Merfolk

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Description[edit]

Play Category: Restricted

Recovery Element: Water

Eye Color: Any

Hair Color: Any

Skin Color: Standard, Blue, Green

Merfolk are a farcry from our standard perception. Their underside is three tails, one for navigation and two for bursts of speed. Their nails are are instead claws, small fins on their forearms (and fin-like ears), and they have three rows of sharp teeth.

History[edit]

Merfolk were the first of the later aquatic races, and they found their niche. One might think that the race would have problems, but they shown themselves to be more than ruthless enough to deal with the monsters that filled the deep. Merfolk quickly became the most dominant of the aquatic species, but like the others they are largely nice to each other and the landbased races. However, being the only water-trapped race, they largely are unfamiliar and somewhat frightened by them.

Although indifferent to world politics, merfolk are sweet and timid in general. They try to help any newcomers, even if ignorant as to how. However, when in large groups, they become a school, and often times raze anything within their reach relentlessly.

Culture[edit]

Merfolk live in an area where they can move in all three dimensions easily, often resulting in unusual architecture: lack of stairs, entrances being above the 'ground' floor, things like that. Merfolk are extremely territorial and will work together to destroy anything that upsets their balance, but they tend to be curious about non-hostile outsiders and indeed are largely responsible for the current state of the Undine.

Fashion[edit]

Due to their lack of contact with the terrestrial races, their sense of fashion tends to cling to the Early Race fashion, though a few have started to grasp New Race fashion with their loose contact. Piercings, subtle or extreme, aren't uncommon, but tattoos are rare due to the body markings they have at birth anyway.

Racial Abilities[edit]

Combat Abilities[edit]

Racial Norms[edit]

Merfolk tend to focus on Chakra and Agility, with Conviction usually being the lowest. They tend to be Brave and Empathetic, going out of their way to help others, even they don't understand how.

General Tier 2 stats:

  • Agility 3/2
  • Intelligence 2/1
  • Chakra 3/2
  • Magic 3/2
  • Conviction 1/1