Folklore of the isles, water and the drowned, anomalous far-side, and beasts and heraldry — 25 each, in four source files wired into collectSpecs(). check-creatures passes at 204 specs across 13 sources and the full 23-guard suite is green. The population this was meant to fix: non-human body plan 4 -> 48 (29 quadruped, 15 winged) vesh / cadence 5/5 -> 13/13 creatures 47 -> 147 CREATURE_FORGE_PLAN.md called the unused location tables the reason to build any of this; the quadruped and winged plans now carry a bestiary rather than three dogs and a heraldic beast. Art is procedural: 102 SVG portraits composed from each creature's own body geometry, so a cadence portrait has five headless bodies because its location table has five. The 17 hand-made portraits are untouched. BESTIARY_ART.md carries 204 derived Midjourney prompts for the ones worth illustrating properly later. Known and unfixed, reported by three of the four authors independently: WEAPONS has no bite, claw, gore, hoof or talon, so every creature that kills with its mouth carries `grasp` and states its real damage in prose. simulate.mjs measures the grasp. Next commit. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
252 lines
30 KiB
JavaScript
252 lines
30 KiB
JavaScript
/**
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* FOLKLORE OF THE ISLES — twenty-five anomalies the department files under folk custom.
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*
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* Same spec shape as the creatures in content.mjs, validated by tools/creature-schema.mjs.
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* Two things are deliberate here and worth saying out loud:
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*
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* BODIES. Nine of these are not shaped like a man and are not hit-located as one:
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* four `winged`, five `quadruped`. A hound shot in the foreleg loses the foreleg, and
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* a flyer with a hole in a wing is a quadruped. See anatomy.mjs LOCATION_TABLES.
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*
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* NATURAL WEAPONS. WEAPONS has exactly one — `grasp` (1d6+1) — and `punch` (1d3).
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* There is no bite, claw, talon, hoof or gore key, so everything here that kills with
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* its mouth carries `grasp` and says in its tactics what the damage actually is.
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*
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* Nothing in this file reaches the packs until something imports it. It is a bestiary
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* sheet, not a registration.
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*/
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export const BESTIARY_FOLKLORE = [
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/* ---------------- THE HUNT ---------------- */
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{ key: "hunt_master", name: "The master of the hunt", role: "FOLKLORE. The rider at the head of it, who has a right of way older than the road",
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chosenStyle: "deliberate", naturalArmour: 6, species: "baseline",
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ch: { str: 22, siz: 17, con: 24, int: 14, pow: 24, dex: 16, cha: 18, edu: 6 },
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skills: [{fam:"melee_weapon",spec:"spear",val:90},{fam:"dodge",spec:"",val:55},{fam:"track",spec:"",val:95},
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{fam:"spot",spec:"",val:80},{fam:"insight",spec:"",val:70},{fam:"persuade",spec:"",val:65},
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{fam:"athletics",spec:"",val:75},{fam:"navigate",spec:"",val:85}],
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weapons: ["spear1h"],
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tactics: "It is hunting one named thing and everything else on the road is an obstruction. It will tell you what it is hunting if asked directly, because it has no reason to lie. POWER: RIGHT OF WAY. Anything standing between it and its quarry is ridden down: 3d6 damage, DEXx5 to throw yourself clear for half, and armour counts. It does not stop, circle back, or finish anybody off. Give it the road and it passes in under a minute. Hand it the thing it is hunting and it leaves the county." },
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{ key: "gabriel_hounds", name: "Gabriel hounds", role: "FOLKLORE. The pack heard passing over the rooftops on a still night",
