin, dressed in dark leathers and a black as midnight riding cloak. The only splash of color is the red scarf he keeps pulled over his face. What flesh is exposed is pale, and his eyes are as dark and hard as black marble. He carries a wickedly sharp dagger and archaic pistol that never seems to need reloading.

    Virtue: Pragmatic; Vice: Greedy
    Aspiration: Accumulate enough wealth to retire

    Mental Attributes: Intelligence 3, Wits 5, Resolve 3
    Physical Attributes: Strength 4, Dexterity 6, Stamina 3
    Social Attributes: Presence 4, Manipulation 3, Composure 5
    Skills: Athletics 3, Brawl 2, Firearms 3(Pistols), Intimidation 3(Robbery), Larceny 3, Subterfuge 3, Streetwise 2, Stealth 3(Ambush), Weaponry 3(Knife)
    Merits: Fighting Finesse (Knife), Hedge Sense, Staff 2 (Goblin Gang), Style: Firefight 2, Token 2 (Archaic Pistol)

    Wyrd: 4
    Glamour/per Turn: 9/4
    Willpower: 7
    Size: 5
    Initiative: 11
    Armor: 1/0 (Rugged Clothing)
    Defense: 8
    Speed: 16
    Health: 8
    Frailty: Cannot rob an individual more than once a season (taboo), Loses all wealth when returned to life wealth (taboo)
    Weapons/Attacks
    Unarmed [+0B melee; 6 dice]
    Knife [+0L melee; Initiative -1, 10 dice]
    Archaic Pistol [+1L ranged; Initiative -1, 10 dice]
    Contracts: Cloak of Night, Fae Cunning, Overpowering Dread
    Dread Powers: Immortal, Lethe’s Embrace, Surprise Entrance, The Path Not Taken

    Leave a comment:


  • Cleverest of Things
    replied
    I absolutely adore the idea of converting the old world of Darkness changeling kiss into hobgoblin types. It is so poetic and beautiful, especially since you are going to their mythological roots and only borrowing slightly from the old dreaming game. I think I like those hobgoblins the best that you've posted, because it brings back the Nostalgia of the old changeling while revitalizing and reimagining it to fit both the modern game as well as don't research that most of us have probably already done. It's beautiful, so much good glamour LOL. I'm currently thinking up a trio of very famous and Infamous Gentry who are possessive of five titles and I'm wondering if we should create a separate thread for 2e true fae or if I should add them here.

    Leave a comment:


  • Reighnhell
    replied
    Goblin Mercs- I think I might have something for that - along with a few other things

    Goblin Troops
    Goblin Troops are the backbone of armies assembled by True Fae, powerful Hobgoblins, and even ambitious Changelings. Their appearances can vary wildly; from short to tall, fat to lean, from almost human to anything but. They are almost always brawny creatures that exude an air of aggression and mean spirited, casual violence. They have a fondness for weaponry (especially modern ones), and carry all manner of implements of mayhem for every occasion. Word has it the occasional Goblin Trooper slips into the mortal world and finds employment as an enforcer, mercenary or all around thug.

    Virtue: Obedient; Vice: Mean
    Aspiration: Get into Fights

    Mental Attributes: Intelligence 2, Wits 3, Resolve 3
    Physical Attributes: Strength 4, Dexterity 4, Stamina 4
    Social Attributes: Presence 3, Manipulation 2, Composure 3
    Skills: Athletics 2, Brawl 3, Firearms 3, Intimidate 2(Bullying), Survival 2, Weaponry 3
    Merits: Air of Menace, Iron Stamina 1, Small Unit Tactics

    Wyrd: 2
    Glamour/per Turn: 7/2
    Willpower: 6
    Size: 5
    Initiative: 7
    Armor: 2/4 (Flak Jacket)
    Defense: 4 (Flak Jacket)
    Speed: 13
    Health: 9
    Frailty: Cannot refuse an order from an acknowledged superior (taboo)

    Weapons/Attacks
    Unarmed [+0B melee; 7 dice]
    Knife [+0L melee;-1 Initiative, 7 dice]
    Machete [+2L melee;-2 Initiative, 7 dice]
    Shotgun [+3L ranged;-4 Initiative, 7 dice]
    Contracts: Fae Cunning, Overpowering Dread
    Dread Powers: Bottle Glamour, Monstrous Resilience, Regenerate 1

    Pooka
    The Pooka is a notorious shapeshifting hobgoblin with a long history of vexing mortals for their own amusement, and are perfectly willing to extend that sense of mischief to changelings and other hobgoblins. Despite their reputation for pranks and impish behavior, they bring with them good fortune, and favor individuals that can weather a few (mostly) harmless pranks by helping with farm work and bestowing treasures upon those that they have chosen. Most prefer farming communities and other rural environments, and shun urbanized sprawl. While most Pooka are clever tricksters, other seem to delight in suffering and cruelty, but these ones are thankfully rare. In their natural state, Pooka are man-sized and animalistic, with fur that is either dark or stark white, but they can take many forms, usually that of horses, goats, cats, dogs, or hares. They can even take human shapes, but such forms always have an animalistic trait, such as a the ears, nose, teeth or tail of a beast.

