Noufara

## Biology

### Appearance

Their body is made up of the same material as their plant source. (A sea grass nymphs would be made of sea grass and etc.)

### Aging

Their lifespan is 500 years so they age much slower than mortals.

Age formula: Their apparent age as a decimal multiplied by 500. You may lower by half if you want. For example, if they have apparent age is 13 than you would type .13 times 500 in the calculator. You get 65 and you can lower by half so that makes their age range 32.5 to 65

### Source

These nymphs do not have two parents, they instead are born from nature and have a source region.

Their source is aquatic plants.

Like water nymphs they need to stay hydrated but that can be done by simply drinking a ton of water while on dry land.

## Culture

Godly connections: Like other nymphs they are protected by the goddess Demeter and they give her thanks for that. These nymphs are also under Poseidon’s domain so they sometimes end up in the middle of his and Demeter’s arguments.

## Powers

Please refer to the power-sets on the godrent page when choosing their powers.

### Majors

*Chlorokinesis* (Major/Moderate/Minor)

* The ability to manipulate plants, nymphs do not have the ability to harm plants, only help them and reshape them. This also doesn’t include any control over flowers. They get all uses back when they rest enough to not be tired.
	+ 1-3 Alter a plant’s current condition by making it bend and grow up to 5ft (1.5 meters) They have six uses before getting tied
	+ 4-6 Alter a plant’s current condition by making it bend, as well as grow 10 feet (3 meters). They have 11 uses before getting tired.
	+ 7-8 Alter a plant’s current condition by making it bend, grow up to 15 feet (4.6 meters), and make plants sprout from the ground. They have 16 uses before getting tired.

Toxikinesis, Eidika (Major)

* These nymphs have the ability to generate and manipulate the poison that naturally occurs within their plant. They may not control nor generate any other poison. They may also only have this power if their plant is naturally poisonous.
	+ Passive: These nymphs are immune to the effects of poison that originates from their source plant.
	+ 1-2: Can move poison in a 5ft radius around themself, the farther out the poison is the less it will be affected by the nymph and require more strain to control. They can also create a 5ft tall funnel of poison.
	+ 3: They can generate 5 fluid ounces (148 milliliters) of the poison that occurs within their source plant.
	+ 4-5: The radius of poison control expands to 10ft. Any poison funnel can now go up to 10ft. They can draw their poison out from inside a being (person, animal, monster, etc) roll a 1d20 to see if you succeeded. On a 15 or higher it succeeds, lower than 15 it fails, lower than 5 it makes the poison cause extra damage. This can only be attempted once every 3 turns.
	+ 6: They can generate 10 fluid ounces (295 milliliters) of the poison that occurs within their source plant.
	+ 7: The radius of poison control is now 15ft. Poison funnels can now be up to 15 ft high. They can solidify poison into basic shapes, such as spikes. Once the shapes leave the radius of control they desolidify and become liquid poison once again.
	+ 8: They can generate 15 fluid ounces (443.5 milliliters) of the poison that occurs within their source plant.

### Minors

Sponge (minor)

* They can store water inside themselves and then spray it out. Once they’ve sprayed out their max they will feel dehydrated and need to drink water.
	+ Passive: They can absorb water through their hands. They naturally purify this water as they absorb it.
	+ 1: They can store enough extra water to gently spray it out with the pressure of a typical garden hose for 3 turns. They must refill before they can use this power again.
	+ 2: They can store enough extra water to spray it out with the pressure of a garden hose when it’s on ‘jet’ mode for 5 turns. They must refill before they can use this power again.
	+ 3: They can store enough extra water to thrust it out with the pressure of a fireman hose for 3 turns. They must refill before they can use this power again.

Underwater Camouflage (minor)

* When submerged in water these nymphs can become invisible. This only works if the majority of their body is submerged, or if they are soaking wet.
	+ Level 1: In clear water they can stay hidden for two turns, in murky water they can stay hidden for four turns, with a one turn cooldown.
	+ Level 2: In clear water they can stay hidden for three turns, in murky water they can stay hidden for five turns, with a two turn cooldown.
	+ Level 3: In clear water they can stay hidden for five turns, in murky water they can stay hidden for seven turns, with a three turn cooldown.

### Signature abilities

These are powers that are so closely tied to the species that they won’t count for the power total. These are always minors. If you want to make one of these keep in mind that they should be relatively weak, especially when compared to the minors of the species. Often times these are powers that are a bit too complicated or powerful to be a given but not strong enough that it should take a power slot.

Lovers Curse (Signature Minor)

* There are many stories in which nymphs are involved that relate to love, in one way or another. As a result, certain nymphs have developed curses that, while hard to detect, they place as inactive upon their beloved. Should the person cursed perform an act of romantic love (Kissing, Long hugs, Telling someone that you really love them.) to someone besides the nymph, the minor nature based curse activates, causing effects like sunflowers temporarily growing from the cursed person's skin, roots wrapping around their shoes whenever they stand still, or all flowers smelling like wet garbage. It takes a day after using this ability for the curse to be removed or placed on another. It usually requires a personal item related to the target, such as a lock of hair, or a beloved trinket.
	+ 1: The curse remains active on the target for 6 hours
	+ 2: 12 hours
	+ 3: A full day

### Given

*Aura Sensing* (given)

* Wood nymphs can tell when someone is a child of a nature god but they can’t tell which one exactly. With the exception being Persephone because Persephone is also related to the death of plants and such.

*Underwater Bearings* (given)

* They can see, breathe, and talk perfectly fine underwater. They also are immune to sickness that humans could receive from underwater travel, and don’t get pruney fingers.

Molting (given)

* If the nymph wishes they can molt (submerge into) into their source plant, or land formation. They tend to feel well rested when they re-emerge (they will feel awful if their source has been polluted or damaged). The catch is they have an terrible concept of time while molted and can miss out on decades if not careful.

Aquatic Transformation (given)

* They can grow webbed feet, and hands at will. Then get rid of this trait whenever they want.

*Last Act* (given)

* This is a once per lifetime power. It’s when a nymph draws on their life force and forces all of the energy out. This allows them to do crazy things. (Ex: land nymphs making entire mountains). However they will become one with nature right after using this ability.

### Blessings

Blessings are given for temporary moments in role play. They are regulated by staff

*Demeter's Wrath* (Blessing)

* In a temporary moment in battle (often one when nymphs are in danger) Demeter sends her rage at the enemy through her child or a nymph. This gives them boosts in all of their powers so they can use them a level higher than they should be able to.