In answer to a request on the Make This For Me thread:
Starting with the Chromatic Ghosts of Thomas. In this story a suicidal cat keeps killing itself and is haunted by a series of his own ghosts. Each is a distinct colour, and toward the end of the story they begin to combine, eventually becoming a single cat of iridescent white.
Text here: The Chromatic Ghosts of Thomas by Ellis Parker Butler – Games From Folktales
Magic Might:
Primary colours 5 (Animal)
Secondary colours 11 (Animal)
Brown and tortoisehell 14* (Mentem)
Iridescent white cat 20 (Mentem)
* The average companion-level creature has a Might of 10-Size, which makes the average cat Might 13. I’d gently ignore that and use 14 as it makes power progression easier.
Characteristics:
Primary colours Cun 0, Per +1, Pre -2, Com -4, Str -7, Sta 0, Dex +3, Qik +4
* Although Intelligence in place of Cunning is a free choice for magical animals. I’ve chosen not to
exercise that choice here. Thomas should get 7 points of variance away from cat average,
just as human PCs get 7 points of characteristics away from human average, but I’ve let that pass at
this stage.
** Note that they are tireless (No Fatigue).
Size: -3
Confidence: 1 (3)
Season: Summer until white, then Autumn,
Virtues and Flaws: Magical Spirit, Greater Power (Eidolon), No Fatigue, Perfect Balance, Puissant Awareness, Sharp Ears, Unaffected by the Gift, Mute, Magical Air*, Magical Friend, Minor Personality Flaw (varies by colour). Nocturnal, Restricted Power (Eidolon): difficult to see in daylight. (*Usual for Magical Spirits).
Qualities and Inferiorities:
Primary colours: Homing instinct (RoP:M, page 44. Always knows where the corporeal Thomas is.), Second Sight, 2 Greater Powers from the suggestions list, No Hands,
Secondary colours: Add two Greater Powers, retaining as many as possible from the original two cats that combined to create this one. Switch to a suitable Personality Flaw that that reflects those of the original cats, or the colour of the new cat.
Brown and tortoisehell: Add yet another Greater Power from the Suggested List, preferably one held by one of the many cats that have combined to create this one. Switch to a suitable Personality Flaw.
Iridescent white: Add two more powers. Switch to a suitable Personality Flaw. I’d be tempted by Smug. Natural Qualities: Ambush Predator*, Crafty, Good Jumper, Skilled Climber, Thick Fur.
* If a cat has successfully crept up on its prey, it automatically wins Initiative for the first round of
combat and gains a +3 bonus to its Attack roll for the first round only.
** Cats are excellent climbers and jumpers, gaining a +3 bonus to appropriate rolls.
Personality Traits: Curious +4, Cat +3*. Vary by ghost, but they are stronger than the suicidality of the original cat, so they are +3 at minimum. Does not have the Timid Trait common in cats. Reputation: None Combat: Claws*: Init +3, Attack +8, Defense +10, Damage -5
Teeth*: Init +4, Attack +8, Defense +7, Damage -6
(* Note that unless the creature uses the Donning the Corporeal Veil Power it is unable to damage material objects.)
Soak: +1 (Thick Fur), but the character is generally incorporeal.
Fatigue Levels: Tireless
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+) Note that the character is incorporeal when not Donning the Mortal Veil and disperses the matter in its body in preference to dying.
Powers:
2 powers from the Suggested Greater Powers list, below.
Eidolon 0 points, Init equal to Qik (+4), Imaginem. R: Touch, D: Conc, T: Ind
Creates an illusionary form that is visible and audible to material beings. The spirit can create a single form. The image can move and make sounds as directed by the spirit, and lasts until the spirit has no further use for it. Note that Thomas’s ghosts cannot talk.
CrIm 15 (base 2, +1 Touch, +1 Conc, +2 move at command, +1 intricacy): Greater Power (15 levels, +2 Init, –2 Might cost; 15. RoP:M, p.102.
Abilities:
All but white:
Animal Handling 1 (cats), Athletics 3 (jumping), Awareness 5+2 (at night), Brawl 3 (claws), Hunt 5, (mice), Second Sight 5 (ghosts), Stealth 5 (stalking)
White:
Animal Handling 6 (cats), Athletics 5 (jumping), Awareness 6+2 (at night), Brawl 4 (claws), Enigmatic Wisdom (or other higher truth gained by repeated deaths) 6 (mysteries), Hunt 5 (mice), Second Sight 6 (ghosts), Stealth 6 (stalking)
Vis: 1-4 pawns Animal, a difficult-to-catch coloured vapour. Note that if you harvest lower colours they cannot combine into highest colours.
