Satyrs

== Types ==
=== Goat ===
* Longer wavy or curly fur that can be silky or stiff. 
* Short nubby to longer and sharper horns 
* Pointed ears.
* Lower body is the back legs of a goat
=== Lamb ===
* Curly wool-like fur
* Longer rounded fuzzy ears
* Rounded nubby horns.
* Lower body is the back legs of a sheep, ram, or lamb
=== Horse ===
* Taller compared to other satyr species
* Smooth varying colors, with some having spots
* Longer horse-like tails and a mane on their heads
* Lack horns
* Sharp pointed ears that are slightly more elongated than a standard satyr’s ears
* Lower body is the back legs of a horse
=== Deer ===
* Taller and larger than common lamb and goat satyrs
* Can be any range of colors, such as red-brown, mousy brown, light gray, brown with white, white spots, and, in rare cases, pure white, etc.
* A rack of antlers on their heads that, the older they get, the more impressive they become. Antlers can be pointy and sharp or rounded and velvety.
* Have bigger, furry ears that are more noticeable than in a goat or lamb satyr
* Lower body is the back legs of a deer
== Biology ==
=== Appearance ===
Satyrs are nature spirits with the top half of a person and bottom half being the back two legs of an animal connected at the waist
=== Aging ===
All satyrs live to be roughly 300 years old.
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
=== Anatomy ===
All satyrs have the back two legs of another animal. Specific anatomy depends on the type chosen. Some may have animal ears, pointed ears, animal like eyes, or horns depending on the animal chosen.
=== Source ===
Satyrs are creatures of nature, however they are born into families just like people are. There is a chance a nymph could give birth to a satyr if they create a family with one. When satyrs die they return to their source, becoming plants.
== Culture ==
All satyrs are under the protection of Pan, lord of the wild. As such they love and care for him. 
== Abilities ==
You can take as many powers as you want, as long as those powers apply to your character. (For example: a horse Satyr can’t have the bionk ability since they don’t have horns.) 
=== Minor ===
BOINK (Minor) !! only for satyrs with horns or antlers !!
* Once per day they can sum all of their spare energy and smash their antlers into something. This causes a lot of damage to the creature as it gets stabbed by any sharp points and goes flying back a few feet. 
Woodland Magic (Minor)
* By playing on their pan flute, they can urge plants to grow and attract animals.
Enchanting Tune (Minor) 
* Satyr's with this power have learned to use their panpipes to tap into the music of an individuals mind, leading them to do Things that the satyr wants them to do. 
* The effect works best for silly requests, IE: "Cluck like a chicken", or "Stop what you're doing and count every ant that leaves that anthill", But less well for serious requests, and flat out does not work for potentially self damaging requests. It would be difficult, but not impossible to get someone to follow the request of "Protect this Demigod" and down right impossible to get someone to just obey "Jump off that Cliff". 
* The target of the effect has to be humanoid, both in size and form. As well, the more a satyr knows someone, the more effective this power is on them. It's a lot trickier to convince a stranger to do something stupid by listening to their internal music than it is to make a close friend do something stupid, because you know the music of the close friend more.
Curse of Foolishness (minor) 
* Many satyr's of ancient times had a tricksy way about them, and even more appeared to the world as humble fools. But woe betide the person who called them that, as they would often find themselves on the recieving end of this curse.
* Requiring a rhyming incantation to use (Basically any lines, as long as they spell out the target, rhyme, and make it clear what will happen to the target) this Curse forces whoever is cursed by it to fall into a form of foolishness for a day, Usually just becomin more easily manipulated by their desires and wants, but sometimes finding bookish learning far more difficult, or being bedazzled by every natural thing they see. 
* This curse does take a lot out of the satyr usining it, however, and once used cannot be used again for a week.
Instrument versatility (Minor) 
* Satyr's with this power have found a way to channel their nature magic through a different instrument, generating different effects based off of the instrument. It must however, be an instrument with a folk vibe to it, something that if someone was playing at a party or a pub, you would understand.
* For example an Accordian Playing Satyr might have the ability to infuse their allies with the frinetic speed of a polka, While A herdy-gerdy playing Satyr might be able to infuse their allies with the endurance and slow but stead strength of the herdy-gerdy.
* When you pick this power, you must say the alternate instrument your satyr uses and how it impacts their nature magic.
Demigod detection (Minor)
* Most satyr's are capable of smelling out a demigod, this much is true. But satyr's with this power take it one step further. They can sense any demigods within 50 feet of them, and if they focus on a specific demigod, they get a vibe on how nature percieves that demigod.
* Typically, children of Demeter , Persephone or other nature deities are viewed kindly, with doting anecdotes from the plants they fostered. Children of hephaestus, athena, and ares... Typically not so much, with bitter vengeful tales from the trees they turned into firewood rumbling in a satyr's ears.
Summon Feast (Minor) 
* Satyr's with this power can tap into the power of the old parties with wild dancing and frenzied spirit, and effectively mooch off of those parties snack tables. They can summon enough food to feed as many people as they are partying with, no more, no less, and the food is a casual snacky affair.
* Satyr's with this power tend to be community leaders, because what kind of satyr grandmama doesn't want to have explicitly more food than will be eaten between the food they summon and the food they prepare.
=== Given ===
Zoolingualism (Given)
* The ability to talk to animals
Enhanced Senses (Given)
* They have enhanced hearing and smell and can smell demigods and monsters. They cannot smell them underground.
Eat Materials (Given)
* They can eat natural and recyclable materials
Enhanced Speed (Given)
* They can run faster than most normal demigods due to their animal legs.
Strength of the Woods (given) 
* Nature children get empowered with fighting in areas filled with plants and it makes all of their physical abilities slightly increase (this does not heal them) 
Nature Sensitivity (given)
* When they're in natural environments they can easily tell how healthy/unhealthy the ecosystem is. They also can tell when large changes happen such as large groups moving through the area, a tree dying, or humans polluting the area.
Satyr Plays (given) 
* Some satyrs are blessed in the memories of the ancient days of theater, where the comedies were created by their kind to help humans deal with their obsession with tragedy. Satyr's with this given are excellent at most forms of working on a play, be it acting, Stage crew, or even directing.
Nimble Footwork (given) 
* Almost all satyr's tend to be incredibly well balanced and good at kicks as well as other situations that call for dexterous footwork. Dancing is of course a specialty of many satyr's who use this ability to a tee, but goat satyr's are well known for their ability to hop up difficult rock slopes.