Announcement

Collapse
No announcement yet.

A Hodgepodge of Hobs (2nd Ed)

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    I haven't read the latest rules, but why are contracts in a different category from dread powers regarding antagonists?

    Comment


    • #32
      Originally posted by Raistlin View Post
      I haven't read the latest rules, but why are contracts in a different category from dread powers regarding antagonists?
      Because Contracts are a separate thing from Dread Powers. Dread Powers don't have Loopholes and Contracts can't really be used to represent always-on qualities of a hobgoblin's form.


      Resident Lore-Hound
      Currently Consuming: Hunter: the Vigil 1e

      Comment


      • #33
        A few more Huntsmen - I had an idea to base a set on the Seven Sins (Avarice,Envy,Gluttony, Lust, Pride, Sloth, Wrath). Posting the first two below, will keep working on the rest.

        The Vainglorious
        The Vainglorious is a Huntsman that serves True Fae seeking to reclaim changelings that they perceive as disobedient and ungrateful for the privileges they were given. The Vainglorious rankles at the commands of the True Fae, and approach their task with the exasperated impatience of someone who would rather be doing something else. The Vainglorious is always tall, handsome and mature, with an air that exudes authority and confidence. Her garb is always of the finest tailoring and her adornments tasteful and expensive looking. She uses her powers of command to compel her targets to “Return Home”, and often simply walks back to Arcadia with her changeling captives following meekly behind, never having to lift a single finger. When violence is called for (which she considers distasteful), she is a talented fighter with a preference for swordsmanship and seemingly ignore the blows of lesser beings. When in the mortal realm, she takes the form of an attractive woman (or occasionally male) in early middle age dressed in clothing that is conservative, stylish and expensive looking. She carries an iron rapier with a golden hilt sheathed at her hip.


        Virtue: Reserved; Vice: Proud
        Aspiration: To be Beholden to No One, To Punish the Disobedient, To Be Flattered and Praised

        Mental Attributes: Intelligence 4, Wits 4, Resolve 4
        Physical Attributes: Strength 5, Dexterity 4, Stamina 3
        Social Attributes: Presence 6, Manipulation 4, Composure 5
        Skills: Athletics 2, Brawl 2, Intimidate 3, Persuasion 4(Command), Politics 3(Changeling), Socialize 4, Subterfuge 3, Weaponry 4 (Fencing)
        Merits: Defensive Combat (Weaponry), Style: Etiquette 2, Style: Light Weapons 3, Striking Looks 1 (Impressive), Staff 2 (Hobgoblin Toadies)

        Wyrd: 4
        Glamour/per Turn: 9/4
        Willpower: 9
        Size: 5
        Initiative: 9
        Defense: 8
        Speed: 14
        Health: 8
        Frailty: Cannot allow an insult to go unanswered (taboo), Lead (bane)

        Weapons/Attacks
        Unarmed [+0B melee; 7 dice]
        Iron Rapier [+1L melee; Initiative -2, AP 1, 10 dice]
        Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Expensive Clothing, Iron Rapier)
        Dread Powers: Inescapable Snare (Paralyzing Command), Numen (Awe, Implant Mission), Unbreakable

        The Voracious
        The Voracious is a Huntsman that serves True Fae seeking to reclaim changelings that escaped from a Durance drudgery and of being forced to perform endless menial tasks. While his exact appearance is different each time he is called upon, he is always some type of towering Ogre, with layers of fat covering muscles as hard as iron and small, piggish features on a bald, round head. His mouth is inhumanly wide and filled with crooked iron teeth. The Voracious is strong and monstrously tough, and has the ability to seemingly devour anything. He has chewed through bone, stone and steel with ease and chugged gallons of bleach and gasoline without so much as a belch. When stalking a target in the mortal world, the Voracious appears as tall, bald, fat man (or woman) with iron teeth and carrying a wooden spoon somewhere on his person (which turns into a mighty club on command).While he often threatens to eat people (and occasionally makes good on it), he dislikes the flavor of changelings and mortals.

        Virtue: Diligent; Vice: Gluttonous
        Aspiration: To indulge his Appetites, To Consume Glamour, To Punish Changelings

        Mental Attributes: Intelligence 2, Wits 3, Resolve 6
        Physical Attributes: Strength 7, Dexterity 3, Stamina 7
        Social Attributes: Presence 4, Manipulation 3, Composure 4
        Skills: Athletics 2, Brawl 4, Crafts 3 (Cooking), Intimidate 4, Occult 2 (Goblin Fruit), Socialize 2(Meal Etiquette), Survival 3, Streetwise 2 (Restaurants), Weaponry 3 (Clubs)
        Merits: Acute Senses, Arcadian Metabolism, Brownies Boon, Demolisher 2, Hardy 3

        Wyrd: 4
        Glamour/per Turn: 9/4
        Willpower: 10
        Size: 6
        Initiative: 7
        Armor: 1
        Defense: 5
        Speed: 14
        Health: 13
        Frailty: Cannot refuse an invitation to a meal (taboo), Once started, cannot leave a meal unfinished (taboo)

        Weapons/Attacks
        Unarmed [+0L melee; 11 dice]
        Iron Bite [+1L melee; AP 1, 11 dice]
        Club [+1L melee; Initiative -1, 11 dice; Stun]
        Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Iron Teeth, Wooden Spoon)
        Dread Powers: Armored Hide, *Consume, Hungry Heart, Natural Weapon 1 (Bite)

