Merfolk

Cost: 52 (67-15) points
The Yrth version of Merfolk effectively replaces the Classic: Fantasy Folk version. The only real difference is the 4e version adds Nictitating Membrane, Slippery 1, and Speak Underwater which is why the 4e version is 12 points more.
== Overview ==
The Merfolk are, as expected, an aquatic race, with gills, sleek aquadynamic lines, a pressurized body, and the ability to emit low-frequency sound.Movement (Swimming) [0], Gills, Pressure Support 1, Sonar Being fully aquatic, they cannot walk upright on land, and tend to dry out when away from water for more than 24 hours.Dependency (Water, Daily)
Most merfolk are coastal nomads, traveling together with pods of dolphins, with whom they share much of their culture. Merfolk can speak in two radically different registers. One, easily audible to land-dwellers, and another, aquatic-adapted method, which on land sounds piercing and extremely high-pitched.
== Merfolk Species Relationships ==
Likes 	Description
Sea Elves	Merfolk and Sea Elves, sea elves and merfolk. Two races, bound by water, borne by the sea and beset by terrors of the deep, Merfolk are generally positive towards sea elves, and vice versa.
Elves 	Elves have long-lived cultural connections with Merfolk. Albeit mild, they are widespread. It's notable that Merfolk are fairly neutral to elves, however.
Dolphins 	Merfolk are neutral to the Dolphins in general, but work together with them often!
Dislikes	Description
Fishmen 	Fishmen of the Fantasy Folks setting have a habit of eating other sapient species, making them nigh-universally unpopular. However, Merfolk and Dolphins
 	
==References==
*Classic: Fantasy Folk pg 111-115
*GURPS Banestorm pg 195
Category:Racial Templates