PukWudgies----North Amerian Goblin-Folk
Posted: Sat Jun 25, 2022 11:22 am
PukWudgies----North Amerian Goblin-Folk
“If you encounter one of these little monsters on a trail, avoid them....make tracks for safer ground and give them a wide berth. Unless you got the means to see them coming and the firepower to take them out immediately, it’s best to hope they’re not feeling particularly ornery and not to provoke them.”
PukWudgies are a species of paranormal humanoids known to the Native Americans of North America, especially the Wampanoags.
PukWudgies resemble short, gangling-limbed humanoids with large noses, mouths filled with sharp teeth, and backs and heads covered in a heavy mane of long sharp quills, like a porcupine’s. They may be relatives of Goblinkind and faeriefolk, and have something of nature spirits around them, with innate magic abilities that allow them to blend into the wilderness and summon fire and earth.
PukWudgies were once friendly to makind, at least when humans held them in awe, but after humans turned to the adoration of other spirits and creatures of magic, they turned against humans. They can now be considered adversarial, as they will seize any opportunity to make trouble for any humans they encounter.
Tragically, Smallkin Porcupinefolk are often mistaken for pukwudgies and often abused or killed by the missassocation. The mistaken identity enrages the pukwudgies more than the murder of innocents, despite the fact that many porcupinefolk have turned to begging the pukwudgies for help.
PukWudgies can be found up and down the American East Coast, though they seem to be most prolific between Eastern Canada and the Delaware coast. They prefer wilderness and avoid the ruins of Man.
Greater New England(GNE) has, despite their military’s best efforts at patrolling the region, had a regular number of sightings of and encounters with pukwudgies around the area known as the Bridgewater Triangle, hinting that the area may be a point of access for the creatures into Rifts Earth,
Alignments: Mainly(90%) Anarchist or Miscreant
Life Span: Unknown, possibly immortal
Size: 2-3 ft tall, 50-60 lbs
Gender: Unknown
Physical Description/Appearance:
In their natural form, pukwudgies resemble squat humanoids with large heads, large noses, and long thin limbs. Their heads and backs are covered in long sharp quills. They are generally earth-tone in color. They can shapeshift into any approximately human-sized terrestrial animal or person. P ukwudgies typically go nude, except for a loincloth, bag, satchel, or bandolier.
Disposition/Attitudes:
Bitter and meanspirited, with mean senses of humor. They generally will not go out of their way to attack strangers, but if feeling particularly malicious or if annoyed far enough, they will set to responding to the provocation with a vengeance. They make liking trouble for others, especialy if it’s painful and frightening. They have been known to push hikers off cliffs and hills just for the laughs. They also hold grudges and will stalk and hunt those who have annoyed them or done them wrong(in their perception). Immediately recognizing them and paying proper respect and abeyance is one way to confuse and possibly avoid their wrath.
Pukwudgies are also fond of poisons, especially to tip their spears, knives and arrows. They have also been known to set traps for humans, using the lure of magic light to attract people into swamps and other dangerous environments.
Physical Attributes:
IQ: 2d6+2
ME: 2d6
MA: 2d6
PS: 2d6
PP: 4d6
PB: 1d6
PE: 4d6+2
SPD: 4d6+4
(ISP):---
(PPE): 1d6x100
Hit Points:---
SDC:---
MDC: 1d6x10 +P.E.
Horror Factor: 11
Natural Abilities:
*Supernatural P.S.
*Shapeshifting----Can shapeshift into any approximately human-sized terrestrial animal(can’t imitate a flying creatures like a bird or bat) or person. This can be held indefinitely.
*Quills---A body block/tackle does 2d4 MD, and anybody attempting to punch or kick the Pukwudgie from behind will take 2d4 MD from hitting the quills.
*Nightvision----100 ft
*Excellent Hearing---Can hear three times better than a normal human.
Psionics: None
Magic:(Equal to a 10th level spellcaster)
-Unlike a regular Faerie, Pukwudgie spells DO eat up PPE, but they can also be used repeatedly on the same target, as long as their PPE reserves hold out.
