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!
Tree Nymph
CER 72 (OR 31 and PR 41)
Tree nymphs are spirits of place who watch over woodland
areas. They are closely attached to
trees and may not stray more than a short distance from their home tree without
becoming seriously ill. They defend
their homes fiercely, employing magic to animate the plants and trees around
them, usually while hiding inside a tree.
Some tree nymphs are experienced mages, but most are simple forest
guardians. All command great knowledge
about their environment.
ST: 8 HP:
8 Speed:
6.00
DX: 12 Will:
10 Ground
Move: 6
IQ: 10 Per:
11
HT: 12 FP:
12 SM:
0
Dodge:
9 Parry:
10 (Unarmed) DR: 3
Bow (14): 1d impaling. Acc
3. Range 120/160. Bulk -7.
Club (14): 1d-1 crushing.
Reach 1.
Punch (14): 1d-2 crushing.
Reach C.
Animated Environment: Tree
nymphs can animate the environment around them to grapple (Binding or
Telekinesis) intruders with ST 10 or strike at them (1d crushing or impaling)
with branches.
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.
Woodwalk: A tree nymph can
see and move through wood without hindrance.
Traits: Acute Hearing 1; Appearance (Beautiful; Universal);
Berserk (9) (Special Trigger, harming the wilderness); Callous; Can Be Turned
with True Faith; Curious (15); Dependency (Home Tree; Daily); Dislikes Loud
Noises; Divine Curse (Keep to the letter of any promise); Fearlessness 2;
Fragile (Combustible); Higher Purpose (Protect Home Tree); Impulsive (12);
Night Vision 5; Obsession (Protect Trees); Odious Personal Habit -1
(Capricious); Sadism (15); Sense of Duty (Home Tree); Shyness (Mild); Silence 2
(Limited, In Woodlands Only); Terrain Adaptation (Jungle or Woodlands);
Unaging; Vulnerability (Iron x2); Walk on Liquid (Specialized, Water).
Features: Affected as Spirit.
Skills: Area Knowledge (Local)-12; Axe/Mace-14; Bow-14;
Brawling-14; Camouflage-12; Intimidation-17; Naturalist-12; Sex Appeal-12;
Stealth-14 (18 in jungles and woodlands); Wrestling-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.