Naiad

Basic Species Description

Naiads are water nymphs, tied to a water source. Originally, nymphs occurred when early attempts to produce offspring with Elementals were unaided by proper understanding of genetics, leaving them vastly different from either of their parents. In the case of Naiads, an Undine and a pixie king tried to produce an heir, but in the process only created stone-like eggs that the Naiads were unable to be separated from without becoming ill or dying if kept apart for too long. The Naiads also could not turn morph into whatever species they wished, unlike their Undine mother, and could only control a small portion of the water around them, needing to keep their egg or 'lifestone' completely within water at all times. Naiads appear to be made out of amorphous liquid and are mischievous and playful like their ancestral father, but most not meaning any harm from it. Naiads reproducing with other species will produce more naiads seventy-five percent of the time, unless strong magic is used to influence their young before birth. Naiads are very difficult to be raised by other species unless their culture and needs are well known by their adoptive parents. Naiads are said to live to three hundred without rejuvenation magic, but fewer and fewer are living that long due to pollution and radiation affecting their lifestone and source of water that it is kept within. Most Naiads are female or hermaphroditic, though some rare males are born, more common in the Apocheteeses Naiad race.

Naiads have a natural inclination to wild magic, though not as strong as their ancestral mother held. They are able to react quickly, and are charismatic, but are not as able to be stealthy as their movements sound faintly of sloshing water. They are quite beautiful on average, cunning, and very intelligent. Naiads love to create complex works of beauty and use, often creating golems that are able to store their lifestone and a bit of source-water within them, so that their life is protected if they move from place to place for exploration, trade, or survival if their native home is being devastated. They fiercely guard their lifestones and water-source when they are able, and often compete with Goblins to keep their water pure, as well as to get whatever resources they can to further fortify their home and create better golems and other inventions. Naiads tend to make good Sorcerers and Tinkerers, as well as working to be other classes.
All Naiads are affected by whatever chemicals, radiation and other liquids mix with their water-source. Though this happens on an individual basis, in the case of some Naiad races that have survived and reproduced in adverse conditions, it becomes a part of their lineage. As with other species, there are a multitude of different races, some of the more commonly known ones being listed here.

History of the Species

Base Species Genetics

The genetics for a naiad are as follows:

(D7) Strong Liquid Body (Water): +1 Reflex, able to fit in spaces 2 sizes smaller than their own without effort and while dropping any active focus to spaces 4 sizes smaller than their size. Do not need to breathe when in liquid their body is made of (in this case, water).

(D6) Healing Hands: +1d10/2 healed up to max every day during full rest, +1d10 HP healed up to max to allies, companions and mercenaries a day when touching during rest.

(D5) Magic: +1 FP, +1 GM rolled Magic Ability evaluated at 2 cost.

Roll Result: 1

Primal Shove Rank I:
(Direction, Zone, None)
(Standard, Halved)
(Primal Magic, 0% Stability, HP Blowback)
(Position [Redirection])
(6 FP, 1 Attempt, Reaction Check)
This ability allows the user to shove an entire zone in a direction, helping to move enemies away, or propel ships, and so forth.
Prerequisites: Naiad species 'Magic' gene.

Roll Result: 2

Primal Suffocating Touch Rank III:
(Touch, Aura, None)
(Standard, Halved)
(Primal Magic, 0% Stability, HP Blowback)
(Breath [Fluctuation])
(2 FP, 5 Attempts, Reaction Check)
This ability allows the user to touch an individual and deal rank + dice pool + REA Breath Damage.
Prerequisites: Naiad species 'Magic' gene.

Roll Result: 3

Oceanic Haunting Bounty Rank I:
(Touch, Aura, Beam)
(Lasting, Beneficial)
(Soul Magic, 44% Stability, MP Blowback)
(Flow [Legacy], Vitality [Gestalt], Vitality [Vim])
(6 FP, 3 Attempts, Wisdom Check)
This ability allows the user to imbue themselves or another they touch with the regeneration and charged status effects, as well as increasing their Reflex by their dice pool, and affecting those in a straight line from the one they touched (or themselves if they touched them instead) as well.
Prerequisites: Naiad species 'Magic' gene. (18 points from cost, 1 point per FP for up to 20, 6 points necessary for Regeneration, 12 for Charged)

