Val CHA Cost Roll Notes 18 STR 8 13- Lift 303.1 kg; 3 1/2d6 HTH Damage [2] 16 DEX 18 12- OCV: 5/DCV: 5 18 CON 16 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 4 COM -3 10- 8 PD 4 Total: 8 PD (0 rPD) 7 ED 3 Total: 7 ED (0 rED) 4 SPD 14 Phases: 3, 6, 9, 12 8 REC 0 36 END 0 30 STUN 2 Total Characteristic Cost: 81 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers & Skills 20 Pikestaff: Multipower, 40-point reserve, all slots OAF (pikestaff; -1) 2u 1) Pike: HKA 1d6+1 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); OAF (pikestaff; -1) 1u 2) Staff: HA +4d6, Reduced Endurance (0 END; +1/2); OAF (pikestaff; -1), Hand-To-Hand Attack (-1/2) 8 Clawed Finigers: HKA 1/2d6 (1d6+1 w/STR); Reduced Penetration (-1/4), END 1 6 Iron Boots: Armor (7 PD/7 ED); Activation Roll 8- (or Hit Locations 17-18; -2), OIF (armor-plated boots; -1/2) 5 Can See In The Dark: Nightvision 15 Creature Of Fairy: LS (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) Skills 10 +2 with HTH Combat 3 Concealment 12- 3 Shadowing 12- 2 WF: Common Melee Weapons Total Powers & Skill Cost: 75 Total Cost: 156 75+ Disadvantages 15 Physical Limitation: Driven Away (Vanishes) By Quoted Scriptures, Or Religious Symbols (Infrequently, Fully Impairing) 0 Physical Limitation: Human Sized 15 Psychological Limitation: Bloodthirsty, Likes To Hunt And Kill Travelers (Common, Strong) 15 Reputation: dips their caps in blood to dye them, 11- (Extreme) 36 Experience Points Total Disadvantage Points: 156 OPTIONS Cost Powers 120 Red Cap of Grandtully Castle: Major Transform 8d6 (human to lucky human [grants 3d6 of Luck], heals back normally), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1); All Or Nothing (-1/2), Limited Target (humans; -1/2), No Range (-1/2)
Ecology: Red Caps are Scottish fairies who live in abandoned castles and watch towers along the Scottish frontier with England. They also frequent sites of great violence, such as battlefields and murder scenes. They cannot abide the presence of religious symbols and artifacts, and if strongly confronted with such an object (such as a cross), or if the Scriptures are read out loud within range of his hearing, a Red Cap will vanish with a shriek and depart, leaving behind a long pointed tooth. The creatures are also known as Bloody Caps or Red Combs.
Personality/Motivation: Inimical to humans, Red Caps like to prey on those travelers who are foolish enough to decide to shelter in the castle or tower where the Red Cap makes his lair. The Red Cap will then slaughter anyone he can catch, and soak his cap in their blood to renew its red coloration. However, it is said the Red Cap of Grandtully Castle is a benevolent fairy, who will bring good luck to humans who shelter there.
Powers/Tactics: Lurking in their ruined castles, Red Caps tend to ambush their victims, cutting them down with strong blows from their pikestaffs. As Red Caps are vicious and bloodthirsty, they are as likely to attack a small group as a single target, and are so fearless they will flee only if greatly outnumbered or severely wounded.
Appearance: A Red Cap is a short, wizened old man with long stringy hair, large pointed teeth, long talons on his fingers, and glaring red eyes. Although his clothing can vary greatly, the Red Cap will always have a pair of iron boots on his feet, and a reddish-brown cap on his head.
Designer's Notes: One of the more overtly hostile residents of Fairy, Red Caps are brutal and vicious goblins that GMs should have no trouble fitting into their Fantasy Hero campaigns. This write-up represents a typical specimen, but legends and folktales give one the impression that Red Caps can be quite strong, and exceptional individuals could have a STR of 20 or more. Game Masters may also want to consider equipping the Red Cap with armor (mail or some form of brigandine), and additional weapons. Due to its Scottish origins, the Claymore (Scottish greatsword), or the Lochaber Axe make good choices, as well as a long knife or two.
The Red Cap is not the only fairy resident of the Scottish border country. A similar creature is the Dunter, or Powrie, who also lives in abandoned watchtowers and fortifications along the English border with Scotland. Dwelling in the ruined depths of these structures, the Dunter makes a low grinding noise like that of grain in a mill at the approach of outsiders. If the grinding noise increases in volume, then death or disaster is sure to follow.
Although primarily a Fantasy Hero creature, the Red Cap could be used in other settings. He is a natural for those Horror Hero games set in the Gothic or Victorian era, especially if the adventure is set on a deserted Scottish moor. They can also be used in Pulp Hero games, although the GM way want to consider increasing the Red Cap's defenses to account for the prevalence of firearms in that genre. In a Champions setting, the Red Cap makes for a good minion of a powerful wizard, and a Red Cap champion, with increased STR, DEX, CON, and defenses, would certainly make for a frightening foe.
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