I’m trying to work through the backlog of monster statistics, so here are a batch for this month. Thanks to jason72 and Ignes Fesitvus for reminding me where these statistics were, and for the suggestion to use a mongoose as the base for ferret statistics.
Srendi Vashtar – Tiny Faerie God
Faerie Might: 5 (Animal)
Characteristics: Cun +1, Per 0, Pre –2, Com –5, Str –5, Sta +2, Dex +1, Qik +4
Size: –4
Confidence Score: 1 (3)
Virtues and Flaws: Berserk, Ferocity (against those who hurt children), Immunity (serpent venom), Improved Characteristics.
Mundane Qualities: Crafty, Pursuit Predator, Tireless
Faerie Powers: Faerie Sight, Faerie Speech, Animal Form.
Personality Traits: Patient +5, Angry +3
Combat: Teeth: Init +4, Attack +11, Defense +12, Damage –4
* does not include +3 bonus when attacking those who have hurt children (Ferocity).
Soak: +3
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+)
Pretenses: Athletics 3 (leaping), Awareness 3 (adults), Brawl 6 (bite), Hunt 4 (people who hurt children), Survival 3 (human habitation)
Natural Weapons: Teeth: Init 0, Attack +3*, Defense +1*, Damage +1.
Vis: I pawn Perdo: a destroyed toy.
Appearance: A ferret or weasel with eyes that, perhaps, burn red with a desire for vengeance.
Srendi Vashtar – Tiny False God
Infernal Might: 5 (Animal)
Characteristics: Int +1, Per 0, Pre +1, Com +1, Str –5, Sta +2, Dex +1, Qik +4
Size: –4
Confidence Score: 5 (5)
Personality Traits: Proud +6
Reputation: False God 1
Combat: Teeth: Init +4, Attack +8, Defense +8, Damage –4
Soak: +3
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+)
Abilities: All suited to story, but at least Athletics 3 (leaping), Awareness 3 (sinners), Brawl 3 (bite), Hunt 4 (sinners)
Powers:
- Coagulation, 0 points, Init 0, Animal: The creature takes the form of a sleek ferret.
- Child’s Treasure: 1 point, Init 0, Vim: This power allows the demon to summon a toy, or discarded object, which is exactly what the child needs to fulfil a sinful whim. The creature needs to know the object exists – it does not create them, but merely transports them from nearby. The item may have a theoretical value of up to 1 Mythic Pound.
- Envisioning, 1 point, Init 0, Mentem: For 1 point, allows the demon to enter and twist dreams. Srendi Vashtar does not use this power to cause seizures, as other demons do, but may use it to instruct children in his worship.
- Leech: 1 point, Init 0, Corpus: The creature’s bite causes wounds which bleed excessively, doing +5 extra damage. Successful use of this power covers the demon, and the scene of attack, with bloodstains.
- Obsession: 1-3 points, Init -5, Mentem: May force characters to make Personality Trait rolls to resist a temporary trait, Pride, which has a score equal to the Might points spent.. If the roll is successful, the trait vanishes. If it fails, they gain the trait permanently at +1, although they can remove it by the usual means of reducing traits.
Weakness: Cannot hurt children directly, but can tempt them to sin.
Vis: I pawn Perdo
Appearance: A ferret or weasel with burning eyes and sharp, wet teeth.
Sinburnian Octopus / Dolores as Octopus
Order: Infernal Saint (new)
Infernal Might: 40 (scaled as Princess of the Furies) (Corpus)
Characteristics: Int +5, Per +3, Pre +7, Com +5, Str +4, Sta +7, Dex 0, Qik 0
Size: +2
Confidence: 5 (15 points)
Virtues and Flaws: Unknown. Change as relevant to your story.
Personality Traits: Cruel +6, Passionate +6. Which of these is higher is a matter of some interest to her followers. Some suggest the demon is one and the human the other.
