I’ve added statistics to the episode transcript discussing these creatures, but here they are, for easy access.

The Siren of the Pier

Faerie Might: 15

Characteristics:
(human form) Int +1, Per +1, Pre +0, Com +1, Str 0*, Sta 0* , Dex 0*, Qik 0*.
*These scores are provided by the host body.

Size: 0* (*as host)

Virtues and Flaws:. Focus Faerie Powers (possession, as below), 2 x Increased Might, Loosely material*, Incognizant.
* modified to a Minor Virtue: may only have form via possession power.

Personality Traits: Cruel +5.

Combat: Knife*: Initiative 0*, Attack +8*, Defense +6*, Damage +1**
* Modified by host statistics.

Soak: 0 (as host)

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16-20), Dead (21+) (*as host)

Pretenses:  May use the abilities of the host. Guile (victim) +5.

Powers:

Pine Away: 3 points, Init -3*, Corpus. *adjusted by host’s characteristics.
Causes the victim to lose the will to live, so that they eventually commit suicide. Treated as a Major disease with ease Factor 9 that causes a light wound, but Faerie Lore or Medicine can be used to treat the effect. The Siren’s melancholy seems to be stronger than other forms of this power, but it may be that she just chooses particularly vulnerable victims (who already have negative Personality traits or long term Fatigue levels due to their journeys.)
(as RoP:F p59.)

Possession : 1 or more points, Init. +2, Mentem: If this power penetrates, the victim is under the direct control of the Siren, becoming her host. If the Siren forces the host to act against her true nature, she must spend 1 might point and win a contested roll (Cruel vs whatever trait the host has which opposes the action). The Siren does not have the Mormo to trigger supernatural powers. Like the Mormo it can, however, pass through magical wards while possessing a human, so long as this is not forced by the possession power.

Equipment: As host.

Vis: 3 pawns, fingernails of host.

Appearance: As host: to second sight the creature looks like a scaly or barnacled growth on the host’s skin.

Ben Battle’s Revener

Ben Battle was staked as a suicide, so presumably they thought he’d come back as a revenant if not treated this way. That’s a bit odd: in some places cutting off a leg was considered sufficent to stop the dead walking.

Order: Vessel of Iniquity

Infernal Might: 5

Characteristics:
(human form) Int 0, Per +1, Pre +1, Com 0, Str -1*, Sta -3 , Dex 0, Qik -3**.
*Ben regenerates when he feeds. This raises his Strength score by +1 for every minor wound inflicted, up to a maximum +2. The score returns to -1 at daybreak.
** This score rises to +2 if Ben is using stolen legs, via the Mile in His Shoes power.

Size: -1, 0 if using stolen legs.

Virtues and Flaws:. Many

Confidence Score: 1 (3)

Personality Traits: Pride +3

Reputations: Jilted +1 (Infernal)

Combat:

Bite: Initiative 0*, Attack 5#, Defense 5#*, Damage +4**
Knife: Initiative 0*, Attack +2#, Defense 5#*, Damage +3**
Javelin: Initiative 0*, Attack +7#, Defense 5*#, Damage +4**
* If Ben is using stolen legs his Qik score is 5 points higher. This is not included in these scores.
** Ben regenerates when she feeds. This raises his Strength score, and his Damage bonus.
# Does not include ambush specialisation

Soak: -2 (bloated corpse)
Ben regenerates when he feeds. This raises his Strength score, and thus his Soak bonus.

Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13-16), Dead (17+)

Abilities:  All suitable for story. Often creates a makeshift javelin to attack while legless (Thrown 5 (ambush)), Brawl 5 (ambush)

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. This allows Ben, when legless, to attack a thrashing victim.

Mile in His Shoes : 0 points, Init. -1 (but requires severed legs, which slows him down)., Corpus: Allows Ben to steal and reanimate legs, which he attaches to his stumps. The legs rot at the usual human rate, so he needs to replace them regularly.

Weakness: Cannot find his way at a crossroads -generally lacks any sense of direction and can be trapped in loops of travel.

Vis: 1 pawn, heart.

Appearance: A corpse of a double amputee in military uniform.

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