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chosenStyle: "reflex", naturalArmour: 2, species: "baseline", bodyPlan: "winged",
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ch: { str: 14, siz: 9, con: 12, int: 4, pow: 20, dex: 21, cha: 3, edu: 1 },
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skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:70},{fam:"track",spec:"",val:90},
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{fam:"scent",spec:"",val:95},{fam:"listen",spec:"",val:85},{fam:"athletics",spec:"",val:80},
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{fam:"spot",spec:"",val:60}],
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weapons: ["grasp"],
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tactics: "Treat as a single creature with four bodies in the air at once; run one initiative, one hit table, one wound pool. Heard far more often than seen, and being heard is most of what it does. POWER: OVERHEAD. On the round it passes above a group, everybody who heard it makes a POWx5 roll; a failure means the agent's next action this scene is to look up, and only that. Grounded — disable a wing and it comes down — it is a fast snapping animal doing 1d6+1 and it can be killed. In the air it cannot be caught, and it has no interest in landing." },
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{ key: "grey_mare", name: "The grey mare", role: "FOLKLORE. The riderless horse that joins the road behind you and keeps pace",
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chosenStyle: "deliberate", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped",
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ch: { str: 24, siz: 20, con: 18, int: 6, pow: 17, dex: 12, cha: 11, edu: 1 },
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skills: [{fam:"brawl",spec:"",val:55},{fam:"dodge",spec:"",val:35},{fam:"track",spec:"",val:70},
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{fam:"listen",spec:"",val:75},{fam:"athletics",spec:"",val:85},{fam:"stealth",spec:"",val:50}],
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weapons: ["grasp"],
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tactics: "It does not attack. It walks behind the party at exactly their pace, on the road, for as long as they are on the road, and it is waiting to be mounted. POWER: MOUNT UP. Any agent who touches its back must make a POWx5 roll or get on; a rider is carried at a flat gallop to the nearest boundary of the parish and put down there, one Major Wound check on landing, and the mare is gone. Nobody has ever been killed by it. Two agents have been found eleven miles from the vehicle and could not explain the interval. Leave the road and it will not follow." },
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/* ---------------- HAGS ---------------- */
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{ key: "black_annis", name: "Black Annis", role: "FOLKLORE. What has lived in the cut in the hillside since before the estate was built over it",
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chosenStyle: "reflex", naturalArmour: 4, species: "baseline",
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ch: { str: 25, siz: 16, con: 22, int: 13, pow: 21, dex: 20, cha: 2, edu: 3 },
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skills: [{fam:"brawl",spec:"",val:85},{fam:"dodge",spec:"",val:65},{fam:"stealth",spec:"",val:90},
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{fam:"listen",spec:"",val:80},{fam:"spot",spec:"",val:75},{fam:"athletics",spec:"",val:80},
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{fam:"track",spec:"",val:70}],
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weapons: ["grasp"],
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tactics: "Lethal, and hunts the way a thing with long arms and a low ceiling hunts: it takes one person from the back of a line and goes back into the cut. Its grasp does 1d6+1 and it drags — resolve as a STR contest each round, and a lost contest is another five yards underground. POWER: THE REACH. It attacks through any gap an arm will fit, from full concealment, and the agent it reaches for does not get a Dodge that round because there was nothing to see. It will not come out into open ground in daylight. Collapse the cut and it is somebody else's problem in forty years." },
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{ key: "cailleach", name: "The cailleach", role: "FOLKLORE. An old woman on the pass who decides when the weather stops",
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chosenStyle: "deliberate", naturalArmour: 2, species: "baseline",
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ch: { str: 13, siz: 12, con: 20, int: 17, pow: 28, dex: 8, cha: 15, edu: 9 },
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skills: [{fam:"insight",spec:"",val:85},{fam:"bargain",spec:"",val:80},{fam:"persuade",spec:"",val:70},