Reputations: Lady of Pain +9
Combat: Dolores’s attacks, are slower, but more damaging when she is in octopus form. Her main advantages are that she can touch or grapple with eight foes simultaneously.
- Kisses like poison*: Init +1, Attack +7, Defense +7, Damage +4**
- Touches that causes pain*: Init +1, Attack +8, Defense +8, Damage +6**
*Does not include specialisation (skin contact)
**Does not include contact damage from Wounds the Bloom power (+15, Perdo)
Soak: +9, +18 against crushing weapons
Wound Penalties: –1 (1–9), –3 (10–18), –5 (19–27), Incapacitated (28–36), Dead (37+)
Abilities: unclear, but assume Brawl 9 (when contact is made with skin), Carouse 9 (debauchery), Charm 9 (sinful acts), Houe Tytalus Lore 9 (was there when it happened), Infernal Lore 8 (Order of Hermes).
Powers:
- Envisioning 1 or 5 points, Init 0, Mentem: Can enter dreams and cause waking dreams.
- Form is shapeshifted human: 0 points, Init. 0 : Technically does not coagulate from ambient matter like a demon. Actually shifts shape into ambient moisture, travels and then turns back into her human shape. Her human shape is always beautiful and female, but can vary to suit the culture she is visiting.
- I could hurt thee but pain would delight thee: 0 points, 0 Init. Dolores does not suffer Wound penalties, except on Defense totals.
- Obsession: 1 point, Init -5, Vim: Can impose the desire for suffering..
- The Serpent Oracle: 2 points, Init. +2: Dolores may cast any Intelligo spell for 2 Might, and automatically knows the context and likely outcome of actions made in response to the information gained.
- Shroud the Stench of the Pit: variable points, Init. +7, Vim. This Power makes another Infernal Power appear to be aligned to the Magical or Faerie Realm, at the demon’s choice. It has the same cost as the power it disguises.
- Waxing Tide of Humors: 3 points, Init +6, Mentem. This power causes passion to overcome sense. A character can resist this effect with a roll against an ease Factor of 9, modified by Traits like Calm.
- Wounds that bloom: 3 points, Init -5, Perdo: Makes Dolores’s touch do +15 additional damage for the rest of a battle.
Weakness: The Virgin Mary. The cult of the Virgin hasn’t really taken off yet in 1220, but it gains a lot of power over the 13th Century. When people start wandering around with Servite scapulars, Dolores is going to go after that Order.
Vis: 8 pawns, Perdo
Appearance: A languid woman, filled with delightful venom. She changes appearance to suit the appetites of the local culture.
Infernally-tainted Octopus
Order: Corrupted beast.
Infernal Might: 5 Animal
Characteristics: Int 1, Per –2, Pre +6/-6, Com –6, Str –8, Sta +3, Dex +4, Qik +8 (* Corrupted beast)
Size: –2
Qualities: Aquatic, Grapple, Slippery x 2, Defensive Fighter, Pack Animal
Virtues and Flaws: Giant, Greater Infernal Power, Puissant Brawl, Horrifying Appearance (human eyes and skin)
Personality Traits: Sadistic +6
Combat: Dodge: Init +6, Atk +5, Dfn +5, Dam -6*
* Does not include Infernal power (=15 Damage)
Soak: +3, +6 against crushing weapons
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1-3), –3 (4-6), –5 (7-9), Incapacitated (10-12), Dead (13+)
Weakness: The Virgin Mary
Abilities: Awareness 2 (food), Brawl 2 (grapple), Survival 3 (sea), Swim 5 (sea)
Vis: 1 pawn (Perdo)
Appearance: Large octopi, with human eyes and skin.
Marvellous Fish (Almost a colossal squid)
Characteristics: Cun –3, Per –2, Pre -6, Com –6, Str +8, Sta +3, Dex +6, Qik 0
Size: +4
Qualities: Aquatic, Grapple, Slippery.
