⚠ <b>
Familiar •••⚠ </b>
Motivation: Protect my Master and Inspire him to Greatness
Strength 3, Dexterity 5, Stamina 5; Perception 3, Intelligence 2, Wits 2; Charisma 3, Manipulation 4, Appearance 5
Athletics 2 (Contortion +1), Awareness 3, Craft (Flesh) 5, Dodge 3, Integrity 4, Linguistics (Native: Old Realm; Others: Body Language) 5, Melee 2 (Hairpin* +2), Presence 4 (Seduction +3), Resistance 3, Stealth 2, Thrown 3
Compassion 4, Conviction 5, Temperance 1, Valor 1
Essence 3, Willpower 9, Health Levels 0*1, -1*5, -2*4, -4*1, Incapacitated
Dodge DV is 6. Soak is 5B/5L/0A.
Spitting Fire: Speed 5, Accuracy 8, Damage 10L, Parry DV –, Rate 2
Aconite-Dusted Brass Hairpin: Speed 3, Accuracy 9, Damage 5L + poison [Aconite]: 6L/hour, 3M, –/–, -3, Parry DV 4, Rate 3
Harrow the Mind—Some clients prefer complete fantasy worlds,so the neomah use this Charm to aid in the experience. The demon must pay 10 motes of Essence and one temporary Willpower to activate this Charm for a scene. Then, the Storyteller makes a (Manipulation + Presence) roll for the neomah against the target’s Mental DV, adding a number of automatic successes equal to its Temperance. Only one success is necessary to create the illusion, but each additional success adds to the difficulty of any roll made to break free of the illusion.
Principle of Motion—Neomah typically keep seven extra actions ready. Reserve of Will (x3)—Neomah have three additional temporary Willpower.
Shapechange: Neomah use this power to alter their outward appearance and gender to be more compatible with a prospective client. This Charm costs five motes and one temporary Willpower, and it lasts for one scene.
Weaving of Flesh—This Charm is unique to neomah. To activate it, the neomah must spend 10 motes of Essence one temporary Willpower. Then, the Storyteller makes a (Compassion + Craft [Flesh]) roll for the demon, with a difficulty equal to the number of creatures donating flesh. The neomah may combine spirit and mortal flesh at an additional +1 difficulty. Neomah may also increase the likelihood of Dragon-Blooded Exaltation for a +1 difficulty. On a failed roll, a child is born, but without any exceptional traits or abilities. On a botch, the child is born wrong, with some kind of demonic taint.
Neomah have the First, Second and Third Excellencies for the following Abilities: Athletics, Dodge, Melee, Presence and Stealth.