Roll Result: 4

Clone Sphere Illusion Rank I:
(Self, Sphere, Situational)
(Willful, Severance)
(Primal Magic, 17% Stability, EP Blowback)
(Flow [Redirection], Illuminate [Legacy], Swarm [Legacy])
(6 FP, 1 Attempt, Wisdom Check)
This ability allows the user to create an arrangement in a spherical radius of solid illusions of themselves out of water and light, one per rank of the ability with dice pool HP (and no EP), able to deal rank + dice pool + WIS damage to one who is in their respective defensive range at the start of a given turn. If a clone is destroyed it will be reformed at the start of the next turn adjacent to the user of this ability before it can move within the sphere of the user's influence. If the user's focus is dropped or severed, all clones will disappear immediately.
Prerequisites: Naiad species 'Magic' gene.

Roll Result: 5

Primal Shove Rank II:
(Self, Aura, None)
(Lasting, Beneficial)
(Wild Magic, 22% Stability, EP Blowback)
(Blizzard [Gestalt])
(2 FP, 3 Attempt, Wisdom Check)
This ability allows the user to freeze themselves temporarily, bestowing the stasis status effect until it runs out, preventing them from moving or attacking, but also from taking damage while the status effect is in place.
Prerequisites: Naiad species 'Magic' gene. (6 points from cost, 1 point per FP for up to 20, 20 points necessary for Stasis)

Roll Result: 6

Target Dehydration Rank I:
(Target, Aura, None)
(Willful, Severance)
(Foci Magic, 54% Stability, MP Blowback)
(Flow [Gestalt], Flow [Vim])
(6 FP, 4 Attempt, Intelligence Check)
This ability allows the user to deal rank + dice pool + INT damage to their target, and apply the drained status effect.
Prerequisites: Naiad species 'Magic' gene. (18 points from cost, 1 point per FP for up to 20, 4 points necessary for Drained)

Roll Result: 7-8

Vitality Transference Rank I:
(Target, Ray, Situational)
(Swift, None)
(Leech Magic, 26% Stability, HP Blowback)
(Vitality [Redirection], Vitality [Legacy])
(6 FP, 3 Attempts, Reaction Check)
This ability allows the user to damage one entity targeted, and confer the regeneration status effect to another in a line between the target and user.
Prerequisites: Naiad species 'Magic' gene. (18 points from cost, 1 point per FP for up to 20, 4 points necessary for Regeneration)

Roll Result: 9

Wild Sphere of Water Whips Rank I:
(Self, Sphere, Situational)
(Willful, Severance)
(Wild Magic, 18% Stability, EP Blowback)
(Flow [Redirection], Position [Redirection])
(6 FP, 1 Attempt, Wisdom Check)
This ability allows the user to collect and control any unbound water they observe in an area, redirecting it as they see fit, up to their offensive range, dealing rank + dicepool + WIS damage if attacking, and whipping it to hit up to rank individuals or one individual rank times per turn with full force.
Prerequisites: Naiad species 'Magic' gene.

Roll Result: 0

Primal Purification Rank I:
(Touch, Ray, Blast)
(Lasting Beneficial)
(Primal Magic, 0% Stability, HP Blowback)
(Vitality [Legacy], Illuminate [Legacy])
(6 FP, 2 Attempt, Reaction Check)
This ability allows the user to touch an entity or object and create a glowing line of nullification to remove all other status effects and apply regeneration between them and any other entity up to their defensive range in front of the entity or object, or behind them, with the entity or object as the starting point for the line of 180 degrees. Those the line passes through will have a blast effect occur, passing the same status effects to those caught in the blast as well.
Prerequisites: Naiad species 'Magic' gene. (18 points from cost, 1 point per FP for up to 20, 4 points for Regeneration, 16 points necessary for Null)

(R4) Wise: +2 on Observation and +1 on Wit Checks

(R3) Intelligence: +2 on Memory and +1 on Reasoning Checks.

Ethnicities

The eleionomae naiads have lived in swamps for generations, taking on a darker green-blue color, and a higher link to magic than most Naiads.

(E-4) Focused Speed: +1 FP, and +1 MP. [Eleionomae Naiad]
(E-4) Swampland Advantage. +1d10/2 Flow, +1d10/2 Blizzard, +1d10/2 Rot and +1d10/2 Harvest Daily Advantage. [Eleionomae Naiad]
(E-4) Wild Focus: +1 Wild Magic Source Adaption, +1 Foci Magic Source Adaption. [Eleionomae Naiad]

The Crinaea Naiads have become protectors of the culture that they live in, taking residence and putting their lifestones in wells and fountains They are stronger on average due to their pure water-source being kept away from possible seepage, and are able to hold their form more tightly, giving them better stealth. Some, however, have issues and alterations due to poisoning of the well, or chemicals and radiation leaking in from nearby.