Virtues: Gigantic Size, Puissant Brawl
Combat:
- Grapple Init +2, Atk +10, Dfn +15, Dam 0*
- Bite: Init 0, Atk +10, Dfn +15, Dam +12**
* Once a grappled victim is immobile, the creature chews with the hundred tiny mouths on each tentacle, for +10 Damage.
** Once a grappled victim is immobile, the creature need not make an Attack roll to damage one creature per turn, with its bite.
Soak: +4, +8 against crushing weapons, as it has rubbery organs.
Fatigue Levels: OK, 0/0, –1/-1, –3/-3, –5/-5, Unconscious
Wound Penalties: –1 (1-9), –3 (10-18), –5 (19-26), Incapacitated (27-36), Dead (37+)
Abilities: Awareness 2 (food), Brawl 6 (grapple), Survival 3 (sea), Swim 5 (sea)
Cancer-causing Caterpillars
I originally thought these were best described as a spell effect, as many swarms are in Ars Magica. Then, I considered the caterpillars as a single creature, the boiling mass is merely it’s form. It does not choose to take a human shape.
Order: Evil Spirit
Infernal Might: 20 (Animal)
Characteristics: Int 0, Per 0, Pre -3, Com 0, Str -8, Sta +3, Dex +10, Qik +10
Size: -8
Virtues and Flaws: Weak-willed
Confidence Score: 1 (3)
Personality Traits: Hungry +3.
Reputations: Living poison 1 (Infernal)
Combat: Bite: Initiative +13, Attack +13, Defense +13, Damage -8*
- Bite triggers power
Soak: -8
Fatigue Levels: Do not to suffer fatigue
Wound Penalties: Dead (1+)
Abilities: Awareness 4 (victims), Brawl 6 (grapple)
Powers:
- Envisioning, 1 point, Init 0, Mentem: For 1 point, allows the demon to enter and twist dreams. If used to terrify, the victim can ignore it with a Brave Personality trait roll against an Ease factor of 9 or more. Failure to resist leads to a profound physical reaction, like a seizure.
- Create cancerous tumors, 5 points, Init +10, Corpus: Each bite from a caterpillar allows the creature to attempt to seed a person with cancer. (PeCo20 – cause major illness. +5 Touch). It may take months to finally kill the person, and a character who realises they are sick can have the tumors magically removed in the interim.
- Coagulation, 0 points, Init 0, Corpus: The creature manifests as a pile of clawed, deformed maggots.
Weakness: The creature hates sunlight. It cannot use its power during the day, but may move an element near to a victim, to wait for nightfall.
Vis: 4 pawn of Perdo (requires all, yes all, of the maggots)
Appearance: A swarm of tiny silver caterpillars with clawed feet.
The Worm That Cannot Eat The Sea
From Lord Dunsany’s The Worm and the Angel.
Order: Infernal dragon
Infernal Might: 35 (Animal)
Characteristics:
- Worm form: Int 0, Per +2, Pre -2, Com 0, Str +7, Sta +7, Dex -3, Qik -5
- Human form: Int +2, Per 0, Pre +1, Com +3, Str +1, Sta +1, Dex -1, Qik -1
Size: Worm +5, Human 0
Confidence: 2 (6 points)
Virtues and Flaws: Weak-willed
Personality Traits: Hungry +5
Reputations: All consuming worm +3
Combat: Bite: Init -, Attack +7, Defense +7, Damage +
Soak: Worm +6, Human 0
Wound Penalties:
- Worm: -1 (1–10), –3 (11–15), –5 (16–20), Incapacitated (21-25), Dead (26+)
- Human: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)
Abilities: unclear, but assume Brawl 6 (bite), Infernal Lore 6 (Order of Hermes).
Powers:
- Coagulation: 1 point, Init -1, Corpus: Can manufacture a solid body out of ambient matter. Usually, it has takes the form of an enormous lamfrey, but can become a “merchant”. The Worm is far more intelligent in human form, but it hates humans, and only takes the form to steal corpses or cause trouble that leads to murder.
