Ifaisteios on Troilus

## Biology

This section contains all information about this subspecies of nymphs physical aspects.

### Appearance

These nymphs are usually made of rock in shades of black, and some have lines that run on their bodies that look like lava running down a volcano. Some nymphs will have gems and ores in their bodies, like diamonds or rubies. Their hair is usually made of fire, with them being able to control it. The color of the fire can range from red, blue, to even some unnatural colors like green or purple. You can tell how one of these nymphs is feeling with their hair. When they're sad, their flame is small and flickering. Their eyes are normally fiery colors like orange, red, and the occasional blue. These nymphs always exude heat, but they can control the heat they give off. A nymph with blue flames normally runs hotter. These nymphs are different from the others, as they don't normally have a set gender. Many of them look androgynous, but they identify differently.

### Aging

Their life span is 1500 years, so they age much slower than mortals

Age formula: Their apparent age as a decimal multiplied by 1500. You may lower by half if you want. For example, if they have apparent age is 13 than you would type .13 times 1500 in the calculator. You get 195 and you can lower by half so that makes their age range 97.5 to 117

### Source

They inhabit mainly active volcanoes, though some do live in extinct and dormant volcanoes. They are tied to the volcanic rocks and lava of the volcano, and when they return to nature, they often turn into obsidian or igneous rocks. If near a source of magma, they may turn into that instead. They can survive being away from their host volcano for quite some time, as they are connected to the earth, though they must carry a piece of their host volcano with them. Also staying away from their source for too long will make them weak and sick like it does with all nympths.

## Culture

### On island

Their isn’t many them on the island so they tend to blend into the culture of one of the other groups of nymphs. The big difference is that on the island they quickly learn that Hephaestus is not that great, and is willing to abandon those who should be under his care. Some of them even switch over to praising lady Demeter.

### Off island

**Godly relations:** They share a close bond with Hephaestus and often work with him in his forge.

**Family bonds:** These nymphs mold the next generation out of lava, like master sculptors. As such, they don't usually have direct family members. However, whoever they were sculpted by becomes their parent.

## Powers

Please refer to the powersets on the lineage page when choosing which powers you want.

### Majors

**Pyrokinesis** (Major/Moderate)

* Users of this power are able to control, create, and extinguish fire. Creating fire works better in a hotter setting, as in colder temperatures the fire has trouble properly manifesting. A user of pyrokinesis is often capable of changing the color of the fire to whatever they please, though the default is the typical orange. The color has no effect on efficiency or heat, and is purely aesthetic. Abilities with cooldowns under this power lock the user out of using any of their Pyrokinetic abilities (even those without written cooldowns) until the cooldown has resolved, meaning you can’t shoot a fireball and immediately after use a flamethrower-esque attack.
	+ Level 1-3: Users of Pyrokinesis can freely manipulate existing fire in a 3ftx3ft square and create small independent blasts of fire (fireballs) that originate from their body once every 3 turns.
	+ Level 4-6: Users of Pyrokinesis can freely manipulate existing fire in a 6ftx6ft square, create small independent blasts of fire (fireballs) that originate once every 3 turns, and create a continuous stream of fire from their fingers that lasts up to 1 turn and can be used once every 7 turns.
	+ Level 7: Users of Pyrokinesis can freely manipulate existing fire in an 8ftx8ft square, create small independent blasts of fire (fireballs) that originate once every 3 turns, create a continuous stream of fire from their fingers that lasts up to 2 turns and can be used once every 9 turns, and reinforce physical attacks (ie. using weapons) with fire.
	+ Level 8: Users of Pyrokinesis can manipulate the temperature of the fire they use in their abilities. Doing so causes greater or lesser physical strain and (if applicable) doubles or halves the cooldown duration for their abilities, depending on which direction it goes (hotter = more, colder = less). Keep in mind that colder flames are less effective at getting practical jobs done and hotter flames are less effective at getting “careful” jobs done, and neither can be used the same as the typical flames would be.

**Magnokinesis** (Major)

* These nymphs have the ability to summon, create, and remove lava and magma. They are also immune to lava and magma. Using this power, they are also able to erupt volcanoes, but not by themselves. Erupting a volcano requires many powerful nymphs, especially if the volcano is extinct.
	+ Levels 1-3: Able to create and summon magma about 5 feet around the nymph. The magma can be manipulated, but not well, and can't be transformed into anything.
	+ Levels 4-6: Able to create and summon magma about 10 feet around the nymph. At this level, the magma can be manipulated much easier and can be used as projectiles (once hardened) or transformed into weapons.
	+ Levels 7-8: Able to create and summon magma about 15 feet around the nymph. At this level, volcanoes can be erupted with the help of many nymphs. To erupt a volcano, the minimum required nymphs is 5 of them all working together. For extinct volcanoes, the number is 10. The nymphs must be level 7 or higher in their magnokinesis. The eruption won't be large like Mt. Saint Helens, but it'll be enough to disrupt monsters.