        Consume: By spending a point of Willpower [Glamour], the creature can consume any material without suffering harm, no matter how corrosive or poisonous, and can devour up to its Potency [Wyrd] in Structure of objects per turn, ignoring the object’s Durability until the end of the scene.
        Last edited by Reighnhell; 02-03-2018, 01:10 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


        • #34
          Seven Deadly Huntsmen

          Here are Avarice, Lust, and Sloth
          The Avaricious
          The Avaricious is a Huntsman that serves True Fae seeking to reclaim changelings that have stolen something of value from them, and are often more interested in the lost item than in the changeling. The Avaricious is a fit man of average height with golden skin, silver hair and a sharp-tooted smile. He dresses in fine robes and gleaming jewelry. His mortal form is of a sharply dressed man (or woman), sporting chains of silver and gold, and several gold and iron rings on his right hand. The Avaricious is cunning and gifted with resources he uses to bribe and leverage his target’s allies and family. Preferring to negotiate from a position of strength, the Avaricious will spend months gathering resources before moving in on his target. Unlike most Huntsmen, the Avaricious can be delayed for a time with regular (and ever increasing) payments of gold, silver, gems, and luxury items.

          Virtue: Shrewd; Vice: Greedy
          Aspiration: Acquire Wealth, Reclaim Stolen Property, Indulge in Luxury

          Mental Attributes: Intelligence 4, Wits 4, Resolve 4
          Physical Attributes: Strength 4, Dexterity 4, Stamina 4
          Social Attributes: Presence 4, Manipulation 6, Composure 5
          Skills: Brawl 3, Firearms 2(Pistols), Larceny 2, Persuasion 5(Negotiate), Politics 3, Socialize 2, Streetwise 3, Subterfuge 5 (Swindle)
          Merits: Defensive Combat, Pusher, Resources 4, Style: Fast Talking 3

          Wyrd: 4
          Glamour/per Turn: 9/4
          Willpower: 9
          Size: 5
          Initiative: 9
          Armor: 1
          Defense: 7
          Speed: 13
          Health: 9
          Frailty: Cannot refuse an invitation to Negotiate (taboo), Cannot accept Charity; all things must be paid for or stolen (taboo).

          Weapons/Attacks
          Unarmed [+0B melee; 7 dice]
          Gold & Iron Rings [+1L melee;7 dice; Stun]
          Light Pistol [+1L ranged; 7 dice]
          Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Rings, Chains)
          Dread Powers: Armored Hide, Kindred Spirits, Miracle, Reality Stutter

          The Desirous
          The Desirous is a Huntsman that serves True Fae seeking to reclaim changelings that have rejected the True Fae’s offers of passion and romance. The Desirous use their powers to enthrall and seduce, so that changelings eagerly choose to return to their Keepers side. The Desirous are alluringly androgynous, with large dark eyes, hairless bodies, and smooth,pale skin. Their athletic bodies have digitigrade legs and long tails like a beast. They dress in finery of lace, silk, and suede, all tailored to accentuate their alien beauty. When in the mortal world, they prefer attractive androgynous forms, but use their shapeshifting Huntsmen power to their fullest. The Desirous wear an ornate silver bracelet and carry an iron dagger. Even when spurned, the Desirous remain gracious-only becoming violent if they are physically threatened. Unlike other Huntsmen, the Desirous can never take a Changeling by force. Only when the target is completely enamored, they are led back to Arcadia with promises of a Romance that will never end. Sadly, the Desirous have grown somewhat bored with their endless cycle of affairs, and rarely feel the passions they so easily manipulate.

          Virtue: Captivating; Vice: Jaded
          Aspiration: To Feel True Passion, To Indulge in Romance, To make Others Surrender Themselves

          Mental Attributes: Intelligence 4, Wits 5, Resolve 4
          Physical Attributes: Strength 4, Dexterity 4, Stamina 4
          Social Attributes: Presence 5, Manipulation 5, Composure 4
          Skills: Athletics 3, Empathy 4(Desire), Expression (Song) 3, Persuasion 5(Romantic), Socialize 4, Subterfuge 4(Pretty Lies), Weaponry 2 (Dagger)
          Merits: Acute Senses, Iron Will, Striking Looks 2 (Alluring), Style: Enchanting Performance 2, Sympathetic

          Wyrd: 4
          Glamour/per Turn: 9/4
          Willpower: 8
          Size: 5
          Initiative: 8
          Defense: 7
          Speed: 14
          Health: 9
          Frailty: Cannot abduct an individual by force; they must come along willingly (taboo), Can pursue a single changeling for no longer than a year and a day (taboo)

          Weapons/Attacks
          Unarmed [+0B melee; 7 dice]
          Iron Dagger [+0L melee; Initiative -1, 7 dice]
          Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Bracelet, Dagger)
          Dread Powers: Kindred Spirits, Numina (Emotional Aura (Infatuation), Rapture), Reality Stutter

          The Despairing
          The Despairing is a Huntsman that serves True Fae seeking to reclaim changelings that have persistent and patient Keepers who wish to wear down the wayward changelings resolve. The Despairing is insidious and patient, chipping away at the changelings hopes until they embrace the inevitability of their recapture. A changeling in the throes of despair becomes an easy target for the Despairing. The creature appears as a sweet-smelling gray smoke, occasionally coalescing into a humanoid shape, featureless except for eyes that gleam silver and a burning sigil over its heart. When it takes mortal form, it prefers the shape of vagrant children with sad expressions and odd, silver eyes. Despairing is somewhat cowardly, preferring to strike quietly against emotionally vulnerable targets, fleeing from confrontations where it is outnumbered or against particularly strong opponents.

