Harpy

## 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

### Anatomy

There are two kinds of harpies, flightless and flightful. It's exactly as labeled, where flightful harpies can fly and flightless harpies cannot. Since there are so many bird species there will not be much specification in the way of subtypes, but put the subtype into the document as “Bird Choice | flightless or flightful” and choose one or the other. This is entirely based on whether you have chosen a flightless bird or not.

They also have wings, so stronger back, shoulder, and arm muscles.

### Source

Storm winds can create harpies, however they can have biological parents and siblings.

## Culture

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.

Harpies are the personification of storm winds, so they are more comfortable in storms or in high winds.

## Abilities

### For all

#### Major

Gotta Go Fast (Major/Moderate/Minor)

* Harpies are incredibly fast, those that fly able to go as fast as hurricane winds for short bursts of time. 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.
	+ 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.

#### Minor

*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.
	+ Level 1: They can see with up to 20/5 vision. (They see things 20 feet away as if they were 5 feet away)
	+ Level 2: They can see with up to 20/4 vision.
	+ Level 3: They can see with up to 20/3 vision.
	+ Level 4: They can see with up to 20/2 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

All of these have some sort of requirement of what type of bird the character is to get the power.

#### Minors

Dive (Minor) !!Water Birds Only!!

* 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+