30 creatures for November

I know I've started late. Sorry all!

Here are the first two, which are stats for the creatures given in ep 205 of the podcast. My next two will be the Final Victim herself, and the Mercenary Parrot.
Transcript for podcast here: https://timothyferguson.wordpress.com/2019/08/08/the-outlandish-knight-a-faerie-serial-killer/

##The Outlandish Knight

The Outlandish Knight is simpler version of the Glanconer (Realms of Power : Faerie p 74-75). He doesn’t kill by draining life energy along an arcane connection: he just whisks girls away to murder them in a river. He might also be seen as a very complicated version of the kelpie.

Faerie Might: 10
Characteristics
: Int +1, Per +1, Pre +3, Com +3, Str +1, Sta +1, Dex 0, Qik 0
Size : 0
Virtues and Flaws : Greater Faerie Powers; External Vis (minor), Faerie Sight, Faerie Speech, Human Form, 3x Improved Characteristic, Increased Faerie Might; Traditional Ward (laws of chivalry); Incognizant.
Personality Traits : Predatory +4
Combat : (Shortsword) Init +1, Atk +9, Dfn +7, Dmg +6
Soak : +3, although the creature is a knight, like most knights he doesn’t ride about in full combat gear constantly. He has fine, durable clothes which provide some protection.
Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-15), Incapacitated (16-20) Dead (21+)
Pretenses : Athletics 3 (climbing walls), Awareness 3 (at night), Carouse 2 (alone with young woman), Charm 3 (young women), Folk Ken 5 (courtship), Guile (women) 5, Faerie Speech 5 (flattery), Single Weapon 6 (women), Stealth 2 (stalking)
Powers :
Allure: 0 points, Init –1 Mentem (1 intricacy point on cost)
Steal Judgement, 0 points, Init –2, Mentem, (2 intricacy points on cost). Equipment : Appears to be a prosperous knight, but does not have a faerie horse.
Vis : 2 pawns, his knife.
Appearance : A handsome man, of a culture nearby to, but not the same as, the victim.

The Bones That Will Not Lie In The River

The Final Victim, assuming the Outlandish Knight really has killed a handful of women, might have a possessing spirit, like the Red Maid of Sark that was described in Tales of Power . Much as the Red Maid may provide a Virtue by lying asleep inside a person with a potentially dramatic life, so this spirit, The Bones That Will Not Lie In The River, may grant a Virtue to the Final Victim, as a dormant possessor. This creature gently pushes the Final Victim into dangerous professions, like the service of the covenant.

Faerie Might : 15 (Corpus)
Characteristics : Int +2, Per +1, Pre 0, Com +1, Str 0*, Sta 0*, Dex 0*, Qik 0*. *
These statistics are provided by the faerie’s host.
Size : (as host)
Virtues and Flaws : Final Victim, Focus Faerie Powers (Possession, see later); 2 x Increased Might, Loosely Material*; Incognizant. * Modified to a Minor Virtue: may only take forms using possession power.
Personality Traits : Brave +3. Enjoys killing +2, Compassionate towards host +1
Combat : Domestic implement (as knife): Init +0, Attack +9*, Defense +7, Damage +3

  • These scores do not include the physical Characteristics of the host.
  • When near the corpses of her attacker’s victim, her scores increase.
    Soak : 0* * Once near her attacker’s trophies, this increases. See Final Girl Virtue.
    Wound Penalties : OK, 0, –1, –3, –5, Unconscious.
    Pretenses : Brawl 5 (prey), but may use the Pretenses or abilities of the host. Powers: Possession, 1 or more points, Init +2, Mentem: If this power Penetrates, the victim is possessed is under the faerie’s 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 the faerie 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 the faerie 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 the faerie is in direct control of the host’s actions, the host acquires Magic Resistance, but is also affected by wards that would normally exclude the faerie. If the host is acting under her own free will, then she does not benefit from the faeries 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 based on material in Realms of Power: Magic.
    Equipment : Someone else’s body, all of their material goods.
    Vis : 3 Corpus, in the skull of the possessed victim.
    Appearance : The Bones Which Will Not Lie In The River does not have a material body, but if seen with Faerie Sight, or Second Sight outside a body, it’s a skeleton made of broken bones. Its left hand appears to have improvised claws, which are made from human femurs, cut and sharpened into knives.