**Geokinesis** (Major/Moderate/Minor)

* Users of Geokinesis are able to manipulate small amounts of stone and bend it to their will, as long as it keeps the original surface area of the substance that’s being manipulated. They can create fissures and tunnels in the ground, as well as walls or spikes from the earth.
	+ Level 1: Users of Geokinesis are able to create and manipulate a 1 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 2: Users of Geokinesis are able to create and manipulate a 2 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 3: Users of Geokinesis are able to create and manipulate a 3 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 4-6: Users of Geokinesis are able to create and manipulate a 6 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 7: Users of Geokinesis are able to create and manipulate a 9 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 8 Superpower: Users of Geokinesis can use their power to shake the earth itself, causing an earthquake up to 5.0 on the richter scale in strength. They can use this power once every 7 days, and doing so causes extreme fatigue.

### Moderates

**Seismic Sense** (Moderate/minor)

* Users of this ability that can sense vibrations through the ground, "seeing" by sensing their surroundings and making a mental image of it. It allows for a 360 degree field of "vision", outside of normal line-of-sight. To operate, the user needs direct contact with the ground, preferably without something like shoes in between. Practitioners cannot use the ability on non-earth grounding like ice and water. In sand everything becomes fuzzy.
	+ 1-2: You're able to "see" around yourself with a radius of 0.4 miles / 0.6 kilometers and can sense animals, humans and most non-living things. Insects or anything at the size of an ant will go unnoticed. Its pretty tiring and can be done a maximum two hours a day
	+ 3: You're able to "see" around yourself with a radius of 0.4 miles / 0.6 kilometers and can sense animals, humans and most non-living things. Insects or anything at the size of an ant will go unnoticed. Your stamina has now leveled up to 6 hours a day.
	+ 4: You're able to "see" around yourself with a radius of 0.8 miles / 1,3 km and can sense both living and non-living things, including things as small as insects. Your stamina has now leveled up to 9 hours a day
	+ 5: You're able to "see" around yourself with a radius of 0.8 miles / 1,3 km and can sense both living and non-living things, including things as small as insects. You're able to identify who the people that you know and have used this power around before based on the way they walk. Your stamina has now leveled up to 12 hours a day.
	+ 6: You're now the master of "seeing" without actually seeing. Your vision has leveled up to 1.2 miles / 1,9 km radius and you can sense both living and nonliving things. Your stamina has now leveled up to 15 hours a day. Go any more than that and you'll faint on the spot from exhaustion.

### Minors

**Thermokinesis** (Minor)

* These nymphs have the ability to heat the air around them. Due to this, they are great heaters during the winter, and often allow other creatures to stay warm near them.
	+ Level 1: Able to heat the air around them about 10°F (-12°C) warmer than the air surrounding.
	+ Level 2: Able to heat the air around them about 20°F (-6°C) warmer than the air surrounding.
	+ Level 3: Able to heat the air around them about 30°F (-1°C) warmer than the air surrounding.

**Food Boost** (minor)

* Nymphs don’t need to eat due to being powered by their source. However when these nymphs choose to eat they can draw on the extra energy from that food to power themselves up. This power can be used once per day since their digestive track isn’t prepared for more. To use this power they must eat food of 100 calories or more (so a large apple would work). Please keep in mind food with a lot of chemicals will harm them.
	+ Level 1: they draw on some extra power and gain a +1 to any attack/power-based rolls for the next 2 turns
	+ Level 2: they are able to draw on slightly more energy and get a +2 to any attack/power-based rolls for the next 3 turns
	+ Level 3: they are really able to push that extra energy throughout their body for +4 any attack/power-based rolls for the next 4 turns

### 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

### Givens

**Instinct Geology** (Given)

* A Land nymph can identify what sort of mineral something is entirely by touch. They might not know the proper words for what mineral it is (Igneous, Sedimentary, etc.), but they know that, for instance, a rock was made by a volcano or by erosion.

**Aura sensing** (given)

* They can tell when someone is a child of a nature god but they can’t tell which one exactly.

**Stone Speech** (Given)

* In a similar manner to Storm Speak, Land nymphs have their own inherent language, an archaic system known as Stone Speech. It is communication via the noises of the earth, with The shifting of a stone in a creek different to the rumbling prior to a rockslide. To everyone else, it sounds bizarre and deep, But it means something to land nymphs, gods, some demigods, and other nature creatures with deep ties to the earth itself.

**Under Pressure** (Given)

* Volcano nymphs are immune to the effects of pressure, be it underwater or underground. They won't get pressure sickness or anything adverse, however at a certain point their bodies will start to buckle under the strain. This is usually at the very bottom of the ocean (Mariana's Trench), so they can survive heavy things being on them, like an elephant, however anything higher and they start to buckle.

**Opposite Element** (Given)

* Volcano nymphs can be harmed with water, if they're completely submerged. This isn't really a power, more of a weakness that is guaranteed. A volcano nymph can survive in water, but after an hour they run the risk of cooling down too much. This can be mitigated in, say, a hot spring, since they're kept hot by magma below.

**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

**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.

### Potential Blessings

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

**Demeter 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.

## Credits

This subspecies of Nymph was originally written by Desi (@desirose on discord) but then entirely reworked by Puffin.

Durning the rework the following was made by Karma (@karmathedaedra on discord)

* Geokinesis
* Pryokinesis

The following powers were added on after that rework