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KOTC Database Entry: REDCAPS
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| QUOTE: | "I gets the munches-n-crunches! Me!" |
BACKGROUND: |
Savage fae who date back to the first mortal nightmares of things lurking in the night, redcaps are said to have been spawned from the same emotions as the sluagh. Where the underfolk become synonymous with lurking fear and intellectual terror, though, the redcaps became partnered with raw visceral horror and physical menace. A malevolent goblin, redcaps are easily distinguishable for their namesake red hat (so-colored because they dip them in the blood of their human victims), fiery red eyes and eagle-sharp talons. Redcaps wears iron boots, and are swift on their feet. Redcaps can eat anything they can get their mouths around; failing that, they break something into smaller pieces and eat it anyway. Although by no means stupid, redcaps have never been ones for subtlety, and find the social intricacies of modern mortal and fae societies useless, preferring the more easily quantifiable standards of strength and skill at arms. Honor is not unknown to them, but mercy generally is, and even the best Seelie redcaps are rough knights who offend their lords at table as mightily as they serve them on the field. To their credit, redcaps give grudging respect to any who can play their games with them without getting squeamish, and they ask for no more quarter than they give. |
MOTIVATION: |
Selfishness and Fear. |
TACTICS: |
In battle Redcaps fight quickly, savagely and dirty if necessary, using tactics and weapons that play to their image as fierce, inhuman monsters as much as possible. Wherever they go, Redcaps give Fae and Humans alike a shock they seldom forget. Tough and strong, the Redcaps make formidable adversaries, and share the characteristical strengths and weaknesses of all the Fae. |
KNOWN STRENGTHS: |
Superhuman strength. Incredible resistance to damage. |
KNOWN WEAKNESSES: |
Vulnerable to Iron, and their famed resilience doesn't hold against Magick. |
OFFENSIVE POWERS: |
Spiked Iron boots, sharp teeth and claw HtH (AP/Penetrating) attacks. Can hurl mystical skulls. |
DEFENSIVE POWERS: |
Low DV/SD, but Powerful Damage Reduction. |
NON-COMBAT POWERS: |
Keen tracking senses. |
FOCII/EQUIPMENT: |
Skulls for hurling. Iron-spiked boots. |
LOCOMOTION: |
Running. |
KotC ENCOUNTERS: |
- elements of the group were beset upon by a pair of these malignant creatures, at the head of a pack of Cwn Annwn whilst stranded in the past. The heroes were forced to abandon their vessel and flee in order to protect vulnerable members of the group and the unconscious (and now wounded) Culcharin. - one of the surivors of the original pair also joined the attack upon the castle of Sir Trelayne, though he avoided conflict with the group for the most part. |
KotC COMMENTS: |