Nymph
Elemental Strategist
Elemental manifestations sometimes take on a beautiful feminine aspect. These are called "nymphs." Nymphs are given more specific names based on the element they live in. Nymphs that live in trees are called dryads, nymphs that live in caves on a mountain are called oreads, and so on.
Nymphs do not intend to be dangerous, but often are. It's not that nymphs hate mortals. They actually might like them. But nymphs don't fully understand or appreciate how mortals work. More than one nymph has come back to their grotto and muttered "Oh, right. You eat food and breathe air."
Nymphs can sometimes be bribed to aid travelers. They sometimes know the location of lost or hidden treasures within their domains.
If threatened, a nymph will run and hide in her elemental home.
Attributes: Swords 1 | Pentacles 3 | Cups 2 | Wands 4
Health/Defense: 3/0
Likes: Music, Wine, Gossip, Gifts (of almost any sort), Clams, Crabs, Cockles, Cowries
Hates: Being Read Poetry, "Drama", Sour Tastes
Notes
- Elemental Immunity.
A nymph takes no damage from their chosen element: a nereid cannot drown, a dryad shrugs off weapons made of wood, etc.
- Elemental Meld.
A nymph can become immaterial and step into their elemental home as a miscellaneous action. An oread steps directly into a rock. An aurea merges into a cloud. A dryad becomes one with her tree.
Lesser dooms
- Bewitching Beauty.
Discard any card to automatically Displace all adventurers who can see the nymph. The victim moves towards the nymph in the most direct manner possible. An adventurer can spend 1 Resolve to resist this effect.
- If piloting a ship, they immediately pilot it towards the nymph. If standing on deck, they will leap into the water and start swimming. If the nymph is over a big pit, they will walk headlong into the pit.
- If engaged, this prompts damage from those the adventurer is engaged with as normal.
Greater dooms
- Expeditious Retreat.
Discard a greater doom card to automatically disengage from all adventurers. This action does not count towards the one card per turn limit.
- Sleep Song.
Speak Incantations and discard a greater doom card to attempt to lull an adventurer to sleep. If the Speak Incantations action is successful, the target takes the Knockout effect and can only be awoken with a sharp slap.