Beings from the depths of oceans, seas, and bodies of water capable of housing them.
Seafolk Stat Line-Up:
Physique: 8
Dexterity: 9
Intellect: 8
Wisdom: 7
Charisma: 8
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Creature Type: Humanoid (Seafolk)
Age Categories: 7-15 Years (Young), 16-34 Years (Adult), 35-50 Years (Old).
Maximum Age: 50 + 4d4
Amphibious: Seafolk are capable of living and breathing both on land and in the sea.
Enhanced Vision: Seafolk can see twice as far in Dim lighting than Standard Vision.
Humanoids with fish-like features granting them the ability to swim and survive at sea.
Physical Description
Born from an ancient union between humans and water spirits, Gillmen stand around 5' on average and are similar to humans in stature but possess gills, webbed hands and feet, and sleek skin covered in a mucus-like substance which keeps them hydrated and energized throughout their day. They are notably hairless for the most part save for their face and heads, which often produce short straight hair with simple colors like black and brown. Their eyes are similarly dull in coloration, although they tend to have more variation and include colors like blue and gold.
Personality
Gillmen aren't too dissimilar to humans in their personality traits and society outside of their association with the ocean and living in underwater societies. Their societies often mirror those of fishing villages and port cities, their own underwater kingdoms mirroring the land in which their prosperous regions were close to the land whereas above-water settlements were prosperous when close to the water. This leads to Gillmen having close relations with cities and people who live by the water, appearing from time to time on shore as well.
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Gillmen Stats
Ability Bonus: Gillmen receive a +1 to Stamina and Drive
Moisturized: Gillmen regenerate 1 HP per hour so long as they submerge themselves in a body of water for 1 minute once per day.
Oceanic Affinity: Gillmen possess Energy Resistance 40 versus water and ice damage.
Base HP: 15
Size: Medium
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Swim Speed: 8 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Gillish
Humanoids with the lower half of a fish. The features of their upper half are that of an attractive humanoid.
Physical Description
Half-human and half-fish, Merfolk are oddities with a beautiful yet otherworldly and jarring appearance to those not accustomed to their presence. Head to tail they "stand" at around 7'2'' and have skin tones which are various shades of blue and blue-green, their hair and eyes also taking on similar colorations (although usually not the outright same color as their skin). Some receive coral laid upon their skin and grafted to them similar to that of a tattoo, albeit actually physically bulky and resembling armor or scales on one's skin. Known as 'Coral Treatment', this is usually done to those of high social standing.
Personality
Due to their lack of interaction with above-water beings, Merfolk are naturally distrustful of them and are curious yet cautious in regards to other humanoids. Their knowledge regarding those above water often comes from Gillmen instead, telling them of beings much like them who can't survive above water but are otherwise identical. These stories intrigue Merfolk nobility but their hesitation leads them to only send a few scouts up above water at a time, ensuring to disguise them so as to not give away their primarily ocean-dwelling natures.
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Merfolk Stats
Ability Bonus: Merfolk receive a +1 to Health and Beauty
Poseidon's Blessing: Merfolk receive a +2 bonus to all Defenses so long as they are swimming and submerged or partially submerged.
Song of the Sea: Merfolk can spend 8 MP and 4 Stamina to make a Musical Instrument (Sing) check against all creatures 4 squares of them who are able to hear them, and those whose Mental Defenses are hit are enraptured with the song suffering from Confusion at Low Intensity for 1d4 rounds plus 1 per point of the Merfolk's Voice attribute.
Base HP: 16
Size: Medium
Speed: 3 sq. + (1/2 of Agility + 1/2 of Reaction)
Swim Speed: 12 sq. + (1/2 Agility + 1/2 Reaction)
Native Language: Merr
Shark humanoids whose bodies and fins are adapted for land.
Physical Description
Shakran look similar to that of other shark breeds save that they are more humanoid in shape, their height measuring to around 6'8'' and their eyes being a bloodshot red, a glowing yellow, or a pitch black color. They're otherwise completely hairless, and their fins have been adapted for land acting as both fins, hands, and feet simultaneously for the Shakran.
Personality
Massive yet lumbering predators on land, and nimble and quick nightmares in the water, Shakran prefer to hunt in the oceans and waterways as they use the surface for purposes outside of food such as purchasing goods or engaging in blood sports for their own entertainment as well as the entertainment of others. Despite their fearsome appearances, Shakran are no more aggressive or violent than the average human, and are often known to go on journeys while above water for greater purpose beyond just hunting in the ocean.
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Shakran Stats
Ability Bonus: Shakran receive a +1 to Power and Stamina
Razor Teeth: Shakran possess a natural bite attack which deals 3d6 points of slashing and piercing damage and possesses Savage.
Blood Scent: Shakran possess the Keen Smell ability however they double the range of it when underwater.
Base HP: 18
Size: Medium
Speed: 3 sq. + (1/2 of Agility + 1/2 of Reaction)
Swim Speed: 6 sq. + (1/2 Agility + 1/2 Reaction)
Native Language: Shakrak (Mutually intelligible with Gillish)