          Virtue: Insidious; Vice: Cowardly
          Aspiration: To Spread Despair, To Avoid Direct Confrontation, To Find Easy Prey

          Mental Attributes: Intelligence 4, Wits 5, Resolve 3
          Physical Attributes: Strength 6, Dexterity 5, Stamina 3
          Social Attributes: Presence 3, Manipulation 4, Composure 6
          Skills: Academics 2(Psychology), Athletics 2, Brawl 3 (Grapple), Empathy 3 (Sorrow), Intimidate 3, Larceny 3, Persuasion 4 (Surrender), Stealth 5 (Silent)
          Merits: Acute Senses, Defensive Combat, Choke Hold, Patient, Style: Fast Talking 4

          Wyrd: 4
          Glamour/per Turn: 9/4
          Willpower: 9
          Size: 4
          Initiative: 11
          Defense: 8
          Speed: 15/ Flight 25
          Health: 8
          Frailty: Sunlight (bane), Can only strike against those that are alone or otherwise isolated (taboo)

          Weapons/Attacks
          Unarmed [+0L melee; 9 dice]
          Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Sigil, Silver Eyes)
          Dread Powers: Chameleon Horror, Madness & Terror, Mist Form, Numina (Emotional Aura (Despair))


          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


          • #35
            Seven Deadly Huntsmen

            Here are Envy and Wrath
            The Enraged
            The Enraged is a Huntsman that serves True Fae seeking to reclaim changelings that have caused them pain and injury, and seek to make them suffer for it. The Enraged is a diabolic figure; powerfully muscular man with small, sharp horns that rise from his brow. His body is covered in fresh cuts and old scars that smoke and bleed. These wounds agonizingly heal and re-open constantly. Intense heat radiates from his flesh and a his eyes glow a dull crimson. He carries a spiked flail and wears a thick leather belt with a buckle that bears the emblem of his Fae master. His mortal guise is a tall, athletically built man (or woman), dressed in rugged clothing designed to intimidate. The Enraged is an embodiment of fury, hatred and spite. While as capable as any Huntsman of striking indirectly, he prefers the direct approach, coming directly at his target relentlessly and mowing down anything and anyone in his path.

            Virtue: Relentless; Vice: Rage
            Aspiration: To Sooth His Pain, To Make his Targets Suffer, To Allow No One to Escape

            Mental Attributes: Intelligence 3, Wits 5, Resolve 5
            Physical Attributes: Strength 6, Dexterity 5, Stamina 5
            Social Attributes: Presence 4, Manipulation 2, Composure 4
            Skills: Athletics 4, Brawl 5, Intimidate 5(Threats), Medicine 2(Burns), Survival 4(Tracking), Weaponry 5(Flail)
            Merits: Iron Skin 2, Style: Elemental Warrior 4 (Flame), Style: Relentless Assault 3

            Wyrd: 4
            Glamour/per Turn: 9/4
            Willpower: 9
            Size: 6
            Initiative: 9
            Armor: 2(vs. Bashing)
            Defense: 9
            Speed: 16
            Health: 11
            Frailty: Cannot remain in the presence of a true Pacifist (taboo), Submersion in Ice Water (bane)

            Weapons/Attacks
            Unarmed [+0L melee; 11 dice]
            Flail [+2L melee; Initiative -2,11 dice; Inaccurate, Stun]
            Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Flail, Buckle)
            Dread Powers: Fire Elemental, Regenerate 2, Surprise Entrance

            The Malicious
            The Malicious is a Huntsman that serves True Fae seeking to reclaim changelings that posses traits and skills that their Keepers desperately lack. The Malicious is filled with bitterness and cruelty, begrudging changelings their freedom, and their power to define their own identity. The Malicious is a whisper thin, dark haired creature with papery flesh and gleaming green eyes. She dresses in rugged, practical clothing made of black and brown leather. Her mortal form is typically a young female or male dressed in black wearing a silver amulet and armed with a long sharp iron spike. The Malicious devours Glamour, Memories and Clarity, often leaving her targets catatonic husks before closing in. She also is known for extensive campaigns of rumor mongering and blackmail, seeking to isolate her targets socially as well.

            Virtue: Pragmatic; Vice: Bitter
            Aspiration: Visit Misery upon the Blissful and Contented, Weaken Her Prey, Damage Relationships

            Mental Attributes: Intelligence 6, Wits 5, Resolve 5
            Physical Attributes: Strength 3, Dexterity 5, Stamina 3
            Social Attributes: Presence 3, Manipulation 5, Composure 4
            Skills: Athletics 2, Brawl 2, Investigation 4(Blackmail), Persuasion 2 (Coercion), Politics 2, Science 2 (Toxins), Subterfuge 4(Rumors), Stealth 4, Weaponry 3(Spike)
            Merits: Defensive Combat, Fighting Finesse, Pusher, Trained Observer 3, Untouchable

            Wyrd: 4
            Glamour/per Turn: 9/4
            Willpower: 9
            Size: 5
            Initiative: 9
            Armor: 1/0 (Rugged Clothing)
            Defense: 8
            Speed: 13
            Health: 8
            Frailty: Honey (bane), Cannot refuse the taste of Salt (taboo)

            Weapons/Attacks
            Unarmed [+0B melee; 5 dice]
            Iron Spike [+0L melee; Initiative -1, 9 dice, Piercing 1]
            Huntsman Dread Powers: Among the Sheep, Command the Herald, Heart of Iron, Hunter’s Panoply (Spike, Amulet)
            Dread Powers: Hungry Heart, Lethe’s Embrace, Numina (Drain Clarity), Pierce Mind


            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


            • #36
              What about a Goblin Loan Shark (for visual humor, they could even be a humanoid shark) and their Legbreaker associate that collects on Goblin Debt?
              "Would be a shame if somethin' happened to this nice Hollow."


