Bestiary of Andorra

Drakes of the Pyrenees:
Drakes of the Pyrenees commonly inhabit rocky cliffs and crevasses, or gloomy caves and giagantic caverns, in and amongst the many uninhabbited and inaccessable parts of these mountains. The most often prey upon mountain goats (the Pyrenees Ibix), sheep in the valleys, and the occasional human mountainclimber or cave explorer. Drakes and dragon-kind can be found all up and down the mountain range, and they are many varieties too numerous to detail here. Only the types found closest to Andorra are dealt with (for now).
It should be clarified, drakes and dragons are common by the standards of magical creatures. They are not so common as to be thought of as just another animal, and many individual drakes (and all dragons known of) are identified by name and have distinctive traits marking them as different.
Near Andorra there is a sort of "hunting ground", arranged by a treaty with an elder dragon named Sigmundo. Any drakes found in that valley are fair game, those in restricted areas are protected. In this way, Sigmundo culls the weak and stupid amongst his bestial children (and makes the area less crowded). According to this treaty, seven years must pass between hunts, which may last no longer than a season. But there is one major problem. A written copy of this treaty does not exist. It was a verbal agreement between Archmagus Antonio (the former Pontifex, lost to Twilight) and Sigmundo, and included many subtle details that the rest of the covenant are unsure about (when the hunt may be called, when and how to inform Sigmundo and/or obtain permit, what fees are paid if any, etcetera). All that is known is that the Archmagus would visit the dragon sometime before a hunt (bringing a present), and again sometime afterwards (again bringing a present).

Might Range of Drakes: Might range (Season), Base Size
Extremely Weak: below 5 (Spring), Size -1 or smaller
Very Weak: 5 to 10 (Spring), Size 0
Weak: 10 to 20 (Summer), Size +1
Typical: 20 to 30 (Summer), Size +2
Strong: 30 to 40 (Summer), Size +2
Powerful: 40 to 45 (Autumn), Size +3
Very Powerful: 45 to 50 (Autumn), Size +4
Dragon: 50+ (Winter), Size +5 or greater

You may not create a Drake as a Player Character, though you may play one as an NPC (in a story you run or just as an NPC in someone else's story). But if you did, all normal rules for creating a magical character apply. Virtues & Flaws must balance, Qualities must balance against Might & Inferiorities, and you subtract Size from Might as a finishing touch. Only a player drake would have social status Virtues & Flaws (I can imagine a tiny one as a familiar, or a vibrant NPC/pc such as our famous drake trio). Dragon-Kind must take a Major Personality Flaw (which may balance Virtues). For intelligent ones, this is most always Avarice, and for the bestial it is usually Greedy or Wrathful.

NPC Drakes, as monsters or true NPC's, may be much more powerful since strict obedience to character creation rules is not required (RoP-Magic, p. 74). Dragon-Kind are supposed to be powerful, more so than other creatures in their might range.
However, I am creating a guideline for myself anyway, because it makes it easier for me :smiley:
NPC Drakes will not subtract Size from Might, and may have twice as many points of Virtues than Flaws.
So, bring on the monsters...

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Typical Firedrake: (Adult Male, Bestial Mentality)
Magic Might: 20 (Animal)
Characteristics: Cun -2, Per +1, Com -2, Pre -2, Str +6, Sta +2, Dex +2, Quik +2
Size: +2
Season: Summer
Ferocity: 1 (3)
Virtues & Flaws: Magical Animal (Dragon-Kind), Enduring Constitution, Great Quickness, Tough; Wrathful or Greedy (Major)
Qualities & Inferiorities: Greater Immunity to Heat & Flames, Greater Power; Ferocity (when attacking prey), Improved Attack (claws), Improved Damage (teeth), Improved Fatigue, Improved Powers, Improved Soak x5, Piercing Gaze, Puissant Brawl; Susceptible to Deprivation
Personality Traits: Brave +1, Loyal -1; Wrathful or Greedy +3
Reputations:
Combat:
Claws: Init +1, Atk +14, Def +13, Dmg +8
Large Teeth: Init +2, Atk +13, Def +10, Dmg +12
Soak: +12
Fatigue: OK, 0, 0, -0, -0, -2, -4, ko
Wounds: -0 Lt (1-7), -2 Med (8-14), -4 Hvy (15-21), Incap (22-28 ), Dead (29+)
Abilities: Athletics 4 (jumping), Awareness 4 (alertness), Brawl 5+2 (claws), Finesse 3 (accuracy), Hunt 5 (mountain goats), Penetration 1 (gout), Stealth 3 (stalk), Survival 4 (mountains)
Powers:
Spittle of Fire: 0 points, Init +2, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Drakes can spit cabbage sized globs of flame to inflict damage upon whatever it strikes. The combined Damage and Range (in paces) equals a maximum of ut to their Might score. So typically up to +10 Damage and a Range up to ten paces.
CrIg5 (Base 4, +1 Rego for projection)
Greater Power (5 levels)
Improved Power (-1 cost, +1 Initiative)
Variable Power
Gout of Fire: 0 points, Init +2, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Drakes can breathe a gout of flame, shooting forth from their lungs to inflict fiery damage to all within the area of effect. The damage and range (in paces) may be up their Might score, and the width (diameter) up to one-fifth their Might score. So for a typical Drake with a Might of 20, the gout blasts forth twenty paces ling and four paces wide, inflicting +20 Damage. Subtract the number of paces distant from the damage inflicted.
CrIg10 (Base 5, +1 Rego for projection):
Greater Power (10 levels)
Improved Power (-1 cost, +1 Initiative)
Variable Power
Torrent of Fire: 2 points, Init +1, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Drawing from deep within, a Drake can belch forth a mighty torrent of fire, creating a fiery sphere of fire encompassing himself and those close by. The sphere has a radius of up to four paces (one-fifth Might), and inflicts up to +20 damage.
CrIg25 (Base 5, +1 Rego, +3 Size)
Greater Power (25 levels)
Improved Power (-1 cost, +2 Initiative)
Variable Power
Natural Weapons: Claws, Large Teeth
Encumbrance: 0
Vis: 4 Ignem in heart
Description: The typical drake is the size of a bull, with four legs and stubby wings usually incapable of flight. Their preferred form of fighting is to stand on it's hind legs and attack with it's powerful fore legs with large claws. It also has a vicious bite. The majority of local drakes are of bestial intelligence.

The Three Rogue Firedrakes
The trio of Firedrakes known as the Three Rogues are direct scions of the Dragon Sigmundo. The elder dragon has many such offspring scattered in these mountains, and he has little compassion for any of them individually. Most of these firedrakes are mere beasts, such as he was in his youth, and he considers it a contest of survival of the strongest to see who will be the one to inherit his mantle as a dragon.
Sigmundo is jealous of these three for they were born with that which he had to earn and develop through struggle and sacrifice; Human (-like) Intelligence. They are considered Rogues for several reasons. By their pater’s standard they circumvent the whole spirit of his contest by banding together (a quite human trait). But they have made an alliance with the local magi in the past, assisting them versus the ogres of Bone Hill and in their struggle against the 'afrit of the Palace of Burning Bronze, and in return receiving a small payment and immunity from future hunts.
Each of the three have consumed large quantities of vis lately, and it has had various effects upon them. Simon overate and botched once, but ate more and recovered.

New information has been revealed about the three firedrake brothers. They are the grandchildren of Sigmundo, but raised from hatchlings by the great dragon himself. Sigmundo's strongest and most fearsome child, his son Diablo Rojo, was a wild and untameable drake of bestial mentality and unbridled ferocity. He had mated with a Red Wyvern (fire breathing Vibria), and though his mate was much weaker she had the gift of intelligence. Sigmundo himself, having adopted many human guises over the years, had taken a lover named Valerie Valencia, and told her of his true secret nature. She helped him steal three eggs from the clutch, and assisted Sigmundo in initially raising the three hatchling drakes. But one day, Valerie Valencia had to part ways, for she was with child (by Sigmundo) and felt that it would be best to raise it amongst humans. This child, a son, eventually sired the maga known as Vibria of Flambeau. The three drakes are her cousins.

At the current moment, the drake trio is disunited. Maurice has learned to take human guise, and has set up a clandestine operation in Las Salines. Venkath has learned to fly, and has grown more ambitious and ruthless and a feared legend in the Pyrenees. Simon has stayed in the area, but his activities have changed. The owlbear population has dwindled very low, and he feels guilty about it. So he has become a vegetarian dragon (he only eats herbivores and vegetarians).

Simon the Firedrake: The largest and strongest of the three, yet also the friendliest and most human in personality. Also a bit dopey.
Magic Might: 33 (Animal) (Base Might 36, Reduced Might x3)
Season: Summer
Characteristics: Int -3, Per +2, Com -2, Pre +0, Str +7, Sta +5, Dex +3, Quik -1
Size: +3
Confidence: 2 (5)

Virtues: Magical Animal (dragon kind); Magical Champion; Affinity with Brawl, Arcane Lore, Enduring Constitution, Gift of Speech, Gift of Tongues, Great Stamina, Hermetic Experience, Homing Instinct, Improved Power (scent magic), Intuition, Keen Sense of Smell, Large, Magic Sensitivity, Tough, Personal Power (scent magic), Unaffected by the Gift, Variable Power (scent magic);
Flaws: Compassionate (Major), Servant of the Land (Featherbottom Rock); Greedy (Minor), Incomprehensible, Oversensitive, Simple Minded
Qualities: Greater Immunity to Heat & Flames, Greater Power (x2), Shapeshifter; Great Stamina (x2), Improved Abilities (x3), Improved Attack-Claws, Improved Characteristics (x2), Improved Confidence, Improved Damage-Teeth, Improved Fatigue (x2), Improved Initiative-Claws, Improved Powers (x3), Improved Soak (x5), Piercing Gaze, Personal Power, Puissant Brawl, Variable Power x5
Inferiorities: Obese, Reduced Might (x3), Susceptible to Deprivation

Personality Traits: Glutton +4, Simpleton +2, Loyal +2, Brave +1
Essential Trait: *Dragon +5
Reputations: Always Hungry 1 (Hermetic)

Combat:
Claws: Init +1, Atk +17, Def +12, Dmg +9
Large Teeth: Init -1, Atk +18, Def +11, Dmg +13
Soak: +21
Fatigue: OK, 0, 0, -0, -0, -2, -4, ko
Wound Penalties: -0 Lt (1-8), -2 Med (9-16), -4 Hvy (17-24), Incap (25-32), Dead (33+)

