Merfolk (General)
As the dominating water race of ODN, the mers are nothing if not hardy and long lasting, both male and female. These intelligent beings rule with their wicked beauty and crafty minds. This suits them to non-menial jobs within ODN. Choosing to try to be in higher up positions that benefit them. It is said they started as mindless beasts and through the gaining of a human's trust and love,a soul was birthed within the First One. Through treachery on behalf of the human, that soul was lost and left behind was a sentient being with an ever searching longing inside for something more. Something it knew once belonged to it. This longing was passed down through the generations. Most Mers do not befriend humans, or even other races, just for the sake of friendship; there is usually an angle or a reason that benefits them. Undeniably vain, even the homeliest of mers consider themselves far more attractive than anything that could walk on land... or any other race that may dwell in the sea. Where once they rose to educate mankind in the hopes of once more obtaining a soul to complete themselves, now they dwell in the tainted waters of a war that was not theirs. Mers are naturally deceitful beings to outsiders and are ultimately looking out for only themselves and their race. There is no difference between females and males, both tend to have cold personalities. Always trying to exert their dominance when not in their own shoal. Within their shoal though there is a camaraderie and a sense of respect especially towards the leader.
Strengths
Underwater Breathing (Passive)
Since mer are part fish, they are able to breathe underwater, allowing them to live in water without even needing to come to the surface. It is also noted that mer have the ability to give humans this ability via physical contact through lips. (Only lasts the duration of the current roleplay scene.)
Weakness
Land Time
Mer cannot stay on land forever. They begin to weaken the moment they begin to dry. The longer a mer stays on land, the weaker they become, and will eventually need to return to the sea in order to replenish themselves. Creating a salt-water bath is fair compensation, and is a suitable temporary fix, but the ocean itself is the only way for them to fully recharge. (48 hours before you need to submerge in the ocean. 72 hours with salt bath extension)
Appearance
Water Form
Mermaids retain much of their human-esque features that they have in their humanoid form. The only major difference would be the lower half of their bodies that is comprised of a large fish tail. It starts at the hips, just below the belly-button, and stretches about a foot further than that of the legs in their human form. These tails are heavy and muscular, and add an extra foot of length to the bodies of the Mer. Mermen are a little different than their female opposites. They too have the same fish tails from their waists down, but their upper body is much more aquatic than human. Varying sub-races birth a myriad of colors. Spines, fangs, webbed fingers etc are encouraged. Please no neon colors unless it is worked into your backstory and or sub-raciel (ie betta fish or certain tropical fish) coloring. Skins can range from normal humanoid skins to many colors of the rainbow. Eyes can follow the same spectrum.
Humanoid Form
Being a proud race, it is encouraged to still remain somewhat recognizable when in human form such as retaining some scales,webbing, or coloring of their water form. Add legs where once was a tail and you have the mer human form.
Skills
(Remember pick two of the five)
Sonic Scream (Active)
The power to create a sonic shriek that can shatter glass miles away and stun those close to them. Other mers do not suffer any pain from this scream. (Must roll the dice to see success or failure, anything higher than 50 succeeds. This is not counting Hierarchy Stacking)
Enhanced Senses (Passive)
This includes touch, sight, taste and smell. Relies on OOC Consent with all parties involved.
Able to see great distances and hear the slightest movements on land and sea, and even sense minute changes in the water such as poison or blood being spilled 1-mile away from them.
Communication with Sea Creatures and Non-Voiced Water Races (Passive)
This power allows the user to talk to any aquatic animal (such as seals, dolphins, fish, etc) as well as any water race that does not speak with words. Sea creatures also act friendly towards mer with this power (if a mer walks past a fish tank the fish would be attracted to the mer.) There is no sharing of words, rather a mutual understanding of feelings. Animals and non-voiced water races can tell the mer's intentions, and vice verse, which can make hunting a challenge at times.
Extended Land Time (Passive)
Increases the normal amount of time one can spend on land. The limit is boosted from 48 hours to 72 hours and from 72 hours to 96 hours for salt bath extension.
Empathy (Passive)
The ability to read peoples emotions by touching them or making eye contact. Relies on OOC Consent with all parties involved.
Strengths
Underwater Breathing (Passive)
Since mer are part fish, they are able to breathe underwater, allowing them to live in water without even needing to come to the surface. It is also noted that mer have the ability to give humans this ability via physical contact through lips. (Only lasts the duration of the current roleplay scene.)