- Envisioning 1 point, Init 0, Mentem: Can enter dreams and cause waking dreams. The Worm eats people in their dreams, over and over and over.
- Poison the land: 8 points, Init +1, Terram: The demon can ooze corrosive, digestive spittle so that it renders the earth sterile, doing +15 corrosive damage to all living things for up to one and a half miles. Once the effect is triggered, the circle expands at a rate of 500 yards per day, provided the Worm spends might each day to maintain it. Once it reaches full size the Worm must spend Might each day to prevent it shrinking. The worm is always in the middle of the circle while it is growing, which allows magi to locate it. The poison cannot cross water.
- Venom: 0 points, Init +3, Aquam: The Worm’s spittle dissolves all mundane , organic matter in one round. If its Attack roll succeeds, even if the Damage is completely Soaked, a character must make a Sta roll against an Ease factor of 9, or suffer a Medium wound.
Obsession: 1 point, Init -5, Vim: Can impose antropophagic hunger. Characters unable to resist it sometimes prevent themselves harming others by eating their own fingernails and hair.
Equipment: As suits human form.
Weaknesses:
- Cannot harm the pure of heart. (True faint, or at least two virtuous Personality traits at +3 or more, and no sins on conscience).
- Seawater
Vis: 5 pawns, Perdo (teeth)
Appearance: A vast lamfrey.
The Guardian of the Watch-tower
With thanks to Matt Ryan, whose stats I’ve reskinned here. (English Knight – Tales of Mythic Europe).
Magic Might: 10
Characteristics: Int 0, Per +1, Pre –1, Com 0, Str +3, Sta +2, Dex +2, Qik -1
Size: 0
Age: appears 30, but was older when he died.
Virtues and Flaws: Magic Spirit, Affinity with Single Weapon, Improved Characteristics; Magical Monster, Dutybound.
Personality Traits: Distrusts the invaders +4, Defend the tower +3.
Powers: Donning the Corporeal Veil, 5 points, Init 0. Allows the ghost to take material form until it releases its materiality. The ghost’s personal equipment also becomes material.
Combat:
- Dodge: Init -1, Attack n/a, Defense +5, Damage n/a
- Lance and shield (mounted): Init +1, Attack +17, Defense +14, Damage +8
- Long sword and shield (mounted): Init +1, Attack +15, Defense +14, Damage +10.
- Lance (dismounted): Init +2, Attack +8, Defense +4, Damage +10
- Long sword and shield (dismounted): Init +1, Attack +12, Defense +11, Damage +10
Soak: +10 (but immune to mortal weapons)
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)
Abilities: Athletics 4 (armored), Area Lore: Tower 6 (surroundings), Brawl 5 (in armor), Arabic 2 (threats), Awareness 12 (tower area), Etiquette 3 (outdated), French 1 (military commands), Castilian 5 (military commands), Great Weapon 2 (lance, dismounted), Hunt 3 (horseback), Intrigue 6 (when being plotted against), Leadership 3 (Castilians), Ride 3 (battle), Single Weapon 7 (lance).
Equipment: Charger, full chainmail, lance, cavalry sword, shield
Vis: 2 pawns, Mentem
Appearance: An armored knight of a past age. He is fixated on the idea that the invaders will return. Swap out language skills and accoutrements to move him to a different borderland.
Ghostly Warder With Lost Heart
Magic Might: 10 (Mentem)
Characteristics: Int +1, Per +1, Pre +2, Com +1, Str +1, Sta 0, Dex 0, Qik 0
Size: -2 (child, non-physical)
Confidence Score: 1 (3)
Virtues and Flaws: Vary (May take Virtues and Flaws as a grog, if desired by the troupe.)
