These are the stats for the creatures which were published, without numbers, in January and February.

God’s Judgement on a Wicked Bishop

Magical Might: 20 (Mentem – these are human ghosts in animal form). The Might is shared by the swarm, not vested in a single leader.
Characteristics: 
Single rat: Int +1, Per +1, Pre +1, Com -2, Str -16, Sta +2, Dex +2, Qik +9
When swarming in hundreds, treat as an environmental effect (+10 damage per round, Soaked until the rats destroy the person’s clothes or armor.)
Size: -8 (In swarm, +3)
Season: Summer
Confidence: 1
Virtues and Flaws: Magical Animal; Greater Immunity (diseases), Second Sight, Sharp Ears, Strong-Willed; Avaricious (hunger, Major), Magical Monster
Qualities and Inferiorities: Greater Power (Hound enemy), Improved Damage x3 (bite), Improved Might x2, Lesser Power x2(Gnashing Teeth of Iron, Devouring Iron),
Combat (Bite – single rat* ) : Init +6, Attack +7, Defense +12, Damage -2**.
* When swarming in hundreds, treat as an environmental effect (+10 damage per round, Soaked until the rats destroy the person’s clothes or armor.)
** Does not include Gnashing Teeth of Iron Power.
Personality Traits: Vengeful +4, Ignores the needy +3
Reputations: None – they come and destroy, then disappear.
Abilities: Athletics (climbing) 3, Awareness (location of victim) 5, Brawl (teeth) 4, Concentration (eating) 1, Leadership (rats) 3, Stealth (shadow) 6, Survival (urban) 4, Swim (rivers) 3
Powers: When a power is used, the whole swarm develops the power: not merely a single rat. The Intellego effect needs only be resisted once – not once per rat.

  • Devour Stone (1 might): Can burrow holes into stone or metal. (PeTe 5, +1 Touch, +1 concentration) [level 15, -2 might]
  • Gnashing Teeth of Iron (2 might): The teeth of the swarm can be as hard as iron. This grants individual rats +2 damage, and lets the rats damage things they normally could not. (MuAn(Te) base 4, +1 Te Req, +1 diameter, +2 Group) [level 20, -2 might]
  • Hound Enemy (4 might): The rats always know the direction to their foe, and can manifest near him. (Non-Hermetic – Treat as InCo40 for resistance).

Vis: 4 Mentem – bodies of the rats. Can be harvested proportionally.

Sabrina of the Severin

The easiest way to design Sabrina is as a White Lady, which is a sort of Breton water faerie. The most powerful are the Ladies of the Lake, in the Lancelot Cycle.
Faerie Might: 40+10 (Aquam)
Characteristics: Int +4, Per 0, Pre+4, Com+3, Str +2, Sta +2, Dex 0, Qik +1
Size: 0
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 (river and banks); Traditional Ward (The Dominion)
Personality Traits: Favours children and women suffering oppression +2
Combat:
Brawl (fist): Init +1, Attack +1, Defense +2, Damage +2
Uses magical effects rather than weapons.
Soak: +2
Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-15), Incapacitated (16-20), Dead (21+)
Pretenses: (Area) Lore 6 (sites of historic significance or power), Artes Liberales 3 (history), Animal Handling 2 (seabirds), Athletics 6 (dance), Awareness 2 (humans), Bargain 7 (magi), Brawl 1 (escaping), Carouse
6 (dancing), Charm 6 (children), Concentration 3 (humans), Craft:
(weaver) 6 (repair), Etiquette 7 (courtly), Faerie Speech 6, Finesse 6 (Rego), Folk Ken 3 (customs of surrounding area), Guile 2 (men), Intrigue 4 (against abusers), Leadership 6 (in warfare), Order of Hermes Lore 5 (conflicts), Penetration 6 (using Arcane Connections), Swim 9 (home waters).
Powers:
Break Curses: 5 points, Init –4, Vim: (R: Eye / T: Ind / D: Mom.)
Destroys minor charms.
(Perdo Vim 20, +5 Eye.)
Extended Glamor: 0 points, constant,
Focus Power (Water within her realm): up to 10 points, Init –9, Aquam.
Can kill with versions of Ice of Drowning, Mighty Torrent of Water, Pull of the Watery Grave, and Tower of Whirling Water using this power. Note that in character creation, the same focus power has been selected twice to gain this higher level.
Touch of the Mermaid: 3 points, Init –2, Aquam: Kiss of the Mermaid, for characters too regal to kiss a magus for ease of transport.
Torrent from the Lungs: 3 points, Init –2, Aquam.
Transform into Current: 2 points, Init –4, Aquam: (Until Duration) (3 intricacy points to reduce cost)
Transform Victim into Seagull: 2 points, Init –3, Animal. (2 intricacy
points to reduce cost)
Equipment: A small kingdom of faerie servants. Mystical artifacts which include a scrying pool (see ArM5 page 122 for a spell that simulates this device). Centuries of lost treasure, including a chariot. Clothed in white wool, with flowers in her long hair.
Vis: 8 pawns Rego, a hair comb, +2 if in kingdom
Appearance: A beautiful woman with long hair eyes, in a robe of the finest wool. Oddly, her feet do not touch the ground – they do not bend plants as she walks the shore.

