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!
Water Nymph
CER 68 (OR 26 and PR 42)
Water nymphs are spirits of place associated with bodies of fresh
water. They are closely attached to springs, lakes, rivers, etc. and may not
stray more than a short distance from their home without becoming seriously
ill. They defend their homes fiercely by luring those who threaten it to a
watery death. Some water nymphs are experienced mages, but most are simply
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 Water Move: 6
HT: 12 FP:
12 SM:
0
Dodge:
9 Parry:
10 (Unarmed) DR: 0
Punch (14): 1d-2 crushing.
Reach C.
Animated Environment: Water
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 and bushes near the shore.
Intoxicating Beauty (Resisted at
Will): Anyone within 16 yards of a nymph who can see her must make a Will
roll or gain the Lecherousness (12) disadvantage for a number of minutes equal
to their margin of failure.
Kiss of Death (Resisted at HT):
A corporeal nymph can kiss a foe (roll against 14) and send him into unearthly
ecstasy (see p. B428) if he fails his HT roll – assuming he even wants to
resist – that lasts minutes equal to his margin of failure. Even if he does not resist, the roll must be
made, because any failure by 5 or more results in him suffering a heart attack
(see p. B4249).
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 1; Appearance (Transcendent; Universal);
Berserk (9) (Special Trigger, harming the wilderness); Callous; Can Be Turned
with True Faith; Curious (15); Dependency (Home Lake or Spring; Daily);
Dislikes Loud Noises; Divine Curse (Keep to the letter of any promise);
Fearlessness 2; Higher Purpose (Protect Home Spring); Impulsive (12); Odious
Personal Habit -1 (Capricious); Sadism (15); Sense of Duty (Home Spring);
Shyness (Mild); Terrain Adaptation (Water and Wetlands); Unaging; Vulnerability
(Iron x2).
Features: Affected as Spirit.
Skills: Area Knowledge (Local)-12; Brawling-14; Camouflage-12;
Intimidation-17; Naturalist-12; Sex Appeal-17; Stealth-14; Swimming-14;
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.