Abilities: Animal Handling 2 (owlbears), Athletics 4 (pouncing), Awareness 3 (alertness), Brawl* 8+2 (bite), Catalan 5 (questions), Charm 2 (wit), Concentration 3 (scent), Dragon Ken 3 (fire-drakes), Finesse 4 (spit), Folk Ken 2 (sense fear), Guile 3 (hiding guilt), Hunt 5 (mountain goats), Leadership 2 (intimidation), Magic Lore 3 (dragon kind), Magic Sensitivity 6 (vis), Order of Hermes Lore 2 (Vibria), Penetration 4 (spittle), Pyrenean Wilderness Lore 3 (Featherbottom Rock), Pyrenees Area Lore 5 (Andorra), Shapeshifter 3 (owlbear), Stealth 2 (stalk), Survival 4 (mountains)

Powers:

Spittle of Fire: 0 points, Init 0, Ignem
R: Special, D: Mom, T: Ind
_____Simon can spit cabbage sized globs of flame to inflict damage upon whatever it strikes. For Simon, the combined Damage and Range (in paces) equals a maximum of his Might score of 32. So typically up to +16 Damage and a Range up to sixteen paces.
CrIg5 (Base 4, +1 Rego for projection)
Greater Power (5 levels)
Improved Power (-1 cost, +1 Initiative)
Variable Power

Gout of Fire: 0 points, Init 0, Ignem
R: Special, D: Mom, T: Ind
_____Simon can breathe a gout of flame that shoots out about 32 paces and is about five paces wide, inflicting +32 fire damage. The fire comes from within his lungs (R: Per), so subtract the number of paces distant from the damage inflicted. As a variable power, the range/size/damage of the gout is adjustable. They may be as little as desired, the maximum Range &/or Damage equals his Might score, and the width may be up to one-fifth his Might score.
CrIg10 (Base 5, +1 Rego for projection):
Greater Power (10 levels)
Improved Power (-1 cost, +1 Initiative)
Variable Power

Torrent of Fire: 1 point, Init 0, Ignem
R: Special, D: Mom, T: Ind
_____Drawing from deep within Simon can belch forth a mighty torrent of fire, creating a fiery sphere of fire encompassing him and those close by. The diameter is up to ten paces and inflicts +32 damage to all within (save for Simon, who is immune to fire). As a Variable power fire may be adjusted from as little as an aura to a Radius equal to one-fifth his Might. The effect can be as low as heats and light or a torrent inflicting damage up to his Might score.
CrIg25 (Base 5, +1 Rego, +3 Size)
Greater Power (25 levels)
Improved Power (-2 cost, +3 Initiative)
Variable Power

Gastronomy of the Voracious Dragon: 0 points, Init -6, various
R: Bite, D: Chew, T: Ind
_____Through a combination of burning and chewing, Simon can eat and digest anything.

PeTe50 (Base 3, +2 Metal, +2 Requisites for anything else, +2 for size of anything he can bite and fit in his mouth, +1 Touch with his Bite, +1 Part for bite size pieces, +3 further elaboration for particulars of the effect)
Greater Power (50 levels)
Improved Power (-5 cost)

Scent of Magic: 0 points, Init -1, Vim, Variable Power
R: Per, D: Constant, T: Smell
_____Grants Simon the power to smell magic linked with his Supernatural Ability of Magic Sensitivity. His score is 6, specializing in vis, and he can use this Ability in six different ways.

  • 1 Nutritious Smells: Simon can automatically detect vis in his presence. To track vis or find hidden vis, he makes a roll of a Stress Die + Perception + Scent Magic, +3 for Keen Sense of Smell. The Ease Factor is based on how distant the vis is located; Close (6+), Near (12+), or Far (18+). A Penalty may apply if the vis is hidden or other factors, ranging from -1 to -6. The quantity of the vis adds as a bonus to the roll; +1 for every five pawns. Simon can distinguish between different scents and flavors of vis (different Arts), though he doesn’t use the same terminology a magus would. His favorite is Spicy (Ignem), and he hates Bitter (Perdo).
  • 2 Pungency of Magical Prey: Simon can detect the scent of magical power in beings of the magic realm. He may substitute his Scent Magic score for Hunting when it involves creatures of Magic Might. Further, one-fifth of the subject's current number of Might Points adds a bonus of +1 to rolls using either ability. This use of Scent Magic detects species (magic odor) after leaving the subjects body, and thus there is no Magic Resistance involved.
  • 3 Scent of Supernatural Air: Simon can smell the power of Supernatural Auras, each having a distinct scent. Magic Auras smell Savory and Faerie Auras Sweet; and can gauge the level by how strong their smell is. Infernal Auras smell rotten, and he cannot tell the strength because it overwhelms his senses. A Divine Aura has a subtle smell of sea salt. He cannot gauge the level but he knows his ability to smell magic is drastically reduced (aura penalty).
  • 4 Fragrance of the Frontier Wind: Simon can detect the boundaries of magical and faerie regiones, determined by the strength of the scent and whether he is up or down wind. Simon uses his Scent Magic Ability to roll the same way another would using Second Sight.
  • 5 Scent of Active Magical Power: Simon can detect Active Magic emanating from spells, enchanted items, and magical powers. The base Ease Factor depends on how close the magic is; Close (6+), Near (12+), or Far (18+). Every ten levels of the effect adds a +1 bonus to the roll to detect it, the strength of the odor giving some indication of its power. He cannot tell anything of the Arts, though he can become familiar with the scent of the magic of a particular person, creature, and/or object.
  • 6 Lingering Scent of Magical Power: Simon can sense when magical power has been used recently in the immediate vicinity. The ease factor depends on how recent it actually is, the base time being within the past Day for magic of the third magnitude or lower, the past Week for magic of the fourth through sixth magnitudes, the past Month for the seventh through tenth magnitudes, or within the past Season for the eleventh magnitude or higher. Add three magnitudes to the timed determination for rituals. The Ease Factor is 6+ for Very Recent (half Base Time), 9+ Recent (Base Time), 12 for Stale (twice Base time), and 18+ for Old (three times base).
    InVi10 (Base 1, +2 Smell, +3 Constant, +3 Enhanced effects)
    Personal Power (25 Levels)
    Improved Power (-3 cost, +2 Initiative)
    Variable Power

Shapeshifting of the Rotund Drake: 0 points, Init -1, Animal/Corpus
R: Per, D: Constant, T: Ind
_____Simon has learned the family trick of shape changing and pretending to be human. He takes on the guise of a large fat man, slightly bald and unkempt. This is a variable power linked to the Shapeshifter Ability, and Simon can adopt a number of additional forms equal to that ability score. So far at a score of two, he can also adopt the guise of an owlbear. Because of the linked nature of the power and the virtue, Simon does not have to roll to change forms (he may change at will according to his initiative), and each shape is considered natural. Virtues & Flaws & such carry over between forms, so Simon is always one point larger than a normal example of a being of that type (as a human he is Size +1). Positive attributes carry over as well, so he still has a Protection bonus from Tough and Improved Soak.
MuAn25 (Base 10, +2 Sun, +1 Constant
Personal Power (25 levels)
Improved Power (-3 cost)
Variable Power

Natural Weapons: Claws (Init -1, Atk +2, Def +3, Dmg +2), Large Teeth (Init +0, Atk +3, Dmg +1, Def +1), Thick Scales (Protection +3)
Encumbrance: 0
Vis: 4 Ignem in heart, 1 Intellego in nose

Description: Simon is the largest of the three rogues, and though he is an intelligent drake, he is a dim-witted simpleton. He acts tough and is naturally aggressive, but he is friendly with those who treat him nicely. However, if he thinks he is being tricked or picked on he reacts with anger. Since he is stupid, he might get this impression falsely and overreact. After the death of Lord Featherbottom and the dwindling of the Owlbear population, Simon feels guilty and has switched to a vegetarian diet. Which means he only eats herbivores. Simon is currently working with his nephew Artur, son of Vibria, tinkering in the ruins of Featherbottom's shack, attempting to hatch a clutch of owlbear eggs.