A Princess of Serpents

Faerie Might: 10 (Animal)
Characteristics: Int* 0, Per –2, Pre –6, Com –6, Str +1, Sta -6, Dex +2, Qik +4 Size: –4 Virtues and Flaws: 2 x Little, Faerie Ally (father), Faerie Beast; Faerie Sight, Faerie Speech, Highly Cognizant, Increased Characteristics, Personal Faerie Power (Constant Damaging Effect) Personality Traits: Regal +3, Tired all the time +2 Combat: Fangs: Init +4, Attack +15, Defense +10Damage -6
Constriction*: Init 0, Attack +9, Defense +5, Damage +8
* +6 to Defense against grapple attacks
** May grapple -4 Size enemies.
*** Does not include the Constant Damaging Effect power, which adds +5 when appropriate.
Soak: +2
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+)
Powers:
Constrict:* When successfully struck with a constrict attack, the character is encoiled and unable to use mêlée weapons. The orm automatically does damage in each subsequent round, without requiring an Attack roll. 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, he rolls Strength + a stress die, and compares it to the orm’s Strength + a stress die. Success indicates he is free, and may attack normally in the following round. For each character assisting him to break free, he may add +1 to the Strength roll, but an assistant is unable to attack the orm 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.
Constant Damaging Effect, 3 points, constant, Auram: Many orms emit a noxious slime or have toxic breath, and poison their surroundings, but many other damaging effects are known. This effect does +5 Damage, but is always active. 25 spell levels (Base 5 +1 Part, +2 Sun, +1 Constant)
Venomous Bite:* When the orm attacks, compare its Attack Advantage to the victim’s armor Protection (not his Soak). If the orm’s advantage is higher, the victim suffers the effects of adder venom as listed in the Poison Table on page 180 of ArM5, 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 3 (home territory), Awareness 3 (prey), Brawl 7 (bite), Hunt 4 (rodents), Faerie Speech 5 (threats), Folk Ken 1 (humans in her home territory), Intrigue 5 (faerie dragons), Stealth 3 (stalking prey)
Equipment: Has treasure, but does not carry it with her.
Vis: 2 pawns (Animal) snakeskin
Appearance: Appears to be a normal snake, if a little apathetic.
Source: Simon, the friend of dsnakes by A. G. Seklemian
Blog post: https://wordpress.com/block-editor/post/timothyferguson.wordpress.com/12781
Podcast: http://traffic.libsyn.com/gamesfromfolktales/236_-_Simon_the_friend_of_snakes.mp3

Saint Warna

In the podcast episode I said Saint Warna is a False God, but for variety I’ve designed her as a variant of Argenta, the Goddess of Piracy in Tales of Power, but flipped her to being an Aerial Power.

Order: Aerial Power
Infernal Might: 25 (Auram)
Characteristics: Int +3, Per +1, Pre +2, Com +2, Str +7, Sta +2, Dex +3, Qik +2
Size: +3 (can appear as human in dream, though)
Confidence Score: 5 (5)
Virtues and Flaws: Enjoys worship +3
Personality Traits: Untameable +4.
Reputations: Goddess of Wreckers 5 (Infernal)
Combat (uses an oar as an improvised weapon, in mockery of the real saint): Init +2, Attack +17, Defense +15, Damage +14
Soak: +6 – her body is loosely material
Fatigue Levels: OK, 0, 0, –1, –1, –3, –3, –5, Unconscious.
Wound Penalties: –1 (1–8), –3 (9–16), –5 (17–24), Incapacitated (25–32), Dead (33+)
Abilities: Various, including Single Weapon 8 (oar)
Powers:
Coagulation, 1 point, Init –1, Corpus.
Elemental Control, variable points, Init. -1, Auram. May create and Creo, Muto or Rego effect in the Auram for for 1 Might per magnitude of effect. Cannot create an effect with a level higher than the demons current Might, or duplicate Ritual effects.
Envisioning; 1 point, Init +0, Mentem.
Obsession, 1 point, Init –5, Vim: Avaricious.
Recalcitrance: 0 points, Init constant, Vim. Any attempt to control (but not destroy) an Aerial Power with any supernatural power, of any Realm, treats the demon’s Might as if it was 50% higher. Ease factors are similarly 50% higher.
Weakness: Cannot directly harm the ordained.
Vis: 6 pawns Auram vis (sordida).
Appearance: Looks like the crude statuette of the Irish saint found by her well, but made of cloud and expanded.

Scrumping Sprites

The sprites given in Realms of Power – Faerie (p.85) were designed for adaption as beginning player characters, and were tied to a faerie court. These have slightly stronger pretenses and are more interested in risky behaviour than service.