Personality Traits: Protective +3, Vengeful +3, Sad +1
Combat: Fingernails (claws): Init +0, Attack +6, Defense +6, Damage +3
Abilities: [Area] Lore 5 (site of death), Awareness 5 (where the protected is),
Brawl 5 claws, Infernal Lore 1 (sacrificial rituals), Folk Ken 4 (life experience), Living Language 5 (whispers), Profession 2 (as life).
Powers:
- Donning the Corporeal Veil, 5 points, Init 0. Allows the ghost to take material form until it releases its materiality. The ghost’s personal equipment also becomes material.
- Kinesis, 5 points, Init 0, Terram: The ghost can move an object as if physically present. One expenditure of Might allows the ghost to move one object until they put it down again.
Equipment: Clothing, stained by the extraction of the heart. A sentimental object.
Vis: Arguably 2 pawns, Mentem, but there’s special rule in ArM5 Core rulebook (p.193) that says none, because magi cannot render other characters’ Ghostly Warders down for vis.
Ozto The Bear, Called The Forest Apple In Song
Faerie Might: 10 (Animal)
Characteristics: Cun +1, Per 0, Pre 0, Com -5, Str +6, Sta +4, Dex +2, Qik 0
Size: +3
Virtues and Flaws: Faerie Beast, Faerie Sight, Faerie Speech,
External Vis, Cognizant within Role, Ferocity (when injured), Giant, Improved Characteristics (x2), Tough, Greedy (minor), Reclusive Qualities: Aggressive, Extra Natural Weapons (claws), Fast Runner, Grapple, Hardy, Imposing Appearance, Large Claws, Pursuit Predator, Tough Hide, Mute. Sovereign Ward (is suicidally lulled by songs)
Personality Traits: Brave +3, Slothful +3, Aggressive +2 Reputations: Ferocious (local) 2
Combat:
- Claws: Init 0, Attack +13, Defense +9, Damage +10
- Teeth: Init 0, Attack +11, Defense +7, Damage +7
- Grapple: Init 0, Attack +7, Defense +5, Damage n/a
Soak: +15
Wound Penalties: -1 (1-8), -3 (9-16), -5 (17- 24), Incapacitated (25-33), Dead (34+)
Pretenses: Athletics 3 (sprinting), Awareness 8 (humans), Brawl 6 (claws),
Faerie Speech 5 (songs) Hunt 4 (for mystical auras), Survival 5 (foraging), Swim 3 (against the current)
Vis: 2 pawns Rego, a bear skull. The bear skull grants the Faerie speech and Faerie Sight virtues, as an External Vis source.
Appearance: The bear is a even larger than usual: eight feet tall on his hind legs, and the size of a horse if on all fours. stands over seven feet tall on its hind legs. He is, if sung to, surprisingly gentle – it is his role to deliver his virtues to the magicians who consumes him. Otzo’s ritual might, instead, provide strength or longevity, if troupes find those more appealing.
Hermes Who Carries Away
Faerie Might: 15 (Herbam)
Characteristics: Int +3, Per +6, Pre 0, Com 0, Str +3, Sta Tireless, Dex 0, Qik +6
Size: 0
Virtues and Flaws: Greater Faerie Powers, Faerie Sight, Faerie Speech, Humanoid Faerie, Increased Faerie Might, Immune to Fire, Personal Faerie Powers; Incognizant, Traditional Ward: cannot steal someone who is seen by another human being.
Personality Traits: Compulsively steals Gifted children from mortals +3, Dislikes Ungifted humans +1,
Combat: Brawl (hands): Init +6, Attack +9, Defense, +9, Damage +3
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– 15), Incapacitated (16–20), Dead (21+)
Pretenses: Acrobatics 7 (rooftops), Brawl 7 (children), Faerie Speech 5 (convincing children to come away with him), Order of Hermes Lore 9 (apprentices), more local area lores than you’d imagine possible.
Powers:
- Appear Human, 1 point, constant, Imaginem.
- Immure to Fire and Smoke: 0 points, constant, Ignem. You can’t go sliding down chimneys if you’ll catch fire.
