Merfolk

From Amar RPG
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Merfolk
Expected lifespan 80 (Maturity: 15)
Move 40 (in water)
Size D6/2+1
Strength O6+1(0) (Potential: 15)
Endurance O6+3 (Potential: 18)
Coordination O6 (Potential: 15)
Awareness O6 (Potential: 15)
Learning O6 (Potential: 15)
Magical Aptitude O6 (Potential: 18)
Armor Points As armor
Weapon Unarmed (O6)
Ini/Off/Def/Dam 5/-2/-4/-4
Weapon2 Trident (2O6)
Ini/Off/Def/Dam 2/0/+1/0
Dodge O6
Hide O6
Move Quietly 2O6

Physical description

Merfolk are half dolphin, half man with gills and lungs. They are generally very pretty compared to humans.

Clothing, arms and armor

They do not wear clothes or armor. They use weapons which are easy to handle under water like tridents, spears or daggers.

Social structure

They usually live in groups of 10–20 in underwater caves up to 30 meters below the surface. They usually have no set organized social systems. Pregnancy is unusual and lasts for a year. They never get more than one child per birth.

Occupations

Most merfolk are hunters preying on fish, but they also gather sea vegetables. They occasionally attack or steal from human fishermen and thus obtain most of their implements and metal equipment. They make lovely jewelry and other objects from corals.

Special skills

They are able to dive down to 100 meters without complications. They are wonderful composers and musicians. The musical instruments are made so as to work underwater, although they prefer to play in the air as the acoustics are better. Legends tell of sailors who have been trapped by the beauty and the lovely tunes of the mermaids. The following adjustments are made to the potential skills of merfolk: climbing -10, move quietly -3, riding -10, swimming +30.

Mental description

Merfolk are shy and isolate their society from the rest of the world. Their relation to dolphins is a good aid against many of the dangers in the sea.

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