The
Master Skills (Also known as the Five Talents)
*The
uncommon and rare versions of these skills all provide special benefits to
game play.
*Most
of these skills cannot be learned unless a seaquine has been born with a
natural ability.
*There
are a number a ways to discover these skills: fortune tellers and
guild examines are two.
*Each master
skill has varying levels of ability and can manifest in many individual
ways.
*Each master
skill has a few set rules that must be followed so please read them.
*Skills may
grow. For example: An empath has a better chance of becoming a
dreamer.
Mindsight:
A Skill of the Mind
Empaths:
(Common) The ability to sense feelings. Empaths often serve in areas
of counseling and as judges. Their abilities vary but most can sense
strong emotions. NEW!
There is a great deal a variety in the empath skill. They can be
affected by how fully a seaquine embraces the skill and how much effort
they put into it. It is not uncommon for an empath to put a focus on
one emotion and grow weaker at sensing the rest. They can also be
unfocused, sensing many emotions but being unable to determine where
they are coming from.
For example: A certain seaqine was born with the empath skill but did
not want it. He put little effort into using the skill except in the
realm of determining if another seaquine is lying. After a time he was
only able to use that one aspect of his skill, the rest had faded away.
Rules:
Cannot project, only receive. Cannot read thoughts only emotions and
feelings.
Dreamers:
(Uncommon) The ability to "see" events. Dreamers
vary greatly, some have great control and can see exactly what they
are looking for. Others can only see while sleeping and have
little control over what they see. Many are empaths as well
but they do not have to be. The distance a dreamer can see
into the past depends on their skill level. Skill level also determines
any visions of the future. Most only see swirling colors when they
look ahead since the future is always in motion. A few
can grasp hints. Just about every "trip" to the
future leaves a splitting headache. They can only see what is visible. If a scene takes place
in the dark then that is how the dreamer sees it. This is why many
shady characters make their plans in darkened rooms, to hide their
identity.
NEW!
Dreamers generally fall into one of the following categories based
on their skills:
Sleep
Dreamers- Only see while sleeping and have no control of what they
see
Vision
Dreamers- Can see while awake, can sometimes trigger a vision through
great effort.
Skilled
Dreamers- Can see what they are looking for, have some degree of control.
Lost
Dreamers- Spend more time dreaming than in reality. Have to focus to
return to the here and now.
Rules:
Cannot project, only receive. May see current events clearly. May
see past events but these fade as they get older.
May
see future events but these are rare and hard to read.
Special:
Dreamers will get special pm's about some
events. Dreamer eye animation.
Mind
Masters: (Rare) The ability to see all. Mind masters
generally can
do everything that empaths and dreamers do as well as read and
project thoughts. They are often dreamers of great control and can
see great distances both past and present. When their view of the
future is clearer than most they are refered to as oracles. With effort
some can read minds
and show others what they are seeing. Some can effect moods by
projecting feelings and emotions. This skill allows them to calm a crowd or
fire it up as need requires. Mind masters are greatly feared by
the general public and often keep their skills hidden. The
first, and greatest, mind master of all seaquine history was Farsite,
one of the five heroes of the pirate wars.
Rules:
Don't flaunt it. No telekinesis (that is
a separate skill).
Special:
Mind masters will get special pm's about some
events and will be allowed insights into story lines.
Healing:
A Skill of the Body
Medics:
(Common) Learned skills. Trained in the use of medicine, first
aid, and most minor medical treatments. Can decide to become
an alchemist instead, as it is a closely related focus. Medics
make up the majority of seaquine healthcare.
Rules:
Can be a Medic or a Alchemist but not
both.
Menders:
(Uncommon) The ability to read the body. A mender can
determine the extent of an injury or illness with only a slight
touch, even if the injury is internal. They have a natural
understanding of how to treat illness and with time and effort they
can create new medicines. Many skilled alchemists are natural
menders. Can easily identify poisons as well as beneficial plants
and minerals. Often serve as a Master Medic, guiding many
medics at once. Menders are hampered by lack of supplies and the
severity of the illness/injury.
Rules:
Can be a mender and an alchemist. Cannot
"will" healing, must use external forces to work cures.
Special:
Menders will have special roles in future events
Healers: (Rare) The ability to transform the body.
These healers have the ability to actually direct the body with
their will. They can repair damage with a touch but it takes
great effort. They can choose to cause harm in the same
manner. The very skilled can even transform the very structure
of the body. It was the first master healer, Harbor, who
transformed a simple anemone into the lion anemone thereby creating
the Lionfish. Master healers tend to keep their skills hidden
to avoid being overrun by those wishing to be healed.
Rules:
Limited by skill and strength. Healing
by will weakens the healer greatly and should be used in moderation.
Special:
Highly skilled healers can change the breed of a
seaquine but this is a difficult and therefore rare event.
Navigator:
A skill of the Compass
Guides:
(Common) The ability to learn a territory inside and out. Guides
have a good sense of direction and excellent memories. They seam to
have difficulty starting over in a new territory and often cannot retain
knowledge of a territory that has been left behind. Scouts are generally
guides with military training.
Rules:
Seekers:
(Uncommon) notes-inner compass, always know north. Exceptional
memories, learn terrain, need landmarks. Some have extra talents
such as sensing materials like metal ore- metal searchers
Rules:
Wayfinders:
(Rare) The ability to know exactly where you are at all times. This
skill is like having an inner GPS, they are never lost. Some have
perfect (photographic) memories. This skill is essential when
crossing large bodies of open water.
Rules:
Chameleon:
A Skill of the Eye