Satyrs on Troilus

== 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. Specific details depends on the type chosen. Some may have animal ears, pointed ears, animal like eyes, or horns depending on the animal chosen.
=== 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 
=== Life cycle ===
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 the natural word, becoming plants.
=== Types ===
Both of these types has an established presence on Troilus 
==== 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
==== Sheep/ram ====
* Curly wool-like fur
* Longer rounded fuzzy ears
* Rounded nubby horns.
* Lower body is the back legs of a sheep, ram, or lamb
== Culture ==
=== On island ===
Godly connections: The Satyrs on Troilus still has not given up on their faith to lord pan. They sing his praises, they pray to him. However, they do let their children decide if they want to join in the praises. 
Family bonds: They have families pretty simular to human ones, except larger since more generations are alive at a time. 
==== Off island ====
All satyrs are under the protection of Pan, lord of the wild. As such they love and care for him.
== Powers ==
Please refer to the powersets on the lineage page when choosing which powers you want.
=== Majors ===
Instrument versatility (Major/moderate/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.
* If you choose this power you must say the instrument, and detail the effects it’s songs have. The more strong effects lead to this ability taking up a higher power slot.
Woodland Songs (Major/Moderate) 
* These are the songs that Satyrs can learn to help them help plants, or simply use them in battle. Some of these songs also draw in any nearby animals which then will likely help the Satyr.
** 1-2: Alter a plant’s current condition by making it bend and grow up to 5ft (1.5 meters). They can make 1 plant bloom at a time. They have six uses before getting tired.
** 3-4: Their songs, if they will it, can draw in any animals within a 3 mile radius to travel to them within 4 turns. These animals are not fearless so if they think their going to die, and that the Satyr didn’t call them for a battle worth dying in they might just run away. In events staff or whoever is running the event chooses which animals stick around to help. Otherwise please communicate with your fellow rpers to determine how using this power works out. 
** 4-5: Alter a plant’s current condition by making it bend, as well as grow 10 feet (3 meters). They can now also make flowering plants produce fruit when applicable. They have 11 uses before getting tired. They can cause plants to sprout from their seeds but they will not grow rapidly after sprouting. 
** 6: Their songs, if they will it, can draw in any animals within a 6 mile radius to travel to them within 3 turns. These animals are not fearless so if they think their going to die, and that the Satyr didn’t call them for a battle worth dying in they might just run away. In events staff or whoever is running the event chooses which animals stick around to help. Otherwise please communicate with your fellow rpers to determine how using this power works out. 
** 7: Alter a plant’s current condition by making it bend, grow up to 15 feet (4.6 meters), and make flowers sprout from the ground in full bloom even in adverse conditions. They have 16 uses before getting tired. They can also cause plants to sprout from their seeds and grow rapidly. 
** 8: If they are in an area with a lot of flowers, or they grew a lot of flowers they can cause all of those flowers to release their pollen and create a pollen bloom. Anyone inside the pollen bloom, including the Satyr will have disadvantage on everything until they leave the pollen cloud because that amount of pollen makes file super difficult, for everyone. The cloud will dissipate within 4 turns.
=== Moderates ===
Enchanting Tune (Moderate)
* Satyr's with this power have learned to use their panpipes to tap into the music of an individuals mind, and then figure out from that said music which tunes will cause the person to fall under a trance. Since they must tailor their music to the individual this power can only work on one person at a time. Once in this trance the Satyr can keep playing to cause the person to slightly bend to the Satyrs will and behave like how the Satyrs music tempted them to in the trance. While in this music induced trance the targets body will be entirely relaxed so it’s not possible to control someone’s movements. 
* 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. Especially if that person the Satyr knew was willing to go under the effects of this power, or too caught off guard to fight off the sweet music. 
* If a Satyr continually reinforces their previous musical magic on someone, the effects will last for longer, and if this powers highest level is continuously enforced it may become permanent until undone. This magic can be undone by charmspeak, or another person with this or a similar ability. 