Maurice the Firedrake : smartest of the three but less fierce and courageous
Magic Might: 30 (Animal) [sub]Base Might 35[/sub]
Season: Summer
Essential Trait: Clever +2
Characteristics: Int +2, Per +2, Pre +1, Com +2, Str +4, Sta +3, Dex +3, Qik +2
Size: +1 [sub]Base +2[/sub]
Confidence: 1 (3)
Virtues & Flaws: Magical Animal (Dragon-Kind); Magical Champion; Shapeshifter; Arcane Lore, Educated, Enduring Constitution, Essential Virtue-Accomplished Flier, Gift of Speech, Gift of Tongues, Great Quickness, Hermetic Experience, Improved Characteristics x2, Improved Power, Puissant Guile, Personal Power, Puissant Intrigue, Tough, Variable Power; Overconfident (Major), Indiscreet; Driven (Minor, getting the upper hand on others), Missing Ear (from when Venkath once beat him down for dominance), Pack Mentality, Small Frame
Magical Qualities & Inferiorities: Greater Immunity to Heat & Flames, Greater Power; Improved Abilities x12, Improved Attack (claws), Improved Characteristics x4, Improved Damage (teeth), Improved Fatigue x3, Improved Powers x2, Improved Soak x5, Piercing Gaze, Puissant Brawl, Variable Powers x4; Minor Essential Flaw-Avarice, Reduced Might x3 (from 35 to 32, then Size adjusted to 30), Susceptible to Deprivation
Personality Traits: Dragon* +5, Overconfident +4, Conniving +3, Brave +2, Follower +1, Loyal -2
Reputations:
Combat:
Claws: Init +1, Atk +16, Def +14, Dmg +6
Large Teeth: Init +2, Atk +15, Def +11, Dmg +10
Soak: +19
Fatigue: OK, 0, 0, -0, -0, -2, -2, -4, ko
Wound Penalties: -0 Lt (1-6), -2 Med (7-12), -4 Hvy (13-18), Incap (19-24 ), Dead (25+)
[sub](in human form): -0 Lt (1-4), -2 Med (5-8), -4 Hvy (9-12), Incap (13-16), Dead 17+[[/sub]
Abilities: Artes Liberales 2 (reading), Athletics 4 (flight), Awareness 4 (alertness), Bargain 2 (getting the better end of the deal), Brawl 6+2 (claws), Charm 2 (wit), Concentration 3 (flight), Dragon Ken 4 (fire drakes), Etiquette 2 (negotiations), Faerie Lore 2 (local), Finesse 5 (flight), Folk Ken 3 (sense fear), Guile 4+2 (cryptic lies), Hunt 5 (mountain goats), Intrigue 3+2 (alliances), Latin 4 (reading), Leadership 3 (intimidation), Magic Lore 4 (dragon kind), Occitan 5 (Catalan; trickery), Order of Hermes Lore 3 (customs), Penetration 3 (gout), Philosophiae 2 (natural), Pyrenees Lore 4 (dragons), Shapeshifter 3 (human form), Stealth 3 (stalk), Survival 5 (mountains)
25xp
Powers:
Spittle of Fire: 0 points, Init +2, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Maurice can spit cabbage sized globs of flame to inflict damage upon whatever it strikes. For Maurice, the combined Damage and Range (in paces) equals a maximum of his Might score of 30. So typically up to +15 Damage and a Range up to fifteen paces.
CrIg5 (Base 4, +1 Rego for projection)
Greater Power (5 levels)
Improved Power (-1 cost, +1 Initiative)
Variable Power
Gout of Fire: 0 points, Init +2, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Maurice can breathe a gout of flame that shoots out about 30 paces and is about five paces wide, inflicting +30 fire damage. The fire comes from within his lungs (R: Per), so subtract the number of paces distant from the damage inflicted.
[tab][/tab]As a variable power, the range/size/damage of the gout is adjustable. They may be as little as desired, the maximum Range &/or Damage equals his Might score, and the width may be up to one-fifth his Might score.
CrIg10 (Base 5, +1 Rego for projection):
Greater Power (10 levels)
Improved Power (-1 cost, +1 Initiative)
Variable Power
Torrent of Fire: 1 point, Init +2, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Drawing from deep within Maurice can belch forth a mighty torrent of fire, creating a fiery sphere of fire encompassing him and those close by. The diameter is up to ten paces and inflicts +30 damage to all within (save for Maurice, who is immune to fire).
[tab][/tab]As a Variable power fire may be adjusted from as little as an aura to a Radius equal to one-fifth his Might. The effect can be as low as heats and light or a torrent inflicting damage up to his Might score.
CrIg25 (Base 5, +1 Rego, +3 Size):
Greater Power (25 levels)
Improved Power (-2 cost, +3 Initiative)
Variable Power
Flight: Variable cost, Init +2, Animal
R: Per, D: Conc, T: Ind
[tab][/tab]Since Maurice is a light framed winged dragon, flight is a natural power. However, as a Magical Power, it grants him a great boost in Speed. Effortlessly he can glide up to 30mph, twice that if he spends Fatigue.
[tab][/tab]As a Variable Power, speed is governed by his Might score. Further, Maurice’s ability to fly is tied to various abilities. Athletics rolls can grant a further speed bonus when Fatigue is spent. Finesse is used for grace and maneuvering, and Concentration is for maintaining flight. This is considered a Natural Power, and costs no Fatigue to use (but if he does he boosts his speed to nearly double). He is an Accomplished Flier, receiving a +3 bonus on all Dexterity rolls involving Flight.
ReAn10 (Base 5, +1 Conc)
Greater Power (10 levels)
Improved Power (-1 cost, boost, +1 Initiative)
Variable Power
Shapeshifting of the Sly Serpent: 0 points, Init -1, Animal/Corpus
R: Per, D: Constant, T: Ind
[tab][/tab]Maurice is able to change form and adopt a human guise, that of a short thin man with dark hair and olive features. This is a variable power linked to the Shapeshifter Ability, and Maurica can adopt a number of additional forms equal to that ability score. So far at a score of two, he can also adopt the guise of a red cat and a red feathered hawk. Because of the linked nature of the power and the virtue, Maurice does not have to roll to change forms (he may change at will according to his initiative), and each shape is considered natural. Virtues & Flaws & such carry over between forms, so Maurice is always one point smaller than a normal example of a being of that type (as a human he is Size -1). Positive attributes carry over as well, so he still has a +13 Protection bonus from Tough and Improved Soak.
MuAn25 (Base 10, +2 Sun, +1 Constant
Personal Power (25 levels)
Improved Power (-3 cost)
Variable Power
Natural Weapons: Claws (Init -1, Atk +2, Def +3, Dmg +2), Large Teeth (Init +0, Atk +3, Dmg +1, Def +1), Thick Scales (Protection +3)
Encumbrance: 0
Vis: 4 Ignem in heart, 3 Mentem in Brain
Description: Maurice is the smartest of the three rouges, though not as fierce or strong as the others. He prefers cunning and trickery and is a treacherous serpent. He is confident about his cunning (or is at least driven to prove that his wits will always put him on top) but not his strength: He is most comfortable when someone else takes the lead under his subtle direction. Such as the situation he has set up in Las Salines. He advises human authorities keeps other dragons away, and dwells in the cave.

Venkath the Firedrake: leader of the pack, extremely viscous and ruthless
Magic Might: 33 [sub]Base Might 33[/sub]
Season: Summer
Essential Trait: Bad Ass +2
Characteristics: Int -1, Per +0, Pre +2, Com -1, Str +9, Sta +5, Dex +3, Qik +0
Size: +2
Confidence: 3 (5)
Virtues & Flaws: Magical Animal (Dragon-Kind); Magical Monster; Major Essential Virtue: Ferocious Attacker; Affinity with Brawl, Arcane Lore, Cautious with Brawl, Enduring Constitution, Gift of Speech, Gift of Tongues, Great Strength x2, Great Stamina x2, Hermetic Experience, Improved Characteristics x4, Self Confident, Tough; Ambitious (Major), Wrathful; Driven (Minor; to become a powerful dragon)
Qualities & Inferiorities: Greater Immunity to Heat & Flames, Greater Powers; Improved Attack-Claws x2, Improved Damage-Teeth x2, Improved Abilities x7, Improved Confidence, Improved Characteristics, Improved Fatigue x3, Improved Initiative (claws), Improved Powers x2, Improved Soak x5, Piercing Gaze, Puissant Brawl, Variable Powers x4; Minor Essential Flaw-Avarice, Susceptible to Deprivation

Personality Traits: Dragon* +5, Ruthless +4, Brave +3, Angry +3
Reputations: Ferocious 3 (local)
Combat:
Claws: Init +2, Atk +21, Def +15, Dmg +11
Large Teeth: Init +0, Atk +18, Def +12, Dmg +18
Soak: +21
Fatigue: OK, 0, 0, -0, -0, -2, -2, -4, ko
Wound Penalties: -0 Lt (1-7), -2 Med (8-14), -4 Hvy (15-21), Incap (22-28 ), Dead (29+)
Abilities: Athletics 4 (pouncing), Awareness 4 (alertness), Bargain 2 (with threats), Brawl* 9+2 (claws), Dragon Ken 3 (fire drakes), Finesse 3 (accuracy), Folk Ken 2 (sense fear), Guile 3 (bold lies), Hunt 5 (mountain goats), Intrigue 2 (plots), Leadership 3 (intimidation), Latin 2 (Hermetic), Magic Lore 3 (dragons), Occitan 4 (Catalan; threats), Order of Hermes Lore 2 (tricks), Penetration 4 (gout), Pyrenees Lore 4 (dragons), Stealth 3 (stalk), Survival 5 (mountains)

Powers:
Spittle of Fire: 0 points, Init +2, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Venkath can spit cabbage sized globs of flame to inflict damage upon whatever it strikes. For Maurice, the combined Damage and Range (in paces) equals a maximum of his Might score of 33. So typically up to +18 Damage and a Range up to fifteen paces.
CrIg5 (Base 4, +1 Rego for projection)
Greater Power (5 levels)
Improved Power (-1 cost, +1 Initiative)
Variable Power

Gout of Fire: 0 points, Init 0, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Venkath can breathe a gout of flame that shoots out about 33 paces and is about five paces wide, inflicting +33 fire damage. The fire comes from within his lungs (R: Per), so subtract the number of paces distant from the damage inflicted.
As a variable power, the range/size/damage of the gout is adjustable. They may be as little as desired, the maximum Range &/or Damage equals his Might score, and the width may be up to one-fifth his Might score.
CrIg10 (Base 5, +1 Rego for projection):
Greater Power (10 levels)
Improved Power (-1 cost, +1 Initiative)
Variable Power

Torrent of Fire: 1 point, Init 0, Ignem
R: Special, D: Mom, T: Ind
[tab][/tab]Drawing from deep within Venkath can belch forth a mighty torrent of fire, creating a fiery sphere of fire encompassing him and those close by. The diameter is up to eleven paces and inflicts +33 damage to all within (save for Venkath, who is immune to fire).
As a Variable power fire may be adjusted from as little as an aura to a Diameter equal to half his Might. The effect can be as low as heats and light or a torrent inflicting damage up to his Might score.
CrIg25 (Base 5, +1 Rego, +3 Size):
Greater Power (25 levels)
Improved Power (-2 cost, +3 Initiative)
Variable Power

Flight: 1 point, Init 0, Animal
R: Per, D: Conc, T: Ind
[tab][/tab]Venkath can fly, though with some effort and difficulty because of his size. Though he has wings, he relies on Magic for this power. It costs a point of might to activate or reactivate flight, and his top speed equals his Might score (33mph), Athletics rolls can grant a further speed bonus if Fatigue is spent. Finesse is used for grace and maneuvering, and Concentration is for maintaining flight.
ReAn10 (Base 5, +1 Conc)
Greater Power (10 levels)
Improved Power (+1 Initiative)
Variable Power

Background: Venkath is the undisputed leader of the pack. He is not nearly as smart as Maurice, nor as large as Simon, but he exudes ruthless and confident leadership. He has a goal of becoming a powerful dragon one day, and he will let nothing stand in his way. Since the death of Lord Featherbottom, he has been targeted by at least two other Bjornaer magi that are now dead. He has also tormented at least one village and amassed a small horde. He has yet to abduct a bride.