Appearance: A cat’s ghost, or group of ghosts, of a series of colours that suit Personality traits.
Statistical Source: Based on the magical cat lineage guide in Realms of Power: Magic, page 80 and the cat statistics in the Book of Mundane Beasts, page 3.
Textual Source: The Chromatic Ghosts of Thomas by Ellis Parker Butler.
Suggested Greater Powers
Unless otherwise noted these are drawn from Realms of Power: Magic page 70. If a Penetration Score is required, it is the Might of the cat – (5 x the cost of the power) + 0 (the cat’s Penetration bonus).
Blackberry Cat or Feigned Innocence
3 points, Init +1, Mentem
R: Eye, D: Mom, T: Group
This causes a Group of people to forget something the cat did, much as the spell Loss of But A Moment’s Memory does (ArM5, page 151). The name comes from the belief that cats born in blackberry season have mischief in them.
(25 spell levels: Base 10, +1 Eye, +2 Group)
Donning the Corporeal Veil
0 points, Init +1, Animal
R: Touch, D: Sun, T: Ind
Produces and animates a body of flesh, wood, or elemental matter. A spirit with this power has a single corporeal form that it can adopt. The body created with this power has the same physical statistics as the spirit. A spirit may maintain the body indefinitely, recreating it every time the duration expires, but it is subject to aging, disease, and deprivation (but not fatigue) just like a living being. The body lasts until slain or dissolved by the spirit. If slain in material form, the spirit (or Aspect) is also destroyed, and the body will contain pawns of vis equal to that within the spirit’s spiritual form. A spirit whose body is sorely injured usually dissolves it to prevent its own death.
Cr(Re) Form 25 (base 5, +1 Touch, +2 Sun, +1 requisite): Greater Power (25 levels, –3 Might cost, +2 Init). Simplified text from RoP:M p, 102.
Drain Energy
2 points, Init +2, Corpus
R: Touch or Eye, D: Mom, T: Ind
This power, similar to Invocation of Weariness (ArM5, page 133), has either a Touch or Eye Range; it varies by cat.
(15 spell levels: Base 10, +1 Touch or Eye)
Fear of the Mouse
2 points, Init +2, Mentem
R: Eye, D: Sun T: Ind
This power, similar to Panic of the Trembling
Heart (ArM5, page 148) is often used to make
people afraid of the cat. Many cats have alternative emotional effects.
(15 spell levels: Base 4, +1 Eye, +2 Sun)
Feline Lullaby or Keeping the Humans Safely Tucked Away
1 point, Init +3, Mentem
R: Voice, D: Mom T: Ind
This is a version of The Call to Slumber (ArM5, page 151).
(10 spell levels: Base 4, +2 Voice)
Guide
3 points, Init –1, Mentem
R: Voice, D: Conc. T: Group
Subtly influences a group of beings towards a specific course of action. Some creatures can use this power to direct the movement of a group, taking it to a desired location. Other creatures can guide humans towards rash or brave or wise actions. Each time this power is used, it can subtly influence the actions of a single person for up to a day. The storyguide should provide advice to the character in a similar way to the Common Sense Virtue, except that the advice serves the creature’s agenda, not that of the character. There is no compulsion to follow this advice.
Costs 30 spell levels (ReMe Base 5, +2 Voice, +1 Conc, +2 Group) RoP:F, p.62
Incredibly Cute
1 point, Init. +3, Mentem
R: Touch or Eye, D: Diam T: Ind
This ability, similar to Trust of Childlike Faith (ArM5, page 150) allows the cat to become so endearing that it impairs the rationality of others. Some cats have an Eye contact version of this ability, while others have a Touch Ranged power, triggered by stroking the cat.
(10 spell levels: Base 4, +1 Eye or Touch, +1 Diam)
Moving Objects with the Mind
3 points, Init. +1, Terram
R: Sight, D: Conc T: Ind
A Sight Ranged version of Unseen Arm (ArM5, page 155), used by cats to manipulate objects — when humans are not available.
(30 spell levels: Base 2, +3 Sight, +1 Conc)
Prying Eyes
1 point, Init +3, Imaginem
R: Touch, D: Conc, T: Room
This effect is used to look inside buildings and rooms while patrolling a house or town. Note that a cat touching the roof of a room can see inside it. (ArM5, page 144). (5 spell levels: Base 1, +1 Touch, +1 Conc +2 Room)
Viper’s Gaze
2 points, Init. +1, Animal
R: Eye, D: Conc, T: Ind
A variant of the spell of the same name
(ArM5, page 120), used to immobilize prey.
15 spell levels: Base 5, +1 Eye, +1 Concentration)