Drudgemen

Drudgemen are hobgoblins that fit the common image of the faerie house spirit.

Overview
"Don’t worry. I’ll take care of that…"

These creatures somewhat resemble dogs or large raccoons with the faces of old, bearded men. Generally shy beings, drudgemen will spend their time spying on individuals going about their days, using their powers of invisibility to avoid notice. Should they be seen by one of these surveilled individuals, the drudgeman will imprint on him. This target becomes central to the hobgoblin, which will follow the target, doing everything in its power to help him.

Unfortunately, what is helpful to the target is somewhat opaque to the drudge, especially since it does not magically gain human values. If a rude person shoves the target of the drudgeman’s obsession, it will respond disproportionately (say, shoving said rude person down a flight of stairs). The hobgoblin’s fixation does not end until said target’s death.

Character Sheet
Mental Attributes: Intelligence 3, Wits 4, Resolve 5

Physical Attributes: Strength 2, Dexterity 3, Stamina 2

Social Attributes: Presence 1, Manipulation 2, Composure 3

Mental Skills: Craft (Traps) 2, Investigation 4, Occult (The Hedge) 2

Physical Skills: Athletics 2, Brawl (Ambush) 2, Larceny 4, Stealth (Invisibility) 5, Survival 3

Social Skills: Empathy 4, Persuasion (Actions) 4, Subterfuge (Red Herrings) 3

Merits: Direction Sense, Fast Reflexes 2, Fleet of Foot 3

Willpower: 6

Initiative: 6

Defense: 2

Speed: 16

Health: 5

Weapons/Attacks:

Fae Aspects
• Protector’s Knack: As an innate ability costing no Glamour, the drudgeman has access to the following Contracts. However, the target is limited to the hobgoblin’s ward or items and objects that will directly affect the human. If the drudgeman is not bonded, it cannot access this ability.

Hearth: Favored Fate, Beneficient Fate, Fortuna’s Cornucopia, Triumphal Fate; Artifice: Blessing of Perfection; Vainglory: Mask of Superiority, Songs of Distant Arcadia, Splendor of the Envoy’s Protection, Words of Memories Never Lived; Goblin: Trading Luck for Fate, Diviner’s Madness, Fair Entrance, Delayed Harm, Good and Bad Luck, Lost and Found

• Clear the Path: As an innate ability costing no Glamour, the drudgeman has access to the following Contracts. However, the target is limited to someone the drudgeman feels is harming, interfering with or otherwise bothering its ward or items and objects that will directly affect those who are doing so. If the drudgeman is not bonded, it cannot access this ability.

Hearth: Fickle Fate; Smoke: Murkblur; Artifice: Touch of the Workman’s Wrath, Unmaker’s Destructive Gaze; Darkness: Creeping Dread, Touch of Paralyzing Shudder