- .
- Invisibility: 1 point, Init –1, Imaginem (1 intricacy point on cost). Strictly speaking he becomes a shadow, not invisible.
- Squirming Sack: 1 point, Init –1 Corpus: Moves a child up to 50 paces away, who has made eye contact, into his sack. (Base 15 + 1 Eye, 1 intricacy point spent on cost)
- Still Sack: 0 points, Init –1, Mentem (2 intricacy point on cost): A powerful version of the Cause Drowsiness Power that keeps children unconscious until they are removed from the sack. (Or Sun, whichever comes first)
Vis: 3 Ignem, a lump of coal.
Appearance: Hermes Who Snatches Away is called “black-faced” which refers to the soot that covers his form. His detailed knowledge of Hermetic institutions suggests either contact with the Order, or that he is a faerie expression of a story sprung up from the activities of magi stealing apprentices. Note that he does not seem to have the power to remove the child’s memories, or the memories of the parents of the child, both of which are widely believed to be his. This adds further weight to the idea that he is a figment of story left behind by the actions of magi. The main counter to this is that stories of Black Faced Hermes predate the Order – the ancient Greeks used him as a nursey bogey.
Magpie Queen
Faerie Might: 40+10 (Animal)
Characteristics: Int +1, Per +4, Pre+2, Com +3, Str +2, Sta +2, Dex 0, Qik +3
Size: -1
Virtues and Flaws: 2 x Focus Power, 3 x Greater Faerie Powers, Highly Cognizant, Faerie Sight, Faerie Speech, 2 x Great Characteristic, Human Form, 6 x Improved Characteristics, 7 x Increased Faerie Might, 2 x Personal Faerie Powers, Place of Power (kingdom); Traditional Ward (Salutations and rhymes)
Personality Traits: Easily distracted by flashy things +3, Aware that she is easily distracted by flashy things +2. Really annoyed when distracted by people who know she likes flashy things +3.
Combat: Brawl (fist): Init +3, Attack +1, Defense +2, Damage +2
She prefers to use magical effects rather than weapons.
Soak: +1
Wound Penalties: –1 (1-4), –3 (5-8), –5 (9- 12), Incapacitated (13-17), Dead (18+)
Pretenses: (Area) Lore 6 (her domain), Artes Liberales 3 (songs), Animal Handling 6 (magpies), Athletics 9 (flight), Awareness 2 (humans), Bargain 7 (women), Brawl 1 (while flying), Carouse 6 (gossip), Charm 6 (gossip), Concentration 3 (while stealing hings), Craft (weaving) 6 (baskets), Etiquette 7 (gossip), Faerie Speech 6, Finesse 6 (Rego), Folk Ken 6 (gossip about surrounding area), Guile 3 (gossip), Leadership 6 (birds), Order of Hermes Lore 5 (Bjornaer), Penetration 6 (using Arcane Connections).
Powers:
- Collects bright memories : 4 points, Init –3, Mentem: Transforms one of the character’s thoughts, songs, or speeches in to a shiny object, which the queen can keep. Characters touching the mirror vividly recall the events surrounding a secret, or word-perfectly recall what was said or sung. The character cannot remember the secret, although they are aware they once knew it. If they touch the mirror they can recall it again after putting the mirror down, much as any other person can, but only feel emotional connection to the secret while they hold the mirror.
- Craw of feathers: 3 points, Init –2, Animal: Transforms a character’s words into feathers. This fills their mouth, so that they cannot speak, and will suffocate them unless action is immediately taken. This is a reskinning of Rushing Torrent From the Lungs, but is slightly weaker in that qa character who knows its effect, and stays perfectly silent, can avoid suffering its effect.
- Extended Glamor: 0 points, constant.
- Focus Power (Speech within her realm): up to 10 points, Init –9, Imaginem/Auram.
