

Under Construction
Dec. 29, 2014
Starter Requirements
Min of 8 AGL
Languages
Mer
Age Ratio
1 HY : 1 AY
Aging ceases around 30 HY
Immortal
Maturity: 18 AY
Creature Type
Elemental
To Procreate, Partner Must Be:
Any living races who mate aren't race-specific for this process.
The act takes place in water, and the necessities to create life spread through the water to join and fertilize. The eggs then attach to the nest where they will grow and hatch. They do this only when attempting to procreate.
If mating in humanoid form, the fertilized eggs are deposited into the nest later. There is no carried pregnancy with Merfolk.
On a d100 roll (pregnancy):
60-100 Unsuccessful
50-59 One Child
20-49 Twins
1-19 Triplets
Pregnancy
Required Traits
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Upper human half.
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Lower aquatic creature half. The lower half can be dolphin, shark, whale, octopus, squid, fish... as long as it is tail fins or tentacles.
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Gills; on the side of the neck, shoulder blades, behind ears, or chest.
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Body tone must be within human range, everything else may be whatever color you like.
Average Appearance (Guide)
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Blue or Green Tail w/ One Fin
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Black Eyes
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Hair Tone widely varies.
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Skin Tone of the human range.
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Gills on neck.
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Humanoid form is the same as upper body tones, only now with legs.
Appearance
Natural Skills
Magic Resistance
5
Immunities
Water
Natural Defenses
Scales (1 AB) in Mer Form Only
Natural Weapons
Water Magic (Regardless of Class)
Natural Weaknesses
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Halved Stats and rolls when out of water and not in humanoid form.
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2x DMG taken from magical Fire attacks.
Natural Abilities
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Echo Location: They can send out a pulse of sound only heard by Merfolk and Water Elves. This sound can be the Mer's eyes in darkness or when blind. They'll get outlines and vague detail (not color) of the area ahead of them. Range of 1 ft x Level. This is usually used as communication underwater. (10%)
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Automatically starts with Water magic unlocked for use despite class.
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Mer Song: The Merfolk have a natural inclination for music. They have a history of songs that have special effects on people when heard. (10%)
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Song of Healing: Heals all allies who hear it. (d1)
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Song of the Sea: Causes natural water to become violent and heavy. (+1 to water magic damage. Must be near water or in rain. 10%)
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Song of Rain: Makes it rain. Cuts fire damage in half. (10%)
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Song of Calling: Entrances those attracted to the gender of the singer into temporarily losing concentration. d1 rounds, lasts only as long as the song continues - cannot be done with other actions. (10%)
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Hearing, Taste
Heightened Senses
Legend of the Merfolk goes far back, even in the Human Age historical records. Pirates and fisherman claimed many sightings of the half man, half fish being they would catch glimpses of in the waters. Living with the Water Elves, Merfolk have long ago established their presence and cities in the seas. Mermaids that have broke free from their cultures typically move into fresh water areas like lakes, where they can encounter more surface dwellers. They are not able to successfully move on land, so they are stuck watching and listening from afar usually. Recent developments in the capital city however have made underwater channels that lead directly into Tandora, allowing easier access for the water dwelling races.
(W) means 'in water' and (O/W) means 'out of water' and not in a humanoid form. If not marked, it applies to both.
