Campaign of the Month: November 2012
THE EMERALD CITY
HIGH CONCEPT: GRUESOME FAERIE KILLERS
Alertness: Average +1
Athletics: Good +3
Deceit: Fair +2
Endurance: Fair +2
Fists: Average +1
Might: Fair +2
Stealth: Average +1
Weapons: Good +3
FAERIE ITEM (+2) WOOLEN CAP:
- Must be dyed in fresh blood; Tied to the following powers:
- Inhuman Strength (-2)
- Inhuman Speed (-2)
The Faerie Item power provides a base +1 refresh bonus. A number of powers are tied to the item, in much the same way as an Item of Power. As long as the Faerie Item is in the faerie’s possession, it has access to the related powers. If the Item is lost or stolen, the related powers are lost until this Item is recovered.
If there is an action which the faerie must perform on a regular basis to empower the Item, apply an additional +1 refresh bonus.
Powers tied to a Faerie Item are usually not available to anyone but its rightful owner. However, if someone other than the rightful owner is in possession of a Faerie Item, they often gain a measure of control over the faerie owner. If a Faerie Item works in this way, apply an additional +1 refresh bonus.
- GLAMOURS (-2)
- INHUMAN RECOVERY (-2)
- INHUMAN TOUGHNESS (-2)
The Catch (+3) is cold iron and such
TOTAL REFRESH COST: -5
The TARUGH CLAN RED CAPS are known for being cunning and savage if not exactly elite warriors.
TARUGH CLAN RED CAP MOOKS
FAIR (+2) MINIONS with 2 Stress Boxes apiece and do Weapon 4 Damage because of Pikes and Inhuman Strength. They have a 1 point of Armor due to their Inhuman Toughness. Their initiative is at +6 because of Inhuman Speed.
MINION GROUP BONUS
2-3 = = +4
PHYSICAL: OOO, Armor 1
Sturdy old men with red eyes, taloned hands and large teeth, wearing a red cap and bearing a pikestaff in the left hand.
Redcaps are goblin-like wildfae, who tend to haunt ruins in borderlands, like Northern England/Southern Scotland, where they prey upon travelers. They carry halberds and long knives, and they wear heavy, metal-shod boots, but they are swift and difficult to elude. The woolen caps, from which they get their name, are dyed in the blood of their victims. Rumor has it that if their bloody headgear ever dries out, they will die. This may or may not be true, but it is certain that they gain some power from their gruesome hats. If one were to snatch the cap from its head, a Redcap would be weakened, though it would still be far from harmless.
Based on entry on DFRPG Boards.