The Coachman of Major Weir

This creature takes the form of a wizened man in elegant clothes. It claims to be Satan himself, but that’s simply a lie.

Order: Lord of the False Gods
Infernal Might: 25 (Ignem)
Characteristics: Int +1, Per +1 , Pre +1, Com +5, Str +0, Sta +5, Dex +5, Qik +2
Size: -1: Usually takes the form of a debauched, dwarfish nobleman. Virtues and Flaws:. Many.
Confidence Score: 5 (5)
Personality Traits: Proud +6
Reputations: Lord of skeletal revels 3 (Infernal)
Combat:
Whip: Initiative +1, Attack +10, Defense +10, Damage +6*
* does not include fire damage from powers
Soak: +6, Clothed in rich velvet, but has a tough, leathery body.
Wound Penalties:  –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–17), Dead (18+)
Abilities:  All suitable for story, but this demon has a broad range of social skills. Area Lore 9 (region). Carouse 9 (host), Etiquette 9 (victims), Single weapon (whip) 4.
Powers:
Coagulation, 0 points, Init 0, Corpus: The creature prefers to take the form of a little nobleman, but can also take the shape of one of its skeletal minions, to allow itself to escape in a crowd. The creature’s whip is an extension of its body. It appears and vanishes at will, and at no cost.
Change Shape, 0 points, Init 0: The creature can change between its shapes.
Envisioning, 1 point, Init  0, Mentem: For 1 point, allows the demon to enter and twist dreams. If used to terrify, the victim can ignore it with a Brave Personality trait roll against an Ease factor of 9 or more. Failure to resist leads to a profound physical reaction, like a seizure.
Master of Revels:  1 point per skeleton, Init 0, Vim: The Coachman can summon far more demons than most other False Gods, but this power is limited to a single type: his skeletal dancers. Unlike most False Gods, the Coachman is able to command his summonees.
Obsession: 1-3 points, Init -5, Mentem: May force characters to make Personality Trait rolls to resist a temporary trait, Pride, which has a score equal to the Might points spent.. If the roll is successful, the trait vanishes. If it fails, they gain the trait permanently at +1, although they can remove it by the usual means of reducing traits.
The Serpent Oracle: 2 points, Init. +2, Mentem: May cast any Intelligo spell for 2 Might, and automatically knows the context and likely outcome of actions made in response to the information gained.
Sparks of sin:  3 point, Init +0, Ignem : Causes a object to catch fire until dawn. This does not damage the engulfed object, but does damage anything the object touches that is not similarly engulfed, save the demon himself. The power does +5 Damage on contact, and is used to make the demon’s whip and carriage wheels burn.
The Wealth of Nations: 1-3 points, Init 0, Terram: Allows the creature to summon wealth, equal to one pound of gold (10 Mythic pounds) per Might point spent, from anywhere in the world, at the creature’s discretion. The wealth summoned must never gain its value from its usefulness, only from the human agreement that some things are treasure. The creature cannot, for example, make bread appear to starving people, although it can make luxurious feasts  appear before corpulent nobles. The demon summons carriages and horses with this power.
Weakness: May not harm teetotalers, which he, and his minions, call “Rechabities”
Vis: 5 pawns, skull (may be sordida)
Appearance: As story.

Saltatores Mortuorum – Dancing Skeletons

Infernal Might 5 (Corpus)
Characteristics: Int –2, Per –2, Pre 0, Com –2, Str 0, Sta +3, Dex +2, Qik +1
Size: –2 Skeletons have a low Size score compared to living humans because they lack the mass provided by organs and fluids.
Personality Traits: Enjoys causing shock +3
Combat: Shortsword*: Init +2, Attack +9, Defense +6, Damage +5
* Change to other weapons for cosmetic effect.
Soak: +2 if dressed in finery, Add a +10 Soak bonus if struck with piercing weapons.
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated (10–12), Dead (13+)
Abilities: Carouse 6 (parody), Single weapon 4 (shortsword)
Equipment: Fine clothes, improvised weapons, inexplicably present shortswords.
Powers:
Coagulation, 0 points, Init 0, Corpus: Takes the form of a skeleton, with accoutrements suited to the mortal behaviour it mocks.
Obsession: 1-3 points, Init -5, Mentem: May force characters to make Personality Trait rolls to resist a temporary trait, Thanatophobia, which has a score equal to the Might points spent.. If the roll is successful, the trait vanishes. If it fails, they gain the trait permanently at +1, although they can remove it by the usual means of reducing traits.
Weakness: Cannot harm those who have succeeded in a Brave check against 6+. Storyguides may raise this factor if the characters are surrounded by a group.
Vis: 1 Corpus (sordida).
Appearance: Skeletons with burning blue eye sockets, that follow the commands of their master.

The Temptress With Painted Skin

A variant on the Ribboned Revener.

Order: Tempter
Infernal Might: 10 
Characteristics: 
Human form: Int +1, Per 0, Pre +3*, Com +3, Str 0, Sta Tireless, Dex -1, Qik 0.
* Prefers beautiful skins, but will make do with ugly ones.
Demonic form: Int +1, Per 0, Pre +0, Com +3, Str +3, Sta Tireless, Dex +1, Qik +1.
* Prefers beautiful skins, but will make do with ugly ones.
Size: -1 or +1 Prefers diminutive female forms. Demonic form is apparently too large to fit inside the human skins.
Virtues and Flaws:. Many
Confidence Score: 1 (3)
Personality Traits: Hedonistic +5, Demure +3.
Reputations:  Seductress +1 (Infernal)
Combat:  Claws in demonic form: Initiative +1, Attack +10, Defense +9, Damage +8
Soak: 0 (human) / +3 (demon – thick fur)
Wound Penalties:
(Human) –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16), Dead (17+) (Monstrous) –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–25), Dead (26+)
Abilities:  All suitable for story: well-versed in Carousing, Craft: Leatherwork and Folk Ken. Brawl 5 (claws)
Powers:
Coagulation: 1 point, Init 0, Animal/Corpus: The creature’s natural shape is a cloud of foetid gas. It can take up residence in the flayed skin of a human, or take the shape of a dreadful beast. If it changes from human to demon without becoming a gas, it rips apart the skin it is wearing. This is terrifying (Brave check against 3 if characters were aware she is a monster in disguise, 6 if surprised).
Envisioning, 1 point, Init  0, Mentem: For 1 point, allows the demon to enter and twist dreams. If used to terrify, the victim can ignore it with a Brave Personality trait roll against an Ease factor of 9 or more. Failure to resist leads to a profound physical reaction, like a seizure.
Obsession: 1 to 3 points, Init. -5, Mentem: May force characters to make Personality Trait rolls to resist a temporary trait, Hedonistic, which has a score equal to the Might points spent.. If the roll is successful, the trait vanishes. If it fails, they gain the trait permanently at +1, although they can remove it by the usual means of reducing traits. 
Weakness: Must be invited into houses. Cannot cross a boundary protected by a holy symbol. Strongly prefers to kill those who it has had “tea” with.
Vis: 2 pawns, skin.
Appearance: A beautiful woman in distressed circumstances.


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