** Levels 1-2: The Satyr must play the song for 4 turns minimum before their target can fall into a trance. If someone tries to fight off the music they can with a roll of 8 or higher on a d20. They can only roll to save once. While in a trance the target will be minimally open to suggestions. They will easily take in suggestions for things they want (like if they wanted to be less stressed they can certainly emerge from the trance less stressed). They may also take minimally impactful silly suggestions like quacking back whenever they hear a duck quack. These effects will wear off in 12-24 hours unless the target actively works to follow the suggestions.
** Levels 3-4: They must play the song for 3 turns minimum before their target can fall into a trance. If someone tries to fight off the music they can with a roll of 12 or higher on a d20. They can only roll to save once. While in a trance the target will be somewhat open to suggestions. These can now also be pretty silly things like being convinced their name if Timothy Tim Tim, and somewhat impactful things like forgetting a minor memory. These effects will wear off in 24-48 hours unless the target actively works to follow the suggestions.
** Levels 5-6: They must play the song  2 turns minimum before their target can fall into a trance. If someone tries to fight off the music  they can with a roll of 15 or higher on a d20. They can only roll to save once. While in a trance the targets will be rather open to suggestions. These can now also be very silly things like acting like a chicken. However these huge changes will only last for 5 turns. These effects will wear off in 48 to 72 hours unless the target actively works to follow the suggestions.
=== Minors ===
BOINK (Minor) 
* Once per day they can sum all of their spare energy and smash their horns 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.
** Level 1: The target goes flying 3ft back at maximum 
** Level 2: The target goes flying 5ft back at maximum 
** Level 3: The target goes flying 7ft back at maximum 
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.
** Level 1: the curse lasts for half a day 
** Level 2: the curse lasts for a full 24 hours 
** Level 3: the curse lasts for roughly 2 days
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. 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.
** Level 1: They can sense any demigod within a 20ft radius of them and they can focus in on one demigod per day and hear nature’s judgment of them. 
** Level 2: They can sense any demigod within a 30ft radius of them and they can focus in on two demigods per day and hear nature’s judgment of them.
** Level 3: They can sense any demigod within a 40ft radius of them and they can focus in on either 2 demigods per day and hear nature’s judgment of them, or they can focus in on one other humanoid and hear natures judgment of them.
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. 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. Once using this power they can’t use it again for another two weeks. 
** Level 1: They can summon enough food for a party of about 4 people.
** Level 2: They can summon enough food for a party of about 8 people 
** Level 3: They can summon enough food for a party of about 12 people
=== Givens ===
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
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.
Woodland Tunes (given) 
* Any Satyr can play the basic songs that help plants flourish, and draw small animals from around their immediate area in. However, learning the more powerful tunes take time, practice, and higher power slots.
Soothing Voice (Given)
* Some satyrs are capable of using their singing voice in place of their panpipes for magical effects. There voices are often sweet and soothing, with a musical element to their speech. this has no special bonus, to seperate it from Instrument versatility, but they are still able to use the tunes of their voice in place of panpipes.
=== Sheep Satyrs only ===
Look at the tags to tell if something is a major, moderate, minor or given please 
Prey Mindset (Given)
* Typically, Sheep satyr's tend to lean far more on Flight then Fight when it comes to the classic dichotomy. This is due to the long history of sheep needing to run away from things that want to eat sheep.
== Credits ==
@mclevystrongmorse made 
* nimble footwork 
* Satyr plays 
* summon feast (base power) 
* curse of foolishness (base power)
* enchanting tune (original power) 
* demigod detection (base power) 
* instrument versatility 
Puffin made 
* woodland tunes 
* nature sensitivity 
* summon feast (levels) 
* curse of foolishness (levels) 
* enchanting tune (major edit)
* demigod detection (levels) 
* bionk 
* woodland songs