*Dust Storm
*Sand Storm
*Invisibility: Simple
*Globe of Daylight
*Ignite Fire
*Circle of Fire
*Fire Ball
*Fireblast
Cybernetics/Bionics: None
RCC Skills:
Languages: Faerie, Gobbely, both at 98%, and two languages of choice(typically Wampanoag and Delaware) at +10%
Track Animals 75%
Track Humans 70%
Lore: Faerie 85%
Lore: Native Americans 80%
Lore: Demons and Monsters 70%
Lore: Poisons 80%
Identify Plants and Fruits 80%
Wilderness Survival 80%
Land Navigation 70%
Prowl 75%
Climbing 80%
Swimming 80%
W.P. Knife
W.P. Spear
W.P. Archery
Two W.P.s of choice
Actions/Attacks per Melee: 6 physical, or 3 by magic
Initiative +3
Strike +2
Parry +1
Dodge +1
Roll +2
+6 Save vs Horror Factor
+2 Save vs Magic
+2 on all other saving throws
Damage:
Same as for Supernatural P.S., but a claw punch/kick does an additional 1d4 MD, body blocks/tackles do 2d4 MD, power punches/kicks are possible, and a pukwudgie’s bite does 1d6 MD.
In addition, pukwudgies have been known to use weapons, especially knives and arrows, coated with poison. A few have been known to carry and use scavenged modern firearms.
Culture:
Generally solitary nomads, but have been known to form small groups of 2d4 individuals. As the Splugorth have begin actively hunting them, the PukWudgies may form larger groups out of self-defense, or to bring down larger targets.
Pukwudgies have few allies. They regard humans with general disdain shading to hatred(possibly for abandoning worship of them). They bully other faeriefolk on occasion, but generally leave them alone. They have long-standing grudges with several other Native American spirits, especially Giants such as the legendary Maushop.
The Splugorth regard pukwudgies the same as any other fayefolk and will harvest them for biowizardry components just like them.
“If you encounter one of these little monsters on a trail, avoid them....make tracks for safer ground and give them a wide berth. Unless you got the means to see them coming and the firepower to take them out immediately, it’s best to hope they’re not feeling particularly ornery and not to provoke them.”
PukWudgies are a species of paranormal humanoids known to the Native Americans of North America, especially the Wampanoags.
PukWudgies resemble short, gangling-limbed humanoids with large noses, mouths filled with sharp teeth, and backs and heads covered in a heavy mane of long sharp quills, like a porcupine’s. They may be relatives of Goblinkind and faeriefolk, and have something of nature spirits around them, with innate magic abilities that allow them to blend into the wilderness and summon fire and earth.
PukWudgies were once friendly to makind, at least when humans held them in awe, but after humans turned to the adoration of other spirits and creatures of magic, they turned against humans. They can now be considered adversarial, as they will seize any opportunity to make trouble for any humans they encounter.
Tragically, Smallkin Porcupinefolk are often mistaken for pukwudgies and often abused or killed by the missassocation. The mistaken identity enrages the pukwudgies more than the murder of innocents, despite the fact that many porcupinefolk have turned to begging the pukwudgies for help.
PukWudgies can be found up and down the American East Coast, though they seem to be most prolific between Eastern Canada and the Delaware coast. They prefer wilderness and avoid the ruins of Man.
Greater New England(GNE) has, despite their military’s best efforts at patrolling the region, had a regular number of sightings of and encounters with pukwudgies around the area known as the Bridgewater Triangle, hinting that the area may be a point of access for the creatures into Rifts Earth,
Alignments: Mainly(90%) Anarchist or Miscreant
Life Span: Unknown, possibly immortal
Size: 2-3 ft tall, 50-60 lbs
Gender: Unknown
Physical Description/Appearance:
In their natural form, pukwudgies resemble squat humanoids with large heads, large noses, and long thin limbs. Their heads and backs are covered in long sharp quills. They are generally earth-tone in color. They can shapeshift into any approximately human-sized terrestrial animal or person. P ukwudgies typically go nude, except for a loincloth, bag, satchel, or bandolier.