Wyvern (Vibria)
A Wyvern is a type of dragon kind having wings but no forearms, smaller than a drake but just as viscious. The most common type of wyvern encountered is the poisonous variety. However, there are rare subtypes (mutations or crossbreeds), associated with fire or storms.
Typical Wyvern: (young female)
Magic Might: 9 (Animal)
Characteristics: Cun -2, Per +1, Com -2, Pre -2, Str +2, Sta +2, Dex +2, Quik +3
Size: +1
Season: Spring
Ferocity: 2 (5)
Virtues: +0 Magical Animal (Dragon-Kind), +3 Greater Immunity: Poison, +1 Ferocity (protecting self), +1 Large, +1 Puissant Brawl, +1 Affinity with Brawl, +1 Tough
Flaws: -3 Wrathful, -1 Reckless
Qualities: +4 Improved Damage, +3 Greater Powers, +2 Improved Powers, +2 Improved Abilities, +1 Improved Ferocity
Inferiorities: -1 Susceptible to Depravation, -1 Reduced Might
Personality Traits: Reckless +3, Cruel +2, Brave -1, Loyal -1
Reputations:
Combat:
Fangs: Init +3, Atk +13, Def +12, Dmg +15
Soak: +5
Fatigue: OK, 0, -1, -3, -5, ko
Wounds: -1 Lt (1-6), -3 Med (7-12), -5 Hvy (13-18 ), Incap (19-24), Dead (25+)
Abilities: Athletics 3 (flight), Awareness 3 (alertness), Brawl* 5+2 (fangs), Concentration 3 (flight), Finesse 3 (flight), Hunt 3 (dive at prey), Stealth 1 (surprise), Survival 3 (forrage)
Powers:
Viper's Venom: 0 points, Init n/a, Aquam
R: Touch, D: Mom, T: Ind
The bite of the Vibria is venomous and corrosive, inflicting an additional +15 damage
CrAq20 (Base 15, +1 Touch): Greater Power (20 levels); Improved Power -2 cost, +3 constant use & delivered by bite/mouth contact)
Wings of Soaring Wind: 0 points, Init +0, Auram
CrAu30 (as spell): Greater Power (30 levels, -3 cost, +2 Mastery (Imperturbable, Precise)
Natural Weapons: Claws, Large Fangs
Encumbrance: 0
Vis: 2 Perdo in fangs
Background: A Vibira is specific to Catalan mythology, and denotes a vicious female dragon. The word is related to Viper and related to the English word Wyvern. The Vibaria has two legs and wings capable of creating enough wind to carry it in flight. It has a horned head with a sharp beak full of fangs that drip with corrosive venom (some larger ones can exude a corrosive vapor). There are rare variations. A "Storm Drake" is actually a wyvern, posessing a higher might score and able to discharge thunderbolts. There is also the fiery vibria, rare and deadly, and posessing strange powers.

Typical Andorran Ogre (adolescent male)
Magic Might: 8 (Corpus)
Characteristics: Int -3, Per +2, Com -3, Pre -2, Str +8, Sta +3, Dex +1, Quik +1
Size: +2
Season: Spring
Ferocity: 1 (3)
Virtues: +0 Magical Human (Monstrous Appearance), +1 Affinity with Brawl, +1 Ferocity (aggression), +1 Warrior
Flaws: -1 Reckless, -1 Short Attention Span, -1 Simple Minded,
Qualities: +3 Gigantic, +1 Improved Abilities, +1 Improved Fatigue, +1 Enduring Constitution, +1 Great Strength, +1 Reserves of Strength, +1 Puissant Brawl, +1 Tough
Inferiorities: -1 Minor Essential Flaw: Uncouth (-3 penalty to most social interactions), -1 Susceptible to Depravation
Personality Traits: Dim-Witted +2, Brave +1, Loyal -1
Reputations: Stupid +1 (local)
Combat:
Dodge: Init +1, Atk n/a, Def +9, Dmg n/a
Pummel: Init +1, Atk +10, Def +10, Dmg +8
Thrown Rock: Init +1, Atk +8, Def n/a, Dmg +10
Soak: +7
Wounds: -1 Lt (1-7), -3 Med (8-14), -5 Hvy (15-21), Incap (22-29), Dead (30+)
Fatigue: OK, 0, -1,-1, -3, -5, ko
Abilities: Calalan 4 (Andorra; coarse language), Pyrenees Area Lore 2 (finding prey); Brawl* 6+2 (pummel), Hunt 2 (trap), Leadership 1 (intimidation), Stealth 1 (ambush), Survival 1 (forage), Thrown Weapon 4 (stone) (5xp remaining)
Powers: none
Equipment: animal skins (soak +1), rocks
Encumbrance: 0
Vis: 2 Corpus in bones
Appearance: brutish and ugly, unwashed and unkempt.

Adult Andorran Ogre (adult male)
Magic Might: 12 (Corpus)
Characteristics: Int -2, Per +2, Com -2, Pre -2, Str +9, Sta +4, Dex +1, Quik +0
Size: +2
Season: Summer
Confidence: 1 (3)
Virtues: +0 Magical Human (Monstrous Appearance), +1 Affinity with Brawl, +1 Great Strength, +1 Puissant Great Weapon , +1 Improved Characteristics, +1 Warrior
Flaws: -3 Overconfident, -1 Reckless, -1 Simple Minded,
Qualities: +3 Gigantic, +2 Improved Abilities, +2 Improved Fatigue, +1 Enduring Constitution, +1 Great Strength, +1 Great Stamina, +1 Improved Soak, +1 Reserves of Strength, +1 Puissant Brawl, +1 Tough
Inferiorities: -1 Minor Essential Flaw: Uncouth (-3 penalty to most social interactions), -1 Susceptible to Depravation
Personality Traits: Oafish +2, Brave +1, Loyal -1
Reputations: Stupid +1 (local)
Combat:
Dodge: Init +0, Atk n/a, Def +10, Dmg n/a
Pummel: Init +0, Atk +12, Def +11, Dmg +9
Cudgle: Init +1, Atk +13, Def +9, Dmg +16
Thrown Rock: Init +0, Atk +9, Def n/a, Dmg +11
Soak: +11
Wounds: -0 Lt (1-7), -2 Med (8-14), -4 Hvy (15-21), Incap (22-29), Dead (30+)
Fatigue: OK, 0, -0,-1, -2, -3, -5, ko
Abilities: Calalan 4 (Andorra; coarse language), Pyrenees Area Lore 4 (finding prey); Brawl* 8+2 (pummel), Great Weapon 5+2 (cudgle), Hunt 3 (trap), Leadership 4 (intimidation), Stealth 3 (ambush), Survival 3 (forage), Thrown Weapon 5 (stone)
Powers: none
Equipment: cudgle, heavy leathers (+2 soak)
Encumbrance: 0
Vis: 2 Corpus in bones
Appearance: brutish and ugly, unwashed and unkempt.

Ogre Enforcers (ogre soldiers)
Magic Might: 16 (Corpus)
Characteristics: Int -1, Per +2, Com -2, Pre -1, Str +9, Sta +5, Dex +2, Quik +1
Size: +3
Season: Summer
Confidence: 1 (3)
Virtues: +0 Magical Human (Monstrous Appearance), +2 Improved Characteristics (x2), +1 Affinity with Brawl, +1 Great Strength, +1 Great Stamina, +1 Large, +1 Puissant Great Weapon , +1 Warrior
Flaws: -3 Oath of Fealty (to Big Boss), -3 Overconfident, -1 Reckless, -1 Simple Minded
Qualities: +3 Gigantic, +3 Improved Fatigue (3x), +3 Improved Abilities, +2 Improved Characteristics (2x), +1 Enduring Constitution, +1 Great Strength, +1 Great Stamina, +1 Improved Soak, +1 Reserves of Strength, +1 Puissant Brawl, +1 Tough
Inferiorities: -1 Minor Essential Flaw: Uncouth (-3 penalty to most social interactions), -1 Susceptible to Depravation
Personality Traits: Oafish +2, Brave +1, Loyal -1
Reputations: Stupid +1 (local)
Combat:
Dodge: Init +1, Atk n/a, Def +12, Dmg n/a
Pummel: Init +1, Atk +14, Def +13, Dmg +9
Warhammer: Init +1, Atk +18, Def +11, Dmg +21
Thrown Rock: Init +1, Atk +11, Def n/a, Dmg +11
Soak: +13
Wounds: -0 Lt (1-8), -2 Med (9-16), -4 Hvy (17-24), Incap (25-32), Dead (33+)
Fatigue: OK, 0, -0,-1, -1, -2, -3, -5, ko
Abilities: Calalan 5 (Andorra; coarse language), Pyrenees Area Lore 5 (finding prey); Brawl* 9+2 (pummel), Great Weapon 7+2 (warhammer), Hunt 5 (trap), Leadership 6 (intimidation), Stealth 4 (ambush), Survival 4 (forage), Thrown Weapon 7 (stone)
Powers: none
Equipment: warhammer, leather scale (+3 soak)
Encumbrance: 0
Vis: 3 Corpus in bones
Appearance: brutish and ugly, unwashed and unkempt.

Chimera
Minor Supernatural Virtue/Minor Magic Quality
The beast is a combination of two or more creatures, such as a Griffon (lion & eagle) or an Owlbear (bear & owl). Design the beast as if it were the Primary creature, but combining the Natural Qualities of both. As a finishing touch, add +1 to a Physical Characteristic. There is no disguising that the creature is supernatural, and may cause fear amongst mundanes.

Typical Gryphon
Magic Might: 12
Characteristics: Cun +1, Per +0, Com +0, Pre +0, Str +6, Sta +3, Dex +2, Quik +1
Size: +2
Season: Spring (120)
Ferocity: 2 (6)
Virtues: +0 Magical Animal (No Hands, Mute), +3 Improved Characteristics (3x), +1 Ferocity, +1 Puissant Brawl, +1 Self Confident, +1 Tough
Flaws: -3 Magical Monster, -3 Proud, -1 Weakness (submission),
Natural Qualities: Accomplished Flier, Aggressive, Ambush Predator, Crafty, Fast Flier, Good Jumper, Hardy, Imposing Appearance, Keen Eyesight, Large Claws, Large Teeth, Tough Hide, Vocal
Qualities: +3 Essential Virtue (+6 Bravery), +3 Improved Abilities (3x), +1 Chimera Lion/Eagle (Accomplished Flier, +1 Quik), +1 Improved Attack (claws), +1 Improved Attack (bite), +1 Improved Fatigue, +1 Improved Ferocity, +1 Improved Soak
Inferiorities: -1 Susceptible to Depravation
Personality Traits: Brave +5, Fierce +5
Reputations: Fierce (local) 4
Combat:
Large Claws: Init +1, Atk +17, Def +12, Dmg +10
Large Teeth: Init +1, Atk +15, Def +9, Dmg +9
Soak: +10
Wounds: -1 Lt (1-7), -3 Med (8-14), -5 Hvy (15-21), Incap (22-29), Dead (30+)
Fatigue: OK, 0, 0, -1, -3, -5, ko
Abilities: Athletics 5 (flight), Awareness 2 (smell), Brawl 5+2 (claws), Finesse 2 (flight), Hunt 4 (horses), Stealth 4 (stalking), Survival 5 (arid climates)
Natural Weapons: Large Claws (Init +0, Atk +5, Def +3, Dmg +4), Large Teeth (Init +0, Atk +4, Def +1, Dmg +3), Tough Hide (+2 Soak)
Powers: (Flight is considered a natural power, and the beast can cruise at 30mph easilly)
Encumbrance: 0
Vis: 2 Animal in heart
Appearance: Everyone knows what a Griffon looks like :smiley:

Owlbear
Magic Might: 8
Characteristics: Cun +1, Per +0, Com -5, Pre +0, Str +6, Sta +4, Dex +2, Quik +1
Size: +2
Season: Spring (120)
Ferocity: 2 (6)
Virtues: +0 Magical Animal (No Hands, Mute), +1 Berzerker, +1 Enduring Constitution, +1 Great Stamina, +1 Improved Characteristics, +1 Ferocity (when injured), +1 Puissant Brawl, +1 Self Confident, +1 Tough
Flaws: -3 Magical Monster, -2 Poor Communication (x2), -1 Greedy, -1 Nocturnal, -1 Reclusive
Natural Qualities: Aggressive, Natural Weapons (talons, beak), Fast Runner, Grapple, Hardy, Imposing Appearance, Large Talons, Pursuit Predator, Tough Hide, Keen Eyesight
Qualities: +3 Improved Abilities (x3), +2 Improved Damage (beak) (x2), +1 Chimera: Bear/Owl (Keen Vision, +1 Quik), +1 Improved Fatigue, +1 Improved Ferocity, +1 Improved Soak
Inferiorities: -1 Susceptible to Depravation
Personality Traits: Fierce +5, Brave +3, Aggressive +3, Slothful +2
Reputations: Ferocious (local) 2
Combat:
Talons: Init +1, Atk +15, Def +12, Dmg +10
Beak: Init +1, Atk +12, Def +9, Dmg +13
Soak: +11
Wounds: -0 Lt (1-7), -2 Med (8-14), -4 Hvy (15-21), Incap (22-29), Dead (30+)
Fatigue: OK, 0, 0, -0, -2, -4, ko
Abilities: Athletics 3 (climb), Awareness 3 (prey), Brawl 5+2 (talons), Hunt 4 (ibix), Survival 5 (forage), Swim 2 (against current)
Natural Weapons: Large Talons (Init +0, Atk +5, Def +3, Dmg +4), Beak (Init +0, Atk +3, Def +1, Dmg +1), Tough Hide (+2 Soak)
Powers:
Encumbrance: 0
Vis: 2 Animal in heart
Appearance:

The Salt Wyrm of Las Salines:
Magic Might: 30 (Terram)
Characteristics: Int +0, Per +2, Com -1, Pre +2, Str +3, Sta +2, Dex +2, Quik +2
Size: +3
Season: Summer (360xp)
Condidence: 2 (5)
Virtues: +0 Magic Animal; +3 Improved Characteristics (x3), +3 Magical Master (rules the villiage of Las Salines), +3 Wealthy (a lot of treasure), +1 Arcane Lore, +1 Great Quickness, +1 Lesser Immunity (dehydration), +1 Large, +1 Lightning Reflexes, +1 Puissant Brawl, +1 Puissant Guile, +1 Second Sight, +1 Self Confident, +1 Tough
Flaws: -3 Major Essential Flaw (Avarice +6), -3 Major Essential Flaw (lazy +6), -3 Magic Monster, -1 Overconfident
Qualities & Inferiorities: +6 Greater Powers (x2), +5 Improved Soak (x5), +3 Improved Attack (claws), +3 Improved Damage (teeth), +3 Improved Fatigue (x3), +3 Improved Powers (x3), +2 Improved Abilities (x2), +2 Personal Power (x2), +1 Gift of Speech, +1 Improved Defense (claws), +1 Improved Initiative (teeth), +1 Variable Power; -1 Susceptible to Depravation
Personality Traits: Lazy* +6, Avarice* +5, Fearless +3, Cruel +3
Reputations: Evil 3 (local), Dormant 2 (local), Active 1 (local)
Combat:
Teeth: Init +5, Atk +12, Def +10, Dmg +13
Claws: Init +1, Atk+18, Def +15, Dmg +5
Soak: +15
Fatigue: OK, 0, 0, -1, -1, -3, -3, -5, KO
Wounds: -1 Lt (1-8), -3 Med (9-16), -5 Hvy (17-24), Incap (25-32), Dead (33+)
Abilities:
Catalan 5 (Andorran), Andorra Area Lore 3 (Las Salines), Athletics 3 (dig), Awareness 3 (sight), Bargain 2 (ransom), Brawl 5+2 (claws), Concentration 2 (sleeping), Folk Ken 2 (villagers), Guile 3+2 (bold lies), Hunt 2 (goats), Intrigue 2 (plots), Leadership 4 (intimidation), Magic Lore 4 (dragonkind), Penetration 3 (breath), Second Sight 3 (invisibility), Stealth 2 (underground), Survival 2 (underground)
Powers: gp100, pp30+20, ip15
Breath of Parching Salt
1 point, Init +2, Aquam (Auram, Terram, Form of Target)
R: Special, D: Mom, T: Part
The wyrm can exhale a cloud of salty vapor that parches and dehydrates victims. The vapor blasts forth from the dragons mough, up to about 30 paces, and is large enough to encompass a large man. This will inflict +15 damage from dehydration, and may corrode steel or other items.
PeAq25 (base 10, +2 Voice, +1 Part, Requisites are required/cosmetic)
Greater Power (25 Levels); Improved Power, 5 points (-2 cost, +3 Init)
Domination
1 points, Init 0, Mentem
R: Eye, D: Moon, T: Ind
By gazing in a person's eyes, the Salt-Wyrm can bend their will and command them to perform a single verbal command (one uncomplicated phrase) to the best of their capability.
ReMe40 (base 20, +1 Eye, +2 Moon)
Greater Power (40 levels); Improved Power, 5 points (-3 cost, +2 Init)
Presence
0 points, Init -2, Imaginem
R: Arc, D: Sun, T: Ind
As per the power as described in RoP: Magic on page 103.
InIm35 (base 2, +4 Arc, +2 Sun, +1 constant, +1 non-Hermetic)
Greater Power (35 levels); Improved Power, 5 points (-4 cost, 5xp Penetration)
Darkvision
0 points, Init -1, Imaginem
R: Per, D: Constant, T: Vision
The wyrm can see in the darkness as easily as daylight. As a Variable Power, linked to Second Sight, he has gained other perception enhancements. Versitility is based upon his Second Sight score.
1[tab][/tab]See in darkness as well as daylight
2[tab][/tab]See clearly despit obfuscation of air, such as a dustcloud or fog
3[tab][/tab]See the tiniest most obscured details of an object
InIm30 (Base 3, +3 Constant, +4 Vision): Personal Power (50 levels; base 30, 15 levels for -3 cost, 5 levels for 5xp Second Sight); Variable Power
Vis: 6 Terram in bones
Appearance: Salakk, Salt-Wyrm of Las Salines, is long and massive, with scales of dusky-white and gleeming red eyes. It has tiny vestigil wings, no hindlegs, and powerful forelimbs with deadly claws. It also has dozens of razor sharp teeth, which are twice as deadly. It's massive girth can support it as it holds its torso upright when he so chooses (such as in combat or to be intimidating), but he most prefers lying snaked out on the ground. He is hyper aware of everything that goes on around him, but he is so lazy that he may let minor intrusions slide as long as they do not wake him fully. But he may also feign slumber until intruders creep in closely; then suddenly snap out and try to suddenly swallow them with one bite.


A selkie hailing from the Mediterranean, this skilled venditor is indentured to Caduceus, who holds her seal skin.

Magus-level Faerie (average magus age for Andorra in 1230=50; Pretense points=795)
Might: 30

Characteristics: Int 0, Per 0, Str -2, Sta 0, Pre +5 (Captivating), Com +3 (Melodic voice), Dex 0, Qik +1 (Lithe)

Virtues/Flaws
Great Presence x2, Improved Characteristics, Venus' Blessing, (5x) Increased Faerie Might, Faerie Sight, Faerie Speech, Greater Power x2, Lesser Power, Personal Power, Improved Powers;
(free) Passes for Human, Narrowly Cognizant; External Vis (seal skin);
Dependent, Vulnerable to Silver, Might Recovery Requires Vitality, (minor) Oversensitive to Impropriety

Pretenses: Artes Liberales 3, Athletics 3, Awareness 3, Bargain 4 (fish), Carouse (staying sober) 1, Charm (men) 3, Code of Hermes 2 (financial exchanges), Etiquette (nobility) 2, Finesse 3 (aquam), Folk Ken (men) 5, Guile 2 (concealing emotion), Intrigue 1, Latin 4 (Hermetic), Leadership (fishermen) 3, Music (singing) 5, Order of Hermes Lore 2 (craftsmen), Penetration 7 (aquam), Survival 4 (sea), Swim 6 (sea)

Powers:
Transform into Seal (1 point, Init 0, Animal)
Kiss of the Mermaid (3pts, Init -2, Aquam, Penetration 23)
Torrent from the Lungs (3pts, Init -2, Aquam, Penetration 23)
Turn Victim into Fish (1pt, Init -2, Animal, Penetration 32) Target turns into a fat, juicy haddock. Yum.
Allure (1pt, Init 0, Mentem) Uses pretty much all the time. Because, overkill!
Cause Sickness (1pts, Init -2, Corpus, Penetration 32) Victim experiences seasickness, feeling extreme nausea and vertigo.


Seal Form:
Size +1
Int 0, Per +1, Str +1, Sta +2, Pre +5, Com +3, Dex +1, Qik 0
V/F: Puissant Swim, Carefree
Qualities: Amphibious, Defensive Fighter (Brawl 4, extra fatigue), Hardy (Survival 5, extra fatigue), Extra Natural Weapons (teeth and claws), Slippery (+6 to defense against grapples), Tireless (2 Fatigue levels), Tough Hide (2 Prot), Vocal (Music 3).

Lux was once the familiar of Elaine of Flambeau. When the maga neared Final Twilight, she planned to transform herself into a valkyrie. Before she left for Valhalla, though, she developed a ritual to transform her familiar into an phoenix egg, so that if Elaine died or passed into Final Twilight, the bird would not perish; instead, she would lie dormant until the flame and tears of another phoenix could hatch her.