This is a revenge faerie, so it needs to seek out conflict to feed. Once the host’s story concludes, it may hitch a ride in the body of one of the grogs or companions so that it can be near the magi, whom it senses are beacons for trouble. The Final Victim often retains a sliver of the faerie’s glamour after the story concludes. This allows the creature to continue feeding from the vitality of her host’s life, should it become dramatic. This sliver of glamour provides often provides a Virtue. Characters who survive as the host provide grogs or companions with an unusual background.

Note: The Bones Which Will Not Lie In The River is not suited for use as a player character. The Final Victim Virtue is not intended for use by player characters.

Final Victim Virtue

The Final Victim Virtue allows the faerie to select up to six people and mark them with its glamour. These people are termed “victims.” The presence of the corpses of victims, killed by the faerie’s prey, provides a store of energy which the faerie uses until the story ends. For every victim whose corpse is nearby the host gains +1 to her Attack, Damage and Soak.

The Bones Which Will Not Lie In The River and the Red Maid of Sark differ, in that the Red Maid needs to mark the victims before death, and gains the bonus if stained with their blood. The Bones Which Will Not Lie In The River can mark victims after death, but cannot carry away small traces of the victims to maintain power.

The Mercenary Parrot

The Mercenary Parrot lives as a pet for the Final Victim, but it’s not a normal animal. It wants a gold birdcage with an ivory door. It can speak, and deceive. It might be suitable as a familiar, a sort of Beast of Virtue, but, as an alternative, it might be a banished Bird from Nephelococcygia. (See Realms of Power: Magic, page 68)

Magic Might: 11 (Auram)
Characteristics : Int –2, Per +2, Pre +2, Com +1, Str –8, Sta 0, Dex +2, Qik +4
Size : –4
Virtues and Flaws : Magical Animal; Magical Champion; Greater Power, Greater Power, Homing Instinct, Keen Vision, Lightning Reflexes; Avaricious.
Personality Traits: Bird +3, Scheming +1
Reputations : Gossip (local) 2
Combat :
Dodge: Init +4, Attack n/a, Defense +7, Damage n/a
Beak: Init +4, Attack +7, Defense +7, Damage –7
Soak : 0
Fatigue Levels : OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+)
Abilities : Athletics 5 (flying), Awareness 4 (food), Brawl 2 (dodging), Guile (humans) 3, Music 1 (morning song), Survival 2 (home terrain).
Powers :
Air for Flying , 1 Point, Init: 0, Auram
R: Sight, D: Conc, T: Group
While the parrot swear mighty oaths at the weather, it becomes calm and temperate. This also negates any magically created inclement weather where the magnitude of the effect that caused the inclement weather
is less than 3. This power has a duration of concentration.
ReAu 35 (Base 5, +3 Sight, +1 Concentration, +2 Group): Greater Power (35 levels, –3 cost)
Command the Flock : 1 Point, Init: 0, Animal
R: Voice, D: Sun, T: Group
The character can trill commands to a group of up to 100 birds. The birds will try to obey any command that they can understand (mundane birds can understand commands equivalently to a dog), but they will not do anything obviously suicidal and if the birds have a Magic Resistance this power must Penetrate. The power lasts for a duration of Sun, and after this period the birds will act on their own initiative. The parrot often uses this to get chickens to pull amusing pranks, and he knows a particularly viscous swan.
(ReAn 35 (Base 5, +2 Voice, +2 Sun, +2 Group): Greater Power (35 levels, –3 cost)
Vis : Auram vis in feathers.