Weakness
Land Time
Mer cannot stay on land forever. They begin to weaken the moment they begin to dry. The longer a mer stays on land, the weaker they become, and will eventually need to return to the sea in order to replenish themselves. Creating a salt-water bath is fair compensation, and is a suitable temporary fix, but the ocean itself is the only way for them to fully recharge. (48 hours before you need to submerge in the ocean. 72 hours with salt bath extension)
Appearance
Water Form
Mermaids retain much of their human-esque features that they have in their humanoid form. The only major difference would be the lower half of their bodies that is comprised of a large fish tail. It starts at the hips, just below the belly-button, and stretches about a foot further than that of the legs in their human form. These tails are heavy and muscular, and add an extra foot of length to the bodies of the Mer. Mermen are a little different than their female opposites. They too have the same fish tails from their waists down, but their upper body is much more aquatic than human. Varying sub-races birth a myriad of colors. Spines, fangs, webbed fingers etc are encouraged. Please no neon colors unless it is worked into your backstory and or sub-raciel (ie betta fish or certain tropical fish) coloring. Skins can range from normal humanoid skins to many colors of the rainbow. Eyes can follow the same spectrum.
Humanoid Form
Being a proud race, it is encouraged to still remain somewhat recognizable when in human form such as retaining some scales,webbing, or coloring of their water form. Add legs where once was a tail and you have the mer human form.
Skills
(Remember pick two of the five)
Sonic Scream (Active)
The power to create a sonic shriek that can shatter glass miles away and stun those close to them. Other mers do not suffer any pain from this scream. (Must roll the dice to see success or failure, anything higher than 50 succeeds. This is not counting Hierarchy Stacking)
Enhanced Senses (Passive)
This includes touch, sight, taste and smell. Relies on OOC Consent with all parties involved.
Able to see great distances and hear the slightest movements on land and sea, and even sense minute changes in the water such as poison or blood being spilled 1-mile away from them.
Communication with Sea Creatures and Non-Voiced Water Races (Passive)
This power allows the user to talk to any aquatic animal (such as seals, dolphins, fish, etc) as well as any water race that does not speak with words. Sea creatures also act friendly towards mer with this power (if a mer walks past a fish tank the fish would be attracted to the mer.) There is no sharing of words, rather a mutual understanding of feelings. Animals and non-voiced water races can tell the mer's intentions, and vice verse, which can make hunting a challenge at times.
Extended Land Time (Passive)
Increases the normal amount of time one can spend on land. The limit is boosted from 48 hours to 72 hours and from 72 hours to 96 hours for salt bath extension.
Empathy (Passive)
The ability to read peoples emotions by touching them or making eye contact. Relies on OOC Consent with all parties involved.
Sirens
Oftentimes confused with their similiar counterparts the mers, Sirens do their best to try to differentiate themselves from what they see as the commoner merfolk. Deadly beautiful, these creatures all possess a song inside them. Once said to be the handmaidens of Goddesses that were stricken down for a long forgotten failure, they now spend most of their time tormenting unsuspecting victims. Truly it is all about the song, the seduction, the drawing in of the strongest to fall under the seemingly weakest. Most do not thing that male sirens exist but this is just an old fictional tale. Male sirens do exist but are extremely rare. This stands to reason that sirens themselves are rare and can spend a lifetime finding a suitable mate to pass on her lineage. If they choose to take a job they would most likely be suited for theatrical pursuits, singing of course being one of their greatest talents.
Strength
Siren Song (Active)
The user is capable of emitting astonishingly beautiful and enchanting song/music that is capable of summoning/luring anyone who hears it to come towards the singer. (Must roll the dice to see success or failure, anything higher than 50 succeeds. This is not counting Hierarchy Stacking.Only lasts the duration of the current roleplay scene.)
