
Mermaids
Aquaphobic
Your mermaid has accidentally become caught in the rain or has gotten their legs wet somehow. What are they to do but turn into a giant fish in front of everyone? With Aquaphobic, you can give your character a few extra chances to escape the eyes of the public or put off turning into a sea creature. You can roll 1d10 each round. So long as you don’t land on a 1, you will not grow a tail. This comes at a great bodily strain.
Costs: 1 Stamina
Siren Song / Mermaid Melody
Mermaids have two paths they can go down after reaching a certain point in their life. They can either become wicked and adopt the siren song which allows them to lure people into a hypnotic state using Charisma vs WP for 1d3 rounds. Or, they go down a more virtuous path and sing the mermaid melody which is a CH80 to deliver 1d5+Intellect healing to a target.
Costs: 1 Perception
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Sunken Treasure
Once a day, the mermaid can swim down into a large embodiment of water and roll a 1d100+Perception to uncover either a piece of treasure or something of interest. @ a DM with your roll result. Your character may be able to find anything from junk to enchanted items… to even vessels, vehicles, and mysterious carcasses.
Costs: 1 Intellect
Scale Armour
For a Willpower 90, your mermaid can summon their scales to any part of their body to give them an additional +10 health. Once they lose the 10 additional health, this ability will not be usable for the rest of the day, even if they are healed.
Costs: 1 Agility