While the ritual was successful, Lux is the same and yet different. She retains all the knowledge of her past life, but she is in many ways a new bird. For one thing, she emerged from her shell with a powerful craving for fish sticks and custard…

Int +3 Per +2
Str -5 Sta +2
Pre +1 Com +2
Dex +1 Qik +2

Magic Animal;
Essential Virtue: Magnificent Appearance (presence), Improved Characteristics x3, Second Sight, Enchanting Music, Free Expression, Homing Instinct, Unaffected by the Gift;
Magical Friend, Warped Senses (sensitive to cold), Bound to Magic, Driven (strong sense of justice), Visions

Size -2
Season: Autumn (720 exp)

Abilities: Artes Liberales 2 (logic), Athletics 5 (flight), Awareness 3 (alertness), Brawl 5 (dodge), Chirurgy 3 (cauterization, lol), Code of Hermes 1, Concentration 1, Enchanting Music 3, Finesse 1 (ignem), Folk Ken 4 (empathy), Leadership (birds) 2, Magic Lore 3 (creatures of fire), Magic Theory 5 (ignem), Medicine 3 (diseases), Music 5 (phoenix song), Order of Hermes Lore 3 (Flambeau), Penetration 6 (ignem), Philosophiae 3 (moral philosophy), Second Sight 3

Personality traits: Magnificent appearance (presence) +3, Sense of justice +3, Soft-hearted +1

Total Might: 42
Base Might: 36
Might +2 from Size -2; Might +4 from Improved Might x4

Magical Qualities: Greater Immunity to Fire, Ritual Power x4, Focus Power, Greater Power x3, Lesser Power x2, Personal Power x2, No Fatigue (or Fatigue Mastery?), Improved Might x4, Improved Recovery, Improved Defense (claws);
Magic Inferiorities: Ignem Monstrosity (bursts into flame when excited or feeling threatened), Restricted Power x3

Powers: Rebirth of the Phoenix (10pts; when the phoenix is critically injured it bursts into flame and is reborn from its own ashes), Healing (restricted: heals with its tears), Grant Minor Virtue: Rapid Convalescence (restricted: confers virtue with its tears), Crafter of Ignem (restricted: must sing), Last Flight of the Phoenix (5 Might, Init -3), Ball of Abysmal Flame (Might: 0, Init -3), Empathic Communication (CrMe base 4, +3 Sight; Might cost 0), Grant Puissance in Leadership, Sight Beyond Sight, Hands of the Magical Animal

Beast Qualities: Defensive Fighter, Fast Flyer, Hardy, Keen Eyesight, Large Claws, Thick Feathers, Tough Hide

Combat
Soak: 5
Large Claws: Init +2, Atk +11, Dfn +13, Dmg +0

[tab][/tab]A typical 'Afrit, referencing page 42 of Tales of Power. There have been changes to make it different from published material. I figure it would be kosher if I made them similar, but not the same. Just as someone else would do for their own game. There are also some tricky things that they wouldn't let me get away with, and I see a lot of little mistakes that crept in by my mistake and/or the mistakes of others. This is an example of the lowest common denominator, a weak 'Afrit with a Might score of only 10. The scale curves upwards rapidly. Most typical 'afrit have Might scores of 15, the aristocracy up to 30, and the nobility up to 45. The Malik is a Daimon and has a Might score of 50 (or at least that is what his aspect typically manifests as).

Slohab al-Afrit:
Magic Might: 10 (Ignem)
Locus: a brass bottle
Characteristics: Int -2, Per -1, Com -1, Pre +0, Str +4, Sta +3, Dex +1, Quik -1
Size: +1
Season: Winter
Confidence: 1 (3)
Virtues: +0 Magic Spirit - Jinni (Magical Air, Incorporeal), +1 Arcane Lore, +1 Educated, +1 Great Strength, +1 Large, +1 Warrior
Flaws: -3 Greater Malediction: Bound to Bottle, -1 Greedy, -1 Obese
Qualities: +5 Improved Powers x5 (25), +3 Focus Power (25), +3 Greater Powers (50), +3 Greater Immunity (Heat & Flames), +3 Ritual Power, +3 Ways of the Desert, +2 Personal Powers x2 (50), +2 Variable Powers x2, +1 Improved Soak, +1 Lesser Powers (25), +1 Second Sight, +1 Unaffected by the Gift
Inferiorities: -3 Greater Malediction: Bound by Bargains, -3 Monstrous Appearance, -2 Restricted Powers x2, -10 Reduced abilities x10
Personality Traits: *Crafty +3, Greedy +5, Brave +3, Proud +2, Loyal +1
Reputations: Stalwart 2 (jinn), Grants Wishes 2 (mundanes)
Combat: (at base Size of +1)
Wrestle: Init -1, Atk +8, Def +6, Dmg +4
Fistfight: Init -1, Atk +7, Def +5, Dmg +4
Dagger: Init -1, Atk +9, Def +5, Dmg +7
Brass Scimitar: Init +1, Atk +10, Def +5, Dmg +10
(per point of Increased Size: @ -1 Init, -1 Def, +2 Dmg)
(per point of Reduced Size: @ +1 Init, +1 Def, -2 Dmg)
Soak: +3
Fatigue: n/a
Wounds (at base Size of +2): -1 Lt (1-6), -3 Med (7-12), -5 Hvy (13-18), Incap (19-24), Dead (25+)
Equipment: dirty robe, sandals, brass scimitar (all manifest when he assumes corporal human form, but optionally he might equip himself else wise)
Encumbrance: 0
Abilities: Arabic 5 (stern words), Artes Liberales 1 (literacy), Athletics 4 (leaping), Awareness 2 (alert), Bargain 2 (services), Brawl 6 (wrestle), City of Brass Lore 3 (food), Concentration 2 (powers), Dominion Lore 1 (Solomon), Finesse 3 (flourish), Folk Ken 2 (desires), Guile 3 (simple lies), Infernal Lore 1 (Iblis), Intrigue 2 (alliances), Leadership 2 (intimidation), Magic Lore 3 (jinn), Penetration 4 (Ignem), Philisophiae 1 (metaphysics), Second Sight 4 (spirits), Shapeshifter 2 (thug), Single Weapon 4 (scimitar), Theology: Islam 1 (jinn)

Powers: GP 50, FP 25, LP 25, RP 25, PP 50; Ip 25, Vp +2, Rp -2
Corporal Veil of the Jinn: 0 points, Init -5, Corpus
R: Touch, D: Sun, T: Ind
Mastery 1 (Fast Cast)
[tab][/tab]Forms include a slack jawed thug, and a cloud of vapor. These forms are considered natural and are not subject to magic resistance or other restrictions. A jinni in corporeal form can mate & reproduce, and goes though the motions of eating and sleeping.
Greater Power (50 levels), Improved Power (6 points; -5 cost, 5xp Mastery), Variable Power (number of forms equals Shapeshifter ability score), Restricted Power (all forms must bear some common identifying traits)

Fabricator of Wonders: cost equal to magnitude, Init -10, various material Forms
Variable equivalent Level
R: Touch/Voice, D: Mom*, T: Ind/Group
[tab][/tab]Slohab has the power to "grant wishes", which most often takes the form of conjuring items of wealth and splendor. This is similar to Creo magic within the Forms of Herbam, and Terram. The Might cost is the magnitude of an equivalent Creo spell (up to level 25, but a base no higher than 10); at a Range of Touch or Voice, with a Target of Individual or a Group. Variables include the Base Level and Size. The creation may last up to a year and a day, but he may not recover the might from the cost of that creation until he dissolves it. If the creation is to be made permanent, then the might cost is a permanent sacrifice off of his Might Score. Living things cannot be permanently created. Horses and birds and trees and such may be conjured, but are only temporary. Nourishing food and drink does not require a permanent sacrifice, but might may not be recovered until said person nourished next sleeps & eats (or dies). If the creation is to be a permanent natural effect, the cost comes permanently off the jinni's Might Score. An 'afrit can be worn down by granting many wishes, so he will often opt to spend Confidence points instead (as per the rules for Ritual Powers).
Non-Hermetic
Ritual Power (25 Levels), Variable Power (based on Might), Restricted Power

Fiery Aura of the 'Afrit: 0 points, Init -6, Ignem
R: Touch, D: Conc, T: Ind
Mastery 2 (Imperturbable, Fast Cast)
[tab][/tab]Slohab can engulf himself in flames that do him no harm, but burn those things he touches an inflicting +5 Damage. This is a bonus in combat while in corporeal or animal form. As a vapor, he is hot and toxic, causing those who breath it to choke (Stamina stress roll of 3+ or loose Fatigue). This is in addition to fire damage (or aside from it for those resistant or immune to fire).
CrIg15 (base 5, +1 Touch, +1 Conc)
Lesser Power (15 levels), Improved Power (6 points; -3 cost, 15xp Mastery)

Flight of the 'Afrit: 0 points, Init -2, Ignem
R; Per, D: Constant, T: Ind
Mastery 1 (Fast Cast)
[tab][/tab]Slohab can take flight at will, and/or can be considered to always be so. The Form of Ignem applies no matter what substance me manifests as, since his essential nature is a being of fire.
ReIg15 (base 4, +3 Constant)
Personal Power (15 Levels), Improved Power (3 points, -2 cost, 5xp Mastery)

Invisibility: 0 points, Init -2, Imaginem
Mastery 1 (Fast Cast)
R: Per, D: Constant, T: Ind
[tab][/tab]Slohab can turn invisible at will, and can remain so for as long as he chooses.
PeIm20 (base 4, +1 changing image, +3 constant)
Personal Power (20 levels), Improved Power (3 points, -2 cost, 5xp Mastery)

The Jinni's Leap: 0 points, Init -2, Ignem
R: Per, D: Mom, T: Ind
Mastery 1 (Fast Cast)
Slohab can instantly blink from one point to another.
ReIg 15 (base 15)
Personal Power (15 levels), Improved Power (3 points; -2 cost, 5xp Mastery)

Caster of Fire: cost equals Magnitude, Init equals 0 - Magnitude, Ignem
Mastery 1 (Fast Cast)
[tab][/tab]Includes all spontaneous Creo Ignem and Rego Ignem Effects, up to level 25.
various Ignem
Focus Power (25 levels), Improved Power (4 points; Increased Potential three magnitudes, 5xp Mastery)

Strike of Flame: 0 points, Init -4, Ignem
R: Personal, D: Mom, T: Ind
Mastery 2 (Multicast, Fast Cast)
[tab][/tab]Creates a crackling flame about his hand that he can throw (project) up to 25 paces, striking to impact with +10 damage from fire.
Cr/ReIg10 (base 5, +1 Rego requisite)
Lesser Power (10 levels), Improved Power (5 points, -2 cost, 15xp Mastery)

Background:

Wahhab al-Afrit:
[tab][/tab]A typical 'Afrit, referencing page 42 of Tales of Power and page 135 of HoH: Societates.
Magic Might: 15 (Ignem)
Locus: a brass bottle
Characteristics: Int -1, Per +2, Com +0, Pre +2, Str +3, Sta +2, Dex +1, Quik +0
Size: +2
Season: Winter
Confidence: 1 (3)
Virtues: +0 Magic Spirit - Jinni (Magical Air, Incorporeal), +3 Giant Blood, +1 Arcane Lore, +1 Educated, +1 Improved Characteristics, +1 Tough, +1 Warrior
Flaws: -3 Greater Malediction: Bound to Bottle, -3 Avaricious, -1 Dutybound, -1 Proud
Qualities: +8 Improved Powers x8 (40), +3 Focus Power (25), +3 Greater Powers (50), +3 Greater Immunity (Heat & Flames), +3 Ritual Power, +3 Ways of the Desert, +2 Personal Powers x2 (50), +2 Variable Powers x2, +1 Improved Soak, +1 Lesser Powers (25), +1 Second Sight, +1 Unaffected by the Gift
Inferiorities: -3 Greater Malediction: Bound by Bargains, -3 Monstrous Appearance, -2 Restricted Powers x2, -8 Reduced abilities x8
Personality Traits: *Crafty +3, Greedy +5, Brave +3, Proud +2, Loyal +1
Reputations: Stalwart 2 (jinn), Grants Wishes 2 (mundanes)
Combat: (at base Size of +2)
Fist: Init +0, Atk +6, Def +5, Dmg +3
Brass Scimitar: Init +2, Atk +10, Def +6, Dmg +9
Brass Greatsword: Init +2, Atk +11, Def +7, Dmg +12
(per point of Increased Size: @ -1 Init, -1 Def, +2 Dmg)
(per point of Reduced Size: @ +1 Init, +1 Def, -2 Dmg)
Soak: +7
Fatigue: n/a
Wounds (at base Size of +2): -1 Lt (1-7), -3 Med (8-14), -5 Hvy (15-21), Incap (22-28), Dead (29+)
As Hawk: Str -3, Sta +2, Dex +1, Quik +6;; Talons: Init +5, Atk +8, Def +14, Dmg -1;; +6 Init to all powers
Equipment: silk pajamas, slippers, brass greatsword (all manifest when he assumes corporal human form, but optionally he might equip himself else wise)
Encumbrance: 0
Abilities: Arabic 5 (stern words), Artes Liberales 1 (literacy), Athletics 3 (leaping), Awareness 2 (alert), Bargain 4 (services), Brawl 4 (fistfight), City of Brass Lore 3 (warriors), Concentration 2 (powers), Dominion Lore 1 (Solomon), Finesse 3 (speed), Folk Ken 2 (desires), Great Weapon 4 (greatsword), Guile 3 (subtle prevarication), Infernal Lore 1 (Iblis), Intrigue 2 (alliances), Leadership 3 (intimidation), Magic Lore 3 (jinn), Penetration 4 (Ignem), Philisophiae 1 (metaphysics), Second Sight 4 (spirits), Shapeshifter 3 (desert hawk), Single Weapon 4 (scimitar), Theology: Islam 2 (jinn)
Powers: GP 50, FP 25, LP 25, RP 25, PP 50; Ip 40, Vp +2, Rp -2

Corporal Veil of the Jinn: 0 points, Init -5, Corpus
R: Touch, D: Sun, T: Ind
Mastery 1 (Fast Cast)
[tab][/tab]Like all jinn, Wahhab can manifest in physical form and dissolve it at will. This form is considered natural and is not subject to Magic Resistance. In physical form, they can even mate and produce offspring. A jinni is immune to Fatigue and Deprivation, but acts as if they must eat and sleep nevertheless. This physical form magically dissolves the very instant before death. If depleted of might, then the physical form can be killed, and it is also susceptible to Deprivation until it can recover might. These advantages and disadvantages balance against one another.
[tab][/tab]This is also a variable power, linked to the Shapeshifter Virtue. All jinn can assume a number of (natural) forms equal to their core in that Ability; the first being the form of a human with a monstrous appearance. With a score of 3, Wahhab can also take the forms of a smoky vapor and a desert hawk. The vapor is the same rusty red color of his skin, as are the feathers of the hawk. This power has the additional Restriction in that all forms and identities must have some common identifying trait.
Greater Power (50 levels), Improved Power (6 points; -5 cost, 5xp Mastery), Variable Power (number of forms equals Shapeshifter ability score), Restricted Power (all forms must bear some common identifying traits)

Fabricator of Wonders: cost equal to magnitude, Init -10, various material Forms
Variable equivalent Level
R: Touch/Voice, D: Mom*, T: Ind/Group
[tab][/tab]Wahhab has the power to "grant wishes", which most often takes the form of conjuring items of wealth and splendor. This is similar to Creo magic within the Forms of Animal, Aquam, Herbam, and Terram). The Might cost is the magnitude of an equivalent Creo spell (up to level 25, but a base no higher than 15); at a Range of Touch or Voice, with a Target of Individual or a Group. Variables include the Base Level and Size. The creation may last up to a year and a day, but Wahhab may not recover the might from the cost of that creation until he dissolves it. If the creation is to be made permanent, then the might cost is a permanent sacrifice off of his Might Score. Living things cannot be permanently created. Horses and birds and trees and such may be conjured, but are only temporary. Nourishing food and drink does not require a permanent sacrifice, but might may not be recovered until said person nourished next sleeps & eats (or dies). If the creation is to be a permanent natural effect, the cost comes permanently off the jinni's Might Score. An 'afrit can be worn down by granting many wishes, so he will often opt to spend Confidence points instead (as per the rules for Ritual Powers).
Non-Hermetic
Ritual Power (25 Levels), Variable Power (based on Might), Restricted Power

Fiery Aura of the 'Afrit: 0 points, Init -6, Ignem
R: Touch, D: Conc, T: Ind
Mastery 2 (Imperturbable, Fast Cast)
[tab][/tab]Wahhab can engulf himself in flames that do him no harm, but burn those things he touches an inflicting +5 Damage. This is a bonus in combat while in corporeal or animal form. As a vapor, he is hot and toxic, causing those who breath it to choke (Stamina stress roll of 3+ or loose Fatigue). This is in addition to fire damage (or aside from it for those resistant or immune to fire).
CrIg15 (base 5, +1 Touch, +1 Conc)
Lesser Power (15 levels), Improved Power (6 points; -3 cost, 15xp Mastery)

Flight of the 'Afrit: 0 points, Init -2, Ignem
R; Per, D: Constant, T: Ind
Mastery 2 (Fast Cast, Flex-Touch)
[tab][/tab]Wahaab can take flight at will, and/or can be considered to always be so. The Form of Ignem applies no matter what substance me manifests as, since his essential nature is a being of fire.
ReIg15 (base 4, +3 Constant)
Personal Power (15 Levels), Improved Power (5 points, -2 cost, 15xp Mastery)

Invisibility: 0 points, Init -2, Imaginem
R: Per, D: Constant, T: Ind
Mastery 2 (Fast Cast, Flex-Touch)
[tab][/tab]Wahhab can turn invisible at will, and can remain so for as long as he chooses.
PeIm20 (base 4, +1 changing image, +3 constant)
Personal Power (20 levels), Improved Power (5 points, -2 cost, 15xp Mastery)

The Jinni's Leap: 0 points, Init -2, Ignem
R: Per, D: Mom, T: Ind
Mastery 2 (Fast Cast, Precise)
Wahhab can instantly blink from one point to another.
ReIg 15 (base 15)
Personal Power (15 levels), Improved Power (5 points; -2 cost, 15xp Mastery)

Caster of Fire: cost equals Magnitude, Init equals 0 - Magnitude, Ignem
Mastery 2 (Fast Cast, Multicast)
[tab][/tab]Includes all spontaneous Creo Ignem and Rego Ignem Effects, up to level 25.
various Ignem
Focus Power (25 levels) Improved Power (5 points; two magnitudes Improved Potential, 15xp Mastery)

Strike of Flame: 0 points, Init -4, Ignem
R: Personal, D: Mom, T: Ind
Mastery 3 (Fast Cast, Multicast, Penetration)
[tab][/tab]Creates a crackling flame about his hand that he can throw (project) up to 25 paces, striking to impact with +10 damage from fire.
Cr/ReIg10 (base 5, +1 Rego requisite)
Lesser Power (10 levels), Improved Power (8 points, -2 cost, 30xp Mastery)

Background:

Jawal Ibn Jawal al-Afrit:
Magic Might: 20 (Ignem)
Locus: a brass bottle
Characteristics: Int +1, Per +1, Com +1, Pre +3, Str +1, Sta +1, Dex +1, Quik +1
Size: +1
Season: Winter
Confidence: 1 (3)
Virtues: +0 Magic Spirit - Jinni (Magical Air, Incorporeal), +2 Improved Characteristics x2, +1 Arcane Lore, +1 Educated, +1 Large, +1 Privileged Upbringing, +1 Venus' Blessing, +1 Warrior
Flaws: -3 Greater Malediction: Bound to Bottle, -3 Major Essential Flaw: Mischievous, -1 Carefree, -1 Meddler,-1 Reckless
Qualities: +10 Improved Powers x10 (50), +6 Greater Powers x2 (100), +3 Focus Power (25), +3 Greater Immunity (Heat & Flames), +3 Ritual Power, +3 Ways of the Desert, +2 Personal Powers x2 (50), +2 Variable Powers x2, +1 Improved Soak, +1 Lesser Powers (25), +1 Second Sight, +1 Unaffected by the Gift
Inferiorities: -3 Greater Malediction: Bound by Bargains, -3 Monstrous Appearance, -3 Restricted Powers x3, -7 Reduced abilities x7
Personality Traits: *Mischievous +6, *Crafty +3, Meddler +3, Carefree +3, Reckless +3, Brave +1, Loyal -1
Reputations: Trouble Maker 2 (jinn), Grants Wishes 2 (mundanes)
Combat: (at base Size of +1)
Fist: Init +1, Atk +6, Def +6, Dmg +1
Brass Scimitar: Init +3, Atk +10, Def +7, Dmg +7
(per point of Increased Size: @ -1 Init, -1 Def, +2 Dmg)
(per point of Reduced Size: @ +1 Init, +1 Def, -2 Dmg)
Soak: +3
Fatigue: n/a
Wounds (at base Size of +1): -1 Lt (1-6), -3 Med (7-12), -5 Hvy (13-18), Incap (19-24), Dead (25+)
Equipment: red silk sash about his waist, brass scimitar, rings on fingers & toes & ears & nose
Encumbrance: 0
Abilities: Arabic 5 (clever wordplay, Artes Liberales 3 (Astronomy), Athletics 2 (leaping), Awareness 3 (trickery), Bargain 5 (shady deals), Brawl 4 (fistfight), City of Brass Lore 3 (notable players), Concentration 3 (powers), Dominion Lore 1 (Solomon), Faerie Lore 1 (faerie jinni), Finesse 4 (speed), Folk Ken 4 (desires) Guile 4 (twisted wording), Infernal Lore 1 (Iblis), Intrigue 3 (alliances), Leadership 2 (intimidation), Legerdemain 3 (pickpocket), Magic Lore 3 (jinn), Penetration 3 (Ignem), Philosophiae 2 (metaphysics), Profession-Scribe 1 (copy), Second Sight 4 (spirits), Shapeshifter 3 (lizard), Single Weapon 4 (scimitar), Theology: Islam 2 (jinn)
Powers: GP 100, FP 25, LP 25, RP 25, PP 50; Ip 50, Vp +2, Rp -3

