Merrow - Fish, not Bones
Jun 18, 2023 19:13:21 GMT -6
Post by chippo on Jun 18, 2023 19:13:21 GMT -6
[Fluff]
Physical Characteristics
Average Height: 1.9-2.4m
Average Weight: 90-120kg
Languages: Trade, Aquan
Common Physical Traits: Melodic voice, vibrant scales, finned appendages, seashell adorned, strong tails
Common Personality Traits: Capricious, haughty, naive, benign, impassioned
Example Names: Meroune, Naija, Seriri, Dalakos, Wakasa
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Fellowship
Skill Bonus: +1 to Athletics and Performer
Power: Mermaid’s Tale: You gain the Amphibious trait and can breathe underwater, but you only have one leg, which occupies locations 1 and 2. While on land, you suffer all associated effects of the Lost Leg condition. These penalties are alleviated while immersed in water (or similar fluids) or while in flight with the Flyer trait.
Size: 4
Racial Feats
Biome Gift [Merrow]
Merrow are able to comfortably live most anywhere with sizable bodies of water, adapting according to the factors of their environment. Choose ONE of the following:
Freshwater: Choose a race which does not speak Aquan, and with at least one specified language other than Trade. You gain one non-Trade language spoken by that race and a free Specialty (chosen race) in all Social skills.
Wetland: You count as having a Lost Foot on land, rather than a Lost Leg; if you have the Tidewalker feat, you may ignore the effects of difficult terrain caused by wet or marshy ground. You gain a free raise towards Tests to resist poisons and the Toxic property.
Neritic: Gain the Appearance asset. Once per scene, you may scavenge a Poor-quality item or weapon of your choice (at SM discretion) as a Ready action, which irreparably breaks or becomes unusable at the end of the scene. Items obtained this way cannot have a base rarity higher than Uncommon.
Pelagic: When moving at double pace in narrative time, make your Constitution Tests against Fatigue for every day spent at this pace, instead of every hour. You are unaffected by Fatigue until it exceeds ½ your Constitution (round up).
Benthic: Gain Darksight. You are immune to the effects of high pressure, and are comfortable in cold environments.
Sentinel of the Sea [Merrow]
If there is any ideal that unites Merrow civilization, it is their self-imposed charge to protect the world above the waves from the horrors beneath. You gain the Hatred (Amphibious) feat. Your damage dice explode on 9s and 10s on attacks against the target of your Hatred, and you may apply the bonus from Hatred to Tests made to Dodge their attacks.
Storm Sculptor [Merrow, Paragon]
Can you feel the storm? It’s coming. You may spend one hour concentrating on the ambient conditions of an area to accurately predict the local weather a number of days ahead, up to your Excellence * 2. Additionally, for each rank you have in Excellence, you gain the ability to cast the corresponding spell, using Excellence + Fellowship in place of the normal Focus Power Test. [1. Thunderous Voice, 2. Obscuring Fog, 3. Create Rain, 4. Control Weather, 5. My Name Is Thunder]
Swift Swim [Merrow]
You've got an exceptionally powerful tail, more than most. This makes you especially quick and evasive. You gain a bonus to your Static Defense equal to your Level, and increase your base movement speed by 2.
Tide Walker [Merrow]
Considered by many to be ambassadors between the land and sea, and uniquely blessed to explore both with equal ease, those given the title of Tidewalker are tasked with ensuring a state of mutual wellbeing. You suffer no penalties for being on land, your tail changing to form a pair of legs when you aren’t immersed in water. Additionally, you gain the Peer (Merrow) feat. If you have the Freshwater Biome Gift, gain Peer with your chosen race as well.