(E-4) Rapid Speed: +2 MP. [Crinaeae Naiad]
(E-4) Communal Advantage. +1d10/2 Flow, +1d10/2 Blizzard, +1d10/2 Metal and +1d10/2 Stone Daily Advantage. [Crinaeae Naiad]
(E-4) Mundanely Quiet Strength: +1 Mundane Source Adaption, +1 on Stealth Checks, +1 on Lifting Strength Checks. [Crinaeae Naiad]

Limnades naiads live in lakes, having more area to spread out on, they are more generous with water so long as they are able to be in control of its dolling out, generally helping create sluices and aqueducts that lead to nearby villages and cities so that they have water without setting foot near the water-source itself. As a result, they have much higher charisma and beauty, but aren't usually pushed with a consistent challenge.

(E-4) Charming Beauty: +2 on Charisma Checks, and +2 Beauty. [Limnades Naiad]
(E-4) Lakeside Advantage. +1d10/2 Flow, +1d10/2 Blizzard, +1d10/2 Morphean and +1d10/2 Preservation Daily Advantage. [Limnades Naiad]
(E-4) Natural Memory: +1 Natural Source Adaption, and +2 on Memory Checks. [Limnades Naiad]

Potameides naiads live in rivers, moving against the current frequently in their youth, becoming faster than most Naiads, stronger and more reactive.

(E-6) Rushing Speed: +3 MP. [Potameides Naiad]
(E-4) River Advantage. +1d10/2 Flow, +1d10/2 Stone, +1d10/2 Morphean and +1d10/2 Preservation Daily Advantage. [Potameides Naiad]
(E-2) Mundanely Quiet Strength: +1 on Reflex Checks, and +1 on Agility Checks. [Potameides Naiad]

Apocheteeses naiads live in the underground waterways and sewers of cities, having slowly degraded over centuries of living in cities to their state, being far diminished in many ways, but gaining greater strength, cunning, finesse, reactive response, and endurance. They also have a higher percentage of males than other species of Naiads.

(E-4) Enduring Swim Strength: +1 EP, +1 Swimming Strength Checks, and +1 on Lifting Strength Checks. [Apocheteeses Naiad]
(E-4) Sewer Advantage. +1d10/2 Flow, +1d10/2 Toxin, +1d10/2 Rot and +1d10/2 Goo Daily Advantage. [Apocheteeses Naiad]
(E-2) Cunning Reflexive Accuracy: +1 on Cunning Checks, +1 on Accuracy Checks, +1 on Reflex Checks, and +1 on Agility Checks. [Apocheteeses Naiad]

Sexes

Naiads are born seven in ten female, one in twenty male, one in forty sexless, one in twenty intersex but sterile, and seven in forty true hermaphroditic.

(m1) Those with this sex gene have +1d10 Humility Daily Advantage, +1 on Wit Checks, and +1 on Crafting Checks. [Naiad]

(m2) Those with this sex gene have +1 on Climbing/Digging Strength Checks, +1 Beauty, and +1 on Crafting Checks. [Naiad]

(f1) Those with this sex gene have +1d10 Stain Daily Advantage, +1 Beauty, and +1 on Crafting Checks. [Naiad]

(f2) Those with this sex gene have +2 on Swimming Strength Checks, +1 Beauty, and +1 on Crafting Checks. [Naiad]

(n1) Those with this sex gene have +1d10 Illuminate Daily Advantage, +1 on Reasoning Checks, and +1 on Crafting Checks. [Naiad]

(n2) Those with this sex gene have +1 on Lifting Strength Checks, +1 on Cunning Checks, and +1 on Crafting Checks. [Naiad]

Naiads have their own language, as well as most knowing the language of whatever culture they live within or closest to that is not their own, and the nearest Pixie Court language due to their ancestral ties. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While naiads were considered of mercantile, middle and upper class after their return to Lenida, some have not fared as well and dropped to lower classes, though this is rare. There are also some which had long ago taken to the star and only recently returned to Lenida, their technology and knowledge far more advanced than that of their distant cousins which remained on the planet.

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

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