    Virtue: Charitable; Vice: Impish
    Aspiration: To vex and reward rural folk

    Mental Attributes: Intelligence 3, Wits 5 Resolve 3
    Physical Attributes: Strength 3, Dexterity 4, Stamina 4
    Social Attributes: Presence 3, Manipulation 3, Composure 3
    Skills: Athletics 3(Running), Brawl 2, Larceny 3, Subterfuge 3(Disguise), Stealth 3, Survival 1(Farmland)
    Merits: Acute Senses, Brownie’s Boon, Goblin Bounty, Sleight of Hand

    Wyrd: 2
    Glamour/per Turn: 7/2
    Willpower: 6
    Size: 4
    Initiative: 7
    Defense: 7
    Speed: 12
    Health: 8

    Weapons/Attacks
    Bite & Claw [+0L melee; 5 dice]
    Contracts: Chrysalis*, Changing Fortunes
    Dread Powers: Chameleon Horror, Miracle, Numina (Mortal Mask)

    *This is an exception to the rule that Hobgoblins cannot have Royal Arcadian Contracts

    Satyr
    The Satyr are a type of hobgoblin, remembered in mythology for their athleticism, musicianship, and carnality. They wander the more idyllic parts of the Hedge, often joining troupes of changelings and hobgoblins in their travels and adventures. They are known to be passionate and clever, but their hedonistic natures can often be manipulated against them. When they venture into the mortal world, they gravitate to bohemian communities and other places that value artistry and passion.
    Satyr appear as athletic men with goat-like traits, typically furry legs, hooves and horns. What clothing they wear tend to be loose, comfortable, and easily shed. While female Satyrs do exist, they are uncommon (but no less gregarious than the males).

    Virtue: Fun Loving; Vice: Hedonistic
    Aspiration: Enjoy all the pleasures life has to offer

    Mental Attributes: Intelligence 3, Wits 4, Resolve 3
    Physical Attributes: Strength 4, Dexterity 4, Stamina 6
    Social Attributes: Presence 4, Manipulation 4, Composure 3
    Skills: Athletics 3(Run), Brawl 2, Empathy 2, Expression 4(Music), Persuasion 3(Seduction), Socialize 4(Celebration), Survival 2
    Merits: Acute Senses, Barfly, Hardy, Style: Enchanting Performance 3

    Wyrd: 3
    Glamour/per Turn: 8/3
    Willpower: 6
    Size: 5
    Initiative: 7
    Defense: 7
    Speed: 15
    Health: 11
    Frailty: cannot refuse an offered libation (taboo),

    Weapons/Attacks
    Unarmed [+0B melee; 6 dice]
    Contracts: Fae Cunning, Goblin’s Luck
    Dread Powers: Bottle Glamour, Numina (Rapture), Pied Piper

    Leave a comment:


  • Vent0
    replied
    Nice.

    How about some Goblin mercenaries - to humans even? In modern times, they probably front as a PMC. Well, combative one's might. There could be goblin-doctors available for a fee, too...

    Or (for Genius crossover or Discworld references) a group of goblin Hench-people. It's their calling/frailty to assist mad visionaries and villains.
    Last edited by Vent0; 01-13-2018, 05:04 PM.

    Leave a comment:


  • Reighnhell
    replied
    No Worries! And I try to write the character descriptions in such a way that it inspires at few plot hooks. I write more game material than I will ever get to use, so I like offering these ideas to others who might be able to use them in some fashion.

    Here a few more common hobgoblins

    The Boogeyman
    This breed of creature has been known by many names and has worn many shapes over the centuries. They are most commonly shadowy figure, cloaked in mists and darkness, but appearance can vary wildly from individual to individual. They are invoked when a parent wishes to frighten a child into correcting their behavior. They know many secret ways to pass between the mortal world and the hedge, and specializes in haunting the dreams of its victim. A Boogeyman rarely kills, often threatening to eat their victims. They take far more joy in reducing its prey to a sleep-deprived terrorized wreck. On occasion a Boogeyman will abduct their prey, delivering them to the waiting clutches of True Fae and unscrupulous Goblin Merchants.

