The
crystal clear water of the icy pool shimmered and rippled in the still air of
the morning. Gradually, the ripples grew in an upward undulation that formed
shapely calves, then thighs, and eventually a fully formed woman of surpassing
beauty.
Nymphs are loci geniuses that inhabit various natural places.
While similar to what are sometimes called “fae”, they more closely resemble
elementals of a specific locale. They are inherently tied to the location they
inhabit; indeed, their very existence depends on the wellbeing of the
environment. And they defend it vehemently.
All nymphs exercise a measure of control over their homes and
use this, in combination with their preternatural beauty to ward off attacks.
Their beauty is terrible and captivating, and they use this mercilessly to
their advantage.
As dangerous as nymphs can be, they are excellent sources of
information on the area in which they dwell, and if befriended, they make
powerful allies. However, their legendary shyness makes this difficult, and
their sadistic impulses make it doubly dangerous!
Mountain Nymph
CER 73 (OR 27 and PR 46)
Mountain nymphs are spirits of place who watch over mountainous
areas. They are closely attached to
particular passes, grottos, peaks, etc., and may not stray more than a short
distance from them without becoming seriously ill. They defend their homes fiercely, employing
magic to animate the mountain itself, often while dancing about high above. All mountain nymphs command great knowledge
about their environment.
ST: 9 HP:
10 Speed:
6.00
DX: 12 Will:
10 Ground
Move: 6
IQ: 10 Per:
11 Climbing Move: 6
HT: 12 FP:
12 SM:
0
Dodge:
9 Parry:
10 (Unarmed) DR: 5
Punch (14): 1d-1 crushing.
Reach C.
Quarterstaff (14): 1d+1
crushing (swing) or 1d crushing
(thrust). Reach 1, 2*.
Animated Environment: Mountain
nymphs can animate the environment around them to slide or knock intruders from
their feet (target takes 3d crushing double knockback no wounding), strike at
them (1d crushing or impaling) with rocks from above, or cause the ground to
partially swallow a person – treat as Binding 10.
Difficult Terrain: A
mountain nymph can cause anyone within their domain to have difficulty
maintaining their balance or moving about.
The victim must roll a Quick Contest between his Will and the nymph's
Will. On a failure, the subject suffers
a -2 penalty to DX and -2 penalty to Acrobatics, Jumping, Climbing, and Skiing
lasting a number of minutes equal to his margin of failure.
Stunning Beauty: By striking
even the slightest pose, anyone who sees her must make a Fright Check at -5 and
roll on the Awe table.
Threshold Entity: This being
doesn’t breathe, drink, eat, or sleep, is immune to metabolic hazards, and is
either insubstantial and invisible or substantial and visible.
Traits: Acute Hearing 2; Appearance (Very Beautiful;
Universal); Berserk (9) (Special Trigger, harming the wilderness); Callous; Can
Be Turned by True Faith; Curious (15); Dependency (Home Mountain; Daily);
Dislikes Loud Noises; Divine Curse (Keep to the letter of any promise);
Fearlessness 2; Higher Purpose (Protect Home Mountain); Impulsive (12); Odious
Personal Habit -1 (Capricious); Perfect Balance; Sadism (15); Sense of Duty
(Home Mountain); Shyness (Mild); Super Jump 1; Terrain Adaptation (Mountain);
Unaging; Vulnerability (Iron x2).
Features: Affected as Spirit.
Skills: Area Knowledge (Local)-12; Brawling-14; Climbing-16;
Dancing-16; Intimidation-17; Jumping-16; Naturalist-12; Quarterstaff-14; Sex
Appeal-12; Stealth-14.
Notes: Most nymphs won't negotiate because they are too
shy. Those who do are amiable enough,
but dealing with such an astounding beauty is often disconcerting – especially
while under the effect of her intoxicating beauty (see above). Always scars from wounds inflicted by iron.