- Transform into a flock of ravens: 2 points, Init –4, Animal: (Until Duration) (3 intricacy points to reduce cost). The queen becomes dozens of ravens. So long as they remain in her domain, all of them are, effectively, her. She can see through all of their eyes, and can unwind the glamour of all of the other birds, restoring herself to unity from any single bird.
- Transform Victim into Mouse: 2 points, Init –3, Animal. (2 intricacy points to reduce cost)
Equipment: A small kingdom of faerie servants, including an awful lot of ravens. She sends them on tasks in groups whose numbers reflect a common children’s rhyme. Centuries of collected shiny treasure. Wears pied clothes.
Vis: 8 pawns Intelligo, a piece of shiny glass, +2 if in kingdom
Appearance: A thin, intense woman who talks quickly and listens deeply. Easily distracted, easily bored, easily amused. Knows she’s not as clever as magi, but knows she can learn more quickly than mortals do.
The New Mother
Faerie Might: 10 (Corpus)
Characteristics:
- Old: Int 0, Per 0, Pre +2 Com +1, Str 0, Sta 0, Dex +2, Qik +2
- New: Int 0, Per +3, Pre -2, Com 0, Str +1, Sta +2, Dex +1, Qik -3
Size: Old 0 / New +1
Virtues and Flaws: Faerie Sight, Faerie Speech, Huge, Humanoid Form, Increased Faerie Might, Personal Faerie Powers; Monstrous Appearance, Incognizant, Traditional Ward (respectful children), Traditional Ward (disrespectful children)
Personality Traits: Wants Children +4.
Reputations: Nil.
Combat: The Old Mother is non-combatant. New: Tail: Init -2, Attack +10, Defense +4, Damage +3
Soak: +0
Wound Penalties:
- Old -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
- New-1 (1-6), -3 (7-12), -5 (13-19), Incapacitated (20-26), Dead (27+)
Pretenses: Brawl 5 (tail), Faerie Speech 5 (children),
Powers: Transform: 0 points, Init. -1, Corpus: (2 intricacy points): Allows the Mother to change between forms. She does not appear to have volution over the change, but knows it is coming.
Equipment: Clothing, domestic tools, half-fae baby.
Vis: 2 Muto, a mirror-shard
Appearance: In this interpretation, the New and Old Mothers are the same creature, which is a lovely when her children demonstrate obedience but becomes a terror when they are naughty. In this version, the children could change the other back, if only they obeyed her in her ugly form.
The Pear Drum Girl is another faerie, or a person with Free Expression.
Cubbidge Dragon
Faerie Might: 30
Characteristics: Int* 0, Per –2, Pre –6, Com –6, Str +1, Sta +6, Dex +2, Qik -2
Size: +4:
Virtues and Flaws: Huge, Faerie Beast; Faerie Sight, Faerie Speech, Greater Power (Spirit Away), Increased Characteristics, 6 x Increased Might, Personal Faerie Power (Constant Damaging Effect), Incognizant
Personality Traits: Inquisitive +3, Daring +2, Loves milk +1
Combat:
- Fangs: Init –4, Attack +14, Defense +1), Damage +10 +poison as below.
- Constrict: Init 0, Attack +9, Defense +5 (+11 against grappling attacks), Damage +8
- Claws: Init –1, Attack +11, Defense +10, Damage +6
Soak: 10
Wound Penalties: Size +4: –1 (1-9), –3 (10-18), –5 (19-27), Incapacitated (28–36), Dead (37+)
Powers
- Constrict*: When successfully struck with a constrict attack, the character is encoiled and unable to use mêlée weapons. The dragon automatically does damage in each subsequent round, without requiring an Attack roll, if it wishes. The victim may still Soak damage. At the end of each round, including the round in which the constriction attack succeeds, the character may attempt to break free by an opposed Strength roll. To do this, the character rolls Strength + a stress die, and compares it to the dragon’s Strength + a stress die. Success indicates the character is free, and may attack normally in the following round. For each character assisting, the trapped character may add +1 to the Strength roll, but an assistant is unable to attack the dragon in that round. A character unable to break free for 30 seconds (6 combat rounds) needs to make deprivation rolls, as described on page 179 of ArM5.