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

              Comment


              • #37
                its been a while, so lets have a few new Hobs

                Gray Sister
                The creature known as “Gray Sister” is a mighty Hobgoblin that hunts within a vast domain within the hedge resembles a perilous forest forever in late autumn. She only rouses from her lair within a massive, skeletal tree when the moon is bright, soaring across the night time sky seeking prey. She will hunt and devour most things smaller than she, and has a special fondness for the flesh of changelings. Gray Sister is also known for being a voracious reader and hoarder of knowledge; an offer of a new book are one of the few things that can stay her talons.
                Gray Sister’s form is that of a massive gray owl with radiant yellow eyes. She also takes the form of a solid, handsome woman in her early forties with yellow eyes. Her lair is within a gigantic old tree and is littered with bones as well as an impressive and well-organized selection of books.

                Virtue: Studious; Vice: Predatory
                Aspiration: To collect interesting books
                Mental Attributes: Intelligence 6, Wits 4, Resolve 4
                Physical Attributes: Strength 6, Dexterity 4, Stamina 4
                Social Attributes: Presence 5, Manipulation 4, Composure 5
                Skills: Academics 5(Literature), Animal Ken 2(Owls), Athletics 2(Flight), Brawl 4, Intimidate 4, Medicine 2(Anatomy), Occult 4, Persuasion 2, Science 2, Stealth 5, Survival 3 (Hunting)
                Merits: Acute Senses, Eidetic Memory, Hollow 2, Killer Instinct 3, Library 2 (Academics),Trained Observer
                Wyrd: 5
                Glamour/per Turn: 10/5
                Willpower: 9
                Size: 7
                Initiative: 9
                Armor: 1
                Defense: 6
                Speed: 15/ 25 Flight
                Health: 11
                Frailty: Can only hunt on evenings when the moon is full (taboo), Silver(bane)
                Weapons/Attacks
                Bite & Talons [+1L melee; AP 1, 10 dice]
                Contracts: Cloak of Night, Might of the Terrible Brute, Overpowering Dread
                Dread Powers: Armored Hide, Natural Weapons (Bite & Talons), Numina (Mortal Mask), Surprise Entrance

                The Great Wolf
                The Great Wolf stalks the Hedge, over a vast domain she claims as her personal territory. She is majestic and powerful, easily as large as a horse, if not larger. Her fur is black as coal, her eyes are silver as moonlight, and her fangs are white as death. She can howl with an intensity that can topple walls, and can run for leagues without tiring. She can even adopt a more human form; a tall, muscular woman with dark hair, silver eyes, and sharp teeth. Few know the hidden paths and lost glades of the Hedge as well as she. And yet, she is lonely, and desires a pack to run with. She has encountered skin-changers who can take the forms of wolves, and would trade favor to learn more about them.

                Virtue: Pure; Vice: Lonesome
                Aspiration: To find a Pack
                Mental Attributes: Intelligence 3, Wits 4, Resolve 6
                Physical Attributes: Strength 7, Dexterity 4, Stamina 6
                Social Attributes: Presence 5, Manipulation 2, Composure 4
                Skills: Animal Ken 2(wolves), Athletics 4 (Run), Brawl 4 (Bite), Empathy 2, Expression 2 (Howl), Intimidate 4, Medicine 2, Occult 2, Stealth 4, Survival 4 (Hedge)
                Merits: Acute Senses, Arcadian Metabolism, Greyhound, Hedge Sense, Iron Stamina 3, Relentless, Striking Looks 2 (Magnetic)
                Wyrd: 5
                Glamour/per Turn: 10/5
                Willpower: 10
                Size: 7
                Initiative: 8
                Armor: 1
                Defense: 8
                Speed: 18
                Health: 13
                Frailty: Cannot enter man-made structures (taboo), Wolfsbane (bane)
                Weapons/Attacks
                Bite [+1L melee; AP 1, 12 dice]
                Claws [+0L melee; 11 dice]
                Contracts: Fae Cunning, Paralyzing Presence, Nevertread
                Dread Powers: Armored Hide, Natural Weapons (Bite), Numina (Blast (Howl), Mortal Mask)





                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


                • #38
                  Challenge round: the characters of Winnie the Pooh as hobgoblins.


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

                  Comment


                  • #39
                    So, I wanted to try to make a religious themed Huntsman, and this is my attempt. I'd appreciate feedback.

                    The Father


                    In times of old Arcadia, before the Gentry, there were many gods who the Huntsmen worshipped. There were many churches and many worshippers acros Arcadia. The Father is just one of these worshippers. Enslaved by the Gentry, the Huntsmen may have lost their free will, but some have not lost their faith. A formidable Wild Hunter, the Father believes his religion to be the only true one, mirroring some sentiments across the world today. He carries a great stone cross upon his back, with a glorious shining hat, not dissimilar to the one the Pope wears today. His weapon of choice is either the many bayonets he can produce from his sleeves, or the cross itself. This is not his only weapon, however. He is able to convince some mortals that the changelings are demons who have escaped from Hell, and he has been sent to bring them back. This proves very effective against changelings unwilling to kill mortals.

