Triton
Advantages:
- Underwater Combat
- Terrain Adaptation (Water)
- Resist Water receive 1 resist at 1st level and every 10th level for free, and may purchase more.
- Merchant Skill is purchased for 2 SP less per level (Triton with Merchant Backgroud pays 2 per level any other background pays 4 per level)
- Can buy Knowledge: Nautical up to level 7 (excess levels carry into Contested Rolls for sailing)
Disadvantages:
- Species Makeup (Blue Skin)
- Vulnerable (Fire)
- Cannot choose Fire in any case where multiple elements are available (Spell Pool, for example)
Powers:
Liquid Form: Liquid Tritons take half physical damage for one encounter or five minutes - this also removes their Vulnerability for the duration.
Feels Like Home: This allows a Triton to heal fully and clear all negative status effects by Concentrating while submerged in water for one minute. Feel like Home can be used twice per reset.
Cannonball: This functions as an Elemental 20 Water Burst, usable twice per reset.
Landsick: This allows a Triton to simulate poor sea legs, inducing sickness and disorientation. This is packet-delivered as "Natural Nausea" and is usable twice per reset.
Cleansing Palette: Tritons with this power are largely immune to ingested poisons. It's not perfect, there are some toxins out there strong enough to survive being purified, but unless a Marshal tells you differently, you can call No Effect to poisons in your food or drink.
Heroic:
Rejuvenating Waters: (requires Feels Like Home) Once per reset, a dead Triton can receive a Life effect from having at least 12 ounces of water poured into their mouth. (Please don't waterboard Triton players, just hand them a bottle and let them drink it on their own, out-of-game).
Drowning Strike/Shot: This functions as a Natural Deprive (Water Breathing). It can be packet or weapon delivered, decided at time of purchase. Multi-role Tritons can buy this power twice and decide on use whether to swing or throw it.