Kismet's Goblin Fruit Guide
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Finding: You can find goblin fruit through pure chance or by tracking a Hedge creature, at which point the Storyteller should roll d% and determine a percentage chance that the creature is headed to a fruit source. Dream 1 can also reveal fruit nearby.
Examining: Wits + Survival or Occult might give a gut instinct or dream-like association related to the major purpose of the fruit. It's most likely that side-effects will go unnoticed, and some plants are so obscure as to be inscrutable. Generally, only one such roll is allowed for one type of fruit.
Harvesting: Some fruit will attack, have nearby creatures that will fight over them, will be rigged with traps, or will otherwise be difficult to obtain. Others will require Strength + Brawl to pry off the vine, and some mineral-like fruit need to be removed carefully (Dexterity + Weaponry) or be shattered into useless powder. A few want to be appeased in some way before loosening of their own "will." Thus, some harvesting actions will be instant and others will be extended and/or contested. A fruit will generally last for 3 days in its raw form after being plucked. Some plants can be harvested only once before permanently wilting, others can be picked multiple times before they need to be replanted, and a few will regrow so long as they are properly fed and tended.
Preparing: To dry a fruit out well and retain its power, roll Intelligence + Survival. Each fruit may get its own roll, or each handful (to save time). To preserve through cooking (i.e. jam, pickling), roll Intelligence + Crafts (with a cooking specialty) + Wyrd. Each fruit may get its own roll or several can be rendered into a form (like jam) that has multiple doses under one roll. Each success grants one month of potency. Each success above five grants one year. Fruit that remains solely within the Hedge will have double the lifespan. If it ever enters another realm (except Arcadia), the bonus is lost and the fruit will age as normal. Preparing goblin fruit is generally an extended roll requiring 10 to 15 successes, though this can vary wildly from type to type.
Planting: There are often unique conditions for planting (a requirement of grave soil, blood points, ground children's "baby teeth" - see Rites of Spring pg. 129). Use the standard Wits + Crafts roll or use Intelligence + Survival + Wyrd, with required successes variable. Keep in mind that only raw fruit that has remained in the Hedge or Arcadia can be transplanted; once the fruit has been exposed to the real world or processed, it cannot be used to grow a new plant. An extended roll is standard, but many plants are fickle and unwilling to adapt to new soil. When in doubt, allow a maximum of rolls equal to the character's Wits + Crafts or Intelligence + Survival (whichever is being used). For particularly stubborn or demanding plants, allow one roll per dot of the character's Wyrd.
Tending: Some plants want special fertilizers, pruning, tickling, singing, or other forms of attention. Many will show signs of wilting or discontent, without much prior warning. To determine what a plant wants and how much, roll Wits + Survival or Occult. To try to gain some idea of when a plant will sprout, roll Wits + Survival or Occult, with only one roll allowed (or use Eternal Autumn 1).
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