                    Virtue: Pious; Vice: Zealous
                    Aspiration: To spread the true faith
                    Mental Attributes: Intelligence 3, Wits 3, Resolve 4
                    Physical Attributes: Strength 8, Dexterity 6, Stamina 6
                    Social Attributes: Presence 5, Manipulation 4, Composure 4
                    Skills: Athletics 4 (Thrown Weapons), Brawl 3, Survival 2, Weaponry 5 (Heavy Weapons), Occult 4 (“Religion”), Academics 3 (Religion), Expression 3 (Proselytizing), Intimidation 3 (Fire and Brimstone), Persuasion 3
                    Merits: Style: Throwing Weapons 2, Style: Heavy Weapons 5, Style: Enchanting Performance 2, Quick Draw (Throwing Weapons), Hedge Sense
                    Wyrd: 5
                    Glamour/per Turn: 10/5
                    Willpower: 9
                    Size: 6
                    Initiative: 10
                    Armor: 0
                    Defense: 8
                    Speed: 16
                    Health: 12
                    Frailty: ,Must worship his gods every day at sunset, no matter what (Taboo) Communion bread and wine (Bane)
                    Weapons/Attacks
                    Bayonet (0L, Thrown, Aerodynamic) Range: 18/72/144
                    Cross of the Fallen God (4L, -4 Initiative, Two handed) Size: 5, Strength: 6
                    Contracts: Portents and Visions, Paralyzing Presence, Seven League Leap
                    Dread Powers: Among the Sheep, Command the Herald. Heart of Iron, Hunter’s Panoply (Limitless Bayonets, Giant Stone Cross, Hat of the High Priest), Inescapable Snare (Binding Circles), Swift, Hypnotic Gaze, Juggernaut

                    Comment


                    • #40
                      In a Changeling mood today!

                      The Cogmen
                      The hobgoblins known as “Cogmen” often appear in the Hedge near urban or industrial areas. Cogmen appear as mechanical creatures, crafted of metal (typically brass, copper, steel or tin)and roughly human in shape. They are coolly logical, but have keen insights into the feelings of others and but to experience such emotion and passion themselves. Protectors by nature, Cogmen often establishing themselves as guardians that keep watch over people, places or objects.


                      Virtue: Protective; Vice: Dispassionate
                      Aspiration: To experience true emotion
                      Mental Attributes: Intelligence 3, Wits 2, Resolve 4
                      Physical Attributes: Strength 5, Dexterity 2, Stamina 6
                      Social Attributes: Presence 2, Manipulation 2, Composure 4
                      Skills: Athletics 2, Brawl 3, Crafts 2(Machines), Empathy 2(Motivation), Intimidation 2(Guard), Science 1, Weaponry 3
                      Merits: Acute Senses, Iron Stamina 3, Trained Observer 1
                      Wyrd: 2
                      Glamour/per Turn: 7/2
                      Willpower: 8
                      Size: 5
                      Initiative: 6
                      Armor: 2
                      Defense: 4
                      Speed: 12
                      Health: 11
                      Frailty: Must be oiled frequently to prevent rust (taboo)
                      Weapons/Attacks
                      Unarmed [+0B melee; 8dice]
                      Axe [+3L melee; -4 Initiative, 8 dice, 9-again]
                      Contracts: Uncanny, Touch of Wrath
                      Dread Powers: Armored Hide 2, Monstrous Resilience


                      Faceless Assassins
                      Some problems require permanent solutions, and the Hobgoblins known by the title “Faceless Assassins” are eager provide such solutions. Shapeshifting killers for hire, the Assassins work by contract and never for free, making up to three attempts on a targets life. An Assassin that fails to slay its target returns any payment they were given and is considered to have broken an Oath. The Faceless Assassins are discerning, and may refuse to accept a contract if the target is too powerful or too well defended (this includes True Fae and similar eldritch creatures). They are well versed in weapons both modern and archaic, but most prefer to work closely with dagger or pistol. In their natural form, they are hairless, androgynous creatures with flesh like wax and blank, featureless faces, but they can use their shapeshifting abilities to assume human forms.


                      Virtue: Professional; Vice: Murderous
                      Aspiration: To complete their contracts
                      Mental Attributes: Intelligence 3, Wits 5, Resolve 3
                      Physical Attributes: Strength 3, Dexterity 5, Stamina 3
                      Social Attributes: Presence 3, Manipulation 4, Composure 4
                      Skills: Athletics 2, Brawl 2, Firearms 2(Pistol), Investigation 2, Larceny 2, Stealth 3, Streetwise 2, Subterfuge 3(Disguise), Weaponry 2 (Dagger)
                      Merits: Acute Senses, Fighting Finesse (Dagger), Professional Training (Assassin; Firearms, Stealth, Subterfuge), Style: Fast Talking 1
                      Wyrd: 3
                      Glamour/per Turn: 8/3
                      Willpower: 7
                      Size: 5
                      Initiative: 9
                      Defense: 7
                      Speed: 13
                      Health: 8
                      Frailty: Can only kill the contracted target and those that guard them (taboo)
                      Weapons/Attacks
                      Unarmed [+0B melee; 5dice]
                      Dagger [+0L melee; Initiative -1, 8 dice]
                      Light Pistol [+1L ranged;-0 Initiative; 8 dice]
                      Rifle [+4L ranged; -5 Initiative; 7 dice]
                      Contracts: Glib Tongue, Lost Visage
                      Dread Powers: Chameleon Horror, Mercurial Visage (as the Mirrorskin Kith Blessing), Reality Stutter



                      Mad Hatters
                      The hobgoblins referred to as “Mad Hatters” are whimsical beings, well versed in the mysteries of the Hedge and are valuable guides. They are also quirky and mercurial; prone to wild mood swings and have a tendency to speak in riddles and nonsense. The have a particular love of games (the sillier the better), and they are often willing to trade their knowledge of oddments and hedge fruit in exchange for pleasant (and patient) company. Mad Hatters always appear as short statured men or women, often with dramatically colored skin, hair or eyes. They dress in eclectic mix of hedgespun garments and mismatched castoffs from the mortal world. They have little time or tolerance for those that are mean, impatient or rude; such beings end up subjected to the Mad Hatters rarely seen cruel streak.