Corporal Veil of the Jinn: 0 points, Init -4, Corpus
R: Touch, D: Sun, T: Ind
Mastery 1 (Fast Cast)
[tab][/tab]Forms include a monstrous yet devilishly handsome large man, a smoky vapor, and a small desert lizard (Size -3). The vapor is a distinct dark red, same as his skin. The lizard bears the same color, and has rings. These forms are considered natural and are not subject to magic resistance or other restrictions.
No Hermetic Equivalent
Greater Power (50 levels), Improved Power (6 points; -5 cost, 5xp Mastery, ), Variable Power (number of forms equals Shapeshifter ability score), Restricted Power (all forms must bear some common identifying traits)

Domination: 1 or more points, Init -4, Mentem
R: Voice, D: Sun, T: Ind
[tab][/tab]Jawal can influence or outright control the minds and emotions of others with his suave voice. There is no limit to distance once affected, and control can be renewed automatically (paying cost each sunrise/sunset). Any command that contradicts a Personality Trait allows for a resistance roll of a SD + Trait versus an ease factor of 9+, with success breaking control.
[tab][/tab]This is a Restricted power, in that it requires the recipient to hear his voice. The deaf are unaffected, as are those who plug their ears. Those affected hear his voice at any distance, but can have their ears plugged by others. Jawal can affect multiple people at once, paying a separate cost for each.
ReMe50 (base 30, +2 Voice, +2 Sun)
Greater Power (50 levels), Improved Power (3 points; -4 cost, Restricted Power (target must hear his voice)

Fabricator of Wonders: cost equal to magnitude, Init -9, various material Forms
Variable equivalent Level, up to equal Might Score of 25 (base level no higher than 20)
R: Touch/Voice, D: Mom*, T: Ind/Group
[tab][/tab]Jawal has the power to "grant wishes", which most often takes the form of conjuring items of wealth and splendor. This is similar to Creo magic within the five material Forms (Animal, Aquam, Corpus, Herbam, and Terram). The Might cost is the magnitude of an equivalent Creo spell; at a Range of Touch or Voice, with a Target of Individual or a Group. Variables include the Base Level and Size. The creation may last up to a year and a day, but Jawal may not recover the might from the cost of that creation until he dissolves it. If the creation is to be made permanent, then the might cost is a permanent sacrifice off of his Might Score. Living things cannot be permanently created. Horses and birds and trees and such may be conjured, but are only temporary. Nourishing food and drink does not require a permanent sacrifice, but might may not be recovered until said person nourished next sleeps (or dies). Healing effects follow the standard rule, as do immaterial objects. That is, the effects is temporary (up to a year and a day), and the jinni cannot recover the might cost until the effect is ended. For healing, people can heal other injuries naturally and permanently, just not that injury). If the creation, or healing, is to be a permanent natural effect, the cost comes permanently off the jinni's Might Score (or is paid in Confidence points).
Non-Hermetic
Ritual Power (25 Levels), Variable Power (based on Might), Restricted Power

Fiery Aura of the 'Afrit: 0 points, Init -5, Ignem
R: Touch, D: Conc, T: Ind
Mastery 2 (Imperturbable, Fast Cast)
[tab][/tab]Jawal can engulf himself in flames that do him no harm, but burn those things he touches an inflicting +5 Damage. This is a bonus in combat while in coporeal or animal form. As a vapor, he is hot and toxix, causing those who breath it to choke (Stamina stress roll of 3+ or loose Fatigue).
CrIg15 (base 5, +1 Touch, +1 Conc)
Lesser Power (15 levels), Improved Power (6 points; -3 cost, 15xp Mastery)

Flight of the 'Afrit: 0 points, Init -1, Ignem
R; Per, D: Constant, T: Ind
Mastery 2 (Fast Cast, Flex-Touch)
[tab][/tab]Jawal can take flight at will, and/or can be considered to always be so. The Form of Ignem applies no matter what substance me manifests as, since his essential nature is a being of fire.
ReIg15 (base 4, +3 Constant)
Personal Power (15 Levels), Improved Power (5 points, -2 cost, 15xp Mastery)

Invisibility: 0 points, Init -1, Imaginem
R: Per, D: Constant, T: Ind
Mastery 2 (Fast Cast, Flex-Touch)
[tab][/tab]Jawal can turn invisible at will, and can remain so for as long as he chooses.
PeIm20 (base 4, +1 changing image, +3 constant)
Personal Power (20 levels), Improved Power (5 points, -2 cost, 15xp Mastery)

The Jinni's Leap: 0 points, Init -1, Ignem
R: Per, D: Mom, T: Ind
Mastery 2 (Fast Cast, Precise)
ReIg 15 (base 15)
Personal Power (15 levels), Improved Power (5 points; -2 cost, 15xp Mastery)

Lord of Fire Fire: cost equals Magnitude, Init equals +1 - Magnitude, Ignem
Mastery 3 (Fast Cast, Multicast, Penetration)
[tab][/tab]Includes all spontaneous Creo Ignem and Rego Ignem Effects, up to level 25.
various Ignem
Focus Power (25 levels), Improved Power (7 points; one magnitude Improved Potential, 30xp Mastery)

Strike of Flame: Cost 0, Init -3, Ignem
R: Personal, D: Mom, T: Ind
Mastery 4 (Fast Cast, Multicast, Penetration, Flex-Sight)
[tab][/tab]Creates a crackling flame about his hand that he can throw (project) up to 25 paces, striking to impact with +10 damage from fire.
Cr/ReIg10 (base 5, +1 Rego requisite)
Lesser Power (10 levels), Improved Power (12 points, -2 cost, 50xp Mastery)

Background:

[tab][/tab]A Typical Spectral Soldier of low rank. in the service of King Kush under the command of Prince Keshan (referencing Tales of Power, p.54; & RoP: Magic, pp 116-118). Rank & File soldiers have a Might of 10 to 15 and are treated as Grogs (no Confidence score). Officers may have Might scores as high as 30, and are equal to Companions (including Confidence). Prince Keshan has a Might of 40, and King Kush is probably around 50.
Patape, Spectral Soldier:
Magic Might: 10 (Mentem)
Characteristics: Int 0, Per 0, Com 0, Pre 0, Str +2, Sta +2 Dex +1, Quik +0
Size: +0
Season: Spring (as per being a Specter)
Virtues: +0 Magic Spirit - Ghost(Magical Air, Incorporeal), +1 Educated, +1 Warrior
Flaws: -1 Dutybound, -1 Minor Essential Flaw: Single Minded
Qualities: +5 Improved Abilities x 5, +3 No Fatigue, +2 Lesser Powers x2 (50), +2 Improved Powers x 2 (10)
Inferiorities: -2 Restricted Powers x 2
Personality Traits: *Dutiful +3, *Single Minded +3, Loyal +3, Brave +3
Reputations: Stalwart 2 (other specters)
Combat:
Dagger: Init 0, Atk +9, Def +6, Dmg +5
Short Sword (& Round Shield): Init +1, Atk +10 (+11), Def +7 (+10), Dmg +7
Short Spear (& Round Shield): Init +2, Atk +9 (+10), Def +6 (+9), Dmg +7
Thrown Spear: Init 0, Atk +8, Def +0, Dmg +7
Soak: +9
Fatigue: n/a
Wounds: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Equipment: short sword, short spear, round shield, full scale armor
Encumbrance: n/a
Abilities: Coptic 5 (ancient), Egypt Area Lore 2 (things to lament); Artes Liberales 2 (literacy), Athletics 3 (marching), Awareness 3 (in combat), Bargain 2 (haggle), Brawl 5 (dagger), Carouse 2 (drinking), Folk Ken 2 (warriors), Greek 4 (ancient), Leadership 1 (intimidation), Profession: Soldier 5 (honor guard), Single Weapon 6 (with shield), Thrown Weapon 4 (spear), Survival 2 (forage)
Powers: LP 50; Ip 10, Rp -2
Strike of the Spectral Sword/Spear: 0 points, Init (as weapon), Terram
R: Special, D: Mom, T: Ind
[tab][/tab]The spectral soldier can strike to inflict injury on corporeal beings, it's weapon being made solid in that split second. This power is Restricted in that the specter cannot attack invisibly. It must either manifest as an apparition or be seen by a defender with Second Sight (or some such)
CrTe10 (Base 5, +1 Touch, non-Hermetic)
Lesser Power (10 levels), Improved power (2 points; -2 cost), Restricted Power
Animation: 0 points, Init -10, Corpus
R: Touch, D: Conc, T: Ind
[tab][/tab]The spectral soldier can animate its own corpse, skeletal and mummified and entombed with its armaments. The corpse is slower and less perceptive, but is both tougher & stronger (Per -2, Str +3, Quick -2, Reduced Characteristics, Tough; @-2 Init, @-2 Def, @+1 Dmg, @+3 Soak). The specter can only animate its own corpse, not that of another, so if that body is destroyed it can no longer use this power. However, higher ranking (more powerful) specters have the power to create (recreate) a material form, then can use this power to animate that shell.
ReCo25 (base 10, +1 Touch, +2 Sun)
Lesser Power (25 levels), Improved Power (5 points; -5 cost), Restricted Power
Apparition 0 points, Init -6, Imaginem
R: Special, D: Special, T: Ind
[tab][/tab]The spectral soldier can manifest as an apparition that can be seen and heard by material beings. This can persist as long as the spirit desires and can be discarded at will.
CrIm15 (base 2, +2 move as directed, +1 intricacy, +1 Touch, +1 special duration)
Lesser Power (15 levels), Improved Power (3 points; -3 cost)
Background: