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 Goblin Fruits and Oddments

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Join date : 2016-06-27

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PostSubject: Goblin Fruits and Oddments   Goblin Fruits and Oddments Icon_minitimeTue Jun 28, 2016 2:51 am

Goblin fruit is an umbrella term used to describe the many types of fae consumables harvested from the Hedge that have some supernatural effect on the user. Goblin fruits are edible sources of Glamour, and are a commodity within changeling freeholds and Goblin Markets. On top of this, they come in a variety of different shapes, colors, flavors, and side-effects upon consumption. Some are beneficial, healing wounds or empowering certain skills. Other times they can be hazardous, be it because they are poisonous, or attract dangerous creatures.

Goblin Fruits

Description: Looks like a small, red eggplant.
Effect: Heals 1A, limited to once per scene.
Page: CtL 223

Babel Gum
Description: Grows in Hedge Cities. Pink lichen that resembles chewed up gum.
Effect: Understand all spoken languages, forget how to read for one scene.
Page: CtL 113

Appearing as a small, onion-like plant with a sour taste, it requires a successful Wits + Investigation roll to find the delicate curled green leaves that indicate where to dig, often at a -3 penalty, as it likes to grow beneath heavy grasses and other brush. If one can manage to find it and get it down (Resolve + Composure roll), the Lost turns to vapor and is blown from the hedge by a soft breeze, reforming within a mile or two of where they originally entered the Hedge. At that point, they painfully and violently vomit up the brumebulb, suffering 2 points of bashing damage.

Description: Pink fruits slightly larger than cherries.
Effect: Healing fruit. 1L or 2B healed.
Page: CtL 223

Description: Mushroom that appears almost identical to Nightcap. Effects of both can stack.
Effect: +4 Initiative for scene
Page: CtL 224

A pale yellow lichen that tends to grow in damp conditions, it can be dried and ground and then mixed in with other foods. Bloodbane prevents the blood from clotting as it should, a single dose causing stomach cramps or minor internal bleeding for 24 hours. Consumed more than once, it prevents bone marrow from producing new blood and will cause massive internal hemorrhaging. In game terms, one dose of bloodbane is Toxicity 3, but any subsequent doses taken for the next month increase to Toxicity 6.

Shaped like a slightly distorted apple of deep crimson splotched with reddish-purple, its tough skin hides cloyingly sweet, juicy flesh the color of fresh blood with a tight, pit-like cluster of seeds at its center. Consuming a bloodapple changes one point of aggravated damage to lethal damage, though a changeling may only benefit from this once per scene.

Chu Chu Culm
Description: Grows in Hedge Fields. Bamboo filled with red liquid.
Effect: Intoxication, +2 social, -2 dexterity, wits or intelligence for one scene.
Page: WM 113

Effect: Intoxication equivalent to a shot of liquor
Page: Goblin Markets 21

Effect: smoke to Increase sense-of-self, followed by hallucinations
Page: Goblin Markets 21

Description: Bitter and minty leaves, usually made into a tea.
Effect: Restores 1 point of spent Willpower. After first Coupnettle, for 24 hours, still restores, but imposes cumulative -1 to composure.
Page: CtL 223

The Cousins Trumpet
Description: Grows in Hedge Jungles. Yellow, conical flower with no scent. Must be brewed into a tea.
Effect: Outside Hedge: Hallucinogenic drug. Restore one willpower, -3 all dice pools including defense and initiative.
Within Hedge: +2 Wyrd when shaping the Hedge.
Page: WM 113

Effect: 9-again on social rolls, but hard not to vomit up
Page: Goblin Markets 21

Description: Slightly intoxicating, looks like a purple Nectarine.
Effect: Healing fruit. 1L or 2B healed.
Page: CtL 223

Description: Mealy seeds inside a pod, similar to peas.
Effect: Healing fruit. 1L or 2B healed.
Page: CtL 223

Flower-Of-One-Hour ("Tiger Mallow")
Appearing in hot, humid areas of the hedge, this tropical-looking flower looks first like a thistle before unfolding into a black, trumpet-shaped bloom with a fiery 8e8e8e center. It blooms for only one hour each day, but not on any sort of a predictable schedule. Those with at least one point in Summer Mantle may brew it into a tea during its blooming time that has a fiery quality that makes the skin feel sunburnt and inflames passions and, when drunk, allows the character to shift dots of Resolve to either Strength or Stamina for the duration of the hour. If more than two points are moved in this fashion, she burns out afterwards, feeling drained and suffering -3 to all rolls until she has slept for 8 full hours. If drunk after the hour has passed, it has a chilling effect and tastes of anise.

These brown spores grow on the briars of the hedge and when ingested they grow inside the intestines, pushing through internal walls and releasing toxins into the blood. Over time, the target develops hallucinations and/or dizzy spells. The fungus is capable of spreading into the body, and if it takes root in the brain it will destroy the character's memories and leave him in a fugue state, sometimes leading to a coma or permanent brain damage. Toxicity 5.

