Hedge Tables
From Anu Anu RPG
Contents
Standard Roles
Locate Portal: Int + Investigation + Wyrd; Extended Action
Enter Hedge: Wyrd (Cost: 1 Glamour), or fulfilling specific Catch; Intant action
Navigate Hedge: Int + Survival (roll Morality Stat every time character chooses new destination, -3 if not on path; on failure character reaches other destination; on dramatic failure character comes off path); Extended action, 10 succ
Destination Modifier Very famillar +3 Somewhat famillar +1 Visited infrequently 0 Visited once -2 Unfamillar -4
Destination Succ Own Hallow -2 Every visit after first -1 (max -3) Ward rating +1 to +5
Shape Hedge: Wyrd (Cost 1 Glamour to improve duration to [Wyrd] hours)
Wyrd Area Duration 1-2 50 feet 10 min 3-4 100 feet 30 min 5-6 500 feet 1 hour 7-10 1 mile 1 day
Change or Situation Modifier Cosmetic Change +0 Small functional change -1 Notable change +3 (+/- 2 dice) Impressive change -5 (+/- 4 dice) Open new path or -7 dead end existant path Hedge is sympathetic to +1 change Character has been in +1 Hedge for 2 days or longer
Leaving Hedge: Int + Investigation + Wyrd; Extended Action
Famillarity Time per roll Very famillar, neighborhood 1 min Somewhat famillar, hometown 10 min Visited infrequently 30 min Visited once 1 h Unfamillar 3 h
Length of time in Hedge Succ required less than 1 hour 2 1 hour to 8 hours 5 8 hours to 24 hours 8 24 hours to 48 hours 10 48 hours to 1 week 15 more than 1 week 20
d10 Random Tables
1 Hedge Terrain
d10 1 River 2 Lake 3 City I 4 Marsh 5 Briar 6 Farmland 7 City II 8 Grassland 9 Forest 0 City III
2 Terrain Feature
D10 1 Hazzard 2 Oddment 3 Hedge-Gate 4 Goblin-Fruit 5 Hedge-Gate 6 Goblin-Fruit 7 Hedge-Gate 8 Hallow 9 Hallow 0 Freehold
3 Hedge Seasons
D10 1 Changing-Season 2 Spring 3 Summer 4 Autumn 5 Winter 6 Spring 7 Summer 8 Autumn 9 Winter 0 All-Seasons
4 Hedge Time
D10 1 Eclipse 2 Dawn 3 Sun 4 Dusk 5 Moon 6 Dawn 7 Sun 8 Dusk 9 Moon 0 Equinox
5 Hedge Weather
D10 1 Wyrdstorm 2 Wyrdrain 3 Fog 4 Northern Breeze 5 Eastern Breeze 6 Southern Breeze 7 Western Breeze 8 Clear 9 Crisp 0 Rainbows
6 Random Encounter
D10 1 True Fae 2 Charlatan 3 Single Goblin-Beast 4 Single Goblin 5 Single Briarbeast 6 Single Changeling 7 Multiple (D10/2) Goblin-Beasts 8 Multiple (D10/2) Goblins 9 Multiple (D10/2) Briarbeasts 0 Multiple (D10/2) Changelings
7 Random Oddments
D10 1 Walking Gertrude (Rites of Spring 132) 2 Jennystones (Changeling Core 224) 3 Fear Gortrach (Changeling Core 223) 4 Gallowsroot (Changeling Core 224) 5 Stabapple (Changeling Core 224) 6 Utterbarb 7 Jennyapples (Rites of Spring 130) 8 Welkinstick 9 Promise Leaf (Changeling Core 224) 0 Scarthistle (Rites of Spring 132)
8 Random Common Goblin Fruit
D10 1 Pit Moss (Changeling Core 224) Substracts 1WP, makes unable to spend WP for rest of scene 2 Nightcap/Bugglewort (Changeling Core 224) Nightcap: halves Speed until 4 succ on Sta + Res; Bugglewort: +4 Ini for scene 3 Jarmyn (Changeling Core 223) +3 on fatigue and staying awake rolls 4 Blushberries (Changeling Core 223) Heals 2B/1L 5 Dream-a-drupe (Changeling Core 223) Heals 2B/1L 6 Murmurleaf (Changeling Core 223) Heals 2B/1L 7 Ertwen (Changeling Core 223) Heals 2B/1L 8 Coupnettle (Changeling Core 223) Restores 1WP once per day 9 Amaranthine (Changeling Core 223) Heals 1A once per day 0 Wyrmthumb (Rites of Spring 131) 1 Glamour; +5 to escape from bonds
9 Random Exotic Goblin Fruit
D10 1 Nevernip (Rites of Spring 131) Heals 2B/1L; makes character eat it for another scene if not succesfull on Wit + Com 2 Trenchmint (Rites of Spring 131) Commits 1WP for scene for +3 bonus to Mental Skill then -1 to all physicals for rest of day 3 Brumebulb (Rites of Spring 131) Turns character into vapor that imediately exits Hedge 4 Judas Yew (Winter Masques 111) 5 Bilefruit 6 Hog-Eye (Winter Masques 111) 7 Hidefruit (Autumn Nightmares ) 8 Hera Pear (Rites of Spring 131) Will cure character of any single disease 9 Chu Chu Culm (Winter Masques 113) 0 Cousin's Trumpet (Winter Masques 113)