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Merfolk are an aquatic race of fishmen. They have a humanoid upper body; instead of legs, though, they have the finned tail of a huge fish. Merfolk are covered in small, multi-colored scales. While they may not provide protection, these oily scales do insulate them from the icy chill of the deep and make it hard to keep a merman trapped.

Merfolk are known for their incredible voices. Many a sailor has been enchanted - sometimes lured to his death - by the bewitching siren songs of the mermaids. Mers are trained from an early age in the use of sharp, thrusting weapons like daggers and tridents.

Recent generations of merfolk have developed an innate magical ability: they can split their fishtails into two fin-covered legs and walk around on the shore. This tail-shift happens automatically whenever the merfolk enters or leaves the water. Unfortunately, though, this keeps them from wearing boots of any kind.

As an aquatic race, merfolk never drown. When in the water, they move fast (even heavily wounded), and fight better. However, they fight worse in very dry or enclosed spaces.

Stat adjustments

Merfolk have the following stat adjustments:

  • Strength -5
  • Dexterity +5
  • Intelligence +5
  • Constitution -5

Damage resistance

Merfolk have the following resistance adjustments:

  • Drown +50
  • Cold +10
  • Shock -10

Skill adjustments

Merfolk have the following skill adjustments:

Positive skill adjustments

Negative skill adjustments

Merfolk start with first degree Water for the Wu-Jen mage subclass.


Merfolk have the following sight restrictions:

Max Sight 8
Min Sight 0

Terrain adjustments

Merfolk have the following combat adjustments in certain terrains:

  • Underwater +10
  • Water +10
  • Bridge +5
  • Ship +5
  • Shore +5
  • Swamp +5
  • Building -5
  • Hills -5
  • Plains -5
  • Underground -5
  • Desert -10
  • Mountains -10

See also