Harpies on Troilus

== Biology ==
This section will contain all of the physical aspects of harpies
=== Appearance ===
Harpies have human characteristics with wings either on their backs or connected to their arms. They have no beaks but do have sharp teeth and their faces are fully human with the exception of ears, which may be pointed or covered in feathers, though this is not always the case. Their feet are those of birds and their fingernails are talons. They may have other bird characteristics as well. Harpies tend to be smaller compared to humans or demigods.
=== Aging ===
Harpies live for about 300 years. 
Age formula: Their apparent age as a decimal multiplied by 300. You may lower by half if you want. For example, if they have apparent age is 13 than you would type .13 times 300 in the calculator. You get 39 and you can lower by half so that makes their age range 19-39
=== Source ===
Some Harpies are born out of the energy of harsh winds, like hurricane, tornados, and water spouts. (They will form right after the storm has passed if this is the case). However, Harpies can also be born (well hatched because birds lay eggs) from two parents. 
== Culture ==
=== On island ===
Godly connections: The harpies here are raised with the stories of Zeus and all the ways he’s wrong mortals, Aeolus the wind tyrant, and a strong belief that their better off in flocks than hoping the gods will treat them fairly if they work for them. 
Flocks: These are Harpies versions of families, they do have their mother and father. However, other flock members will help take care of them. Each flock has a leader, but these leaders are seen as sub-representatives by the town and while their opinions are considered they can be rather easily out voted. 
Dialect: To them the word “monster” is an insult used to describe the Harpies that hurt other humanoids. Calling a peaceful Harpy a monster is a certain way to get them to hate you. 
=== On and off island ===
Some specific flocks have their own quirks
* Corvid harpies love things that sparkle and shine, a trait inherited from their ancestry. Notably, most Corvid Harpy flocks have very clear rules for what is worth what in a value system (the rules are just often incomprehensible to outsiders.) For example, one flock may value sunrise obsidian as the most precious shiny, while another might value Diamonds or rubies.
=== Off island ===
Godly connections: Harpies are under the dominion of Zeus, Aeolus, and the other wind and sky gods. They work as punishers, enforcers, and employees for them at times. 
== Powers ==
Please refer to the powersets on the lineage page when choosing which powers you want.
=== For all harpies ===
==== Majors ====
Gotta Go Fast (Major/Moderate)
* Harpies are incredibly fast, those that fly able to go as fast as hurricane winds for short bursts of time. Those who can’t fly can run at the same speeds, they just need to be more careful of not running into things. Simply running and hopping around they are also speedier and nimbler than the average mortal. After they’ve reached their max on any speed they must rest for double the amount of turns before traveling at any heightened speed again. They also cannot switch speeds once they’ve started at one speed. Increased rest may be needed for higher levels.
** Passive: They can fly for about two hours before needing to rest for twenty minutes. In turn heavy rps like combat this will be 12 turns on 2 turns off. The time limit can be bent some for story purposes, but the turn limit, when it’s needed cannot.
** Level 1: They can travel at the speed of tropical depression winds, making their max speed 38mph (62km/h). They can keep up this speed for 3 turns (their endurance will increase 1 turn per level above this one making their max 10 turns)
** Level 2: They can travel at the speed of tropical storm winds, making their max speed 73mph (118km/h) They can keep up this speed for 3 turns (their endurance will increase 1 turn per level above this one making their max 9 turns)
** Level 3: They can travel at the speed of cat 1 hurricane winds, making their max speed 73mph (118km/h) They can keep up this speed for 2 turns (their endurance will increase 1 turn per level above this one making their max 7 turns)
** Level 4: They can travel at the speed of cat 2 hurricane winds, making their max speed 73mph (118km/h)
** Level 5: They can keep up the same max speed for 3 turns (their endurance will increase 1 turn per level above this one making their max 6 turns)
** Level 6: They can travel at the speed of cat 3  hurricane winds, making their max speed 129mph (208km/h) They can keep up this speed for 2 turns (their endurance will increase 1 turn per level above this one making their max 4 turns)
** Level 7: They can travel at the speed of cat 4 hurricane winds, making their max speed 156mph (251km/h) They can keep up this speed for 1 turn (their endurance will increase 1 turn per level above this one making their max 2 turns). They must rest for 6 turns after they reach their max on this speed.
