Changeling/Goblin Fruit

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Goblin Fruit is a catch-all term for the various "natural" fruits, vegetables, roots and other growths native to the Hedge. Given where it grows, it is also known as "hedgefruit" and the terms are interchangeable. It cannot be grown outside the Hedge, though many a Changeling has attempted it. Each individual plant causes specific effects, some beneficial, many not, and some are more difficult to acquire than others, whether by their own natures, the challenges of their preferred locations, or by dint of the guardians who protect them.

Fruits can be a source of healing, glamour, temporary stat boosts/penalties and many, many other useful effects.

Automated In-Game System

Originally created for Fate's Harvest MUX, this game uses automated code to manage harvesting, storage and gardening of all goblin fruits.

The basic commands are as follows:

  • +hh: The primary in-system helpfile (hh = hedgefruit help)
  • +hedgefruit: Lists all available hedgefruit. +hedgefruit <name> to look at a particular fruit.
  • +fruit: How many of which fruit do you have, do they still have power, and when do they expire?
  • +garden: What is growing in your garden, how much is ready to be picked, and when will more be available?


Players may acquire their own goblin fruit in one of two ways: foraging it themselves or trading for it.

See the mechanics for foraging in the section below.

Every fruit has a rarity rating to denote how difficult it is to find.

  • Common fruit: easy to find on a quick trip. Doesn't sell for much at the Market.
  • Uncommon fruit: finding it will take a bit longer, but it's still nothing too bad. Sells for a bit more.
  • Rare fruit: finding it can take hours, or days, and may be deadly. Sells for a good price at the Market.

Rare fruits always require a staff-approved PRP.
Common/Uncommon fruits may be hunted at will. Staff does not need to be involved.

If you are foraging for rare fruit or buying it at the Market/from Hobs in the Hedge, please have your ST send up a +request to staff with an outline of their idea(s), even if it is just a trip to the Market. This is an effort on staff's part to ensure consistency of value.

If you are trading it with another player, what you charge is up to you! No PRP needed.

Goblin Fruit List

A full list of goblin fruit may be found here: Changeling/Goblin Fruit/List

Foraging Wild Fruit

Foraging for goblin fruit has three stages:

  1. Finding Fruit (to staff/your ST)
  2. Who Found It First? (to staff/your ST)
  3. Harvesting Fruit (to staff if rare, or +hedgefruit/harvest if common/uncommon)

Finding Fruit

Roll Wits + Survival plus or minus any applicable Harvest (Goblin Fruit) merit bonuses.

Dramatic Failure: Not only do you NOT find any usable fruit, you also piss off the local wildlife, or hobs, or hunters. Fight or hide, at your ST's discretion.
Failure: You are unable to locate any edible fruits. Rotten luck.
Success: Hurra! You found some fruit! You find 3 common fruits per success, 2 uncommon, or 1 rare.
Exceptional Success: You found the mother lode! Take 35 total fruit if common/uncommon, and 5 total if rare.


The timing below is a general guideline. Staff will not be monitoring it, and it is entirely possible that you will get (un)lucky. STs are welcome to be flexible about it.

  • Common: 15-30 minutes per roll.
  • Uncommon: 30-45 minutes per roll.
  • Rare: 60 minutes per roll, or longer. If a fruit has a specific requirement, it will say in its description.

Who Found It First?

Sometimes, you aren't the only person hunting for fruit. Did you run headlong into a patch guarded by something unpleasant?

Roll Intelligence + Investigation plus or minus applicable specialties.

If successful, no, you're good to snag your fruity loot.
If unsuccessful, prepare to sneak or fight, at your ST's discretion.

Harvesting Fruit

Roll Dexterity + Survival to represent your skill at picking/slicing/grubbing up a plant without damaging it.

For common/uncommon fruit, +hedgefruit/harvest <fruit name>[+/- bonuses] will automatically make this roll for you, and put the fruit in your +fruit inventory if you succeed.
For rare fruit, make this roll to your +myjob.
Carrying Fruit

Goblin fruit's powers stem from the Glamour they harvest naturally from the Hedge. A Changeling's Wyrd score determines how much fruit they can "support" and keep empowered.

  • If you do not have a Wyrd score, any fruit you have will become powerless within 1 day.
Wyrd Max. Fruits Carried
1 3
2 5
3 7
4 10
5 15
6 25
7 50
8 100
9-10 Infinite

The automated system will track this for you.

Hollow Gardens

NOTE: The Hollow Garden merit does not need to be purchased. It exists for administrative convenience.
The merit must be set on the player bit/BLDR who owns the Garden.

Any Hollow with dots of Hollow Size has room in it for goblin fruit cultivation. Hollow Gardens and Hollow Workshops are measured according to a similar metric, as they both take up a certain amount of space within your Hollow.

Staff will reserve the right to deny fruit to players whose Hollows do not have descriptions which include suitable growing conditions for that fruit.

  • 1 dot of Hollow Garden = one dot of Hollow Size
A dot in this merit fills space the size of its equivalent in Hollow Size.
  • 1 dot of Hollow Garden takes up the same amount of space as 2 Hollow Workshops.
Translation: if you want to have 5 dots of Garden, your Hollow may have NO dots in Workshop.

All fruit in the system has a "plot" value. This represents how many plots' worth of space/care it consumes.

Hollow Garden • 12 plots
Hollow Garden •• 24 plots
Hollow Garden ••• 36 plots
Hollow Garden •••• 48 plots
Hollow Garden ••••• 60 plots

The productivity of a particular plant is also stored in the system, and plants will automatically refresh themselves over time. Different plants have different growth rates.