Weakness
Land Time
Sirens cannot stay on land forever. They begin to weaken the moment they begin to dry. The longer a siren stays on land, the weaker they become, and will eventually need to return to the sea in order to replenish themselves. Creating a salt-water bath is fair compensation, and is a suitable temporary fix, but the ocean itself is the only way for them to fully recharge. (48 hours before you need to submerge in the ocean. 72 hours with salt bath extension)
Appearance
Water Form
Sirens retain much of their human-esque features that they have in their humanoid form. The only major difference would be the lower half of their bodies that is comprised of a large fish-like tail. It starts at the hips, just below the belly-button, and stretches about a foot further than that of the legs in their human form. These tails are heavy and muscular, and add an extra foot of length to the bodies of the Siren. Sirens can also have waterproof feathers on their person like a fowl. Male Sirens are a little different than their female opposites. They too have the same fish tails from their waists down, but their upper body is much more aquatic than human. Varying sub-races birth a myriad of colors. Spines, fangs, webbed fingers etc are encouraged. Please no neon colors unless it is worked into your backstory and or sub-raciel (ie betta fish or certain tropical fish) coloring. Skins can range from normal humanoid skins to many colors of the rainbow. Eyes can follow the same spectrum.
Humanoid Form
Sirens are expert at transformation. Able to pass as complete humans, skin colors would range the gamut of normal skintones. Eye colors would also run the same natural spectrum. They would be devastatingly beautiful.
Skills
(Remember pick two of the five)
Sonic Scream (Active)
The power to create a sonic shriek that can shatter glass miles away and stun those close to them. Other Sirens do not suffer any pain from this scream. (Must roll the dice to see success or failure, anything higher than 50 succeeds. This is not counting Hierarchy Stacking)
Enhanced Senses (Passive)
This includes touch, sight, taste and smell. Relies on OOC Consent with all parties involved.
Able to see great distances and hear the slightest movements on land and sea, and even sense minute changes in the water such as poison or blood being spilled 1-mile away from them.
Communication with Sea Creatures and Non-Voiced Water Races (Passive)
This power allows the user to talk to any aquatic animal (such as seals, dolphins, fish, etc) as well as any water race that does not speak with words. Sea creatures also act friendly towards Sirens with this power (if a Siren walks past a fish tank the fish would be attracted to the Siren.) There is no sharing of words, rather a mutual understanding of feelings. Animals and non-voiced water races can tell the Siren's intentions, and vice verse, which can make hunting a challenge at times.
Extended Land Time (Passive)
Increases the normal amount of time one can spend on land. The limit is boosted from 48 hours to 72 hours and from 72 hours to 96 hours for salt bath extension.
Empathy (Passive)
The ability to read peoples emotions by touching them or making eye contact. Relies on OOC Consent with all parties involved.
Strength
Siren Song (Active)
The user is capable of emitting astonishingly beautiful and enchanting song/music that is capable of summoning/luring anyone who hears it to come towards the singer. (Must roll the dice to see success or failure, anything higher than 50 succeeds. This is not counting Hierarchy Stacking.Only lasts the duration of the current roleplay scene.)
Weakness
Land Time
Sirens cannot stay on land forever. They begin to weaken the moment they begin to dry. The longer a siren stays on land, the weaker they become, and will eventually need to return to the sea in order to replenish themselves. Creating a salt-water bath is fair compensation, and is a suitable temporary fix, but the ocean itself is the only way for them to fully recharge. (48 hours before you need to submerge in the ocean. 72 hours with salt bath extension)
Appearance
Water Form
Sirens retain much of their human-esque features that they have in their humanoid form. The only major difference would be the lower half of their bodies that is comprised of a large fish-like tail. It starts at the hips, just below the belly-button, and stretches about a foot further than that of the legs in their human form. These tails are heavy and muscular, and add an extra foot of length to the bodies of the Siren. Sirens can also have waterproof feathers on their person like a fowl. Male Sirens are a little different than their female opposites. They too have the same fish tails from their waists down, but their upper body is much more aquatic than human. Varying sub-races birth a myriad of colors. Spines, fangs, webbed fingers etc are encouraged. Please no neon colors unless it is worked into your backstory and or sub-raciel (ie betta fish or certain tropical fish) coloring. Skins can range from normal humanoid skins to many colors of the rainbow. Eyes can follow the same spectrum.
Humanoid Form
Sirens are expert at transformation. Able to pass as complete humans, skin colors would range the gamut of normal skintones. Eye colors would also run the same natural spectrum. They would be devastatingly beautiful.
Skills
(Remember pick two of the five)
Sonic Scream (Active)
The power to create a sonic shriek that can shatter glass miles away and stun those close to them. Other Sirens do not suffer any pain from this scream. (Must roll the dice to see success or failure, anything higher than 50 succeeds. This is not counting Hierarchy Stacking)
Enhanced Senses (Passive)
This includes touch, sight, taste and smell. Relies on OOC Consent with all parties involved.
