Chronicles of the Dark Metropolis
: Denizens by Night :
: Tideborn of the Dark Metropolis :
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Through the sound of raging waves
Her voice is leading me astray
I feel I need to be with her right away
For she sounds so sweet
I cannot leave her all alone
Here in this deep and dark blue unknown​
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--- "Arms of the Ocean", Blackbriar.
Although the oceans of the earth are all connected and truly one "World Ocean," the world is divided into five major oceans - the Pacific Ocean, Atlantic Ocean, Arctic Ocean, Southern Ocean, and the Indian Ocean. Each of these oceans is broken into gams ruled by a Triton and a Nereid, and every gam has a varying number of pods within them run by an mer called the Mátia (eyes) or in some cases the Triton and his Nereid themselves. The Mátia are sometimes chosen by the Triton or Nereid, but more often than not they are the strongest mer that has been in a particular region the longest.
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The moon plays an important role in mermaid culture, as during a full moon a mermaid’s physical attributes are enhanced to equal that of a basic shifter or vampire. However, a mermaid does not need to shift during the full moon like shifters do, but they do feel strong ties to the moon and will often feel as though they are being called to the ocean and will often shift anyway. For this reason mermaids worship Amphitrite, goddess of the moon and sea.The Nereid of the gam being seen as her earthly representation, and is more often than not seen decked out in jewels and elaborate costuming. Being that a Nereid is seen as divine, you might think that her Triton would remain faithful. This is the case with a few, the majority generally have a mistress or a harem to help increase chances of a powerful lineage.
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A mermaid can live up to about 1,500 - 2,000 years, sometimes a bit older or a bit younger. It varies from mermaid to mermaid. From birth to about 50 years of age a mermaid will generally remain with their gam so that they have time for any powers to develop and are able to learn to fend for themselves in the open ocean.
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::: General Merfolk Advantages :::
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Attribute Bonus: All Merfolk receive Passive +2 to Charisma Rating upon Character Generation.
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Potent Healing. Wounds heal at a quickened rate, and will generally only take a day or two to completely heal unless the wound is magical or caused by another preternatural being.​
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​System: Healing rolls [Intelligence vs Difficulty Check: 6] made by the Mer will have their successes Doubled. Contrary wise, any Healing done to the Mer has results Doubled.​
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This gives a Passive +3 Conditional Bonus to the Mer on healing checks.
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Hypersentive Physical Senses: Merfolk have overdeveloped senses, which allow them to hunt better in the water. However, outside of the water, this becomes their great asset, and their greatest detriment. While they benefit from abilities that allow them to hear, smell, see, touch, and taste at a higher degree than most species, it is also easy to overload their senses (see Merfolk Disadvantages). ​
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System: Passive Ability No rolls needed for this. Merfolk received the following conditional benefits:
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​Sight: +2 Conditional Bonus to Checks requiring Sight in the Dark.
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Sound: +2 Conditional Bonus to Checks requiring Sound in open or quiet spaces.
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Smell: +2 Conditional Bonus to Checks requiring Smell.
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Taste: +2 Conditional Bonus to checks requiring Taste.
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Touch: +2 Conditional Bonus to check requiring touch.
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Minor Water Control: Merfolk have an innate ability to control water to a small degree. This allows them to manipulate the way water flows in a small space of a 3m radius. They are unable to create or destroy water, but may kinetically move it at will.
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System: Merfolk rolls [Willpower vs Difficulty: 6] to take control of water around them. The Higher the Rank, the more water can be control and for more powerful effects. ​
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Civilian to Novice: Success Allows a Mer to move and manipulate water around a given area.
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This is the ability that allows some mer to create air bubbles around the heads of their lovers when under water.​
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Moderate to Veteran : Able to move enough water to douse fires, wash cars, or even use as a weapon attack [Willpower vs Target Challenge Rating] for Stun Damage.
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Master: The Mer at this point may manipulate water to a lethal degree. This is not True Hydro Kinesis, as the water must be accessible. Water attacks [Willpower vs Target Challenge Rating] now deal Lethal Damage.
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::: General Fae Disadvantages :::
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Electric Vulnerability. As water based creatures, Merfolk have a vulnerability to electricity. For Merfolk, Electricity is just as deadly as silver is to Vampires and Therianthropes. Wounds inflicted by electrical sources take longer to heal and leave behind scars.
- ​System: All damage from Electrical Sources is doubled.
- This turns Stun damage from Low voltage Tasers or batons into Lethal Damage.​​
- ​System: All damage from Electrical Sources is doubled.
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Sensory Overload: Traditionally Fae are linked to that of true Cold Iron. This remains so for the majority of all Fae. However, in the modern age, alloys have become more prevalent to allow Fae in more modern spaces. However, the old weakness has never left. If struck by Cold Iron, it will leave a mark permanently upon the Fae. They also cannot speed up the healing of wounds by Cold Iron even within their Magical spaces or Underhill.​
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SYSTEM: All damage inflicted from Cold Iron sources is Doubled.​
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Always Merfolk. Unlike Fae or other Supernaturals, Mer have no -true- way to hide what they are. There is always some form of their true nature visible upon them. This usually manifests as scaled skin, brightly colored hair, webbed fingers and toes, visible gills, small fins etc. Due to this, they tend to face more legal scrutiny than other races, however they are often sought after for their potent healing abilities.
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System: Passive. There is no system to quantify this on the Dice HUD. This is a purely cosmetic Disadvantage that has more value in Roleplay than in Combat.​
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::: NOTE ::: No Merfolk is exempt from this, and Avatars should reflect this Disadvantage.
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