Species Name: Mer, Merman, Mermaid

Mers are mythical legendary creatures who have the form of a human from the waist up and are fish-like from the waist down. In Greek mythology Mermen were often illustrated to have green seaweed-like hair, a beard, and a trident while Mermaids are always beautiful. In Finnish mythology, Merfolks could cure illnesses, lift curses and brew potions, but could also cause unintended harm by becoming too curious about human life. Much like sirens, Mers sometimes sang to people and gods and enchanted them, distracting them from their work and causing them to walk off the deck or run their ships aground. Other stories depicted them as having carried humans down to their underwater kingdoms, forgetting that they cannot breathe underwater.
They have been said to sink ships by summoning great storms, but also are wise teachers, according to earlier mythology.

Type: Humanoid Aquatic

Physical Traits: Fish tail

Height: 5-6 ft

Weight: 80-190 lbs

Abilities: Nightvision equal to normal. When Mers come into contact with water for ten seconds, they grow long fish like tails covered in scales and end in a classic dolphin-shaped fluke. They also have a short dorsal fin running along the backs of their tails from their waists to a little more than halfway down the tail. Mers can breathe underwater.

Mobility: Tail while underwater, legs on land

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

Attributes on land -
INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6, HPs: CON +D12

Attributes underwater -
INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 4D6, CON: 5D6, CHA: 3D6, MR: 15D6 (swim), HPs: CON +D20

Orbit/Climate: See Earth

Feeding Habits: Omnivore. Mers subsist on raw fish and seaweed. They are largely a hunter/gatherer society, who have made successful attempts to farm seaweed.

Lifespan: 90 years

Technology: 2. Mers use shells of huge crustaceans for shelter, and have developed only the most rudimentary tool-making culture. They live in caves on the ocean floor or the submerged portions of coral reefs. Because there can be no fire under water Merfolk have lacked the capacity to forge steel or burn fossil fuel for energy and are also unable to isolate or mix chemicals. Consequently Merfolk have never developed a native technology beyond that of flint tool making. Swords and armaments used in warfare were largely salvaged from the ruins of surface Atlantis or sunken ships of human construction. No system of mass communication has ever been developed, nor any means of mass transit.

Culture: Standard. Diversified mix of kind and evil people. Mefolk  communicate by means of a limited range of high-pitched vocal sounds and elaborate "signing" gestures. A more varied spoken language is not possible due to the inherent limitations of sound transmission through water.

Government: Tribal

Population: 4,600,000


Creating a Merfolk character

Step 1: Attributes
Roll attributes as normal but be aware that the physical attributes increase when underwater while CON is -D6 when on land. Hit points = CON +12, +12 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Mers gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Depth Resistance - Mers resist the effects of high water pressure, up to 150 metres per CON underwater, without worry of such ailments as burst eardrums, damage to blood vessels, and the bends.

Additionally Mers start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Mers can establish telepathic communication with any normal or giant sea animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Increased AC 10 +1 AC when underwater.
Increased Thac0 10 +1 Thac0 with one weapon group specialty at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Intimidating 5 This character has greater presence, +1 CHA
Manipulate Water 5 Mers can exert control over a nearby body of water able to calm it or create waves. 2 metre radius per WIS, +3 metres per level within line of sight while concentrate. The size of the wave can be up to WIS x1 metre doing D6 damage per metre size. If the body is large enough he can even create a whirlpool of 1 metre radius per 2 WIS, +2 metres per level until his concentration is broken.
Natural Chameleon 5 Using this ability the Mer can blend into and render himself nearly invisible in any undersea terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies.

He may also move with a minimum of sound, almost as if he's gliding through the water.

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 5 Whenever in salt water the Mer can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Nature Survival 5 Due to extensive experience and training underwater Mers gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may either take an additional +1.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes



Heroes Earth
In the Heroes world in 8350 BC the Celestial Alliance arrive on earth and immediately attack the Harmonic city of Lemuria. Lemuria shoots down the battleship but not before its orbital bombardment causes shockwaves worldwide. With whole continents being swamped by tsunamis Lemuria, like Atlantis before it sinks beneath the waves. The Harmonic in a panic over the amount of life being destroyed break their own laws regarding experimentation and transform some humans into water breathers. These would later become the modern day Atlanteans, Lemurians and Mers.

Post Holocaust Era:

Most of the sea races were unaffected by the conflicts which happened on land.


Earth Races