                      Virtue: Whimsy; Vice: Weird
                      Aspiration: To Enjoy Food, Games, and Good Company
                      Mental Attributes: Intelligence 5, Wits 5, Resolve 3
                      Physical Attributes: Strength 2, Dexterity 4, Stamina 3
                      Social Attributes: Presence 3, Manipulation 3, Composure 2
                      Skills: Academics 3, Athletics 1 (Dancing), Expression 3, Occult 3(Hedge), Socialize 3, Survival 2
                      Merits: Hedge Sense, Goblin Bounty 2, Sympathetic
                      Wyrd: 2
                      Glamour/per Turn: 7/2
                      Willpower: 5
                      Size: 4
                      Initiative: 6
                      Defense: 5
                      Speed: 10
                      Health: 8
                      Frailty: Must repay a kindness or a slight in kind.
                      Weapons/Attacks
                      Unarmed [+0B melee; 1dice]
                      Contracts: Fae Cunning, Know the Competition
                      Dread Powers: Bottle Glamour, Hypnotic Gaze, Much Depends of Dinner



                      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


                      • #41
                        The Briarman

                        Hungry Icon Thief

                        Once upon a time, a Fae Lord bound a Huntsman to the task of recovering a wayward changeling who had escaped the clutches of Arcadia. Many seasons had passed between then and then, and the Huntsman's quarry was no quivering sparrow, but a proud monarch in his own right back in the world of iron, resplendent in his Mantle, body and heart equally guarded by Hedgespun artistry and hard-won friends. And so the Huntsman, whose panoply consisted not of sword and bow but rather more occult implements, devised a plan of attack, for which it would need a very special sort of servant to carry out a cold war of psychic attrition.

                        Calling upon ancient pacts of thorn and dream, the Huntsman crafted a Hedge ghost from the nettles of the lands between Earth and Faerie. Where a mortal’s heart would be, the cunning Huntsman instead left it with a void, a longing for a sense of self to call its own. Perhaps this was a recreation of the torments visited upon the Huntsman by its so-called Kindly patrons, or perhaps the arcane requirements of the ritual were incidental, I could not say. Whatever the case may be, the Briarman was born: A six foot-tall humanoid shape wrapped completely in dark green brambles that shift and writhe as it floats only a handful of centimeters above the ground, powered by magic great and terrible.

                        The Briarman, you see, can steal your heart.

                        When the Briarman corners its prey, it lashes out with tendrils made of ephemeral thorns. These vines grasp onto an Icon the changeling has absorbed into herself, and drags it back out. The Hedge ghost then incorporates the Icon into its own Corpus, stashing the pilfered treasure within the hollow of its chest. After completing its grim harvest, the Briarman promptly leaves the scene, sometimes heading deep into the Thorns of the Hedge, other times lingering in the mortal realm for reasons it does not care to divulge (actually, the Briarman seems incapable of any speech at all, or perhaps just has never felt like talking).

                        In an echo of its first hunt, the Briarman seems to prefer tormenting powerful changelings with strong Mantles, high Wyrd ratings, and bolstered self-confidence. It tends to ignore Lost with no Icons, though sometimes uses its Numina to damage their Clarity out of a generalized sense of malevolence.

                        The fate of the Briarman’s original quarry remains unknown. Whatever happened, the Briarman seems to follow its own agenda now, which, as far as anyone can tell, primarily involves taking Icons whenever it gets hungry. It is been spotted all throughout North America, popping up here in Denver, there in San Antonio, a rash of thefts in Atlanta, followed by a sighting in Salton Sea. Effectively, the Briarman is a discarded tool, created for a purpose either satisfied or failed, and now it waits. That said, it is all too possible that someone has found the Amulet of Nettles that the original Huntsman used to create the Briarman and bind it to its task, and now uses it as a catspaw in some grim game.

                        Thread: Malevolence
                        Wyrd: 4
                        Power: 4
                        Finesse: 4
                        Resistance: 4
                        Size: 5
                        Willpower: 8
                        Corpus: 9
                        Maximum Glamour: 15
                        Initiative: 8
                        Defense: 4
                        Speed: 8
                        Influences: Thorns 2
                        Numina: Clarity Drain, Drain, Entrap, Steal Icon
                        Frailties: Must obey the orders of the wielder of the Amulet of Nettles (taboo); adopts an identifying mannerism from the changeling whose Icon it currently possesses (taboo).

                        New Numen: Steal Icon - The unique ability for which the Briarman is known and feared, this Numen allows the Hedge ghost to harvest an Icon that a changeling has recovered and incorporated into herself. Because this forms the backbone to the Briarman’s creation and purpose, it pays no Glamour to activate this Numen. Its activation roll is contested by the target changeling’s Resolve + Composure. If the Briarman wins, its tendrils rip out an Icon, inflicting a point of lethal damage and reducing the victim’s maximum Clarity by one. The Briarman then places the stolen Icon within itself, which anchors it to the world. So long as the Briarman has an Icon, it treats the mortal world as if it were the Hedge for the purposes of materialization and Glamour deprivation. An Icon within the Briarman lasts for a number of days equal to its original owner’s Wyrd before it vanishes, reappearing somewhere among the Hedge’s Thorns.



