The Deep Ones
Deep Ones belong to the Aquatics group. Copy and paste in-world to join:
The Deep Ones were long considered a folktale, recounted most often in coastal communities. Before they became known to the humans, there were scattered accounts of fish-like beings lurking under piers or basking on the rocks by the breakwaters. The reality is that there were here long before humans settled, long before the War of the Races, a near immortal race of beings that serve Father Dagon and Mother Hydra.
They were one of the last races to "come out" when the supernaturals began to unmask themselves. Little by little, their presence became known down by the shores. They have a particularly large colony that has called Ascension home for centuries, living in an underwater temple below the city. They are not necessarily evil or good, but often don't understand fully what humans or other landwalkers hold as morals. Some individuals are very helpful, offering their assistance in dockworking or fishing tasks, or helping endangered swimmers to shore. Some prefer to have nothing to do with those on land, rather keeping to themselves unless they need to go to land to spawn. Their intelligence is slightly more developed than a troll.
The Deep Ones have a fondness for breeding with humans, whether male or female. The religious zealots of their kind say it is an edict from Father Dagon to intermingle their DNA with those of humans (or mutants), and when the moon is full, they seek out mates with which to breed. The mates may be haphazardly chosen as the first they come across when their instincts are running high, or it may be a subject that has been chosen and stalked for the past month. The rest of the month, they do not generally have the uncontrollable urge to mate. A male Deep One breeding with a human/mutant female will result in a perfectly normal appearing child, as described in the hybrid section below. A female Deep One breeding with a male human/mutant will lay fertilized eggs that 'hatch' into a normal appearing human child. The progeny from male humans are often left on the shore for humans to find, that the child can be raised as human until the time of their maturity, when the transformation will begin.
Their society is tribe or clan based, and can be led by a male or female Deep One. The leaders are Priests of Dagon or Priestesses of Hydra. A female Deep One calls herself or other females a Daughter of Hydra, and males call themselves Son of Dagon. They prefer more natural weapons such as spears, harpoons, tridents and the like instead of guns.
When a Deep One breeds with a human or mutant, the resulting offspring will look absolutely human and have no powers until they reach adulthood. Around the age of 20, the Deep One characteristics will slowly start to come about. The individual will begin to transform. Often, they do not have any idea what is happening to them, not knowing of their origins, and many isolate themselves until the transformation is complete. The first complete transformation is extremely painful, and many Deep Ones may die during this time. If they manage to survive the transformation, other Deep Ones in the area meet them when they slither off into the ocean in order to welcome them into the clan. Those that gain the favor of Father Dagon may receive an amulet that allows them to transform back into a humanoid appearance (Tooth of Dagon power must be taken).
They appear like fish-like or frog-like creatures, with bulging eyes, webbed feet, and gills. They are bipedal. Their skin is grey-green or bluish, but can also have a dusky tint to it. They are slimy and often dripping, covered in seaweed or barnacles. You can feel free to create your own Deep Ones avatar, but the following are suggested forms.
Some Ascension Deep Ones are able to transform to a secondary form for extended stay on land. The transformation is painful and tiring, and can only be made twice in one day. The transformation is at-will, but they must be carrying their Tooth of Dagon amulet (explained more in the powers section) in order to complete the transformation. In land form, most Deep Ones will still have green or blue skin, webbed ears or feet, scales, etc. They don't look -quite- human, but most usually can't tell exactly what they are.
LIFESPAN & AGE
Raise one of your five senses to above average. Limitations: You can only raise ONE sense, period, and that raised sense can present a weakness; i.e, raising your hearing to super human levels can deafen you if someone makes a loud noise next to you, bright lights can blind your enhanced sight. Above average means....above average. You cannot see across the entire sim or hear conversations through thick walls. Environment will have a profound effect on this skill (e.g. Your acute vision might not be too helpful on a foggy day).
⊱✦§ Toxic Secretions §✦⊰
The Deep Ones contain glands that produce a noxious secretion contained in their slime that is released when the being is agitated or frightened. It can cause temporary blindness, disorientation, nausea, pain, and burns depending on time of contact.
⊱✦§ Sonic Shriek §✦⊰
A blood-curdling, spine-chilling shriek that can be heard over the distance of miles. It was originally used by Deep Ones to communicate between the dense fog rolling in off the sea, but it can also be used offensively. The Shriek can induce temporary hearing loss, fear, or disorientation when used within 2-3 feet of a person. It can be used in combat only twice daily.
Strength 2x that of a normal human.
⊱✦§ Smarts §✦⊰
Intelligence approximately equal to a normal human.
Land Weakness: Powers are reduced on land, regardless of the form they take.
Fire: Deep Ones have an intrinsic fear of fire, and wounds inflicted by fire will take longer to heal.
Light: Their eyesight is not very good in bright light, and they tend to avoid direct sunlight.
Zealot: The Deep One's devotion to Father Dagon is so great, that they will often do things in his name that put themselves in danger.
Obsessive: Deep Ones often become obsessed with certain objects or people, and will put their guard down or put themselves in danger without realizing it when the object is near.