The Nereid

You are the allure of the sea …

Starting Equipment
A Conch, a Foam Shawl (see below), and one Weapon or Tool of your choice stolen from a sailor.

Starting Skills
Your choice of Reef Gardener, Deep Sea Hermit, or Landweller Seducer

For every Nereid template you have, you gain one Foam Shawl.

A: Fey, Deep Blue, Foam Shawl
B: Allure of the Sea
C: Dance of the Shawls
D: Panthalassa

Fey

You can shape spells and emotions like clay, but iron makes you poisoned for 10 minutes upon contact during which you cannot use your powers.

Deep Blue

You and creatures charmed by you can breathe underwater.

Foam Shawl

For each Nereid template you gain a Foam Shawl. These shawls are in fact minor water elementals bound to you.

Each shawl knows one Nereid Spell. When worn, you gain a Spell Dice (SD) and can cast the spell known by it. When you expend the SD, that shawl disappears and you lose its effect. You only recover the shawl if you rest submerged in water.

Nereid Spells
  1. Aquamorphosis
  2. Aura of Renewal
  3. Bewitch
  4. Fascinating Gaze
  5. Mermaid’s Curse
  6. Obsecration
  7. River Dance
  8. Seduce Water
  9. The Fish Allure
  10. Transmit Breath
How GLOG spells work

Spell Dice (SD)
You get 1 per Foam Shawl. They are D6s.

Whenever you cast a spell, you choose how many SD to invest into it. The result of the spell depends on the number of [dice] and their [sum].

If a SD rolls a 1, 2 or 3, you don’t lose it. Otherwise, you lose it until you get a night of sleep. You can’t cast without SD.

Every time you roll doubles you get closer to Catastrophe.

Catastrophe
Every time you roll doubles you gain 1 Doom Point. Roll a D20. If you roll equal to or below your doom score, you trigger a catastrophe. Triples give 3 Points, and Quadruples, 6 points.

You can lend these vestments and their power to other people. However, as long as they hold the clothes, they are Charmed by you.

Allure of the Sea

You are an embodiment of the allure of the sea. This emotion is stored in your Psyche. Any creature holding one of your possessions also bears this longing. They are now Charmed by large bodies of water and must save to avoid being Dazed when seeing one (even a depiction or a vivid description of one).

Dance of the Shawls

You can awaken your shawls by dancing. Each is a Water Elemental with 1D6 HP that obeys your command. If one dies, it’ll come back to you after you rest submerged in water.

Panthalassa

In your vicinity, any amount of water bigger than a drinking glass is connected to the global sea, Panthalassa. Thus any puddle is infinitely deep.