TRITON ARTIFICER
Once the great scientists, engineers and artists of Merouvian society, Artificers have transformed somewhat into thieves, spies and saboteurs -- particularly those Artificers who serve more war-oriented societies or the Old One known as Enosichthon. In more enlightened Triton societies, they tend to cling to their original function, but evolution of a sort has taken its course, and the powerful magics that transformed the surviving Merouvians have taken their toll as well, and all Artificers now possess certain abilities better suited to subterfuge and impulses fitting rogues and con men alongside their legendary intellects and gifts for more enlightened pursuits.

In all forms, Triton Artificers receive +2 to their Intelligence, as well as a rank of Enchanter or Superscientist (subject to the player's discretion and Director's approval). They can also turn invisible at will, though this power is limited and shuts off temporarily whenever they strike some object or person or otherwise draw attention to themselves. They maintain their fierce curiosity, with a two-point Obsession that drives them to constantly tinker, examine, and analyze, frequently going so far as to take apart unfamiliar devices or objects to understand how they work, and compulsively working on any interesting puzzles that happen to be placed in their vicinity. However, they also possess darker impulses, including a driving thirst for recognition in the form of Serious Ambition, and a serious inability to resist telling lies and developing overcomplicated schemes even when both are unnecessary, which impulse manifests itself as Antisocial Impulses 3 (Deceit).

In their Triton forms, Artificers receive +2 to their Dexterity, Natural Armor 2, and retractable claws which deal (3 x Strength) Slash/stab damage. However, their connection to the sea, to the primal forces that grant all Tritons their abilities to some degree, is limited by their fascination with the surface world, with lost Merouvian science and with machines and knowledge of all sorts. In many ways, they have begun to lose the essence of Tritonhood, and as such, they can change from one form to another (human, mer, or Triton) only twice within each twenty-four hour period.

TRITON HEALERS
Of all the castes, the Healers are perhaps closest in their continued function and nature to their lost Merouvian counterparts. Only the darkest, most twisted Healers are found among the truly fallen nations; most remain pure, uncorrupted and untroubled by the impulses and eccentricities that plague many other modern Tritons. This may be in part because all Healers are, with few exceptions, instinctively and telepathically bound to the Sacred Order of Panakeia Asklepiosidou, a religious order dedicated to the Merouvian (and later Greek) demigoddess of healing whose members reject modern boundaries and Triton politics and go where they will, rendering aid wherever they can. It is not at all uncommon to find Healers living in or even ruling such neutral territories as Amphetrite's Rest, though most prefer not to stay exclusively in such safe havens for long.

As such, all playable Healers automatically have an Important Obligation to Panakeia, as well as something of Outcast status within Triton society. While those with similarly neutral political attitudes respect the Healers, other Tritons are not so forgiving, feeling that the Healers should choose sides and work for one faction or another (inevitably theirs, and the only 'right' faction at that), and their attitudes can range from indifference, to mild derision, to open dislike to the occasional bout of homicidal rage. Still, there are plenty of peace-minded Tritons out there, and plenty of places where the services of a Healer will be welcome, even if their philosophy isn't; and most Healers would rather be scorned for their careful neutrality than slain in the cause of what they view as a pointless war.

In all forms, Healers receive +2 to their Perception, +1 to Intelligence and +1 to Willpower. They regenerate a number of Life Points equal to their Constitution every minute, receive a 2 additional ranks to their Doctor skill (as mystically obtained knowledge of Triton medicine enters their minds) and possess Supernatural Senses (Empathy).

While (as implied) Healers can also treat others with great effectiveness, this requires them to enter a state of deep communion with the sea and the source of the ancient Healers' power; as such, they can only heal mystically when in Triton form. (It is of course entirely possible for Healers who are also conventional physicians, nurses or simply first aid practitioners to exercise human medicine in whichever form they wish.) When laying hands upon a given patient and channeling this pure healing force, Healers can cause their patients to regenerate as swiftly as they themselves do, regaining a number of LP equal to their Con with each passing minute.

When in Triton form, Healers receive +1 to Dex and +2 to Con. They also possess Natural Armor 3 and a Natural Weapon in the form of retractable claws which inflict (2 x Strength) Slash/stab damage.