Races |
DescriptionLegend 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. |
||
|
Requirements For Play | ||
Appearance
Language(s)CommonAge Ratio(HY indicates physical appearance, AY is how long they have lived.)1 HY : 3 AY HY ceases around 80 Immortal |
Race Perks
Race Drawbacks
|
PregnancyAny living races who mate aren't race-specific for this process. Age of maturity is considered 54 AY. 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 Gender (d2 roll): 1 = Female 2 = Male Child’s race: If parents are same race, the child will be that race. If parents are each a different (but full blooded) race, the child will be half of each race. If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be. |
Race Skills |
||
NaturalNatural skills will be available to your character upon registration and don't need SP to unlock, but SP can be used to make some stronger.Skill 1 - Skill 2 - |
UnlockableSpend SP to unlock skills or make them stronger.Underwater Vision (Sight): No penalty for seeing under water. -- (--): -- |