Fear Gortach
Description: Highly addictive grass. Can affect mortals and supernaturals. Must succeed Wits + Composure to pull away, and reroll if you run into more Gortach in the next scene. Gluttons get a -3 on these rolls.
Effect: Makes consumer hungry/loses benefits of other Fruits
Page: CtL 223

Ghoul's Shroud
A lacy grey moss that grows from rocky fissures and falls in hanging curtains, when consumed raw, if a changeling can manage to consume the tough, painfully tangy moss, it allows the changeling to ignore the effects of any poison of toxicity less than 4 for a scene. While thus protected, the Changeling's eyes leak tears and she is possessed of an unquenchable thirst. When dried, ground and mixed with water, it makes a bland but sustaining gruel.

Description: Grows in Hedge Farmlands. Grows in the shape of a scarecrow. Crack it open and smear it on yourself to gain benefit.
Effect: +1 to Defense, -2 to Social rolls for one hour.
Page: WM 112

Hera Pear
Hera Pears appear much like their real-world counterparts, only utterly perfect with perfect, #b32562en green skin. Anyone consuming the pear may choose to be entirely healed off ANY one disease (though derangements cannot be healed this way). However, the Hera Pear tree only grows in the very center of the hedge, deep within the thorns, and is always guarded by a powerful hobgoblin of some sort which must be bested before the fruit can be plucked.

Description: Tiny, crimson berry about the size of a pomegranate seed. Very rare and bitter, but essentially turns you invisible to the Gentry.
Effect: Fae must roll Wits + Composure to find you at -5. Lasts for minutes equal to your Wits + Resolve.
Page: AN 59

Jarmyn Fruit
Description: Grows with Jarmyn Leaves. Forces sleep.
Effect: Extended actions in same scene lose penalties; sleep whole day after to maximum of 7 days.
Page: CtL 223

Jarmyn Leaves
Description: Grows with Jarmyn Fruit. Forces sleep.
Effect: +3 to stay awake for extensive amount of time; sleep whole day after to maximum of 7 days.
Page: CtL 223

The Judas Yew
Description: Grows in Hedge Deserts. Tree with red berries that grows out of walls in elevations.
Effect: Eating does 1L damage due to potent poison. Allows you to go 3 times the length without food or drink.
Page: WM 111

Description: A Blossom that curls upwards at the end of the leaf
Effect: Healing fruit. 1L or 2B healed.
Page: CtL 223

A apple which looks perfect, but when consumed requires a Resolve + Composure roll to avoid vomiting, but once consumed causes them to fall into a deathlike sleep for the next 12 hours, which is so convicing even the Wyrd is fooled, and any lifelong pledges end without being broken.

Description: Mushroom that appears almost identical to Buglewort. Effects of both can stack.
Effect: Halves Speed until accumulates 4 successes on Stam + Res
Page: CtL 224

Pedicle Velvet
Description: Grows in Hedge Tundras, on the horns of fierce Hobgoblins. Lichen that must be scraped off and eaten completely to take effect.
Effect: Heal 1L damage. Gain +1 Stamina for 6 hours. Next time you have intercourse, it will result in pregnancy.
Page: WM 114

Pitt Moss
Description: Very rich, pungent moss used in soups. Effect only applies if eaten raw, about a salads worth, in the field.
Effect: Loses 1 Willpower and can't spend Willpower for scene
Page: CtL 224

Serpent Gourd
A long gourd with a shiny black exterior, serpent gourd grows high up on tangled, woody vines spiked with cruel thorns as long as a man's finger and is thus extremely difficult to harvest. When split open, its white flesh comes apart in ropy-strands. If boiled with a fistful of its own thorns, then strained, it produces a clear, syrupy fluid with a bitter taste which affords the changeling +1 to all oneiromancy and oneiromachy rolls.

These small, dark green berries are extremely sour, growing on parasitic vines in clumps of 5 or 6. Eaten raw, they cause drowsiness. If the Changeling was sleepy to begin with, they will fall into a deep, dreamless sleep. Boiled, however, they produce a tea that will cause horrible, vivid nightmares often involving torture or other grievous physical harm.

This cross-breed of coupnettle and pitmoss is a highly invasive, rapidly spreading weed which appears as a delicate-stemmed plant with curling violet leaves. Walking through it releases a sharp, minty odor which will cost the Changeling a point of willpower but will grant him +3 to whatever mental skill the Lost was thinking about at the time, or a random mental skill of the ST's choosing for a scene. When the effects of the trenchmint wear off, the character is lethargic and suffers -1 to all Physical rolls for the next day, -2 if the character’s Vice is Sloth.