Growth Rate • 24 hours (1 day)
Growth Rate •• 72 hours (3 days)
Growth Rate ••• 120 hours (5 days)
Growth Rate •••• 168 hours (7 days)
Growth Rate ••••• 240 hours (10 days)

Every fruit has a "Max Fruits" value. This is the cap for how many fresh fruit a particular plant will hold at any given time. If your fruit has a Max Fruit of 10 and a Growth Rate of 2, that means it will grow 10 fruits every 3 days.

If you are the owner of a garden, you may grant access to other players in your Motley/Court/Family via the +garden/access command.

For shared gardens, it should be clearly stated who is maintaining the garden.

Planting Crops

To fill a plot in your garden with new fruit, the first thing you need is a seed, sapling, cutting, or whole fruit from a goblin fruit plant. Except for the fruit (which, obviously, counts as a fruit) most of these things count as oddments and must still be sustained with your Wyrd to carry back to your Hollow. Goblin fruits do not much care about soil nutrients, light, water, etc., being creatures of story, but they will ICly struggle if they aren't planted in locations consonant with that narrative, and do require certain fertilizers (see below) to grow when transplanted.

Once a day, you may try to entice your baby plant to grow by rolling Wits + Crafts plus or minus appropriate penalties/bonuses below, packing soil/fertilizer around the seed/shoot.

In game terms, use +garden/plant <plant>/<fertilizer>[+/- modifiers] while standing in the room you asked staff to designate as your Hollow Garden. The command does not enforce the day-long wait, but it will tell you if you fail, so you can RP accordingly and try again. (Note: the bonus from fertilizer is hard coded into the command. That is why it asks which fertilizer you are using. Any additional modifiers are environmental/kith/merit related, per your discretion.)


  • The character is distracted. (-1)
  • The fruit/oddment is being transplanted to a wildly inappropriate locale. (-3)


  • Blood (+3): A plant may hunger for fresh blood. Enough blood must be spilled (close to a pint; take 1L damage) to soak the ground around the plant. One concern with this is that spilling blood may attract more voracious hobgoblins.
  • Carcass (+1): Curling a dead body (be it from a mundane animal, a hedge beast, hobgoblin or human) around the plant gives it the essential life it needs. The body decays very quickly, turning to a unrecognizable pile of moldering waste by the end of a 12-hour period. May attract carrion-feeding hobgoblins.
  • Dreams (+1): The character whispers to the plant, telling it one of his dreams from the last three nights. In giving up a dream, however, the character can never again recall that dream (it permanently leaves his mind the moment he whispers it "into" the plant). The character will also suffer a –2 penalty to all Expression rolls for the remainder of the day.
  • Gift of Attribute (+5): The plant draws out one of the character's Attribute dots into itself. The character doesn't usually have the choice of which Attribute; in deciding to give the plant any dot, the plant decides what it wants (though sometimes this may make a bit of thematic sense: choking gallowsroot, for instance, desires Strength while the stimulating leaves of the jarmyn plant demand Stamina). Staff isn't worried, and your +sheet will not be changed. Just keep it in mind. The character regains that Attribute dot after a number of days equal to 10 minus the character’s Wyrd score.
  • Gift of Skill (+3): The plant consumes a dot of the character's Skill. As above, the plant decides what it wants as fertilizer. (Again, theme sometimes applies: gallowsroot might leech a dot of Brawl or Athletics while magic-empowering fruit might demand Academics or Occult.) The character regains that Skill dot after a number of days equal to 10 minus his Wyrd score.
  • Memory (+2): In whispering a memory to the plant, the character forgets that memory forever but helps the plant grow. The memory must be something more than just a name or phone number; it must be a memory that has a story, however small, attached to it. (For example: "I remember swinging on the old tire over the trout stream, and one day I fell in and almost drowned.")
  • Sanity (+4): The character lends the plant some of her own sanity (which helps to stabilize the dreaming nature of the foliage, giving it the constancy necessary to grow to fruition). In doing so, the missing sanity fills in with a temporary derangement (mild) of the plant's choosing. Once more, theme sometimes applies: fear gortach may cause Obsessive Compulsiveness. The derangement lasts for a number of days equal to 10 minus the character's Wyrd score. You do not need to contact staff. We're operating on the honor system.

You will ICly need to fertilize the plant once a month, but staff does not need to be informed, and the coded system doesn't care — you never need to replant it.

Preserving Fruit

Goblin fruit only lasts three days off the vine. To make them last longer than that, you need to preserve them. Numerous methods exist for preserving goblin fruit. Be creative! Dry the fruit with salt, crystallize it in sugar syrup, render it down into jam, pickle it in brine, ferment it into a goblin brew -- whatever tickles your fancy. To preserve fruit you have in your +fruit inventory, use the +fruit/pres command in game. See +hh fruit/pres for the in-system helpfile.

If you insist on preserving goblin fruit in alcoholic form, that's totally doable, but remember: each brewed fruit counts as one 'dose' of alcohol. The rules for drunkenness do apply if you consume more than your Stamina in a scene!

Preserved fruit retains its magical properties as long as you support it. Consuming or otherwise applying it provides the same effects as the base fruit. For the chefs out there, if you preserve it but do NOT support it, it retains its flavor/other qualities, but is no longer magical, and can no longer be reaped for Glamour, because it doesn't have any. Preserved fruit lasts a year and a day. A few fruits cannot be preserved (including the Hera Pear).