Selkie

Homeworld: Wysoom
Description: Selkies are the agents of the Seelie on Wysoom. Possessing
the upper torsos of humanoids, they are able to shapeshift into seals. The
Selkies act as go-betweens for land-bound Seelie agents and the other
underwater races which dominate Wysoom. Selkies are not above using their
wiles to get themselves out of scrapes or further the Seelie cause.
Meiris leads the Selkie race.

Stat Potential
Str: moderate
Agi: moderate
Dex: bad
Con: moderate
Int: average
Wis: average
Per: average
Cha: unsurpassable
Siz: 6'0'
Weight: 47 kg
Metarace: Seelie

Maximum Age: 100 years
Dietary Requirements: piscivore
Number of limbs: two
Natural Armor: weak
Natural Weapons: poor
Experience Rate: 107%
Skill Maximum: 90%
Hermetic Spell Maximum: 20%
Spiritual Spell Maximum: 90%
Heartbeat: average
Vision: light and ultra light conditions

Slots: a brow, a head, two eyes, a neck[bulk: somewhat], an amulet, a
brooch, a cloak, an upper torso, a lower torso, two shoulders, two upper
arms, two lower arms, two wrists, a belt and a tail[bulk: somewhat].
Advantages: enhanced hearing, hydrophilia, natural swimmer, see invisible
and see magic.
Disadvantages: animal and cannot ride mounts.
Miscellaneous: affected by twilight, energized at night, natural terrain:
sea and sapped in sunlight.
Resistances and Vulnerabilities: Takes 20% more electrical damage and 20%
more fire damage.
Immune to: physical diseases
Disease Susceptibility: 100% to magical diseases

Damage Regeneration: moderate
Mana Regeneration: average
Endurance Regeneration: moderate
Emotes: scharm, scoral, shair, ssea and
sswim.
Commands: bbreathe, glamour, rfish, seal and unvanish.
Good Guild Matches: abjurer, cultist, druid, psionicist and templar.
Average Guild Matches: fallen, fighter, hand, jomsviking, monk, ranger and
sentinel.
Poor Guild Matches: alchemist, bard, biomancer, mage, merchant, necromancer
and paladin.

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