Selkies belong to the Aquatics group. Copy and paste in-world to join:
Selkies are supernatural beings formed from the souls of drowned humans. It is unknown what causes some drowned spirits to become selkies and some to move on, though unfinished business is purported to be a common theme, and selkies are most commonly sighted in areas around an axis mundi such as the Ascension Stone. They make their home in large underwater caverns and grottoes, often near sunken ships. They may explore wrecks and bring pearls and other lost treasures to the surface to trade with humans.
You can choose FIVE abilities total. 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 §✦⊰
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.
⊱✦§ Energy Healing §✦⊰
Able to manipulate life energy to engage in healing. Read the healing guidelines.
⊱✦§ Augury §✦⊰
The selkie may act as an oracle, using the winds and the sea in order to predict a future event for another person or place. The augury is not an exact science, as the threads of fate can be changed through certain actions/inactions. If you want to use this power during a simwide event, contact staff running the event to decide what info you'll learn. Consent based when the augury involves other players.
⊱✦§ Stormy Skies §✦⊰
A dark storm-cloud whirls from above. Again, it can either hover above the caster as protection, or above one specific target. Sparks of lightning strike down from the cloud, either swirling around the caster, or to strike its target. Can only focus on one target, can only release a single lightning bolt, and only lasts for one post when used offensively.
Influence the emotional state of listeners with a song/poetry. Limitations: Again, general. Make the listeners feel happy/sad/calm/angry. No specific commands, and dependent on the state of mind of the other character (relaxed, open to suggestion, not blocking) and their relative supernatural level.
The selkie can sense when someone is being untruthful with them. It's just an impression, not full telepathy. They may sense deception or general malice masked by kindness. Consent based, and may be unable to distinguish where the bad vibes are coming from when multiple persons are in an area.
⊱✦§ Slippery §✦⊰