Wineberry Blush
Very tart berries. Wine fermented from them is believed by some hobgoblins to be able to absolve sins. If a changeling drinks a draught of the wineberry blush within 24 hours of having degenerated with a derangement gained as a result, the goblin wine will cause the new derangement to fade immediately, offering a slightly clearer head about one's decisions and perceptions.

A black fig-like fruit with a distressingly fleshy quality that is favored by True Fae and filled with a sickeningly sweet sticky sap. At its center is a cluster of squirming white maggot-like creatures with clicking little black mandibles, which if consumed, confers great flexibility to the Lost and +5 dice to escape bonds of any kind and also gives +1 Glamour


Not all goblin fruits are necessarily "fruits" or even consumable in the traditional sense. The Hedge certainly hosts any number of bizarre flora, some of which have uses outside that of food or resuscitation. These fruits are called "oddments," as they seem to grow with the express purpose of being used as tools, but those uses are so very specific that it's odd they could have evolved at random.

This rare oddment appears as an old bottle stopped with a cork in areas of the hedge near the sea. When a Lost uncorks the bottle and breathes in the air inside, which escapes with the sound of a sigh or a groan, they may choose a mental skill to modify by +3 for the remainder of the scene.

Description: Ropy vine shaped like a noose.
Effect: Acts as Strength 3 attacker with a garrote for 3 turns.
Page: CtL 224

Hog Eye
Description: Grows in Hedge Bogs and Swamps. Looks like a reed with a knobby outgrowth.
Effect: Single-use lockpick, adds +5 to any lockpick roll.
Page: WM 111

Growing in temperate regions of the hedge, the headgourd grows attached to what seems like a naturally occurring scarecrow of vines and leaves attached to a cross, with the large green and 8e8e8e streaked head. Harvesting the headgourd and cracking it open reveals a soft, brain-like fruit inside that smells like pungent cheese and, while technically edible, is more commonly smeared over a changeling's body, making them harder to hit (+1 to Defense) for one hour. Not surprisingly, while covered in headgourd brain, the changeling suffers -2 to all Social rolls

Found in high, mountainous regions of the hedge, hoarflakes are thin, papery stones which literally look like snowflakes and are about the size of a normal human hand. Crumbling a hoarflake and dousing oneself in the dust grants the Windwing blessing to the Lost for one hour, allowing the changeling to spend a point of Glamour to glide on the wind at his normal speed rating for up to a minute per dot of Wyrd, additionally, during this time they take only one point of bashing damage for every 15 yards fallen and only take lethal damage if they fall more than 150 yards.

Description: Foul smelling acorns.
Effect: -1 dice pool to everyone within 15 feet.
Page: CtL 224

Promise Leaves
Description: Dispersed among trees completely randomly. Parchment-like leaf that is crumpled up when casting your contract.
Effect: Lengthens certain Contracts' duration
Page: CtL 224

Description: The fruit is safe to eat. The thorns are hard and sharp, and can be used as a weapon.
Effect: Thorns can be used as (1)L, Size 1, Durability 1 weapon
Page: CtL 224

The thorns of this milky-white, black flowered thistle can be used to tattoo oneself. This tattoo is visible to other lost, and perhaps all other supernatural beings, the tattoo first appearing pale but gradually filling in with the colors of the changelings choosing. Tied to a Social Skill, once completed the changeling may spend a point of Glamour to increase said Skill for the month-long period it takes the tattoo to fade. A character may only have one such tattoo at any time.

Tovil's Ooze
In the frigid reaches of the hedge, holes sometimes open in the ground filled with a thick, sticky substance. When smeared on something or someone or something, it forms a protective barrier for a week that grants +2 to the Durability of the object or +2 to the Armor of the person, appearing as mud to mortal eyes. Once applied, it cannot be removed except by being burned away, but after a week it falls off of its own volition, taking a layer of skin with it or damaging the object in the process (2 structural damage to items, 1 lethal to creatures).

Marked above-ground by a single small seven-petaled blue flower with long, drooping leaves, the the hard, tangled football-sized rootball of a Widowroot lies two or three feet below the surface. When an entire root is chopped and smoked, it leaks a small quantity of amber-hued sap that can be applied to a bladed weapon or projectile. When the sap enters the bloodstream of a target, it erodes its victim’s sense of conviction, causing the target to lose 2 points of Willpower immediately. No one target can be affected by Widowroot sap more than once per day.

Walking Gertrude
An extremely strange plant, the Walking Gertrude is like a massive insect-like creature made of cane capable of relocating itself, albeit slowly and seemingly without much sentience or awareness of its surroundings. Breaking off a stalk of the Walking Gertrude, a Lost may harvest the powdery residue within. This powder, sprinkled into a target's shoes, causes them to have their speed halved while wearing the shoes, which cannot be cleaned out.

Description: Oozes out of trees in Hedge Forests. Just a dollop on your skin summons masses of vermin that follow you until removed.
Effect: Vermin follows you around, -2 social penalty, -1 initiative and defense.
Page: WM 112
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