Nymph

Nymphs are water elementals that swim in the deepest oceans, looking for peculiar currents and eddies to fl oat in, for interesting species of animal to tease and torment or, occasionally, for mortals to take beneath the waves with them. Nymphs are capricious creatures whose sensuous nature leads them to search endlessly for new amusements. They are famous for their sexual nature and lustful stamina, so they are often summoned or captured to be the crown jewel in the harems of the exceedingly wealthy. Nymphs are also very vain, accepting flattery and adulation as long as it continues to be unique. Nymphs who remain in captivity are usually there not because they cannot escape, but because they have not become bored with their treatment.
Many sailors tell stories of encounters with these lovely immortal beings, exaggerating their own exploits when far from home. These are most often lies, though, because the mortals that nymphs take as lovers at sea invariably drown as a result. Nymphs take the form of supremely beautiful human women with long hair that seems to always be flowing and floating with the current, even when they leave the water. Their skin is tinged blue-green, and their naked bodies are slightly translucent. They have pearls for eyes and whalebone teeth, and their fingers and toes are slightly webbed. Nymphs are nearly invisible when swimming underwater.
Sanctum: Nymphs who do not reside in another spirit's sanctum live in small sea caves where they collect trinkets and memorabilia of their best unique encounters. They only return to these sanctums to bring a new trinket there for storage or to heal injuries.
Motivation: To find new amusements and sensual pleasures.
Attributes: Strength 3, Dexterity 5, Stamina 3, Charisma 4, Manipulation 3, Appearance 5, Perception 2, Intelligence 2, Wits 3
Virtues: Compassion 1, Conviction 2, Temperance 1, Valor 3
Abilities: Awareness 2, Bureaucracy 2, Dodge 4, Integrity 1, Linguistics (Native: Old Realm; Others: Riverspeak, Seatongue) 2, Martial Arts 3, Performance 4, Presence 4, Resistance 2, Socialize 3, Stealth 4
Backgrounds: Sanctum 1
Spirit Charms:
- Dematerialize—A nymph may dematerialize for 40 motes.
- Elemental Domain—Nymph's bodies are made of solidified water and water-aspected Essence. For 5 motes and 1 temporary Willpower, a nymph may dissolve itself into the water around it, making it temporarily immune to damage. This power lasts for as long as the nymph concentrates and commits the motes of Essence spent to activate the power, but this is the only activity in which the nymph may engage during that time.
- Essence Plethora—Nymphs have 10 extra motes of Essence in their Essence pools.
- Harrow the Mind—A nymph may create illusions in the minds of a single target, which distract and confuse her victim. The spirit must pay 10 motes of Essence and one temporary Willpower to activate this ability for a scene. The Storyteller then makes a (Manipulation + Performance) roll for the nymph 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.
- Landscape Hide—Nymphs may pay six motes and one temporary Willpower to merge their bodies in with sea foam.
- Measure the Wind—Nymphs use this power for a cost of one mote to take stock of beings they encounter, in order to learn if they are too powerful to trick or seduce.
- Natural Elemental Powers—Nymphs have all the powers that are natural to elementals, except Dragon's Suspire.
- Principle of Motion—Nymphs usually maintain a pool of six extra actions.
- Nymphs have First and Second Excellencies for the following Abilities: Dodge, Performance and Socialize.
Join Battle: 5
Attacks:
- Slap: Speed 5, Accuracy 9, Damage 3B, Defense 10, Rate 3
- Kick: Speed 5, Accuracy 8, Damage 6B, Defense 6, Rate 2
Soak: 1L/3B
Health Levels: -0/-1/-1/-1/-2/-2/-2/-4/Incap
Dodge DV: 6 | Willpower: 6 |
Essence: 2 | Essence Pool: 60 |
Cost to Dematerialize: 40
Other Notes: Nymphs always prefer to flee rather than fight. The novelty of pain wears off quickly, and even these elementals have a strong sense of self preservation. If cornered, a nymph will attempt to use its Charms to seduce or confuse an opponent, then to either inflict a death blow or escape unnoticed.