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{fam:"navigate",spec:"",val:90},{fam:"spot",spec:"",val:70},{fam:"occult",spec:"",val:75},
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{fam:"dodge",spec:"",val:20},{fam:"brawl",spec:"",val:25}],
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weapons: ["quarterstaff"],
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tactics: "She cannot fight and will not try. She sits on the pass and is perfectly willing to talk. POWER: THE PASS IS SHUT. Anybody she has refused takes 1 point of damage per ten minutes of exposure on the high ground, no roll, no armour, and their compass and their handset both stop being useful; the cold is the whole weapon and it does not miss. She refuses anyone who walks past without speaking, and she has never refused anyone who asked. The department's standing instruction is to send one officer up with a bottle and to not argue about the cost of the bottle." },
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{ key: "jenny_greenteeth", name: "Jenny Greenteeth", role: "FOLKLORE. The weed on the pond that is arranged to look like weed on a pond",
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chosenStyle: "reflex", naturalArmour: 1, species: "baseline",
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ch: { str: 19, siz: 11, con: 16, int: 8, pow: 15, dex: 17, cha: 1, edu: 1 },
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skills: [{fam:"brawl",spec:"",val:70},{fam:"stealth",spec:"",val:95},{fam:"dodge",spec:"",val:40},
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{fam:"listen",spec:"",val:70},{fam:"athletics",spec:"",val:60},{fam:"spot",spec:"",val:55}],
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weapons: ["grasp"],
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tactics: "It lies under the green skin of still water within arm's reach of a bank and it takes whoever is nearest the edge. It cannot leave the water and it cannot be reasoned with. POWER: UNDER. A successful grasp puts the target in the water: STRx5 each round to get out, at −20% cumulative, and run the ASPHYXIA rules from there rather than a combat. It will let go of anybody who costs it a Major Wound. Drain, fence, or net the pond and the case closes; it has never been observed to move to another one." },
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{ key: "gwrach", name: "Gwrach y Rhibyn", role: "FOLKLORE. The hag at the window who gives the name and the date",
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chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", bodyPlan: "winged",
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ch: { str: 9, siz: 10, con: 11, int: 15, pow: 26, dex: 14, cha: 1, edu: 7 },
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skills: [{fam:"stealth",spec:"",val:80},{fam:"dodge",spec:"",val:45},{fam:"spot",spec:"",val:85},
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{fam:"insight",spec:"",val:80},{fam:"listen",spec:"",val:75},{fam:"brawl",spec:"",val:20},
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{fam:"athletics",spec:"",val:55}],
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weapons: ["punch"],
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tactics: "Physically negligible — eleven hit points on a bad frame and it does not fight. It arrives at a window, at head height, on wings that are too thin to carry it and do anyway, and it says one name. POWER: THE NAMING. The named person loses 1 Coherence and every roll they make to avoid harm for the next twenty-four hours is at −10%, because they now know. It is never wrong and it is never early. Shooting it is easy, achieves nothing, and the name has already been said. Disable a wing and it cannot leave, which is worse for everyone." },
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/* ---------------- CHURCH GROUND ---------------- */
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{ key: "hunky_punk", name: "Hunky punk", role: "FOLKLORE. The carving off the tower that has got down and is on the leads",
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chosenStyle: "deliberate", naturalArmour: 10, species: "baseline", bodyPlan: "winged",
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ch: { str: 20, siz: 13, con: 26, int: 5, pow: 14, dex: 10, cha: 4, edu: 1 },
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skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:20},{fam:"spot",spec:"",val:70},
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{fam:"listen",spec:"",val:55},{fam:"stealth",spec:"",val:65},{fam:"athletics",spec:"",val:50}],
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weapons: ["grasp"],
