Aurai

## Biology

### Appearance

Bodies composed of condensed fog. It can take them days to years to form their bodies enough to be seen as more than apparitions. When struck rather hard by a weapon their fog bodies dissipate and they have to form their bodies all over again. Their “skin” is completely white or light gray, and they typically have long, silky hair

### Aging

Their lifespan is 600 years so they age much slower than mortals.

Age formula: Their apparent age as a decimal multiplied by 600. You may lower by half if you want. For example, if they have apparent age is 13 than you would type .13 times 600 in the calculator. You get 78 and you can lower by half so that makes their age range 39 to 78

### Source

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

Their source are gentle winds and breezes.

## Culture

Godly connections: Instead of being under the protection of the goddess Demeter, they are all under the rule of Zeus, lord of the heavens. They are also apart of Pans kingdom so they often refer to him as “Lord Pan” and you’ll hear them say things like “what in Pan’s wild” and “Thank Pan”

Family bonds: They are all formed separately from each other so them having any family is rare. Sometimes when two or more are formed together by some miracle they’ll call themselves twins

Language: Their version of storm speak sounds much more gentle than other wind spirits, and it is know for sounding lovely when sung.

The arts: They have traditional dances (which looks similar to Russian Folk Ballet such as “Birch Tree”) where they gently float around in coronation with each other.

## Powers

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

### Majors

*Aerokinesis* (Major/Moderate/Minor)

* Control over air and wind generation. Can generate wind blasts and gusts, sometimes able to suspend someone in air for a short amount of time. Also gives the ability to turn air into solid objects. This can be used to create miniature shields or even weapons, or other various useful objects. Creating objects takes a lot out of nymph however, and should only be used sparingly
	+ 1-3: able to create small gusts of wind able to knock someone over, as well as manipulate these gusts. Can suspend small objects in the air for a short amount of time. They can summon air to make small objects with the strength of glass Can only make 1 object per day.
	+ 4-6: create medium sized gusts of wind to knock 2-3 people over. They can suspend objects the size of a medium sized dog or cat in the air for a short amount of time. Their summoned objects now have the strength of wood and can be made 3 times per day.
	+ 7: large enough gusts of wind to knock 5 people over, suspend an unwilling person in air for a short time or to cushion their landing or can produce amounts of lift that can make themselves (or others) effectively fly for very brief periods of time (1 or 2 turns). Summoned objects also now reach the consistency of metal and can be made 5 times a day.
	+ 8: As a spirit of the winds that has mastered their natural control over the winds you’ve unlocked the ability of flight. You can float a couple of inches off of the ground indefinitely. You can also fly for about an hour before needing to rest for ten minutes. (In turn heavy rps like combat this will be 6 turns on 1 turn off).

### Moderates

*How Mist-erious!* (moderate/minor)

* This power allows for Auria to control things like mist, and fog since they are sourced by gentle breezes and fog. This power can be used twice of a day, with 5 turns in between uses, and the fog it creates naturally disperses in a couple of minutes (10 turns for turn heavy rps). This mist is a sphere.
	+ Level 1: At this level they can create enough fog to cover a 6ft (1.8 meter) radius the fog lightly obscures vision to the point of colors being dulled and fine details being hard to make out. At this level any form of wind power can get rid of the fog after 2 turns.
	+ Levels 2: They can now manipulate the fog they disperse within its radius, allowing them to more heavily obscure 2 specific peoples' vision (to the point of them finding it difficult to see much other than silhouettes). They can also disperse their fog early. It takes a wind power above level 2 to disperse the fog.
	+ Levels 3-4: They can create enough fog to cover a 12ft (3.7 meter) radius. The fog can be thick enough to obscure everyones vision to the point of not being able to see much other than silhouettes. If they obscures 2 specific peoples' vision those people will only be able to see fuzzy silhouettes that slightly shift around. It takes a wind power above level 4 with a roll above 10 to disperse the fog.
	+ Levels 5-6: They are now able to release a thick fog that’ll reduce everyone’s vision to only being able to see fuzzy silhouettes. Those with asthma or other breathing complications might find it difficult to breathe through this fog. A wind power above level 6 must roll above a 15 to disperse the fog.

### 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

*Aura sensing* (given)

* Wind nymphs can tell when someone is a child of Zeus based on the amount of power they can feel coming off of them. They can also tell when someone is a child of a different sky based god but they can’t tell which one

*Storm speak* (given)

* They can speak and understand a language that to everyone else just sounds like weird wind sounds. Venti, Sky gods, and a few demigods can also understand this language.

*Weatherman on Channel 5* (Given)

* Wind spirits have an uncanny ability to predict the weather of the current day due to their connection to the winds themselves. They'd be able to suddenly know what the weather would be including temperature, humidity content, and even wind speeds.

*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.