Able to see great distances and hear the slightest movements on land and sea, and even sense minute changes in the water such as poison or blood being spilled 1-mile away from them.
Communication with Sea Creatures and Non-Voiced Water Races (Passive)
This power allows the user to talk to any aquatic animal (such as seals, dolphins, fish, etc) as well as any water race that does not speak with words. Sea creatures also act friendly towards Sirens with this power (if a Siren walks past a fish tank the fish would be attracted to the Siren.) There is no sharing of words, rather a mutual understanding of feelings. Animals and non-voiced water races can tell the Siren's intentions, and vice verse, which can make hunting a challenge at times.
Extended Land Time (Passive)
Increases the normal amount of time one can spend on land. The limit is boosted from 48 hours to 72 hours and from 72 hours to 96 hours for salt bath extension.
Empathy (Passive)
The ability to read peoples emotions by touching them or making eye contact. Relies on OOC Consent with all parties involved.
Cecaelia
A highly adaptive race, the Cecaelia of OdN have ambiguous origins. Many claim they're a subrace of Merfolk; or their own race; or some twisted hybrid of man and animal, though no one, not even the Cecaelia, know for sure. What is known is that the Cecaelia are a highly curious and adaptive race of the Waterfolk, and possess near genius level intellect when it comes to solving problems, riddles or puzzles. Like the animals they take after, Cecaelia have keen eyesight and powerful tentacles. Some are even capable of the octopus' camouflage ability or a highly flexible skeleton.
Though the Cecaelia are a reclusive and militaristic race, preferring darker, colder waters, they have been known to mingle with the other races, primarily other Waterfolk and those who live along the shorelines. Merfolk, in particular, are coveted by them for their beauty, and many Cecaelia have been known to attempt many things to garner their affections, though they typically fail. In their society, finding a Cecaelia that isn't trained in some form of combat is near impossible, with males primarily focusing on warrior roles and females on magic. There is some overlap between the genders though.
Cecaelia can be quite promiscuous, despite having tentacles that can dissuade the other races. They usually breed within the race, though most attempt to gain a Mer as a mate at some point in their life. Children from Merfolk-Cecaelian pairings are unique in that the children are either Mer or Cecaelian, sometimes with a mixture in the case of multiple births. Pairings with other races almost always yield a Cecaelian child, though if the mother lives on land the child typically dies due to its unsuitable living conditions. Rarely, a hybrid will be born with a human parent; these hybrids usually share the Cecaelia's requirement for water, but luckily any water will nourish them, not just ocean water.
Appearance!
They always have the lower bodies of an octopus or squid, but their upper bodies tend to mimic the land dwellers (typically humans and some of the Forestfolk in OdN) they associate with the most, though it can take a generation or two for this shift to take place. Among the Cecaelia, males are typically larger than the females, and both have torso's slightly larger than humans. On land, they're typically eight to ten feet tall, with a majority of the size accounted for in their tentacles. Colors vary wildly among those that can be found in the ocean, though they're generally more subdued and dull with bright markings.
Strengths:
Underwater Breathing (Passive)
Cecaelia, like the octopus and squid they bear so much resemblance too, also sport the similar gills and are capable of breathing beneath the water without ever needing to surface. Their bites have the ability to instantly remove any magically granted ability to breathe underwater.
Weakness:
Land Time
Cecaelia cannot stay on land forever. They begin to weaken the moment they begin to dry. The longer a Cecaelia stays on land, the weaker they become, and will eventually need to return to the sea in order to replenish themselves. Creating a salt-water bath is fair compensation, and is a suitable temporary fix, but the ocean itself is the only way for them to fully recharge. (48 hours before you need to submerge in the ocean. 72 hours with salt bath extension)
Skills:
Extended Land Time (Passive)
Increases the normal amount of time one can spend on land. The limit is boosted from 48 hours to 72 hours and from 72 hours to 96 hours for salt bath extension.
Enhanced Senses (Passive)
This includes touch, sight, taste and smell. Relies on OOC Consent with all parties involved.
Able to see great distances and hear the slightest movements on land and sea, and even sense minute changes in the water such as poison or blood being spilled 1-mile away from them.
Flexible Skeleton (Passive + Active)
This Cecaelia's skeleton can be forced to bend and conform to allow them to slip through small holes and cracks, though the size they can fit through depends on the individual. The skull is always noticeably less flexible than the rest of their bones, and as such is the limiting factor to what they can squeeze through. Skilled Cecaelia are able to absorb blows into their skeletons, reducing would be broken bones to bruised ones. (Requires a roll of 40 or above before hierarchy stacking.)
