Difference between revisions of "Merepeople"

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==Abilities==
 
==Abilities==
'''Quasi Immortal.''' Technically immortal, immune to the effects of illness and aging, Merepeople will live forever unless killed. However, a Mere, can be weakened severally if kept from the sea for a long period of time. When in the water, mermaids can heal quicker then what would be concerned normal. For example, finger can grow back within a day.
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'''Quasi Immortal.''' Technically immortal, immune to the effects of illness and aging, merepeople will live forever unless killed. However, a mer can be weakened severely if kept from the sea for a long period of time. When in the water, mers can heal quicker than what would be concerned normal. For example, a finger can grow back within a day.
  
'''Human Form.''' This is their secondary form they have to give them the ability to walk on land. They can only use this form for twenty four hours before they must return in the water to repower themselves.
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'''Human Form.''' This is their secondary form that allows them to walk on land and fit in with any populace. They can only use this form for twenty-four hours before they must return to the water to repower themselves.
  
 
'''Siren Song.''' The mermaids have the ability to sing people into doing physical actions they want. The hypnos only lasts as long as the song does.
 
'''Siren Song.''' The mermaids have the ability to sing people into doing physical actions they want. The hypnos only lasts as long as the song does.
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'''Water Manipulation.''' Mermaids have the minor ability to manipulate water. They must be near a body of water to manipulate it and can only manipulate small amounts.
 
'''Water Manipulation.''' Mermaids have the minor ability to manipulate water. They must be near a body of water to manipulate it and can only manipulate small amounts.
  
'''Sirens Kiss.''' A mermaid has the ability to turn another broken hearted human into a mermaid. The catch? When performing this kiss, the mermaid could lose their fins or their life helping another transform.
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'''Sirens Kiss.''' A mermaid has the ability to turn another broken-hearted human into a mermaid. The catch? When performing this kiss, the mermaid could lose their fins or their life helping another transform.
 
===Strengths===
 
===Strengths===
* Being in the water (Salt or Fresh)
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* Being in the water (Salt or Fresh) - They are at home in the water and can disappear into the depths. It is their sanctuary and escape.
* Singing people to their deaths.
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* Swim speed - They are extremely fast in the water. Faster than any natural creature of the sea.
* Swim speed
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* Ability to breathe underwater - There is no limit to how long they can be under. Able to breathe as easily underwater as they can out.
* Ability to breath underwater
 
 
===Weaknesses===
 
===Weaknesses===
* Dry air when in Human Form
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* Dry air when in human form - Water is so essential to merpeople that even dry air can be dangerous. You will not find them near a desert.
* Acidic Water
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* Acidic water - Can cause burns and damage them internally if breathed.
* Fossil Fuels/Oil
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* Fossil fuels/oil - Pollution is always an issue. But for the denizens of the deep, it is especially catastrophic. They can become critically ill if they are subjected to these poisons.
* Going without water for 24 hours
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* Going without water for 24 hours - Merpeople need to return to the water at least every 24 hours.

Revision as of 22:15, 23 November 2020

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General Overview

A long time ago, there lived a beautiful young maiden. She fell in love with a man who cruelly broke her heart. Devastated, the woman jumped off a cliff, intending to end her life in the waves below. The source-filled water offered her a second chance at life as the first merperson. She took her revenge that next summer by singing to her ex-lover’s ship. It crashed into a pile of rocks, and each one of the men on board drowned in the watery depths.

Over the years, she would recruit more women and men who come to the water broken-hearted. The merpeople chose those who were broken-hearted because it reminded them of themselves when they were mortal. They don’t want to be alone in the depths of the sea.

Merpeople can not conceive unless their broken hearts are healed.

Abilities

Quasi Immortal. Technically immortal, immune to the effects of illness and aging, merepeople will live forever unless killed. However, a mer can be weakened severely if kept from the sea for a long period of time. When in the water, mers can heal quicker than what would be concerned normal. For example, a finger can grow back within a day.

Human Form. This is their secondary form that allows them to walk on land and fit in with any populace. They can only use this form for twenty-four hours before they must return to the water to repower themselves.

Siren Song. The mermaids have the ability to sing people into doing physical actions they want. The hypnos only lasts as long as the song does.

Water Manipulation. Mermaids have the minor ability to manipulate water. They must be near a body of water to manipulate it and can only manipulate small amounts.

Sirens Kiss. A mermaid has the ability to turn another broken-hearted human into a mermaid. The catch? When performing this kiss, the mermaid could lose their fins or their life helping another transform.

Strengths

  • Being in the water (Salt or Fresh) - They are at home in the water and can disappear into the depths. It is their sanctuary and escape.
  • Swim speed - They are extremely fast in the water. Faster than any natural creature of the sea.
  • Ability to breathe underwater - There is no limit to how long they can be under. Able to breathe as easily underwater as they can out.

Weaknesses

  • Dry air when in human form - Water is so essential to merpeople that even dry air can be dangerous. You will not find them near a desert.
  • Acidic water - Can cause burns and damage them internally if breathed.
  • Fossil fuels/oil - Pollution is always an issue. But for the denizens of the deep, it is especially catastrophic. They can become critically ill if they are subjected to these poisons.
  • Going without water for 24 hours - Merpeople need to return to the water at least every 24 hours.