Mermen
Basic Information
Anatomy
Additional Information
Facial characteristics
Geographic Origin and Distribution
Civilization and Culture
Common Dress Code
Culture and Cultural Heritage
Common Myths and Legends
Interspecies Relations and Assumptions
RPG Datasheet
AG 0; CO +2; ME +2; RE +2; SD 0; EM -2; IN 0; PR +2; QU 0; ST +2; Appearance +15 Channeling 0; Essence 0; Mentalism 0; Poison 0; Disease 0 Body Development 0.7.3.2.1; Arcane PP 0.6.5.4.3; Channeling PP 0.6.5.4.3; Essence PP 0.6.5.4.3; Mentalism PP 0.7.6.5.4 Soul Departure 12 Rounds; Recovery Mult. 1x Languages 2; Background Options 6 Special Abilities: Temporary Legs - Mermen avoid dry land for the simple reason that basic locomotion becomes painfully difficult for them unless they are in the water. However, some Mermen have the ability to shapechange their tail into a pair of legs for a limited period of time each day. These temporary legs are scaly like a fish's skin, but they work well enough for a Merman to function on land without penalty. These Mermen may transform themselves into land-walkers for a total of 4 hours +1 hour/level per day. They must concentrate for 1 minute without interruption in order to transform themselves into land-walking beings, but they may end the transformation without any effort (it's a matter of working up one's concentration versus simply letting it go). While transformed, Mermen have a natural AT3 because of the resiliency of their skin and scales. Dry Land Penalties - Even if they have the ability to transform and grant themselves the freedom to move on land, Mermen must still return to their watery element on a daily basis or face serious consequences. A Merman who does not totally immerse themselves in water for at least one hour suffers a -10 penalty to all activities for each missed day. She should use a substantial body of water - the ocean, a mighty river, or at least a large lake. If she tries to do it on the cheap by perching under a waterfall or submerging herself in a bath, she suffers a -5 penalty per missed day. When this penalty reaches -80, the Merman slips into a coma and becomes completely incapacitated. When it reaches -100, she dies. Language: Staring Languages - Triton (S8/W6), Sea-speech (S6/W6), Common-speech (S6/W6). Allowed Adolescent Development - Triton (S10/W10), Grey-elvish (S6/W6), Shuikarii (S4/W4), High-speech (S4/W4). Everyman skills: Swimming Restricted skills: All skills that are used exclusively on land and have no application to aquatic life (i.e. Sprinting, Jumping, Distance Running, Painting, certain Crafts skills, Herb Lore, etc.). Mermen may choose a seahorse or nator as a Loyal Unusual Creature without flaw for two background options instead of three. If they wish to choose Loyal Domesticated Animal as a special item, it must be a fish.
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