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tactics: "Slow, stupid, armoured in six hundred years of oolite, and it only moves on the church's own roof and walls. It cannot be surprised while it is holding still, because holding still is what it is. POWER: MASONRY. Bullets do minimum damage to it and edged weapons do none at all; a prybar, a hammer, or a fall onto flags does full. It is ten points of armour that walks at a stroll — leave the roof and it does not follow past the gutter. Ends when it is broken, and the diocese will want the pieces." },
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{ key: "sin_eater", name: "The sin-eater", role: "FOLKLORE. The man paid sixpence at the graveside to take what the dead could not carry",
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chosenStyle: "deliberate", naturalArmour: 0, species: "baseline",
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ch: { str: 10, siz: 11, con: 13, int: 14, pow: 22, dex: 11, cha: 6, edu: 8 },
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skills: [{fam:"insight",spec:"",val:80},{fam:"religion",spec:"",val:85},{fam:"persuade",spec:"",val:60},
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{fam:"bargain",spec:"",val:75},{fam:"occult",spec:"",val:70},{fam:"dodge",spec:"",val:30},
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{fam:"brawl",spec:"",val:20},{fam:"stealth",spec:"",val:55}],
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weapons: ["punch"],
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tactics: "He is not hostile and never has been. He turns up at the cordon of any death the department attends, waits at the edge, and offers. POWER: SIXPENCE. Any agent who accepts food from his hands recovers 2 Coherence immediately and permanently loses the ability to make a Religion roll; the transaction is real, it is recorded somewhere, and it cannot be given back. He will not take by force and he will not take from anybody who says no out loud. He has been at three hundred and eleven of our incidents and is on no payroll." },
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{ key: "lych_waiter", name: "The lych-gate waiter", role: "FOLKLORE. The last one buried, standing watch at the gate until the next one comes",
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chosenStyle: "deliberate", naturalArmour: 3, species: "baseline",
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ch: { str: 14, siz: 12, con: 17, int: 9, pow: 18, dex: 9, cha: 3, edu: 5 },
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skills: [{fam:"spot",spec:"",val:90},{fam:"listen",spec:"",val:85},{fam:"brawl",spec:"",val:50},
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{fam:"dodge",spec:"",val:25},{fam:"stealth",spec:"",val:40},{fam:"insight",spec:"",val:45}],
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weapons: ["grasp"],
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tactics: "It stands in the gate. It is doing a duty and it is tired. It will not step off the churchyard path and it will not let a body through the gate in the wrong direction. POWER: THE WATCH. Anything carried out through the lych-gate that came from inside the ground — remains, grave goods, a coffin plate — is held: the carrier makes a STRx5 roll against its STR to get past, and a failure means it takes the item and puts it back, without violence and without hurry. Bury somebody new in the yard and it is relieved of the duty that night. That is the entire disposal." },
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/* ---------------- BURIED AT BOUNDARIES ---------------- */
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{ key: "crossroads_man", name: "The crossroads man", role: "FOLKLORE. Put in at the meeting of four parishes in 1802 with a stake through him so he would stay",
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chosenStyle: "reflex", naturalArmour: 3, species: "baseline",
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ch: { str: 21, siz: 13, con: 21, int: 8, pow: 19, dex: 13, cha: 2, edu: 4 },
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skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:40},{fam:"track",spec:"",val:65},
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{fam:"stealth",spec:"",val:60},{fam:"athletics",spec:"",val:65},{fam:"spot",spec:"",val:60}],
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weapons: ["grasp"],
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tactics: "Dormant, and will stay dormant forever if the road is left alone. Roadworks at the junction are what brings the calls in. POWER: NO PARISH. It cannot be stopped by anything that works by jurisdiction — a cordon, a warrant, a Borrowed Authority, a boundary of any kind — because it was buried precisely where four of them fail to meet. It fights with its hands, 1d6+1, and it is strong. Drive the stake back into the same ground and it lies down mid-swing; the stake is in Stores, labelled, and must go back in the original hole." },