Disposition/Attitudes:
Bitter and meanspirited, with mean senses of humor. They generally will not go out of their way to attack strangers, but if feeling particularly malicious or if annoyed far enough, they will set to responding to the provocation with a vengeance. They make liking trouble for others, especialy if it’s painful and frightening. They have been known to push hikers off cliffs and hills just for the laughs. They also hold grudges and will stalk and hunt those who have annoyed them or done them wrong(in their perception). Immediately recognizing them and paying proper respect and abeyance is one way to confuse and possibly avoid their wrath.
Pukwudgies are also fond of poisons, especially to tip their spears, knives and arrows. They have also been known to set traps for humans, using the lure of magic light to attract people into swamps and other dangerous environments.
Physical Attributes:
IQ: 2d6+2
ME: 2d6
MA: 2d6
PS: 2d6
PP: 4d6
PB: 1d6
PE: 4d6+2
SPD: 4d6+4
(ISP):---
(PPE): 1d6x100
Hit Points:---
SDC:---
MDC: 1d6x10 +P.E.
Horror Factor: 11
Natural Abilities:
*Supernatural P.S.
*Shapeshifting----Can shapeshift into any approximately human-sized terrestrial animal(can’t imitate a flying creatures like a bird or bat) or person. This can be held indefinitely.
*Quills---A body block/tackle does 2d4 MD, and anybody attempting to punch or kick the Pukwudgie from behind will take 2d4 MD from hitting the quills.
*Nightvision----100 ft
*Excellent Hearing---Can hear three times better than a normal human.
Psionics: None
Magic:(Equal to a 10th level spellcaster)
-Unlike a regular Faerie, Pukwudgie spells DO eat up PPE, but they can also be used repeatedly on the same target, as long as their PPE reserves hold out.
*Dust Storm
*Sand Storm
*Invisibility: Simple
*Globe of Daylight
*Ignite Fire
*Circle of Fire
*Fire Ball
*Fireblast
Cybernetics/Bionics: None
RCC Skills:
Languages: Faerie, Gobbely, both at 98%, and two languages of choice(typically Wampanoag and Delaware) at +10%
Track Animals 75%
Track Humans 70%
Lore: Faerie 85%
Lore: Native Americans 80%
Lore: Demons and Monsters 70%
Lore: Poisons 80%
Identify Plants and Fruits 80%
Wilderness Survival 80%
Land Navigation 70%
Prowl 75%
Climbing 80%
Swimming 80%
W.P. Knife
W.P. Spear
W.P. Archery
Two W.P.s of choice
Actions/Attacks per Melee: 6 physical, or 3 by magic
Initiative +3
Strike +2
Parry +1
Dodge +1
Roll +2
+6 Save vs Horror Factor
+2 Save vs Magic
+2 on all other saving throws
Damage:
Same as for Supernatural P.S., but a claw punch/kick does an additional 1d4 MD, body blocks/tackles do 2d4 MD, power punches/kicks are possible, and a pukwudgie’s bite does 1d6 MD.
In addition, pukwudgies have been known to use weapons, especially knives and arrows, coated with poison. A few have been known to carry and use scavenged modern firearms.
Culture:
Generally solitary nomads, but have been known to form small groups of 2d4 individuals. As the Splugorth have begin actively hunting them, the PukWudgies may form larger groups out of self-defense, or to bring down larger targets.
Pukwudgies have few allies. They regard humans with general disdain shading to hatred(possibly for abandoning worship of them). They bully other faeriefolk on occasion, but generally leave them alone. They have long-standing grudges with several other Native American spirits, especially Giants such as the legendary Maushop.
The Splugorth regard pukwudgies the same as any other fayefolk and will harvest them for biowizardry components just like them.