Nereids (Rules)

## Advantages

Nereids increase their **Execration** and **Resurrection** by 1.

They start with the following Powers:

* **Execration:** *Curse of Spite*
* **Resurrection:** *Curse of the Undying*

### Unique Bane

For every day a Nereid has not spend at least an hour immersed in water, they will reduce their Binding by 1 and reduce the points they may spend on Malleable Form by 2. In its more severe stages they can no longer hide their true face or corruption.

## Unique Powers

**Oceans Mantle [Requires Nereid Heritage | 5 points]-** *Allows the Aspirant to drastically reduce the water pressure around them and move underwater as if they where on land.*

Active: This requires a successful Evocation Roll and lasts for up to an hour. All movement and combat penalties of being underwater are ignored and they can not die by water pressure. Additionally they may add a die to all physical rolls made underwater. Learning this power also increases their Swimming Talent by 2.

**Awaken the Wood [Requires Nereid Heritage | 10 points]-** *Allows the Aspirant give dead wood muscle-like properties. While Nereids use this power to give unlife to shipwrecks, Vargr use it to resurrect sacred trees.*

Passive: Allows the Aspirant to use wood as a substitute for flesh or bone. It can be combined with real flesh using **Flesh Changer** and **Sculpter of the Dead.**

**Aspect of the Ocean God [Requires Nereid Heritage | 10 points]-** *Allows the Aspirant to transform their flesh into briney water and back.*

Active: Allows the Aspirant to turn into water after spending a full round of Absolute Focus. In this form they will always stay concise and can flow slowly over even surfaces. When moving through a body of water they can move as fast as a running human. Turning back into their old form they need to again spend a full round of *Absolute Focus,* when making three successful Evocation Rolls they may turn back in an instant however.

**Sirens Song [Requires Nereid Heritage | 10 points]-** *Allows the Aspirant to master their voice, enabling them to supernaturally project waves of sound for various purposes.*

Active: This allows the Aspirant scream in such a volume and frequency that it reaches destructive levels. After spending a point of Essence and five points of Initiative they may make a Strength Roll. For every success anyone able to hear them looses a point of Initiative. Afflicted may attempt to resist this through spending a point of Essence and making a Composure Roll of which each success reduces the effect by 1.

Active: The Aspirant may set themselves into a state of *Intense Focus* while chanting a song inaudible to all but Nereids. This can be used to navigate through absolute darkness or murky waters via echo location.

## Backgrounds

* **5 points, *Courts of the Drowned*-** *While the Nereids have not developed distinct Strains, they are all bound to the ocean they drowned in and its local Deephold. Each of these Deepholds has developed unique cultures, faiths and abilities relating to the Nereid Arts. They require the contact to water however (The Storyteller may simply decide the weather or make a roll for it).*
	+ **Tiamat-** When exposed to rain or moving through a large body of water, the Nereid may spend two points of Essence and increase their Aberration by 1. They may teleport to a water surface visible to them.
	+ **Amach-** When exposed to rain or moving through a large body of water, the Nereid may spend two points of Essence and appear like a watery shadow as long as they keep it active, masking their appereance and making them completly invisible under water. This also makes it easier to fit through tight spaces.
	+ **Acheron-** When exposed to rain or moving through a large body of water, the Nereid may spend two points of Essence and spend 5 Initiative to emit a deadly shriek. Everyone capable of hearing it suffers *Mental Damage* equal to the Nereids current Strength Rating.
	+ **Karagatan-** When exposed to rain or moving through a large body of water, the Nereid may spend two points of Essence and spend a full round of *Absolute Focus* to telepathically gather water around them. At the start of the next round they may unleash a riptide that pushes everyone infront of them 2D6 meter away and cast a *free* power of choice on anyone hit.
	+ **The Black Fleet-** When exposed to rain or moving through a large body of water, the Nereid may spend a point of Essence and reduce the difficulty to hit on a pistol by one, to a minimum of 2. This may be used as often as desired.

* **3 points, *Nereid Castes*:**
	+ **Sirens-** *Sirens are the agents of the Nereid Deepholds; taking on the most alluring forms they can, charming their victims with their supernatural voices. Walking in the shapes of young women, they use their skills to gather information and gain influence in the living world.* Sirens increase their Impression by 2 when speaking to members of their caste. Once per session they may add their *Swimming Rating* onto a Seduction or Manipulation Roll.
	+ **Tritons-** *Tritons are the guardians of the Nereid Deepholds; roaming their lightless halls in search for invaders or corruption. Their higher members act as the personal assassins, bodyguards or executioners of their Fishspeaker masters. Some Tritions embrace stealth, others on becoming brutal duellists or enduring protectors.* Tritons increase their Impression by 2 when speaking to members of their caste. Once per session they may add their *Swimming Rating* dice onto a Stealth or Brawl Roll.
	+ **Fishspeakers-** *Fish Speakers are the high priests and rulers of Nereid Deepholds. They are innately bound to the will of the Ocean God and can speak in its name, spreading its esoteric teachings and commandments onto their followers.* Fishspeakers increase their Impression by 2 when speaking to members of their caste. Twice per session they may add their *Swimming Rating* onto a Leadership or Philosophy Roll.

## Unique Corruption

* **Touched by the Sea-** *The Nereid may experience unique signs of rot, manifesting themselves in scurvy, swollen or bloated flesh aswell as spongy skin. Should these features amass they will quickly appear as a particularly nasty drowned corpse. Other common examples of this would be barnacles growing on their skin or torn fins growing on their back or arms.* Should mortals be exposed to visible Touches of the Sea they will instantly become aware of the Afflicteds supernatural natur. Among other Nereids this will increase their Impression by 2 however.
* **Oceans Odor-** *No fleshcrafting or spell can mask the terrible stench the Nereid emits. They will reek of rotten fish and dried kelp, carrying the most unpleasent odors of the ocean around them like an invisible swarm of flies.* Decreases the Afflicteds Impression and Seduction Rating by 2. Mortals arround them are less likely to engage the Afflicted in any kind of way, avoiding them if possible.
* **Briny Host-** *The Nereids body hosts the most unpleasent vermin of the sea. Their insides will be ridden by swarms of tiny crustaceans and parasites feasting upon their regenerating flesh while barnacles grow inside their entrails. Neither curses nor disease can cleanse their body of these creatures. Most of the times they will remain in the Nereids insides, however wounding them will reveal a nasty suprise.* Wounding the Afflicted will result in swarms of parasites and sea creatures pouring out. The Afflicted may spend a point of Essence and spit out a chunk of carnivorous crustaceans; which use the Vermin Swarm profile.