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{ key: "march_stone", name: "The march stone", role: "FOLKLORE. The boundary stone that has been in nine places and each time was always there",
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chosenStyle: "deliberate", naturalArmour: 14, species: "baseline",
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ch: { str: 28, siz: 22, con: 30, int: 3, pow: 23, dex: 2, cha: 1, edu: 1 },
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skills: [{fam:"brawl",spec:"",val:45},{fam:"dodge",spec:"",val:5},{fam:"spot",spec:"",val:40},
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{fam:"listen",spec:"",val:35},{fam:"stealth",spec:"",val:30}],
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weapons: ["grasp"],
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tactics: "It moves only when nobody is looking at it and it has never been seen to move. It kills perhaps one person a century, always by being where a wall or a floor used to be. POWER: ALWAYS WAS. Wherever it stands, every map, deed, and register within a mile agrees it has stood there since enclosure, and the previous line is gone from the record; agents who read the old survey and the new one in the same scene lose 1 Coherence. It cannot be broken by anything the department can carry. Photograph it continuously and it simply does not move — a two-officer watch is the standing containment and it has held since 1971." },
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{ key: "foundation_child", name: "The foundation child", role: "FOLKLORE. What was put under the first pier so the bridge would stand",
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chosenStyle: "deliberate", naturalArmour: 2, species: "baseline",
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ch: { str: 8, siz: 5, con: 24, int: 10, pow: 25, dex: 12, cha: 12, edu: 3 },
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skills: [{fam:"listen",spec:"",val:80},{fam:"insight",spec:"",val:70},{fam:"stealth",spec:"",val:75},
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{fam:"persuade",spec:"",val:55},{fam:"dodge",spec:"",val:45},{fam:"brawl",spec:"",val:15}],
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weapons: ["punch"],
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tactics: "It cannot hurt anybody and it has held a nine-arch viaduct up since 1848. It is heard, not met: counting, under the pier, in a dialect nobody local speaks. POWER: THE PIER. While it is in the footing the structure above cannot fail — no flood, no subsidence, no lorry strike. Remove it, and the structure is only as sound as its engineering, which is the department's problem and not a monster's; three surveys since 1990 say the viaduct goes down in under a year. It will talk. It asks to be let out. Every officer who has heard it has recommended leaving it in, and every one of them has also recommended it be recorded that they did so." },
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{ key: "bog_offering", name: "The bog offering", role: "FOLKLORE. Taken out of the peat in 1974, and it was not put in the peat to be taken out",
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chosenStyle: "deliberate", naturalArmour: 1, species: "baseline",
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ch: { str: 12, siz: 11, con: 19, int: 12, pow: 24, dex: 7, cha: 4, edu: 6 },
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skills: [{fam:"insight",spec:"",val:75},{fam:"stealth",spec:"",val:55},{fam:"listen",spec:"",val:70},
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{fam:"occult",spec:"",val:65},{fam:"dodge",spec:"",val:20},{fam:"brawl",spec:"",val:30},
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{fam:"persuade",spec:"",val:50}],
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weapons: ["punch"],
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tactics: "It is in a case in a county museum and it does not move. It works on the building, not on people in it. POWER: STANDING WATER. Every room within thirty yards of it floods slowly with peat-coloured water that no drain accounts for, one inch a day, and every electrical and paper record in those rooms is ruined in the order they were created. Nothing stops this but distance. It has never injured anybody; it has cost four institutions their archives. Put it back in the same moss, at the same depth, and the water stops the same night. The museum will not agree to this and that is the case." },
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/* ---------------- HEARTH ---------------- */
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{ key: "hearth_hob", name: "The hob", role: "FOLKLORE. The one behind the range that does the work if the work is left out for it",