Faerie Might: 5 (Corpus)
Characteristics: Int, Per 0, Pre 0, Com 0, Str –20, Sta +1, Dex +3, Qik +10
Size: –10
Virtues and Flaws: Greater Faerie Power; Faerie Sight, Faerie Speech, Humanoid Faerie, Faerie Ally or Personal Power (Flight); Narrowly Cognizant; 2 x Little, Personality Flaw (theft), Traditional Ward (varies by location, but often some sort of bribe)
Personality Traits: Love risk +3
Combat:
Bow: Init +8, Attack +13, Defense +15, Damage –11*
* Often used in conjunction with Grant Flaw, some other power, or poison.
Soak: +6 (tiny jerkin)
Wound Penalties: Dead (1+)
Pretenses: Area Lore (vis sources) Awareness 5 (humans), Athletics 4 (flight), Awareness 5 (intruders), Bow 6 (intruders), Carouse 3 (feasts), Charm 2 (marks), Etiquette 2 (people they have stolen from) Faerie Speech 5, Hunt 1 (humans).
Powers:
Cause Sickness: 0 points, Init +9, Corpus. (3 intricacy points spent on cost, 2 on initiative):
This power usually causes strokes. The strike of a messenger’s arrow can cause this effect. Strokes have an Ease Factor of 6, and cause a Heavy wound.
Flight: 0 points, constant, 2 intricacy points reducing Might cost.
A faerie that wishes to use magical arrows often, for combat, might trade its Greater Power for the following selections:
Improved Damage Virtue (+5 Damage)
Improved Soak Virtue (+2 Soak)
Damaging Effect Lesser Power: 1 point, Init +4: (2 intricacy points on cost),
Provides a mystical effect based on the court’s motif, that increases the damage of the messenger’s arrows by +5 for 2 minutes.
Equipment: Bow, jerkin with clan mark. Some faeries of this
type fly using mounts, purchased as the Faerie Ally Virtue, in lieu of the
Fly power. They have Pretenses of 2 in Ride and 1 in Animal Handling, and
lower their Athletics to 3.
Vis: 1 pawn Herbam, dead bug.
Appearance: These faeries are tiny humanoid figures that can fly, a power they use to perform interesting feasts of gymnastics for their lords. They are armed with tiny bows, and prefer to attack in confusing swarms. Note that winged faeries are not known in much of Mythic Europe. If your saga proceeds as history did, they do not enter English literature until the 18th century. Most faeries fly either simply by wishing to, or by riding mounts that fly.

Zoolvisia

Faerie Might: 15 (Mentem)
Characteristics: Int +1, Per +1, Pre +3*, Com +1, Str 0*, Sta 0*, Dex 0*, Qik 0*.
* These statistics are provided by Mormo’s host.
Size: 0 (as host)
Virtues and Flaws: Focus Faerie Powers (Possession, see below), 2 x Increased Might, Loosely Material*; Incognizant.
* Modified to a minor Virtue: may only take forms using possession power.
Personality Traits: Stern +3, Challenging +2
Combat:
Sword*: Init +0, Attack +7, Defense +7, Damage +6
Modified by the body’s statistics. Uses poison and ambush to boost damage. Has armed servants.
Soak: 0, but often wears white armor that has +6 Soak.
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)
Pretenses: Carouse 6, Intrigue 6, Ride 6, Single Weapon 6 (sword), but may use the abilities of the host.
Powers:
Possession, 1 or more points, Init +2, Mentem:
If this power penetrates, the victim is possessed by Zoolvisia and is under her direct control. Any attempt to force the victim to act contrary to her nature, or to use any of the host’s own magical powers requires that Zoolvisia spends Might. A supernatural power (including spell-casting) requires 1 Might point per magnitude to produce. A questionable
action that is contrary to the nature of the host requires Zoolvisia to exceed the possessed being’s Personality Trait roll on a stress die + Might points spent. The storyguide may give a modifier to the Personality Trait roll based on the nature of the command (see the Entrancement power, ArM5 page 65, for suggestions). Both Might costs must be met if the use of a supernatural power is also contrary to the victim’s nature. If Zoolvisia is in direct
control of its host’s actions, the host acquires its Magic Resistance, but
is also affected by wards that would normally exclude her. If the host is acting under her own free will, then she does not benefit from Magic Resistance, but may also walk through wards with impunity. This power’s costs are not based on the Hermetic system of magic. It is instead based
on material in Realms of Power: Magic.
Killing scream: Zoolvisia doesn’t seem to be able to control the timing of her scream, so it has no cost: it’s just a thing that happens. It’s a Sight-based PeCo40 effect. In a covenant setting, it might be an Evil Custom Flaw.
Equipment: Someone else’s body, all of their material goods. In this case, Zoolvisia took control of the host in childhood, so she has little personal will, and even calls herself after the monster.
Vis: 3 Mentem, in the saliva of the possessed victim.
Appearance: Zoolvisia does not have a material body, but if seen with Faerie Sight, or Second Sight outside a body, it looks like the a suit of white armor.

Leave a comment