Camoflauge
Using their keen eyesight, special muscles and cells within the skin and unbelievably powerful subconscious ability, some Cecaelia have the ability to twist, retexture and recolor their skin to perfectly match their surroundings from any viewpoint. The ability is easiest to use while underwater or stationary, but it is possible to work while moving. It also only tricks the eyes; the Cecaelia can still gives off a scent and if they make too much noise they could give away their position. Requires roll of 30 or above while underwater, 50 or above while on land. Using Camouflage while moving adds 20 to the required roll. This is before hierarchy stacking.)
Though the Cecaelia are a reclusive and militaristic race, preferring darker, colder waters, they have been known to mingle with the other races, primarily other Waterfolk and those who live along the shorelines. Merfolk, in particular, are coveted by them for their beauty, and many Cecaelia have been known to attempt many things to garner their affections, though they typically fail. In their society, finding a Cecaelia that isn't trained in some form of combat is near impossible, with males primarily focusing on warrior roles and females on magic. There is some overlap between the genders though.
Cecaelia can be quite promiscuous, despite having tentacles that can dissuade the other races. They usually breed within the race, though most attempt to gain a Mer as a mate at some point in their life. Children from Merfolk-Cecaelian pairings are unique in that the children are either Mer or Cecaelian, sometimes with a mixture in the case of multiple births. Pairings with other races almost always yield a Cecaelian child, though if the mother lives on land the child typically dies due to its unsuitable living conditions. Rarely, a hybrid will be born with a human parent; these hybrids usually share the Cecaelia's requirement for water, but luckily any water will nourish them, not just ocean water.
Appearance!
They always have the lower bodies of an octopus or squid, but their upper bodies tend to mimic the land dwellers (typically humans and some of the Forestfolk in OdN) they associate with the most, though it can take a generation or two for this shift to take place. Among the Cecaelia, males are typically larger than the females, and both have torso's slightly larger than humans. On land, they're typically eight to ten feet tall, with a majority of the size accounted for in their tentacles. Colors vary wildly among those that can be found in the ocean, though they're generally more subdued and dull with bright markings.
Strengths:
Underwater Breathing (Passive)
Cecaelia, like the octopus and squid they bear so much resemblance too, also sport the similar gills and are capable of breathing beneath the water without ever needing to surface. Their bites have the ability to instantly remove any magically granted ability to breathe underwater.
Weakness:
Land Time
Cecaelia cannot stay on land forever. They begin to weaken the moment they begin to dry. The longer a Cecaelia stays on land, the weaker they become, and will eventually need to return to the sea in order to replenish themselves. Creating a salt-water bath is fair compensation, and is a suitable temporary fix, but the ocean itself is the only way for them to fully recharge. (48 hours before you need to submerge in the ocean. 72 hours with salt bath extension)
Skills:
Extended Land Time (Passive)
Increases the normal amount of time one can spend on land. The limit is boosted from 48 hours to 72 hours and from 72 hours to 96 hours for salt bath extension.
Enhanced Senses (Passive)
This includes touch, sight, taste and smell. Relies on OOC Consent with all parties involved.
Able to see great distances and hear the slightest movements on land and sea, and even sense minute changes in the water such as poison or blood being spilled 1-mile away from them.
Flexible Skeleton (Passive + Active)
This Cecaelia's skeleton can be forced to bend and conform to allow them to slip through small holes and cracks, though the size they can fit through depends on the individual. The skull is always noticeably less flexible than the rest of their bones, and as such is the limiting factor to what they can squeeze through. Skilled Cecaelia are able to absorb blows into their skeletons, reducing would be broken bones to bruised ones. (Requires a roll of 40 or above before hierarchy stacking.)
Camoflauge
Using their keen eyesight, special muscles and cells within the skin and unbelievably powerful subconscious ability, some Cecaelia have the ability to twist, retexture and recolor their skin to perfectly match their surroundings from any viewpoint. The ability is easiest to use while underwater or stationary, but it is possible to work while moving. It also only tricks the eyes; the Cecaelia can still gives off a scent and if they make too much noise they could give away their position. Requires roll of 30 or above while underwater, 50 or above while on land. Using Camouflage while moving adds 20 to the required roll. This is before hierarchy stacking.)