                        Comment


                        • #42
                          Here are some new Hobs I have been using in my campaign.


                          Basilisk
                          The Basilisk is a reptilian creature, with the scaled, sinuous body of a viper but with two sets of agile fore and hind limbs. It often called “The King of Serpents”, due to its crest and diadem shaped markings on its brow. The creature is known for its highly venous bite and poisonous skin secretions. Even its blood, saliva and urine are toxic. Most infamous is its ability to slay with a glance; those who would attempt to handle the creature are wise to avoid making eye contact.


                          Virtue: Predatory; Vice: Baleful
                          Aspiration: To hunt and devour prey
                          Mental Attributes: Intelligence 1, Wits 5, Resolve 3
                          Physical Attributes: Strength 3, Dexterity 5, Stamina 4
                          Social Attributes: Presence 2, Manipulation 1, Composure 4
                          Skills: Athletics 3 (Climbing), Brawl 3 (Bite), Intimidate 3, Stealth 3 (Ambush), Survival 3
                          Merits: Fast Reflexes 2, Iron Stamina 2, Iron Skin (Advanced) 1
                          Wyrd: 2
                          Glamour/per Turn: 7/2
                          Willpower: 7
                          Size: 3
                          Initiative: 9
                          Armor: 1
                          Defense: 8
                          Speed: 14
                          Health: 7
                          Frailty: the bite of a ferret, weasel or similar creature (bane)
                          Weapons/Attacks
                          Bite [+0L melee; 7 dice]
                          Baleful Gaze [+0L ranged; 8 dice; +1L per 2 Glamour spent]
                          Contracts: Overpowering Dread, Paralyzing Presence
                          Dread Powers: Numen (Blast- Baleful Gaze), Toxic 2 (Poison, grave)


                          Boggarts
                          Boggarts are hobgoblins known for their spiteful disposition and malevolent behavior. There is little rhyme or reason behind how they choose their victims, but once they have they will often torment that individual for months or even years. This behavior can range from unpleasant but mostly harmless pranks, to far more disturbing acts such as arson and murdering pets or children. The worst of them can plague a family for generations, and follow them no matter where they move.
                          Boggarts are grotesque brutes with hirsute bodies, long shaggy hair, large bulging eyes and disproportionately long arms. They prefer to dwell outdoors, and favor dark, damp places (such as caves, marshes, and the underside of bridges).


                          Virtue: Mischievous; Vice: Spiteful
                          Aspiration: To cause grief and misfortune
                          Mental Attributes: Intelligence 2, Wits 3, Resolve 3
                          Physical Attributes: Strength 6, Dexterity 3, Stamina 3
                          Social Attributes: Presence 3, Manipulation 3, Composure 2
                          Skills: Athletics 2, Brawl 3(Strangle), Intimidate 2 (Frighten), Larceny 3, Stealth 3, Survival 2(Marsh)
                          Merits: Choke Hold, Iron Stamina 2, Striking Looks 1 (Ugly)
                          Wyrd: 2
                          Glamour/per Turn: 7/2
                          Willpower: 5
                          Size: 4
                          Initiative: 5
                          Defense: 5
                          Speed: 13
                          Health: 7
                          Frailty: Cannot cross a line of salt (taboo)
                          Weapons/Attacks
                          Unarmed [+0B melee; 9 dice]
                          Contracts: Changing Fortunes, Nevertread
                          Dread Powers: Chameleon Horror, Jump Scare, Wall Climb


                          Brownies
                          The Brownie is a common type of hobgoblin that often takes up residence in a Hollow or mortal dwelling. The are reclusive, solitary, and somewhat easily offended, but to gain their favor is to enjoy good fortune and prosperity. They are well known for performing chores and household tasks while the other residents of the home are asleep or away, and accept tokens of payment such as milk, booze or sweets. Their appearance can vary, but they are commonly small and ugly, with wiry hair and dressed in stitched-together rags, Despite this, they consider attempting to dress or groom them to be greatly insulting.


                          Virtue: Helpful; Vice: Irascible
                          Aspiration: To help others while avoiding notice
                          Mental Attributes: Intelligence 3, Wits 4, Resolve 4
                          Physical Attributes: Strength 3, Dexterity 4, Stamina 3
                          Social Attributes: Presence 2, Manipulation 2, Composure 3
                          Skills: Athletics 2, Crafts 3(Repair), Larceny 2, Occult 1, Stealth 4(Hiding), Survival 2(Foraging), Weaponry 1(Tools)
                          Merits: Acute Senses, Brownies Boon, Danger Sense, Iron Stamina
                          Wyrd: 2
                          Glamour/per Turn: 7/2
                          Willpower: 7
                          Size: 3
                          Initiative: 7
                          Defense: 6
                          Speed: 12
                          Health: 5
                          Frailty: Must leave a place if offered clothing(taboo)
                          Weapons/Attacks
                          Unarmed [+0B melee; 3 dice]
                          Broomstick [+0L melee; 4 dice]
                          Contracts: Goblin’s Luck, Light-Shy
                          Dread Powers: Home Ground, Numen (Telekinesis), Reality Stutter


                          Wyrd Cats
                          Once these creatures were common domestic cats, but over time enough of them have slipped into the hedge and have become hobgoblins known commonly as “Wyrd Cats’. To the casual observer, they still resemble mortal felines, but often have oddly colored fur or eyes and behave with a human level (if somewhat alien intelligence). While individuals all have their own unique personalities, they always retain some cat-like behaviors (such as fickleness, or a tendency to play with their prey).


