Caecelia (21 Point Quality)
Art by Art Adams
Caecelia, not to be confused with Caecelians (a type of Amphibian) are similar to merfolk, if the fish portion were replaced with that of a squid. Gendered names for them include Sea Monks and Sea Witches. They are found mostly in the northern Atlantic as well as around Japan. They are a rare sight in the Mediterranean and tend to live in deeper waters than either Lamia or Merfolk. They are known to prey upon the two groups either in a literal sense, or in the sense of lure them into dark bargains (as Cecaelia tend to have stronger magic than most merfolk found in the Mediterranean). They rarely interact with humans, sometimes feeding upon them, other times, using them to meet other ends.
Aside from Innate Magic and Regeneration (Constitution per hour), they receive a +1 to Strength and Constitution, and a +2 to Dexterity. They are amphibious, but rarely exploit this ability.
Most strikingly, they are octopi from the waist down, the 8 arms providing a +4 bonus to attacking/grabbing with those limbs. Slapping someone with the tentacles deals only Power damage. Their skin is like that of other cephalopods, primarily in that it is able to change both color and to a degree shape. This allows them blend their form with that of the background akin to Fairy Veil and Glamour qualities, but also allows them to change their overall color, even communicate with flashes of color. In terms of altering their form, they may raise bumps that resemble certain natural corals. Some use this instead of actual clothing if it is so called for. Partly because of their colorful skin, they have the Acute Senses (Eyesight) quality (mollusk eyes are simply "wired" better than vertebrate eyes). Their humanoid arms also end in simple claws, with which they tear apart captured prey (2 x Strength slash/stab damage), to take to their sharp-toothed mouth (Strength Slash/Stab damage).
Like a squid they have a jet, this allows them (after a Constitution (doubled) roll) swim quickly (+20 to speed), but only in reverse. This jet may also spray a cloud or stream (on land) of Ink. This Ink is...well, it's actually a byproduct of digestion, and thus is quite sticky, smelly, and thoroughly disgusting. This cloud can be extended 10ft from the Cecaelia and covers a 10ft area (or up to 2 targets standing near each other). Those trapped in the cloud suffer a -1 to sensory actions and (for 1 turn per SL) attack actions. Further, they must make a constitution (doubled) roll or be blinded for that time (or until they wash their eyes out). The smell, however, stays around the target for a day or so, afflicting them with Charisma -2. They may do this once per day per Constitution level.
On the negative side, they are definitely not human (many older sea witches are also called Sea Hags). Because of their predatory habits, they have Antisocial Impulses (Mild Violence) and high levels of Adversary (5) from the Merfolk, Lamia, and the Church. Mortals are more likely to kill them than deal with them (unless they are desperate), so they have a shyness around humans (Mild Delusions: Humans are not to be Trusted). They also suffer from Mild Fairy Arrogance. Similar to Merfolk, they must hydrate themselves regularly or suffer dehydration, their soft body retains less water than the scaly form of Merfolk. On a rainy or very humid day, they’re relatively fine, but the hotter and drier it is, the worse off they become. They are noted carnivores and do not ingest vegetable matter at all. They further cannot stomach cooked food and must consume raw flesh. They are also susceptible to poisoning by Copper. Weapons made of copper deal double damage against them, and even dealing with liquids that have passed through copper piping or dishes can induce the poisoning effects on them. This drains their Constitution which recovers 1 every hour as long as they are resting and hydrated. Because they live in the deep, they have the Archaic (Old) drawback as their normal contact with humans comes from ships that sink to their realms.
As an optional Drawback, a Sea Witch may take a 1-Point drawback entitled "Mood Ring Skin" which forces them to change colors due to extremes in mood. A difficult willpower test may be made to resist this, but only in the lightest of circumstances.
Sea Witches often invest in levels of mortal magic, but also gain abilities related to squid, cuttlefish and octopi, including a potent venomous beak beneath their skirt of tentacles. A few learn magics to fully disguise themselves as beautiful human women, usually for seduction and infiltration purposes.
Place in the Crossover Universe:
Sea Witches, like Merfolk, are simply another form of Deep One, part of the vast network of underwater beings, though tales of their rampant evil are often exaggerated (imagine all Christians being judged by the actions of the Westborough Baptist Church, or if someone believed Chick Tracts reflected real life). The Adversary instead filled by Monster Hunters as a whole. They also have Recurring Nightmares in the forms of the Dreams Cthulhu and Dagon send their worshipers. Even for those that work with the big C, touching the mind of being like that is not healthy. This lowers the cost of the quality by 1.