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chosenStyle: "deliberate", naturalArmour: 0, species: "baseline",
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ch: { str: 9, siz: 4, con: 11, int: 14, pow: 16, dex: 18, cha: 7, edu: 6 },
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skills: [{fam:"stealth",spec:"",val:85},{fam:"sleight_of_hand",spec:"",val:80},{fam:"repair",spec:"mechanical",val:70},
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{fam:"listen",spec:"",val:75},{fam:"dodge",spec:"",val:60},{fam:"brawl",spec:"",val:20},
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{fam:"insight",spec:"",val:55}],
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weapons: ["punch"],
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tactics: "A nuisance, and on balance a useful one. It mends what is left broken on the hearth overnight and it eats what is left in the dish. Ignore it and nothing happens at all. POWER: THE DISH. If the household gives it anything that could be mistaken for payment — money, new clothes, thanks in writing — it leaves that night and every mechanical thing in the building fails within the month; nothing repairs and nothing stays repaired. There is no way to call it back. Advise the occupier, in writing, to keep putting out cream and to say nothing." },
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{ key: "cauld_lad", name: "The cauld lad", role: "FOLKLORE. The apprentice who died in the works and still turns out for the night shift",
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chosenStyle: "reflex", naturalArmour: 0, species: "baseline",
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ch: { str: 11, siz: 9, con: 12, int: 12, pow: 17, dex: 16, cha: 9, edu: 5 },
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skills: [{fam:"stealth",spec:"",val:70},{fam:"repair",spec:"mechanical",val:60},{fam:"athletics",spec:"",val:65},
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{fam:"listen",spec:"",val:65},{fam:"dodge",spec:"",val:55},{fam:"brawl",spec:"",val:30},
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{fam:"sleight_of_hand",spec:"",val:65}],
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weapons: ["punch"],
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tactics: "Harmless, loud, and cold. It stacks everything that was left out, in the wrong order, and it is audible on any night the plant is empty. POWER: COLD WORK. Any room it is working in drops enough that hands stop being reliable: all fine manual rolls at −20% and a Repair or First Aid roll there takes twice as long. It has never touched anybody. Tell the site it has a draught problem and close the file; the only recorded attempt at removal gave the works eleven years of industrial accidents and the officer responsible took early retirement." },
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/* ---------------- THE BARGAIN ---------------- */
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{ key: "the_teind", name: "The teind", role: "FOLKLORE. Collection is every seventh year and the account is not in your name",
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chosenStyle: "deliberate", naturalArmour: 4, species: "baseline",
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ch: { str: 15, siz: 13, con: 18, int: 18, pow: 27, dex: 14, cha: 20, edu: 14 },
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skills: [{fam:"bargain",spec:"",val:95},{fam:"insight",spec:"",val:85},{fam:"persuade",spec:"",val:80},
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{fam:"status",spec:"",val:75},{fam:"knowledge",spec:"",val:70},{fam:"dodge",spec:"",val:45},
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{fam:"brawl",spec:"",val:35},{fam:"occult",spec:"",val:65}],
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weapons: ["dagger"],
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tactics: "It arrives correctly dressed, on the right day, with the paperwork, and it is owed something by a household that has forgotten why. It will not begin a fight and it will finish one it did not begin. POWER: THE ACCOUNT. Once per scene it may name a debt: opposed POWx5 against one agent. If it wins, that agent is the payment, walks out of the scene under their own power, and is a missing person until the department settles the account. It accepts substitution — anybody who volunteers, in words, in front of it, is taken instead and the original is released. It will not accept a substitution offered by a third party. The debt can also simply be paid; work out what was borrowed, and by whom." },
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{ key: "changeling", name: "The changeling", role: "FOLKLORE. Left in the cot in 1987 and still four years old",
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chosenStyle: "reflex", naturalArmour: 1, species: "baseline",