** Level 8: They can travel at the speed of cat 5 hurricane winds, making their max speed 160 (257/h) They can keep up this speed for 1 turn. They must rest for 6 turns after they reach their max on this speed.
Aerokinesis (Major/Moderate/Minor)
* Harpies are spirits of the sky and can manipulate the winds to do their bidding. They can create gusts of wind as well as suspend objects in the air and even make solid objects
**  1-3: They are able to create small gusts of wind able to knock someone off balance. Can suspend small objects in the air for one turn and are able to solidify the air into an object with the strength of glass but can only do this once a day.
** 4-6: They can create medium sized gusts of wind to knock 2 people over. They can suspend objects the size of a medium sized dog or cat in the air for 2 turns and are able to solidify air twice per day and the objects now have the strength of wood.
**  7-8: Gusts of wind are strong enough to knock 4 people over, suspend a person in air for a short time or to cushion their landing, and solidify air for a 3 turns. The objects have the consistency of light stone.
Winging It (Major/Moderate/Minor)
* All Harpies have wings, it's arguably their most definable trait. Some however, have learned to weaponize this ability for their own benefit. This power allows Harpies to shoot feathers from their wings to harm or distract enemies. These feathers have the impact that a throwing dagger would when hitting an enemy, and used feathers regrow in as short as a week with proper care. Due to their light nature the feathers also travel at speeds comparable to an arrow rather than a dagger.
** Level 1: The user can fire one feather at a time with no control over where it goes other than trying their best to aim.
** Level 2: The user can fire one feather but now have the option to control their feather to move slower but more precise, functioning as a distraction tool rather than a weapon as they are too slow to attack. (They can +1 to rolls to see if distraction feathers hit) This can be used on one feather at a time
** Level 3: The user can fire two feathers at a time.
** Level 4: The user can fire two feathers at a time and the distraction ability can now be used on two feathers at a time
** Level 5: The user gains the ability to fire three feathers at a time.
** Level 6: The user still fires three feathers at a time but can use the distraction ability on all three feathers with major control over how they move without a detriment to their speed. This results in a plus 2 to hit with feather attacks. The higher the speed on these controlled feathers however, the user will start to experience pain in their eyes.
** Level 7: The user can fire four feathers at a time and can control all four
** Level 8: The user can fire and control five feathers. At this level they also gain the ability to fire 10 feathers at once. This can only be done once per day however and causes a lot of pain towards the user which results in them being stunned for a turn after use
==== Moderates ====
Take My Wings (Moderate/Minor)
* When a Harpy particularly cares about the safety of a wingless being they can go above and beyond to make sure that they are safe in the midst of battle, by granting them spectral wings. They can only grant wings once per battle.
** Level 1-2: They can give someone spectral wings that don’t do much but act as shields to protect them from attacks to their back. They has no control over these wings, and they last for 3 turns.
** Levels 3-4: The ally they grant wings to now has some control over their spectral wings. They can slightly move them to block attacks better and the wings last for 4 turns.
** Level 5: They ally they grant wings to can now use their spectral wings to glide along with having greater control of moving them around. They don’t have enough control of the wings to properly use them for attacks, but they make great fancy shields. The wings last for 5 turns.
** Level 6: The ally they grant wings to can now use the wings to glide, and even give them a little boosts when they jump. Also the wings can reflect the force of one attack back onto the attacker durning the 7 turns they last for. 
==== Minors ====
Squawk (minor) 
* Some harpies can produce loud stretches that cause damage to those that hear them. 
** 1: They can target 4 people/creatures in a 12ft radius. The target must succeed a saving roll of 12+ or become dizzy and disoriented for 2 turns, which gives them disadvantage on everything during those turns. The harpy will be unable to speak for the next 8 turns after using this ability.
