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==Elementals== ''Muriena, Cloud Person, Astrological Advisor, Fita-n-akhfa (Wife of the Mind) ''<br> Attributes: Strength 1, Dexterity 3, Stamina 1; Charisma 3, Manipulation 3, Appearance 4; Perception 3, Intelligence 5, Wits 2<br> Virtues: Compassion 4, Conviction 1, Temperance 1, Valor 2<br> Abilities: Awareness 3, Bureaucracy 2, Dodge 2, Investigation 2, Linguistics 4, Lore 3, Occult 3 (Astrology +5), Performance 3, Presence 3, Socialize 3, Stealth 2<br> Backgrounds: Allies 1<BR> Charms: Affinity Air ControlâThree barrels of wind guard and attack<BR> Benefactionâ+1 die to Mental rolls<BR> DematerializeâCosts 45 motes<BR> Hurry HomeâReturn to home cloud<BR> Sense DomainâMeasure the winds below<BR> ShapechangeâBecome anything wispy, insubstantial and flowing<BR> Spice of Custodial DelectationâOccult planning and philosophizing<BR> Third (Ability) ExcellencyâOccult<BR> Soak: 2L/3B (6L/7B vs. Air)<BR> Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap<br> Dodge DV: 4 Willpower: 6<BR> Essence: 3 Essence Pool: 60<BR> Other Notes: Cloud people can become many kinds of flying creatures. They always move through the air as easily as they could across land, or more so, and can achieve flight speeds that double their normal movement speed.<BR> Muriena most often takes on the form of clothing for Tara-en. ''Tara-en, Nymph, Courtesan, Fita-r-Qalib (Wife of Joy)'' Attributes: Strength 3, Dexterity 5, Stamina 3; Charisma 4, Manipulation 3, Appearance 5; Perception 2, Intelligence 2, Wits 3<BR> Virtues: Compassion 1, Conviction 2, Temperance 1, Valor 3<BR> 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<BR> Backgrounds: Sanctum 1<BR> Spirit Charms: DematerializeâA nymph may dematerialize for 40 motes.<BR> Elemental DomainâNymphâs 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.<BR> Essence PlethoraâNymphs have 10 extra motes of Essence in their Essence pools.<BR> Harrow the MindâA 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 targetâs 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 diffi culty of any roll made to break free of the illusion.<BR> Landscape HideâNymphs may pay six motes and one temporary Willpower to merge their bodies in with sea foam.<BR> Measure the WindâNymphs 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.<BR> Natural Elemental PowersâNymphs have all the powers that are natural to elementals, except Dragonâs Suspire.<BR> Principle of MotionâNymphs usually maintain a pool of six extra actions.<BR> Nymphs have First and Second Excellencies for the following Abilities: Dodge, Performance and Socialize.<BR> Dodge DV: 6 Willpower: 6<BR> Essence: 2 Essence Pool: 60<BR> Cost to Dematerialize: 40<BR> 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 infl ict a death blow or escape unnoticed.
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