    Virtue: Persistent; Vice: Frightening
    Aspiration: To frighten naughty children

    Mental Attributes: Intelligence 3, Wits 4, Resolve 3
    Physical Attributes: Strength 5, Dexterity 4, Stamina 3
    Social Attributes: Presence 5, Manipulation 4, Composure 4
    Skills: Athletics 2, Brawl 3(Grapple), Empathy 3(Fear), Intimidate 5, Stealth 4, Subterfuge 3
    Merits: Defensive Combat, Dream Warrior, Dream Weaver, Lethal Mien

    Wyrd: 3
    Glamour/per Turn: 8/3
    Willpower: 7
    Size: 5
    Initiative: 8
    Defense: 7 (Defensive Combat)
    Speed: 14
    Health: 8
    Frailty: Light sources brighter than a candle (bane)

    Weapons/Attacks
    Unarmed [+0L melee; 10 dice]
    Contracts: Overpowering Dread, Tumult
    Dread Powers: Conjure Dreams, Mist Form, Numina (Awe)



    The Little People
    The Cherokee people believed in the existence of a race of small, magical beings they called “Yunwi Tsundi”, with means simply “the Little People”. They appear as miniature people with Native American feature, standing no taller than a small child. They are handsome and well-proportioned and wear their black hair long enough to reach the ground. The Little People are known for being kindly, helpful, and strong in the ways of magic, and have a great love of music and dancing. While they spend most of their time within the Hedge, they venture into the mortal world to give aid wherever they can. Many have awaken to find their chores performed, lost items returned, and more than a few night stalking monsters have been encouraged to make trouble elsewhere thanks to the Little People.

    Virtue: Helpful; Vice: Shy
    Aspiration: Teach Respect, Kindness, and Humor

    Mental Attributes: Intelligence 3, Wits 5, Resolve 4
    Physical Attributes: Strength 3 Dexterity 4, Stamina 4
    Social Attributes: Presence 4, Manipulation 3, Composure 4
    Skills: Athletics 3, Brawl 1,Crafts 2, Empathy 2, Expression 2(Drum), Occult 2 (Folklore), Stealth 3(Hiding), Survival 3, Weaponry 2(Spear)
    Merits: Acute Senses, Brownie’s Boon, Fighting Finesse (Spear), Hedge Sense, Striking Looks, Trained Observer

    Wyrd: 3
    Glamour/per Turn: 8/3
    Willpower: 8
    Size: 3
    Initiative: 8
    Defense: 7
    Speed: 11
    Health: 7
    Frailty: Can only help people while unobserved (taboo)

    Weapons/Attacks
    Unarmed [+0B melee; 4 dice]
    Small Spear [+1L melee; Initiative -2, 7 dice]
    Contracts: Light Shy, Wayward Guide
    Dread Powers: Immortal, Numina (Telekinesis), Reality Stutter


    Unicorns
    The Unicorn is a creature known for its elusive nature and associated with chastity and purity. Resembling slender horses, unicorns have cloven hooves and a single, spiraling horn set in the center of its forehead. Their coloration is typically red, white, or black. The creatures are intelligent and are reputed to be kind and virtuous. Unicorns travel solitarily or in small groups and congregate within tranquil glades within the Hedge. The are notoriously skittish and for good reason, as many covet unicorn horns for their potent mystic properties.

    Virtue: Kind; Vice: Elusive
    Aspiration: Help the goodhearted and virtuous

    Mental Attributes: Intelligence 2, Wits 3, Resolve 4
    Physical Attributes: Strength 5, Dexterity 5, Stamina 4
    Social Attributes: Presence 3, Manipulation 2, Composure 3
    Skills: Athletics 4(Running), Brawl 2 (Gore, Hoof), Empathy 2, Stealth 4, Survival 3
    Merits: Acute Senses, Goblin Bounty 1(Unicorn Horn), Danger Sense, Trained Observer

    Wyrd: 2
    Glamour/per Turn: 7/2
    Willpower: 7
    Size: 7
    Initiative: 8
    Defense: 7
    Speed: 24 (species factor 14)
    Health: 11
    Frailty: Cannot survive without its horn (bane)

    Weapons/Attacks
    Bite [+0B melee; 7 dice]
    Gore [+2L melee; 8 dice]
    Kick [+1L melee; 8 dice]
    Contracts: Nevertread, Shared Burden
    Dread Powers: Know Soul, Numina (Emotional Aura (Tranquility)), Reality Stutter

    Leave a comment:


  • Master Aquatosic
    replied
    Ok. Thanks for being so open. Looking back, I was a little too hostile in my tone and I apologize.

