Through all the wicked ways of other waterfolk a breath of fresh air is born in the Selkie of ODN. Selkies are a gentle folk who appear to be seals but have the ability to take human form by casting off their seal skins. Many believe these people are the souls of those who have drowned, come back in another form. Inheriting personalities from their previous lives but rarely retaining memories from it. Selkies will often gather in larger groups on isolated shores to dance in the moonlight, or on sunny days may be found basking in the sun on outlying rocks, either in seal form or often in human form. If disturbed while in human form, they will quickly grab their seal skins and rush back to the safety of the sea. Most Selkie who choose to walk the land take on caregiver roles. For the most part they try to get along with the other races when they have to deal with them but like most waterfolk consider undead races to be abominations.
Strength
Shape-change (Passive)
Selkies appear to be seals in most respects, but have the ability to cast off their seal skins and assume human form.
Weakness
Selkie Skin (Active)
Selkies require the seal skin to return to their seal shape, and if this is stolen or lost they become trapped in human form. (Must roll the dice to see success or failure in stealing a Selkie pelt, anything higher than 50 succeeds. This is not counting Hierarchy Stacking)
Appearance
Water Form
Selkies can be anything from a full seal to a mer looking creature with seal accents. Colors remain in the muddier ranges ie greys,browns,deep oranges. Eyes colors are black, grey, startling light blue, gold, and bright emerald green.
Humanoid Form
When Selkies shed their skin their human bodies appear slim and graceful. Males are oftentimes darker in skin color than females but both sexes usually sport freckles as if they carry over the gentle speckling of their seal nature. Eyes range from grey, bright emerald green, gold, black, or starting light blue eyes.
Skills
(Remember pick two of the five)
Slippery (Active)
Even in human form a Selkie that feels in danger or in general is just held against their will brings on a slippery effect that makes it easier to free themselves from their would be attackers. Dislocating body parts is a popular amusement for Selkies. Confining them is almost impossible. Although they cannot change their shape or mass, Selkies can contort into disquieting shapes with unnatural ease. (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.
Empathy (Passive)
The ability to read peoples emotions by touching them or making eye contact. Relies on OOC Consent with all parties involved.
Intense Eyes (Passive)
The innate charm of the Selkie and it's gaze breaks down even the coldest of people. When eye contact is made the likelihood of the other telling the truth increases. Relies on OOC Consent with all parties involved.
Echo Of Reason (Active)
A selkie can instinctively alter the intonation of its voice to make anything it says sound more pleasing to those who understand it. This definitely could sway someone to do something they most likley would not have done if another had spoken it. (Must roll the dice to see success or failure, anything higher than 50 succeeds. This is not counting Hierarchy Stacking)
Strength
Shape-change (Passive)
Selkies appear to be seals in most respects, but have the ability to cast off their seal skins and assume human form.
Weakness
Selkie Skin (Active)
Selkies require the seal skin to return to their seal shape, and if this is stolen or lost they become trapped in human form. (Must roll the dice to see success or failure in stealing a Selkie pelt, anything higher than 50 succeeds. This is not counting Hierarchy Stacking)
Appearance
Water Form
Selkies can be anything from a full seal to a mer looking creature with seal accents. Colors remain in the muddier ranges ie greys,browns,deep oranges. Eyes colors are black, grey, startling light blue, gold, and bright emerald green.
Humanoid Form
When Selkies shed their skin their human bodies appear slim and graceful. Males are oftentimes darker in skin color than females but both sexes usually sport freckles as if they carry over the gentle speckling of their seal nature. Eyes range from grey, bright emerald green, gold, black, or starting light blue eyes.
Skills
(Remember pick two of the five)
Slippery (Active)
Even in human form a Selkie that feels in danger or in general is just held against their will brings on a slippery effect that makes it easier to free themselves from their would be attackers. Dislocating body parts is a popular amusement for Selkies. Confining them is almost impossible. Although they cannot change their shape or mass, Selkies can contort into disquieting shapes with unnatural ease. (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.
Empathy (Passive)
The ability to read peoples emotions by touching them or making eye contact. Relies on OOC Consent with all parties involved.
Intense Eyes (Passive)
The innate charm of the Selkie and it's gaze breaks down even the coldest of people. When eye contact is made the likelihood of the other telling the truth increases. Relies on OOC Consent with all parties involved.
Echo Of Reason (Active)
A selkie can instinctively alter the intonation of its voice to make anything it says sound more pleasing to those who understand it. This definitely could sway someone to do something they most likley would not have done if another had spoken it. (Must roll the dice to see success or failure, anything higher than 50 succeeds. This is not counting Hierarchy Stacking)