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ch: { str: 7, siz: 5, con: 16, int: 20, pow: 22, dex: 15, cha: 17, edu: 3 },
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skills: [{fam:"insight",spec:"",val:90},{fam:"fast_talk",spec:"",val:75},{fam:"persuade",spec:"",val:70},
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{fam:"stealth",spec:"",val:60},{fam:"dodge",spec:"",val:55},{fam:"brawl",spec:"",val:15},
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{fam:"psychology",spec:"",val:80}],
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weapons: ["punch"],
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tactics: "It cannot hurt an adult and does not try. It has been four years old for thirty-nine years in the same house, and the family's records agree with it and not with the neighbours. POWER: THE SUBSTITUTION. It knows exactly where the real child is and it will say, once, to one agent, alone. Acting on what it says is a crossing, priced as one. Its own removal is a Borrowed Authority problem: nothing that works on anomalies works on it, and everything that works on a child in care does. There is a live file on the real child and it has not been closed for thirty-nine years." },
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{ key: "uninvited", name: "The uninvited", role: "FOLKLORE. The one who should have been asked to the christening and was not",
|
||
chosenStyle: "deliberate", naturalArmour: 2, species: "baseline",
|
||
ch: { str: 12, siz: 12, con: 15, int: 19, pow: 25, dex: 15, cha: 22, edu: 12 },
|
||
skills: [{fam:"persuade",spec:"",val:85},{fam:"insight",spec:"",val:80},{fam:"bargain",spec:"",val:75},
|
||
{fam:"status",spec:"",val:80},{fam:"art",spec:"",val:70},{fam:"dodge",spec:"",val:40},
|
||
{fam:"brawl",spec:"",val:25},{fam:"fast_talk",spec:"",val:70}],
|
||
weapons: ["dagger"],
|
||
tactics: "It stands at the back of any gathering it was not asked to and is entirely pleasant until spoken to. It never attacks. POWER: THE GIFT. It gives one person present something they did not ask for and cannot refuse: roll 1d6 — 1-2 a skill goes to 95% and one other skill of the GM's choice goes to 5%; 3-4 they cannot be lied to for a year and cannot sleep in a building with more than one door; 5-6 they are lucky, once, at a time not of their choosing, and they lose 2 Coherence knowing it is spent. The gift is permanent and it is not a curse; it is a gift, and that is what makes it a problem. Invite it in advance — a written invitation, correctly addressed — and it accepts, attends, gives nothing, and leaves early." },
|
||
|
||
{ key: "dullahan", name: "The dullahan", role: "FOLKLORE. The coachman on the lane at two in the morning, carrying his own head",
|
||
chosenStyle: "reflex", naturalArmour: 5, species: "baseline",
|
||
ch: { str: 20, siz: 15, con: 22, int: 11, pow: 24, dex: 18, cha: 5, edu: 4 },
|
||
skills: [{fam:"melee_weapon",spec:"flail",val:85},{fam:"dodge",spec:"",val:50},{fam:"spot",spec:"",val:80},
|
||
{fam:"navigate",spec:"",val:85},{fam:"pilot",spec:"ground_car",val:70},{fam:"stealth",spec:"",val:45},
|
||
{fam:"listen",spec:"",val:70}],
|
||
weapons: ["flail"],
|
||
tactics: "Lethal, and only on a road, and only to whoever it has come for. It stops at a gate, says one name, and if nobody answers it drives on and comes back the next night. POWER: THE CALL. When it speaks the name, the named person must make a POWx5 roll or walk to the coach; anyone physically restraining them takes the flail instead, 1d10 and it strikes at 85%. Its eyes see through anything, so concealment is worthless. It cannot cross running water and it cannot pass a gate that is locked with a key nobody present is holding — the department carries a padlock and a second officer takes the key a mile down the road. The name it gives is always a real person and there is always a death certificate within the week." },
|
||
|
||
/* ---------------- FOUR LEGS ---------------- */
|
||
|
||
{ key: "pooka", name: "The pooka", role: "FOLKLORE. The black thing in the lane that talks, and is not offering you a lift",
|
||
chosenStyle: "reflex", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped",
|
||
ch: { str: 23, siz: 19, con: 17, int: 16, pow: 22, dex: 19, cha: 13, edu: 7 },
|
||
skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:60},{fam:"fast_talk",spec:"",val:85},
|
||
{fam:"insight",spec:"",val:75},{fam:"athletics",spec:"",val:85},{fam:"stealth",spec:"",val:65},
|
||
{fam:"listen",spec:"",val:70}],
|
||
weapons: ["grasp"],
|
||
tactics: "It is clever, it is bored, and it is not trying to kill anybody — which does not mean nobody dies. It talks the whole time, in good English, and most of what it says is true. POWER: THE RIDE. Anyone it can get onto its back goes wherever it wants for one hour: hedges, water, a dual carriageway. At the end, one Major Wound check and 1d6 damage, and the agent is somewhere inconvenient and unhurt in every way that matters. It answers direct questions honestly if the question is put politely, which makes it the single best source in this file. It is gone after November and back at the same lane the following year." },