    Also, just realized an interesting story hook. Unless he's just so big that the Thorns don't bother him (I don't know how they affect Hobgoblins), his continued existence must mean there are Trods big enough and tall enough for him to walk down comfortably. Trods like that could probably be big enough for stuff like military supply chains or other sizable parties. Interesting story hook there.

    Leave a comment:


  • Reighnhell
    replied
    RE: Barrister Kobbe and Hillstride

    Good observations and I am always open to the feedback. With Hillstride, I wanted him to be insanely tough, as befitting a giant that is almost Kaiju-Scale. But you do have point that Armored Hide 2 +Unbreakable puts injuring Hillstride beyond the reach of many players. I double-checked my resources and exploiting his bane would work (banes slice through defensive powers). But I am doing a bit of revision to his stat block. Downshifting to Armored Hide 1, this will free up a dread power slot. I will swap in the "Juggernaut" Dread power from WtF and replacethe Touch of Wrath contract (both power focus on destroying objects and having both would be really redundant). Which means I will have an open Contract - perhaps "Paralyzing Presence"?

    For the Barrister, I was torn between Armored Hide and Unbreakable to represent his hard arachnid carapace. I wanted him to have good defensive options so he wouldn't be a pushover if a confrontation gets physical. But lets switch Unbreakable for Armored Hide.He will still be very tough,but a touch more vulnerable overall- a storyteller will be more inclined to use the characters tricky to avoid fights.

    posting the updates in the original entries!

    Leave a comment:


  • Master Aquatosic
    replied
    So, the flint also gets past Armored Hide 2?

    Leave a comment:


  • Satchel
    replied
    Originally posted by Master Aquatosic View Post
    Ok, i usually love your stuff, but Armored Hide 2 -and- Unbreakable? Theres making a guy really tough and then there's making a guy unfair. What do you do if your enemies legitimately are his friends?
    Break out the flint, as you do with literally any other character whose resilience is counterweighted by an explicit baneful substance.

    Leave a comment:


  • Master Aquatosic
    replied
    Ok, i usually love your stuff, but Armored Hide 2 -and- Unbreakable? Theres making a guy really tough and then there's making a guy unfair. What do you do if your enemies legitimately are his friends?

    And why does a Goblin Lawyer with a zillion years to collect contracted favors and protections need Unbreakable. I'd see the danger of attacking him not being the ensuing fight, but becoming the target of all the contracts of Vengeance and Protection he has made with other fae and stranger creatures over the years

    Leave a comment:


  • Reighnhell
    replied
    RE: The Rat Knight
    It was my specific goal with the Rat Knight to create a Huntsman that players would be inclined to rescue from their predicament, rather than simple bump off in monster of the week fashion. And I think rats are cool - chivalrous rats that can out-duel nearly anyone are even cooler.

    RE: Dread Powers and CofD Core
    I was mostly pleased with the Kickstarter preview, but I do think if they could spare the page count, reprinting some of the core Dread Powers (or even add a few more new ones) would help many Storytellers and players. Not everyone is as obsessed as I am about collecting Dread Powers from multiple books!

    RE: More Hobs
    Here are a few more Hobgoblins. This batch focuses more on specific characters rather than generic Hobgoblin types (I like to have a mix of both).
    Barrister Kobbe, esq
    The creature that introduces himself as “Barrister Kobbe,esq.” resides in a lair based in the hedge but only accessible from the 13th floor of buildings at liminal times (sunrise, sunset and during eclipses and equinoxes). The creature has an encyclopedic knowledge of laws (human, fae and otherwise), and has a keen mind for finding and exploiting loopholes in said laws. He is strong enough that few dare to challenge him in his own domain, but respects those that are polite and formal and can indulge his desire for a spirited debate. His features are a blend of humanoid and arachnid, with 6 beady eyes and glossy fangs and the lower torso of a glossy black spider. The skin of his humanoid upper torso is pale, bruised and bunches and wrinkles like an ill fitting garment. Despite his monstrous appearance, he wears a sharp waistcoat and vest, round-rimmed spectacles, and carries an ornate gold pocket watch that he checks frequently. His lair is a cluttered office filled with shelves and cabinets containing books and various legal documents.

