Amphelisia

First Circle Demon

Description:

The Teakettle Courtier: Progeny of the Jeweled Auditor

The Teakettle Courtiers, resemble glimmering lizards seven feet in length. They cannot bear laughter.

(Page 110 of The Games of Divinity)

Coupling with demon courtesans or perhaps with some principle inside himself, gumela gave birth to the amphelisiae. They are one species among meny; the Jeweled Auditor has spawned more than two dozen races of demons.

An amphelisia most resemble a glimmering lizard, seven feet from nose to tailtip. It murmurs softly at all times, to itself or to any other amphelisiae present, a quiet staccato whisper like the crackling of wood under foot. Even when dematerialized, it cannot cloak this sound; the noise simply recedes into the farthest distance. This whisper contains secrets that the amphelisia cannot let itself forget. If forcibly silenced, an amphelisia dissolves into dank wind, but a sorcerer cannot command one to do this.

When stirred into excitement, an amphelisia raises a bright-orange fan behind its head and murmurs more loudly. Poisonous things – scorpions, spiders, snakes – begin to drift out of the shadows or fall from the trees. If the amphelisia is not quickly slain, most of these creatures surgge together and swarm over the demon’s flesh, forming a new creature from the still-active mass of vermin – a black and amorphous beast with long curling tentacles. At this point, the murmur rises to a shrill whistle, and the demon can spit an endless supply of poison at its enemies. On sorcerous command, it can, instead, drool that poison for over an hour, tainting a water supply or stocking an armory.

Amphelisiae cannot bear laughter. The sound of mirth strikes one almost invariably as a slur upon itself. For this reason, laughter excites even realatively secure amphelisiae.

When spoken to softly, without provocation, amphelisiae are generally more playful. They find still water, soap bubbles and other reflective surfaces endlessly interesting, and are often quite loyal to those who offer them new secrets. This does not change the consequences of overexciting an Teakettle Courtier. When swallowed in a swarm of poisonous creatures, the amphelisia has no loyalties save those that sorcery enforces.

Attributes
Strength: 2
Dexterity: 4
Stamina: 3
Charisma: 3
manipulation: 1
Appearance: 2
Perception: 3
Intelligence: 1
Wits: 4

Virtues
Compassion: 1
Conviciton: 4
Temperance: 2
Valor: 3

Abilities
Athletics: 2
Awareness: 2
Brawl: 3
Dodge: 4
Survival: 3

Backgrounds
none

Charms
Confusion

  • Cost: 6 motes, 1 Willpower
  • Duration: One scene
  • Type: Simple
  • Minimum Conviction: 2
  • Minimum Essence: 1
  • Prerequisite Charms: None
  • This Charm addles the mind of a target. Fair Folk are immune to this power. Roll Manipulation + Conviction with a difficulty equal to the target’s Essence. One success indicates that the target is mildly confused. The target might go the wrong direction. 2-3 successes indicate that the target is quite confused. He might put himself in harms way. 4+ successes indicate that the target is completely addled and may will do something very dangerous and probably fatal.

Materialize

  • Cost: Varies Cost to Materialize: 33
  • Duration: Indefinite
  • Type: Simple
  • Minimum Valor: 2
  • Minimum Essence: 2
  • Prerequisite Charms: None
  • The spirit can materialize in the physical world. Spirits that have not materialized cannot affect the physical world, not with Charms, physical attacks or in any other fashion.

Priciple of Motion

  • Cost: 5 motes, 1 Willpower
  • Duration: Until used
  • Type: Extra Action
  • Minimum Valor: 2
  • Minimum Essence: 2
  • Prerequisite Charms: None
  • The spirit gains a pool of extra actions equal to its Valor (3). Actions in this pool can be expended for extra attacks on the spirit’s initiative or reflexively, to parry or dodge an attack or to refresh the spirit’s dodge Pool when using the full Dodge maneuver. If the spirit does not use all the action in its pool, they remain availael for the following turn. Actions in the pool will persist for many months, and many spirits make sure they retain a full complement of actions in case they are ambushed. A spirit cannot us this Carm again until it has used up all the extra actions granted by the last use of the Charm. While the spirit has extra actions in its pool, the motes of Essence used to power this Charm are considered committed.

Base Initiative: 8

Attack
Bite: Speed: 8|Accuracy: 5|Damage: 2L| Defense: 4
Tentacle: Speed: 8|Accuracy: 5|Damage: 5L| Defense: 8
Poison Spray: Speed: 10|Accuracy: 9|Damage: (Poison:Diff:3, 1L/4L damage, 1 minute/-6penalty)| Defense: 4

Dodge Pool: 8
Soak: 1L/3B when covered it is 8L/10B (killed vermin are immediatly replaced)

Willpower: 5

Health Levels: -0|-1|-1|-1|-2|-2|-2|-4|I

Essence: 3
Essence Pool: 65

Other Notes:
Summoning the venomous creatures takes three turns. The Amphelisia’s Apperance drops to 0 when they swarm over its body, but it gains access to its armor and the tentacle and poison spray attacks. Treat a character’s first two exposures to the poison – from a tentacle touch or the spray – as exposure to coral snake venom (difficulty 3, 1L/4L damage, 1 minute/-6 penalty). After two exposures, she cannot suffer further amphelisia poisoning that day. When surrounded by venomous creatures, an amphelisia can spit or drool roughly one gallon of venom per minute. This costs the demon 1 mote of Essence per gallon. In an hour, an amphelisia can produce roughly eight cupbic feet of poison. That is enough to poison an army, a city or a small lake.

Resisting poison (page 243 Core Book)
Stamina + Resistance roll vs the difficulty of the poison (3)
1st damage listed is if the roll succeeds 1L, failure = 4L. Damage is applied not rolled.
The poison lasts for 1 minute and causes a -6 penalty to all dice pools regardless if the roll is failed or succeeded.

Bio:

Amphelisia

A Contest of Nisse and Release K_Rik