                          Virtue: Independent; Vice: Aloof
                          Aspiration: To indulge their whims
                          Mental Attributes: Intelligence 2, Wits 4, Resolve 3
                          Physical Attributes: Strength 1, Dexterity 5, Stamina 3
                          Social Attributes: Presence 3, Manipulation 3, Composure 3
                          Skills: Athletics 3, Brawl 2, Stealth 3, Subterfuge 2 (Half Truths)
                          Merits: Fast Reflexes 2, Striking Looks 1(Cute)
                          Wyrd: 1
                          Glamour/per Turn: 6/1
                          Willpower: 6
                          Size: 2
                          Initiative: 10
                          Defense: 8
                          Speed: 13
                          Health: 5
                          Frailty: none
                          Weapons/Attacks
                          Bite and Claw [+0L melee; 3 dice]
                          Contracts: Fae Cunning, Nevertread
                          Dread Powers: Hunter’s Senses, Hypnotic Gaze, Prodigious Leap




                          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


                          • #43
                            Gnomes

                            There are many folk tales of creatures that live beneath the earth and build homes there, be it dwarves or kobolds. One such variety of hobgoblins are simply called Gnomes. They are talented engineers, mostly to compensate for the fact that they lack any self-defense skills of their own. While not exactly cowards, they are well-know for avoiding direct conflict whenever possible. Instead, they build efficient traps and cover any tracks of their passing that they can. If somehow caught, they beg for mercy and offer their considerable talents as payment.

                            Those who have earned their trust and been welcomed into their subterranean homes claim that the Gnomes live remarkably bright lives despite all the dangers and darkness. Celebrations, festivities and performances are very common, and anyone who respects the typical fae customs of sacred hospitality is welcome to join, and may even find rare Goblin Fruits and Tokens for sale. Those who deliberately violate the hospitality offered by Gnomes will find themselves falling into especially wicked traps sooner rather than later, and no amount of begging will set them free.

                            Note: These hobgoblins are an adaptation of SCP-1956, which I wrote for the SCP Foundation wiki in 2013. Their versions of the Tunnelgrub and Skitterskulk Kiths can be found here. Their Kith Blessing and Trickery for Tunnelgrub use Athletics instead of Brawl or Occult.

                            Virtue: Clever
                            Vice: Cautious
                            Aspirations: Find pragmatic solutions for complex problems, Enjoy life to its fullest, Invent whimsical forms of creative expression

                            Mental Attributes: Intelligence 5, Wits 6, Resolve 2
                            Physical Attributes: Strength 2, Dexterity 8, Stamina 4
                            Social Attributes: Presence 2, Manipulation 4, Composure 4

                            Skills: Academics 1, Investigation (Potential Dangers) 1, Crafts (Engineering) 4, Occult 1, Science 2, Athletics (Chases) 3, Larceny (Escape) 2, Stealth 2, Survival (Underground) 3, Expression (Dancing) 2, Persuasion (Begging) 2, Subterfuge (False Clues) 2

                            Merits: Trained Observer 3, Parkour 3, Table Turner 1, Untouchable 1, Brownie's Boon 1

                            Wyrd: 4
                            Maximum Glamour/Per Turn: 9/4
                            Willpower: 6
                            Size: 3
                            Initiative: 12
                            Defense: 9
                            Speed: 20 (Species Factor 10)
                            Health: 7
                            Frailties: Cannot leave the underground while the sun is out (minor taboo), cannot run away during this scene if offered a Cogleaf (CtL 2e 208) (minor taboo)
                            Weapons/Attacks
                            Traps [Special: Gnomes use the Crafting Equipment System for this, often enhanced by Tatterdemalion's Workshop. Their traps deal lethal damage equal to their Crafts and inflict the Immobilized Tilt. Others suffer a penalty to detect the trap equal to the dice penalty the Gnome chooses for the Crafting Equipment roll, with a maximum of -5. Should a Changeling use Portaling to try and escape from these Traps, they trigger a Clash Of Wills against the Dexterity + Wyrd of the Gnome, and each attempt takes 30 minutes instead of being reflexive.]
                            Contracts: Chrysalis (Wizened), Light Shy (Wizened), Tatterdemalion's Workshop (Wizened)
                            Dread Powers: Gremlin, Kith (Miner, Skitterskulk, Tunnelgrub)

                            Miner (See Winter Masques 96)
                            Kith Blessing: Gain an Exceptional Success with 3 Successes on all Survival rolls while underground.
                            Trickery: Tappingspeak, same as the original. Spend 1 Glamour and roll Wits + Survival.

                            Wizened Blessing (Chrysalis)
                            Instead of transforming into animals, the Domovoi turn into objects with a maximum Size of 10. They can still move and perceive their surroundings, and thus benefit from Defense/Initiative/Speed. However, if they wish to communicate verbally, they must return to their baseline form. On an Exceptional Success, the Changeling may buy the object form as an effective Alternate Identity with a rating equal to his Wyrd/2 round up, which costs 1 Experience. Assuming this Alternate Identity still requires Glamour, but no roll. The Changeling can transform into any object he has directly perceived in the last Wyrd days. Turning into a vehicle does not increase their Speed, but they may operate themselves with Athletics instead of Drive.
                            Last edited by GibberingEloquence; 06-13-2019, 09:08 PM.


                            Let Him Speak.

                            Comment

                            Working...
                            X