** 2: They can target 5 people/creatures in a 15ft radius. The target must succeed a saving roll of 13+ or become dizzy and disoriented for 3 turns, which gives them disadvantage on everything durning those turns. The harpy will be unable to speak for the next 10 turns after using this ability
** 3: They can target 5 people/creatures in a 20ft radius. The target must succeed a saving roll of 15+ or become dizzy and disoriented for 4 turns, which gives them disadvantage on everything durning those turns. The harpy will be unable to speak for the next 12 turns after using this ability
Birds Eye (Minor) 
* The users of this ability can enhance their vision to be able to see things extraordinarily well. Using their ability for too long (past the standard turn limit) will lead to worse eyesight overtime.
** Level 1: They can see with up to 20/10 vision. (They see things 20 feet away as if they were 10 feet away)
** Level 2: They can see with up to 20/8 vision.
** Level 3: They can see with up to 20/6 vision.
** Level 4: They can see with up to 20/4 vision.
==== Givens ====
Light as a Feather (Given)
* Harpies have bones just like birds, with the insides being hollow with special struts to strengthen them. This makes their bones both lightweight and sturdy.
Picky Eater (Given)
* Harpies generally eat nuts, seeds, and insects. Diets can be supplemented with meat, fruits, and vegetables. Processed foods should be eaten very rarely if at all.
Bird Call (Given)
* Harpies can communicate through bird calls with each other and other birds.
=== For some harpies ===
Each of these powers has a requirement about the type of bird that rather general. The 1st bullet point of each power tells you the requirement.
Dive (Minor) 
* Must be a water bird to have this power. 
* The harpy can submerge one or more parts of their body in water and pull out something to use as a projectile. Whether that be fish or a random item they found.
** Level 1: They can pull something out of water with a roll of 10+ and then launch it and it’ll hit its target on a roll of 12+
** Level 2: They can pull something out of water with a roll of roll of 8+ and then launch it and it’ll hit its target on a roll of 10+
** Level 3: They can pull something out of water with a roll of 6+ and then launch it and it’ll hit its target on a roll of 8+
=== For bird groups ===
You’ll have to look at the power tags to tell if their a major, moderate, minor or given since their will be far too many sub-sub-sub headings otherwise.
==== Corvids only ====
Takedown Command (Minor.)
* Carrion Crows are in many ways unique in there social structure: Put simply, they appear to have a specialized call for "Go kill that guy." Corvid Harpies can harness this team up for more than Just Mobbing Strategies: They can emit a specialized call that's a combination request for aid and Take down command. Only Birds of the same type as the Corvid giving the command will respond: Ravens will not typically go help out a Crow Harpy giving the command.
** Level 1: Once per week, they can make the Call, it goes out roughly 60 feet, and up to two corvids that hear it have a 50/50 chance of joining in the fight. (Please roll for this.) they will leave if they think there in too much danger, however. Other Corvid harpies can hear the Call, but are free to ignore it.
** Level 2: Once per four days, they can make the call, It goes out roughly 120 feet, And up to four corvids will hear it, with each having a 75% chance of joining in the fight. (Please roll for this.) They will still leave if they Are concerned there's too much danger, but not before getting at least one or two pecks in. Other corvid harpies can hear the call, and feel a little bit more of an instinct to follow through.
** Level 3: Once per day, They can make the call, it goes out roughly 180 feet, and any crows that hear it feel completely compelled to join the fight, where they will fight til the last bird standing. the maximum number of corvids that will respond is now 6. Other corvid harpies can hear the call and feel a serious urge to go help. (Though it can be resisted.)
** Level 4 (Minor Degree): Once per day, they can make the call, it goes out 300 feet now, the maximum number of corvids that will respond goes up to 8. Other than that, the effects are completely the same as level 3.
Scavengers Practicality. (Given)
* Most members of the Family Corvidae are remarkably good at adapting their diets to work alongside humans. On troilus, this manifests as a much better capability for Scavenging, even for processed foods. A corvid harpy can Eat a whole lot of things that broadly fall into the category of "Food" and typically have more diverse Diets than other harpies.
