Oddments

Bottlevoice
Appearance: Bottlevoice is, quite simply, an old bottle with a cork in it.

Effect: Upon uncorking it, a changeling merely needs to breathe in the heady miasma that rises from the rim (which sometimes erupts with the sound of a man’s groan or woman’s sigh), at which time the player chooses a Mental Skill to modify. For the remainder of the scene, that chosen Skill alone gains a +3 during rolls.

Extra: This trifle is rare in the sea-reflected Hedge, appearing sometimes on the ground (stuck in the sand, slick with sea foam) or dangling from the maze-like walls (perhaps on a rime-crusted fishing hook).

Oddments
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. Are they the results of forgotten Fae’s efforts to grow specific plant servants? Are they some altruistic wanderer’s gift to those who would venture past the hedge? No changeling will ever know.

Gallowsroot
Appearance: A ropy vine that grows on low, sprawling bushes.

Effect 1: When slipped over the head and around the neck of any living victim, the root immediately constricts like a hangman’s rope. The Gallowsroot “attacks” as a Strength 3 combatant wielding a garrote for three turns.

Effect 2: The Gallowsroot may not be attacked in return — all the victim can do is hope to hold it at bay or break it like a garrote.

Extra: The ends of its lowest-growing vines are shaped like nooses.

Hog Eye
Appearance: A reed, topped by a knobby outgrowth, that grows up out of the Mire.

Effect 1: In breaking off a piece of Hog Eye, a changeling can use the narrow reed-end as an impromptu onetime- use lock pick. For a single instance, Hog Eye grants +5 to a Lockpicking roll (instant or extended)

Effect 2: Hog Eye has a secondary use — sometimes, the knobby bulrush tip is broken off and used as a floating bobber when fishing among the Thorns.

Limitation: When the action is over, whether succeeded or failed, the reed seems to sense that its use is complete and turns to dry, desiccated slivers in the hand of the user.

Extra: Also known as the more formal “Claviger Sedge.”

Jennystones
Appearance: Hard seeds of the Jennystone bush, about as big as acorns.

Taste: Inedibly bitter.

Smell: Nauseating.

Effect: Jennystones exude a nauseating scent in a five-yard diameter, so potent that they inflict a –1 dice pool penalty to anyone with a sense of smell unfortunate enough to be in the area.

Extra: Described somewhat poetically as the rotten fangs fallen from the mouth of Jenny Greenteeth, a folk legend.

Promise Leaves
Appearance: They look simply like engorged leaves of whatever plant they’ve attached to (or assimilated, or whatever their unique case is) and they have a distinct, parchment feeling.

Effect: Promise leaves can extend the duration of certain Contracts to which they’re added when the changeling crumples the promise leaf when he invokes it within the context of a Contract.

Limitation: Not a distinct goblin fruit or blossom of their own. Rather, they grow as occasional chaotic aberrations among the leaves of other plants among the Hedge.

Extra: As the promise leaf is used, the husk of the promise leaf desiccates as it falls to the ground, often blowing away in the queer wind that arises in their proximity.

Helpful for: Blessing of Perfection, (3 dot Artifice Contract).

Scarthistle
Appearance: The flowers atop this milky thistle are as black as night, seeming to eat any light that comes near it, but it’s not the flower that changelings want, it’s the sharp-needled barbs that circumnavigate the flower.

Effect 1: The Lost use the needles to tattoo themselves.

Effect 2: When a changeling marks herself with such a tattoo, it first appears milky, but then fills in with whatever colour she desires over the next day.

Effect 3: At the moment the tattoo is completed, the changeling’s player must choose one Social Skill for the changeling. This tattoo is linked to that Skill from here on out. As long as the tattoo remains on the changeling’s body (which is approximately a month before it fades), the player can spend one Glamour point and gain a +1 bonus to that chosen Social Skill for the remainder of the scene.

Limitation 1: A Lost using a Scarthistle needle can only tattoo herself, not another fae.

Limitation 2: Only other changelings (and, some speculate, other supernatural beings such as vampires or mages) can see this tattoo, which bleeds through and marks the character’s mien.

Limitation 3: A character can have up one such tattoo per point of Wyrd at any time.

Nourishment: Gift of Skill.

Stabapple
Appearance: The thorns of the fruit, however, are sharp and hard as bone, long as a man’s forearm.

Taste: Mild, savoury.

Effect Fruit: The fruits of the Stabapple tree are benign goblin fruits, offering no benefit or detriment.

Effect Thorns: A Stabapple thorn does one lethal damage and has a Size of 1.

Tovil’s Ooze
Appearance: In cold parts of the distant Hedge, sinkholes about a foot wide sometimes open up and suppurate a molasses-like substance from the ground. This ooze, cold and gooey, provides defence to whatever it’s slathered upon.

Effect 1: If the ooze is spread across an object, it provides that object with a +2 Durability for a week.

Effect 2: If the ooze is slathered across a living being, that being gains two points of armour for the week. The Mask doesn’t hide the ooze, it just makes it look like thick mud; even to mortal eyes, a character protected by this oddment looks as though she’s been rolled down a muddy slope and left to dry.

Effect 3: After a week the ooze dries, hardens and flakes off. This is painful to objects and characters. It pulls away paint, a layer of wood or even a layer of skin. Items suffer two points of damage to structure. A character suffers one point of lethal damage.

Limitation 1: One cannot transplant Tovil’s Ooze, because nobody knows where the hell it comes from in the first place.

Limitation 2: Tovil’s Ooze doesn’t come off. At all. Efforts to remove it may result in some of it peeling away — but then it simply regrows over the spot. The only way to remove Tovil’s Ooze is fire, which almost certainly burns the object or character covered in the gunk.

Walking Gertrude
Appearance: These tall stalks, thrust together by fibrous tissue and made to look like a spider made of sugarcane, tower over most changelings by 10 or more feet. And they walk. They literally move, uprooting and replanting themselves up to 20 feet away.

Smell: Gritty, odourless residue.

Effect 1: One must first break a stalk off the Walking Gertrude, and then contained within the stalk is a gritty, odourless residue. When the residue is rubbed on the inside of one’s shoes, that target suffers from a halved Speed while using those shoes.

Effect 2: The slowness of this lumbering stalk-legged “plant” can be transferred to an unwitting victim.

Limitation 1: They don’t walk quickly (Speed 2), and they aren’t sentient enough to avoid attacks.

Limitation 2: The shoes must be removed for this effect to end. The shoes themselves must be discarded or never again worn: every time the character wears them, the effect continues. Scraping out the residue doesn’t seem to end the curse.

Nourishment: Only requires a single stalk to reproduce, and must only be fed some manner of carcass. Wits + Crafts roll to transplant suffers a –5 dice pool.

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