- Spirit Away (see Realms of Power: Faerie – allows the dragon to lift willing or incapacitated humans into Arcadia).
- Flight, 0 points, Init: Qik+1, Auram*
- Venomous Bite:* When the orm attacks, compare its Attack Advantage to the victim’s armor Protection (not Soak). If the dragon’s advantage is higher, the victim suffers the effects of soporific venom with an Ease Factor of 12, that does Fatigue damage. (See page 180 of ArM5 for poison mechanics). The poisoning occurs regardless of whether the bite inflicts an actual wound. The storyguide may adjust the required Attack Advantage for special circumstances.
* These are natural abilities of the faerie’s form, and do not require the Personal Faerie Powers Virtue.
Pretenses: Area Lore 6 (mortal world), Awareness 6 (beauty), Brawl 7 (crushing), Hunt 5 (beauty), Faerie Speech 5 (promises), Folk Ken 6 (the fae touched), Stealth 5 (people who never look up)
Equipment: None
Vis: Might 6 pawns, a piece of lost string
Appearance: A magnificent dragon
The Mother of Figureheads
Magic Might: 30 (Aquam)
Characteristics: Int +5, Per +3, Pre +5, Com +2, Str +3, Sta +2, Dex -1, Qik +1
Size: +2
Personality Traits: Secretive +4, Protective +3
Combat: Brawl: Init +3, Attack +3, Defense +6, Damage +2.
Soak: +6 (marble statue)
Wound Penalties: –1 (1-7), –3 (8-14), –5 (15-22), Incapacitated (23-30)
Abilities: Brawl 5 (humans), Magic Lore 10, Area Lore 10 (sea only), Folk Ken 10 (sailors).
Soak: +6 (marble statue)
Wound Penalties: –1 (1-7), –3 (8-14), –5 (15-22), Incapacitated (23-30)
Abilities: Brawl 5 (humans), Magic Lore 10, Area Lore 10 (sea only), Folk Ken 10 (sailors), and others.
Powers:
- Hear the Prayers of Ships, 1 point, Init -3, Vim: Can understand the thoughts of Spirits of Artifice embodied in ships.
- Primal Power, varies, Init +3, Vim: Can perform any Hermetic spell at the cost of 1 Might point per magnitude. Spells that involve the form Aquam cost 1 per magnitude.
Vis: Leaves six pawns of Intellego vis in her rubble.
Appearance: The statue of a powerful nymph, in marble.
Faerie Hand – Prosthetic
Faerie Might: 10 (Corpus)
Characteristics: Cun +1, Per -3, Pre 0, Com –5, Str +3, Sta n/a , Dex +5, Qik +1
Size: –4
Virtues and Flaws: Faerie Sight, Feast of the Fae (must be submerged in milk to regain Might), Traditional Ward (relics)
Personality Traits: Bloodthirsty +1
Combat: Uses the character’s own skills, if they are superior to Pretenses below, but substitutes its Characteristics for the player character’s.
Soak: +4
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+)
Powers: Read desires: 2 points, constant, Mentem: The hand can do what the person attached to it requires of it. It reads desires, not thoughts, so Personality Trait rolls can make it act rebelliously.
Pretenses: Athletics 5 (throw), Brawl 6 (punch), Single Weapon 6 (spear)
Vis: I pawn Corpus, a fingerbone.
Appearance: A hand of unnatural colour that sucks milk through the undersides of its fingernails. It can crawl slowly by dragging itself along, but prefers to attach to an amputee.
Some forms of this creature have a mouth with sharp teeth at the elbow end, to remove the original limb, and then attach to the stump. This variant has a spell which makes such wounds painless. Occasionally colonies of the creatures form on a single individual.
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