Racial Advantages: Bishy, Amphibious, Musical Talent, Water Breather
Racial Disadvantages: Cutie Lover, Unique: Instinctual Transformation (750 XP), Wimpy
Unique: Instinctual Transformation: A Merfolk has legs that instinctively shift to a fishlike tail when submerged in or doused with water. This is partially represented in the Amphibious advantage, but even a small amount of water can trigger the change, whether it's the douse spell or a sprinkler going off. When a Merfolk is hit with water in such a fashion and does not wish to change their legs into a tail, they must make a gym/personality roll with a difficulty determined by the GM based on the amount of water that hit you, usually ranging from 3 for a small splash to 9 for a douse spell or similarly large amount of water. If the fail this roll, they immediately fall prone and are considered to have the Natural Swimmer disadvantage instead of the Amphibious advantage until they are dried or they have successfully made the roll. The Merfolk must spend their analyze action to make another attempt at this roll.
Sea Legs +X: A merfolk's Agility is considered X points higher for the purposes of their dodge rolls or calculating their movement actions when they are in water or within 100 feet of a natural body of water at least 100 feet across, such as a large pond, ocean, or river.
Captivating Voice +X: A Merfolk's mere voice alone has soothing properties that can defuse all sorts of tense situations. Anyone who hears a Merfolk's voice, regardless of its use, has a +X bonus to resist all distraction attempts for the remainder of the round.