|
||
|
||
{ key: "cu_sidhe", name: "Cu sidhe", role: "FOLKLORE. The green hound that hunts silently and barks three times at the end",
|
||
chosenStyle: "reflex", naturalArmour: 4, species: "baseline", bodyPlan: "quadruped",
|
||
ch: { str: 20, siz: 17, con: 18, int: 7, pow: 21, dex: 20, cha: 6, edu: 1 },
|
||
skills: [{fam:"brawl",spec:"",val:80},{fam:"dodge",spec:"",val:65},{fam:"track",spec:"",val:95},
|
||
{fam:"scent",spec:"",val:95},{fam:"stealth",spec:"",val:90},{fam:"athletics",spec:"",val:85},
|
||
{fam:"listen",spec:"",val:80}],
|
||
weapons: ["grasp"],
|
||
tactics: "It hunts without a sound and it gives fair warning, in that order. Grasp does 1d6+1 and it is quick enough to do it twice a round against anybody who has already been hit. POWER: THREE BARKS. It barks once when it has the scent, twice when it has closed, and a third time when it is about to take the target; on the third bark every agent who can hear it must make a POWx5 roll or lose their next action. Anybody indoors, behind a shut door, before the third bark is not hunted — it will not enter a building. It hunts one target per night and it does not switch." },
|
||
|
||
{ key: "tatterfoal", name: "Tatterfoal", role: "FOLKLORE. The shaggy foal in the field that follows along the hedge and laughs",
|
||
chosenStyle: "reflex", naturalArmour: 1, species: "baseline", bodyPlan: "quadruped",
|
||
ch: { str: 13, siz: 10, con: 12, int: 10, pow: 16, dex: 20, cha: 8, edu: 2 },
|
||
skills: [{fam:"dodge",spec:"",val:75},{fam:"stealth",spec:"",val:70},{fam:"athletics",spec:"",val:80},
|
||
{fam:"brawl",spec:"",val:30},{fam:"listen",spec:"",val:65},{fam:"spot",spec:"",val:60}],
|
||
weapons: ["grasp"],
|
||
tactics: "A pest. It follows a walker along the far side of a hedge for a mile or two, making a noise like a man laughing, and then it is not there. It has never hurt anybody and it cannot be caught. POWER: THE HEDGE. It is always on the other side of something: any ranged attack on it is at −40% because the hedge, wall, or fence it is behind is always exactly where it needs to be. Ignore it and it stops at the parish line. Chase it and you will be in a ditch — one Major Wound check for whoever ran after it in the dark. Genuinely fine to leave open." },
|
||
|
||
{ key: "dun_cow", name: "The dun cow", role: "FOLKLORE. It has been in the same field since the rib was hung in the church and it is not a cow",
|
||
chosenStyle: "deliberate", naturalArmour: 8, species: "baseline", bodyPlan: "quadruped",
|
||
ch: { str: 34, siz: 32, con: 30, int: 4, pow: 19, dex: 8, cha: 7, edu: 1 },
|
||
skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:15},{fam:"spot",spec:"",val:50},
|
||
{fam:"listen",spec:"",val:60},{fam:"athletics",spec:"",val:60},{fam:"track",spec:"",val:30}],
|
||
weapons: ["grasp"],
|
||
tactics: "Enormous, slow to anger, and it has killed everything that has ever tried to milk it. It grazes. It will tolerate people in the field indefinitely. POWER: THE CHARGE. Once it has decided, it charges in a straight line and cannot turn: 4d6 damage, armour counts, DEXx5 to be somewhere else, and anything it hits that is not a person is destroyed. It takes four rounds to line up again. What decides it is any attempt to take anything from it — milk, hair, blood, a sample — and the department has lost two officers to a swab kit. Sixteen points of armour-piercing rifle fire will do it. So will leaving." },
|
||
|
||
{ key: "boobrie", name: "The boobrie", role: "FOLKLORE. The bird on the loch that takes calves off the shore",
|
||
chosenStyle: "reflex", naturalArmour: 3, species: "baseline", bodyPlan: "winged",
|
||
ch: { str: 22, siz: 21, con: 16, int: 6, pow: 15, dex: 17, cha: 5, edu: 1 },
|
||
skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:55},{fam:"spot",spec:"",val:90},
|
||
{fam:"stealth",spec:"",val:60},{fam:"athletics",spec:"",val:75},{fam:"listen",spec:"",val:70},
|
||
{fam:"scent",spec:"",val:50}],
|
||
weapons: ["grasp"],
|
||
tactics: "A stock-losses case that becomes a fatality case when somebody tries to stop it. It takes one heavy animal from the shoreline every few weeks and carries it out over the water. Grasp is 1d6+1 and the beak is the least of it. POWER: THE LIFT. Against a target of SIZ 14 or under it may attempt a grasp at 70%; on a success the target is airborne, and dropped from forty feet a round later for 4d6. Above SIZ 14 it cannot lift and will not try. Its wings are the broadest thing on it: put a hole in one and it is a large angry bird on the ground, which is a fight three agents win. Keep livestock two hundred yards off the water and there is no case." }
|
||
|
||
];
|