Nightmers

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RACE GROUP

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Nightmers belong to the Aquatics group. Copy and paste in-world to join:

secondlife:///app/group/b70c311d-2e2e-aa2c-2dcb-d2bfca34616a/about


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LOCATION

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The Nightmers may be found in the harbor along with the normal Merfolk, as well as in the aquatic temple hidden away in the depths. 


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DESCRIPTION

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Nightmers may not be outwardly evil, but they generally serve their own needs without any care for others. Some are true predators, true evil, wanting nothing more than to sow chaos and pain. These individuals broke off from the normal merfolk long ago to create a subrace that is generally maligned and mistrusted. While their cousins basked in the light of the sun, these mer went deeper, down into the caves and depths where sunlight did not reach.


Many nightmer are solitary, but those that choose to band together follow a single leader. However, leadership is tenuous when one is a nightmer, and the queen or king must always be on the lookout for attempts at overthrow.


They tend to be fairly socially awkward around city dwellers, spending most of their time alone in the darkness of the ocean depths. Many are hopelessly narcissistic. They are fond of entering into bargains with surface-dwellers, bringing valuables with them from the numerous wrecks that ring Ascension. However, they do not tend to be trustworthy. Obviously. 


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APPEARANCE

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Their appearance generally reflects their self-inflicted isolation. Their skin tones vary from pitch black to lighter blues and greens to even extremely pale/albino. Their hair is generally black, white, green, or blue, though other variations may be present. Their eyes may be pearly white, blood red, or even slightly luminous, and some of them have vertically-slitted pupils like a cat.


They may have regular fish tails, tentacle bodies, or even elongated, almost serpentine tails. Scale/tail color varies with the individual. Some bear talons or fangs.


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AVERAGE LIFESPAN

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Their unusual feeding habits give them an edge over regular mers, and they may live up to 300 years of age in an ageless form.


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FEEDING

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Nightmers feed off life energy in the form of emotions, whether lust or anger or hate. They tend to lure their victims into the water and may even drag them down to their lair, which contains air pockets to sustain lung-breathers. The feeding may be pleasant or violent, depending on the type of energy sought. To avoid aging, they must feed in this way. Additionally, some nightmers have a taste for blood of all types, which will help replenish their strength back to normal after spending a long while on land for landwalker types.


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STRENGTHS

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PASSIVE ABILITY CARRIED BY ALL: 

⊱✦§ Landwalker §✦⊰

Using a common enchantment, these mers are able to transform their tail into legs when on land. The transformation is unlimited, but can be painful and exhausting after several times. If the landwalker gets *drenched* while on land, the enchantment is broken and their tail will return! (This can be rain, falling in water...whatever you like, and if you don't want to transform back you can say it wasn't enough water to do so)  Nightmers may appear similar to a true form demon or mutant while on land (odd skin color, eyes, hair color).





You can choose FIVE abilities total from the list below (in addition to landwalker). Note that some (Mental Gifts and Mage Class) may take up more than one "slot" each. 


⊱✦§ Mental Gifts §✦⊰

Choose from the psychic/supernatural abilities listed for mutants. You can choose up to TWO of the abilities listed, but each one you choose takes up a slot. 


⊱✦§Mage Class§✦⊰

Nightmers that take this power are the magicians, mages, warlocks, and wizards of their kind. Taking this power consumes THREE of your FIVE choices for powers and confers the ability of a trained Magus to the character. 


⊱✦§ Aquatic Grace §✦⊰

When in water, they are faster and more agile than land creatures. This does not hold true on land.


⊱✦§ Poseidon’s Might §✦⊰

Choosing this gift gives the mer twice the strength of a normal human while in water. When out of water, they will be slightly stronger than a strong human, but this will decrease the longer they are dry.


⊱✦§ Song of the Siren §✦⊰

Perform an enchanting, haunting song that may entrance listeners. While in this state, they may be more open to suggestion, or may be lured into the waters by the singer. The song may only be used once per day. The effectiveness of the song depends on the will of the target, and certain races may be less affected than others.


⊱✦§ Bite of the Lion §✦⊰

Either produce or carry a venom similar to that of the lionfish. The venom may be endogenously produced or laced on the talons. The venom may cause pain, dizziness, headaches, and temporary paralysis in large doses. Repeated doses may confer immunity. Venom may be used once per day.


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WEAKNESSES

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-All gifts are decreased while on land, and will decrease further the longer the mer is out of water.


-They have a general allergy to silk. While in water, they will not be able to use their gifts if ensnared in a silken net.


-Sensitive to sunlight. During the day, they can sometimes be found lurking under the piers in the shadows. They will not burn up like some vampires, but they cannot use their gifts in direct sunlight.

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