The Beast Fears Fire - Goolies
Sorry, couldn't resist.
Goolies [Disaster 3]
Impulse - take your stuff. Goolies are smaller than their more common bretheren, about 2/3 the size of the average human adult, which makes them easy to mistake for grimgoblins (though the reverse is more likely, since goolies are more common than grims). Despite the resemblance, their temperament is classically ghoulish: move in secret, interact as little as possible, all business, all the time. Goolies come out to take things. Whatever motivating purpose drives them, they appear to get the things it wants, or remove the things it wants gone. Goolies always gang up, if isolated from the rest of the pack, a single goolie will always attempt to escape or, if prevented for long enough, eventually die and decay into a pool of blackish, swampy muck. Goolies are less communicative than most ghouls, to the point that very few of the very few people who have encountered them have heard them speak. Goolie packs coordinate perfectly without verbal communication, and they return to point of origin when not on a mission.
Harm - Moderator Hard Move/1, Peril (Numb). Goolies are no more violent than they absolutely must be, and for the most part, prefer to use stealth or misdirection to secure their marks. All ghouls have paralytic saliva and strong claws, but in both cases, goolies have weaker natural armament than standard issue. When pressed, goolies will fight without fear or regard for their safety, swarming over their adversaries, disarming them and numbing them with bites. Goolies have access to the same short-range power of teleportation that shadow witches possess, and once they secure whatever or whoever it is they have been dispatched to take, they use this to make for the nearest Underworld portal. As ghouls, passing to or from the Underworld gives them the ability to emerge on the far side from any other portal (unless they use the portal to go someplace that is neither Underworld nor living world). There are no reports of anything taken by goolies being recovered once they cross the portal to or from the Underworld.
Grabbed by the Goolies
When the goolies take something with which you would rather them not abscond, face Disaster.
On a Hit, you can choose to take hold of the thing and take Harm as stated.
On a Hard Hit, you can take hold of the thing and avoid harm or drive them off.
On a Miss, Moderator chooses if the thing is lost forever or to make a Hard Move.
It doesn't matter how you hide, we'll find you if we're wanting to.
It's almost unheard of for goolies to make multiple tries for the same mark or target. One fairly common hypothesis on that account is that, whatever the goolies purpose, their thefts are extremely time-sensitive, and if they fail, the window of opportunity closes on their purpose. If this is true, they do not ever return the things they have taken, even if their purpose led them to take the object or person in question out of the world for only a certain time.
The mucky liquid remains of dead ghouls is called guhal, and shadow witches have found a number of interesting uses for it. They are willing to pay a modest price for it.
Goolies [Disaster 3]
Impulse - take your stuff. Goolies are smaller than their more common bretheren, about 2/3 the size of the average human adult, which makes them easy to mistake for grimgoblins (though the reverse is more likely, since goolies are more common than grims). Despite the resemblance, their temperament is classically ghoulish: move in secret, interact as little as possible, all business, all the time. Goolies come out to take things. Whatever motivating purpose drives them, they appear to get the things it wants, or remove the things it wants gone. Goolies always gang up, if isolated from the rest of the pack, a single goolie will always attempt to escape or, if prevented for long enough, eventually die and decay into a pool of blackish, swampy muck. Goolies are less communicative than most ghouls, to the point that very few of the very few people who have encountered them have heard them speak. Goolie packs coordinate perfectly without verbal communication, and they return to point of origin when not on a mission.
Harm - Moderator Hard Move/1, Peril (Numb). Goolies are no more violent than they absolutely must be, and for the most part, prefer to use stealth or misdirection to secure their marks. All ghouls have paralytic saliva and strong claws, but in both cases, goolies have weaker natural armament than standard issue. When pressed, goolies will fight without fear or regard for their safety, swarming over their adversaries, disarming them and numbing them with bites. Goolies have access to the same short-range power of teleportation that shadow witches possess, and once they secure whatever or whoever it is they have been dispatched to take, they use this to make for the nearest Underworld portal. As ghouls, passing to or from the Underworld gives them the ability to emerge on the far side from any other portal (unless they use the portal to go someplace that is neither Underworld nor living world). There are no reports of anything taken by goolies being recovered once they cross the portal to or from the Underworld.
Grabbed by the Goolies
When the goolies take something with which you would rather them not abscond, face Disaster.
On a Hit, you can choose to take hold of the thing and take Harm as stated.
On a Hard Hit, you can take hold of the thing and avoid harm or drive them off.
On a Miss, Moderator chooses if the thing is lost forever or to make a Hard Move.
It doesn't matter how you hide, we'll find you if we're wanting to.
It's almost unheard of for goolies to make multiple tries for the same mark or target. One fairly common hypothesis on that account is that, whatever the goolies purpose, their thefts are extremely time-sensitive, and if they fail, the window of opportunity closes on their purpose. If this is true, they do not ever return the things they have taken, even if their purpose led them to take the object or person in question out of the world for only a certain time.
The mucky liquid remains of dead ghouls is called guhal, and shadow witches have found a number of interesting uses for it. They are willing to pay a modest price for it.
Published on December 19, 2012 05:27
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