    Virtue: Knowledgeable; Vice: Exacting
    Aspiration: To have as many creatures in his debt as possible

    Mental Attributes: Intelligence 6, Wits 5, Resolve 4
    Physical Attributes: Strength 7, Dexterity 4, Stamina 4
    Social Attributes: Presence 4, Manipulation 7, Composure 6
    Skills: Academics 4(Law), Athletics 2, Brawl 3, Empathy 4(Motives), Intimidate 3, Occult 2, Politics 5(Contracts), Persuasion 4(Debate), Socialize 4, Subterfuge 5
    Merits: Hollow 3, Style: Etiquette 5, Style: Fast Talking 5

    Wyrd: 6
    Glamour/per Turn: 12/6
    Willpower: 10
    Size: 7
    Initiative: 10
    Armor: 1
    Defense: 6
    Speed: 18
    Health: 11
    Frailty: All Bargain and Contracts must be in Writing (taboo, major), Fire (bane), Cannot speak if Lead is place in his mouth (taboo)

    Weapons/Attacks
    Bite & Claws[+0L melee; 10dice]
    Contracts: Boon of the Scuttling Spider, Know the Competition, Sight of Truth and Lies
    Dread Powers: Armored Hide, Bottle Glamour, Snare, Toxic

    Hillstride
    The hobgoblin announces himself as “Hillstride” is a giant who stands over twenty feet tall and weighs several tons. He is a generally jolly soul, stomping about the pathways and trods of the Hedge, singing songs he makes up as he goes along. He is somewhat clumsy and reckless, and expresses the deepest sorrow when he accidentally crushes something (or someone) underfoot. He is a loyal friend, and few things rouse his anger like seeing his little friends getting picked on.
    While none would accuse Hillstride of being bright, he does have a knack for telling stories, mostly exaggerated accounts of his own exploits and prowess (like that time he threw a rock and knocked down the moon, but hung it back up before anyone noticed. That’s why it looks so scuffed and dented).
    Hillstride is fascinated by the mortal world, and covets trinkets and items made by mortal hands (and will trade from his own garden of hedge fruit for particularly interesting items). Hillstride appears to be a man of enormous size with a stocky, muscular physique, disproportionately large hands and feet, a bushy black beard and twinkling green eyes. He wears crudely stitched clothing sewn from flags, sheets and sails (and would love a proper outfit stitched to his size).

    Virtue: Friendly; Vice: Reckless
    Aspiration: To perform epic deeds of might.

    Mental Attributes: Intelligence 1, Wits 4, Resolve 5
    Physical Attributes: Strength 9, Dexterity 3, Stamina 9
    Social Attributes: Presence 4, Manipulation 2, Composure 3
    Skills: Animal Ken 2, Athletics 4 (Feats of Strength), Brawl 4(Groups), Crafts 3, Empathy 3, Expression 3, Intimidate 4(Size), Persuasion 2, Survival 3(Navigation), Weaponry 2 (Improvised)
    Merits: Goblin Bounty 2, Hedge Sense, Style: Brute Force 3, Iron Stamina 3, Style: Enchanting Performance 2

    Wyrd: 5
    Glamour/per Turn: 10/5
    Willpower: 8
    Size: 16
    Initiative: 6
    Armor: 1
    Defense: 7
    Speed: 18
    Health: 25
    Frailty: Weapons carved from Flint (bane), Cannot refuse to help a friend (taboo),

    Weapons/Attacks
    Unarmed [+0L melee; 13 dice]
    Contracts: Might of the Terrible Brute, Paralyzing Presence, Seven League Leap
    Dread Powers: Armored Hide, Juggernaut, Monstrous Resilience, Unbreakable

    Last edited by Reighnhell; 01-10-2018, 08:56 PM. Reason: Feedback and Revisions

    Leave a comment:


  • Master Aquatosic
    replied
    Originally posted by Cleverest of Things View Post
    This thread is seriously BRILLIANT. I can't wait to get the CofD core to make custom hobgoblin and huntsmen.
    Some of the stuff is from the Changeling Preview only though...

    Leave a comment:


  • Cleverest of Things
    replied
    This thread is seriously BRILLIANT. I can't wait to get the CofD core to make custom hobgoblin and huntsmen.

    Leave a comment:


  • White Oak Dragon
    replied
    Originally posted by Master Aquatosic View Post
    Love the Rat Knight, as I'm always up for sympathetic rats
    I agree with your sentiments entirely! There can never be too many sympathetic rats! They seem so rare. If there ends up being a rat game for the Pugmire universe and I get tapped to help write it, I'd do everything in my power to make them sympathetic.

    As an off-topic bit of trivia, for years I've doodled a rat called the Tin Can Knight for the amusement of my wife, mostly for homemade holiday cards for her. While he bears no resemblance to the Rat Knight, the name reminded me of him enough to catch my attention. I'm glad it did, as the Rat Knight was a neat addition to the thread.

    Leave a comment:


  • Master Aquatosic
    replied
    Love the Rat Knight, as I'm always up for sympathetic rats

    Leave a comment:

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