Death from Above (Given)
* Real corvids are Clever enough to drop objects they can't Break into otherwise, such as nuts or turtles, from high up enough to break their shells. For Corvid harpies, this means there far more accurate with dropping objects from flight, Able to make precise bombing runs if they have the materials. To be clear this given does not allow you to automatically hit when doing a bombing run, but it does enable them: You have an actual chance of hitting, as oppose to the normal amount of calculations a bombing run with a living organism would require.
Problem Solving (Given)
* Not only are corvids smart enough to solve puzzles, recent research shows they Enjoy solving puzzles, even when they don't have to. this translates to there Harpy counterparts: Many Corvid harpies love any sort of puzzle or problem to solve (this can sometimes be to their detriment, as they hyperfocus on the problem before them.)
=== For specific birds ===
You’ll have to look at the power tags to tell if their a major, moderate, minor or given since their will be far too many sub-sub-sub headings otherwise.
==== Lyrebirds harpies only ====
Mimicking calls (minor)
* When a Superb Lyrebird harpy has heard someone fro long enough they can start to copy their voice perfectly. To the point where unless they mess up the wording their mimic will be indistinguishable form the actual persons voice. 
* Notice how this power has a time and a turn limit. The time limits are what you use for ‘trust’ rps where you both (or as many people as are in the rp) agree to let it go on for as many turns to reach the time limit. In combat or otherwise default to turns. 
** Level 1: They must know the person for 2 months, and then they can mimic that person for 30 minutes ( or 4 turn)
** Level 2: They must know the person for 1 and 1/2 months, and then they can mimic that person for 60 minutes ( or 8 turns) 
** Level 3: They must know the person for a month, and then they can mimic that person for 90 minutes ( or 12 turns)
==== Crow harpies only ====
Crow Resentment (Minor)
* Crows are known to be one of the few birds that are able to recognize and resent those who have wronged them. Their Harpy counterparts can take things a step further. 
** Level 1: When they make skin contact with someone for at least a minute they cause 2 light wounds to open. 
** Level 2: When they touch someone for at least 30 seconds they can cause 3 light wounds to open 
** Level 3: When they touch someone for at least 15 seconds they can cause 4 light wounds to open or one gash to open 
** Level 4: When they touch someone for however brief a moment, they can cause 5 light wounds to open, or one nasty gash to open
Omen Of Death. (Given.)
* For a long time, Crows were considered omens of death. While most crow harpies live thankfully free of this reputation, there are some who get weird looks due to this outdated reputation.
Caledonian Crow Craftsmanship. (Given.)
* The New Caledonian crow is capable of making specialized "Crow Sticks", Multipurpose tools which they use to get access to otherwise inaccesible prey. For crow harpies, They can channel this aspect into a skill with crafting makeshift tools out of the most surprising of materials. It's not uncommon to see Crow harpies with treasured Spears made of Whittled wood and Sunrise obsidian.
==== Falcon Harpies only ====
Humans ally (minor) 
* Some falcon harpies, much like their bird counterparts work well with humans, and demigods as an extension of that. 
** Level 1: When they are fighting alongside a human they trust, against the same target, they get +1 to their attacks 
** Level 2: When they are fighting alongside a human they trust, against the same target, they also get +1 to their saving throws 
** Level 3: If they follow the exact advice a human recently (must have happened within the day, in rp) gave them for an attack, they get +2 ok that attack
==== Owl Harpies only ====
Silent flight (given)
* Owl Harpies with this power are able to fly silently like the owls that they are based on.
== Credits ==
Ash made 
* gotta go fast (base power)
* squawk (base power)
* bird call 
* Picky eater 
* light as a feather 
Puffin made 
* dive (levels) 
* gotta go fast (levels) 
* squawk (levels) 
* birds eye (levels)
* mimicking calls
* crow resentment
* humans ally
Alolan made (@alolanninetales2 on dis)
* Silent flight 
Cass made (@littletrashgremlin on dis) 
* aerokinesis 
* winging it