Oread

## Biology

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

### Appearance

Oreads are nymphs that dwell in mountains, valleys, and ravines. Their skin tones and features are often associated with the colors and features of the place they originated from. They are made of rocks and sometimes have grasses, small flowers, and other plants of the sorts growing on their skin. These plants are also dependent on their place of origin.

### Aging

Lifespan: They have a lifespan of 700 years so they age much slower than mortals.

Age formula: Their apparent age as a decimal multiplied by 700. You may lower by half if you want. For example, if they have apparent age is 13 than you would type .13 times 700 in the calculator. You get 91 and you can lower by half so that makes their age range 46 to 91

### Source

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

They are sourced from either mountain, valleys, or ravines. This means if their source land starts getting polluted they will be negatively effected. However on the flip side if their source land is healthy they will be stronger. Also as an added bonus in their source land they are extra strong and can heal gradually themselves of any injuries they may have.

## Culture

Godly connections: Like other nymphs Oreads are protected by the goddess Demeter and they give her thanks for that. They are also apart of Pans kingdom so they often refer to him as “Lord Pan” and you’ll hear Oreads say things like “what in Pan’s wild” and “Thank Pan”

## **Powers**

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

### Major abilities

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.

*Seismic Sense* (Major/Minor - subpower of geokinesis)

* A sub-power of geokinesis that lets one 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.
* 1: You're able to "see" around yourself with a radius of 0.4 miles / 645 meters 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.
* 2-3: You're able to "see" around yourself with a radius of 0.4 miles / 645 meters 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.
* 4-6: 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
* 7: 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 are based on the way they walk. Your stamina has now leveled up to 12 hours a day.
* 8: You're now the master of "seeing" without actually seeing. Your vision has leveled up to 2.4 miles / 1,9 km radius and you can sense both living and nonliving things. You're able to identify who the people are based on how they walk and if they're lying based on their body movements like breathing and heart rate. 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.

Fungakinesis (major/moderate/minor)

* For a long period, The ability to control mushrooms was considered a subset of the power of chlorokinesis. However, nowadays, their is a singular power completely dedicated to it: The ability to control the growth of mushrooms. While they cannot kill mushrooms with this ability, they can spread Growth of most species, with the speed of the growth and the amount grown increasing with the power. Also, as the power increases in strength, more species become available for growth, eventually including poisonous and even magical species. Their are two catches: The user must have touched a natural (IE: grown without Fungakinesis Version of the mushroom), And the mushrooms must have a food source to grow (Plant roots or dead organic material.)
	+ Level 1: You may grow up to One square foot of mushrooms, they can't be poisonous or magical, and doing so takes about Three turns. Doing so greatly tires you out.
	+ Level 2: you may grow up to two square feet of mushrooms, no poisonous or magical mushrooms, and doing so tires you out quite a bit. It takes you three turns to grow it.
	+ Level 3: You may grow up to two Square feet of mushrooms, they can be non-lethally poisonous, but not magical, and doing so takes two turns to grow the full amount. Doing so is fatiguing, but not overly so.
	+ Level 4-6: You can now grow Up to four square feet of mushrooms, they may be fully poisonous, and if you have access to it, you can grow common Magical mushrooms. It still takes two turns to do so. Doing so with regular plants is only somewhat tiring, wheras doing it with magical plants will nearly knock you out.
	+ Level 7: You can still only grow up to six square feet  of mushrooms, they may be fully poisonous, and you may now grow Uncommon magical mushrooms. It takes only one turn to do so. Growing an uncommon magical mushroom will Completely exhaust you, but growing regular mushrooms is quite simple.
	+ Level 8 Superpower: You can now grow up to six square feet of mushrooms, including fully poisonous and Uncommon magical mushrooms. It takes you only one turn to do so, And while non magical mushrooms are nearly effortless to summon, Growing magical mushrooms is tiring, but roughly usable three times. As of now, you can also temporarily grow mushrooms on the body of living creatures, although they can only be non magical, and they last for about 6 hours before harmlessly falling off. Still, you can make stinkhorns grow on someone's head. So that's fun.

### Minor abilities

*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

### Given abilities

*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.

*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.

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.

### 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.