I is for Ichthyocentaur

I is for Ichthyocentaur, half man, half fish,
A speaker of lies, offering an empty wish.


Faerie Might: 20 (Aquam)
Characteristics: Int —1, Per —1, Pre +2, Com —1, Str 0, Sta 0, Dex +1, Qik +5
Size: 0
Virtues & Flaws: Negative Reaction; Faerie Sight, Faerie Speech, 2 x Great Quickness, Hybrid Form, 2 x Lesser Power, Personal Power; Sovereign Ward (iron); Incognizant
Personality Traits: Sweet-Talker +2, Savage +3
Dodge: Init +5, Atk n/a, Dfn +9, Dam n/a
Trident: Init +8, Atk +10, Dfn +15, Dam +5
Soak: +4
Wound Penalties: —1 (1—5), —3 (6—10), —5 (11—15), Incapacitated (16— 20), Dead (21+)
Pretenses: Brawl 3 (dodge), Carouse 3 (encouraging consumption), Charm 3 (women), Faerie Speech 5 (nautical terms), Music 2 (conch shell), Single Weapon 5 (trident)
Mount the Soil’s Motionless Wave, 3 points, Init +2, Aquam: This power lets the Ichthyocentaur walk on land, using his two horse forelegs and fishtail to move about. He is just as agile on land as at sea.
(Base 15, +2 Sun)

Lungs of the Fish, 2 points, Init +2, Aquam: The difference between this power and the Hermetic spell of the same name is the Duration; this power lasts only as long as the Ichthyocentaur concentrates.
(Base 4, +1 Touch, +1 Concentration, +1 Part)

Waves of Drowning and Smashing, 5 points, Init +0, Aquam: Like the Hermetic spell, but at Range: Voice.
(Base 10, +2 Voice, +1 Size)

Allure, 1  point, Init +4, Mentem: As described in RoP: F, page 57.

Equipment: The Ichthyocentaur carries a trident and wears a scale mails shirt, reminiscent of the fish scales covering his lower half.
Vis: Four pawns of Aquam vis in its tail.
Appearance: The Ichthyocentaur has the head, arms, and upper torso of a man, the lower body and tail of a fish, and the forelegs of a horse.

Ichthyocentaurs live in Mythic Europe’s seas, favoring warmer, coastal waters over the great cold depths of the Atlantic and Mediterranean. Stalking the shores, they appear when small groups of people draw near, exposing their upper halves and hailing greetings and welcome. The Ichthyocentaurs say that fabulous treasure awaits under the ocean, and that they know where it lies. For a simple trade, a piece of food or fancy trinket, they promise to take mortals to the treasure. They say their magical powers will keep people safe. They sometimes hail sailors, but prefer targeting female beachcombers and using their Allure power to make their lies more readily accepted.

While they might know where treasure is – they are ancient aquatic faeries who have seen many things – an Ichthyocentaur wants to drown the victim it has enticed underwater, and then parade the corpse around on the end of his trident. Simple-minded, they are easily frustrated, and have been know to attack those who refuse to accompany them.

Story Seed: A covenfolk of a coastal covenant takes her young son with her to look for seashells on the beach. While there, a single Ichthyocentaur appears and starts trying to convince the woman to join him underwater. Knowing his game, she stalls and sends her son rushing back to the covenant for help. Can the boy return with champions in time? Will she still be there when help arrives? Known to travel is small packs, where is the Ichthyocentaur’s friends?

Story Seed: The glass submarine of Alexandria, the Redcap covenant in the Thebes Tribunal is missing. The Redcap in charge asks the PC magi for help finding it. He knows that a group of Ichthyocentaurs lives nearby, and perhaps they know something. Can the magi convince the Ichthyocentaurs to guide them underwater? Can they postpone the Ichthyocentaur’s murderous tendencies long enough to find the sub?

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