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Merfolk
Atlantian Society is like much of the surface human worlds yet a bit more
artistic in sight using the Sea to make beautiful under water worlds made of
coral and other sea material. The Ruler Osia is a just and peaceful Ruler who
cares for the Oceans of the world greatly. It is said the worlds waters make up
half of Everlynn and is but one of the largest empires if not Kingdoms. Osia has
a daughter by the name of Coriel whom she adores greatly and many of the people
see this Royal family as good one having no ill wills to the people. Because of
this most Mermaid are friendly yet some distaste surfacers having seen them
pollute or harm the Ocean. Most Merfolk have hair, eye, and body color of the sea having many
appearances similar to their human form. Merfolk
can transmute into a human form as if natural to them. However they can only
maintain this form equal to the amount of Spirit in reference to hours 8 Spirit
= 8 hrs. They also will need to consume a gallon of water every four hours to
avoid being dehydrated. Merfolk no matter in or out of the water has a set of lungs with built in
gills that allow them to breath above the surface or under water. The reason to
their difficulty above the water is the fact of Quick Dehydration which causes
them to loose water in their bodies quickly when exposed to bright or sunny
areas. Because of this many Merfolk die accidentally by fisherman nets and most
make promises to grant a wish for the fisherman to release them. This also shows
that Merfolk do not like being parted from the Ocean having an affinity of it
they get home sick very quickly when out of water to long. Merfolk are mainly built for water adventures and actions making it
rather difficult and challenging to be on land. Yet most professions apply to
them even under water. The race strictly stays from Fire base Magic and suffers
a weakness to it. Yet only suffer half damage from ice and are immune to any
Water type spells and most Merfolk favor learning the Aquatic type magic and
some attempt to learn many other professions to apply to their underwater world.
Yet Fire and Lightning Magics they stay from due to very good reasons as one is
that lightning is a good conductor and the other is a type they do not like to
use since fire harms them. Race
Abilities Natural
Swimmer: At any time a Merfolk makes an athletic roll base on a swim check
they receive a +10 to swimming being a natural swimmer. Echo
Call: A Merfolk can summon a water creature to aid them when needed. However
the size and ability of the Aquatic animal is normally a medium creature for
example a Shark or Dolphin. These creatures normally have half the Attributes of
the Merfolk and has no skills since Swimming is a natural ability and its only
way to move and any attributes a Merfolk has is half of what the summon creature
has. Telepathy:
Merfolk can communicate with another and sea animals using a form of aquatic
telepathy. This resonating echo frequency is similar to Dolphin noises
underwater hence how they communicate underwater with out speaking. Sonar:
Merfolk in Human Form or Merfolk can make a high pitch sounds that wounds an
acute hearing individual dealing 1dmg unsoakable d2 rnds Confused to Surfacers.
This can be used to send vibrations off surfaces and judge how close or far the
surface is. It's almost as if seeing with out eyes and can be applied when blind
or in total darkness. This can judge how many surfaces or object are in the way
as well as size and distance of an object to the Merfolk. Natural
Weapon: Tail Smack 2d6 Dmg +Power Mod this attack delivers a powerful Tail
sweep when the Merfolk are in their Natural form underwater. This is the only
natural attack they have aside from arming themselves in the water. Song of
the Siren: This melodious theme can cause targets that listen to it to
become confused. This lasts 3d3 rnds making it dangerous even for friends to
listen. The target must make a Resist Difficulty base on the Spirit of the
Merfolk. Song of
the Sea: This calms and lures creatures to the Mermaid. This can be used to
control the person for 2d3 rnds and offer non-aggressive suggestions to the one
lured. This has brought many Sailors to fates they cannot recall since once over
the target recalls nothing before hand. This is Resist with a Difficulty base on
the Spirit of the Merfolk. Water
Reduction: -50% Dmg on Water Base spells. Fire
and Lightning Damage: Damage by these type are doubled when the Merfolk are
in their Aquatic form. When in their human form only Lightning Damage harms them
to a double effect since they carry so much more water in them. Quirk:
Merfolk are highly curious of surfacers and are dazzled by everything from their
utensils to them themselves. They seem to have appeared to live natural peaceful
lives but anyone can tell you harm the ocean and its people there have a
vengeance to pay. They particularly live off of Kelp, Seaweed, and rarely dine
on meat. Most think to cook a fish is to some religious folk as slaying a lamb.
The site of cook fish or dead fish upsets them but makes them sick to their
stomach. In human form they are able to digest vegetarian meals and enjoy fresh
greens. They detest red meat or white yet they seem to enjoy what surfacers call
Fire Water. It dehydrates them slightly quick (5 minutes sooner) but they seem
to enjoy and love the intoxicated feeling as if they were in the ocean but not
really. Favorite
Weapons: Merfolk enjoy the use of the spear, pole arm, or trident having use
those piercing weapons under the sea and are familiar to attack with them
gaining a +2 ATR bonus. They enjoy using the crossbow as well equal to an
Atlantian harpoon underwater. Favorite
Armor: Underwater or Surface Light armor is believed by them to offer less
resistance when they need to swim or fight in or out of the water. They'll wear
medium armor but stay from heavy armor due to it would be too cumbersome and
heavy for them traveling under the sea.
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