ST Mission: Distract
The merfolk are very friendly and unless severly provoked they will not even defend themselves. They all speak dolphin and will be quite chatty. They will extend a very warm welcome to the characters, inviting them to join them and to come see their City, not that many characters would understand them. The merfolk are simply inquisitive, and good natured to a fault. If one of the characters should enter the water a merperson of the opposite sex will attempt to kiss the character. Unless the character struggles, the kiss, once it is planted it will transform the character into a merperson. They will instinctivly know how to swim, speak dolphin, and will be riding a wave of bliss. The affect works backwards as well, if a character should manage to pull a merperson out (they won't leave willingly) a kiss will allow them to breath air and speak the common language of the group.
The problem comes when the other characters (assuming they didn't all jump in) want to leave. The transformed character will have to roll their willpower to even remember that they have friends on the outside. Player Difficulty 2 to have vauge memories of their group, PD 3 to remember that they probably should be somewhere a little dryer with people who don't have tails, and PD 4 or more to be fully in control of themsleves. A fail or botch on this roll will leave the character with no memory of ever having legs or lungs. This is when a rope and net would come in very handy.
The Merfolk society is a very civilzed one, although they do have weapons which take the form of crossbows adapted for underwater use. The bows are used for hunting and for defence against sharks that occasionally make their way into the reef. The only reason that they would be used on the characters is if one of the characters killed or severly harmed one of their people.
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