book of skills.

Part I: The Ordinary Skills | Part II: The Enhancing Skills | Part III: The Master Skills


**Under construction**

 

 

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

Mimics: (Common) The ability to change color temporarily.  Mimics have the power to change the colors of their scales and fins.  These changes must be maintained through constant effort. The longer they maintain a change the greater the effort involved.  If they lose their focus they will revert to their base color once again.  Mimics risk side effects such as scale mottling.  Mottling occurs after using the mimic skill excessively.  It is assumed that the constant changing of one's color eventually confuses the system resulting in the loss of the original patterns and colors and the appearance of blotchy colored scales.  Mimics are still fairly common on the reef.  The fact that they cannot maintain their changes for long periods of time or if their concentration breaks leads to an uneasy acceptance of their skills.  Many mimics use their talents as novelty performances.

Rules: Mimics can only change colors, they cannot change their shapes.

 

Chameleons: (Uncommon) The ability to change ones appearance temporarily or permanently.  Chameleons can mimic with less effort and concentration and for longer periods of time.  They can also permanently change their base colors and patterns.  The process takes great effort and generally takes hours or days to complete.  They are often weak and exhausted afterwards.  There are nasty side effects including failure to complete the change, memory gaps, and, in some cases, madness.  A few Chameleons have been recorded in recent history but they are quite rare.

Special: Chameleons have access to special animations (Change color or pattern)

 

Phantoms: (Rare) Phantoms can do everything that Chameleons and Mimics do but with much greater skill.  They can control the color of their scales with such fluidity that they can blend into any environment essentially becoming invisible.  They can mimic other seaquines with little effort and maintain the disguise for days on end.  Phantoms are greatly feared and if any currently exist they have hidden their skill from the general public.  The last known phantom was put to death during a series of riots that took place many generations ago.  

Rules: Don't flaunt it, phantoms are still greatly feared and may be treated with extreme malice.

Special: Phantoms have access to special animations (Disappear)

 

 

The Unknown Skill: Also called the Secret Skill

Although it is generally believed that the fifth member of the famous Five had a master skill it is unknown what that skill could have been.  Many scholars feel that the skill has been hidden by design.  Recent events have brought to light the basics of this skill but much more still needs to be learned.  

 

Amplifiers: The variations in this skill group are as of yet unknown although it is believed that they will fall into three basic categories just as the other master skills do.  Apparently this skill allows a seaquine to improve or enhance the skills of another.  The effects can be both long term and short term depending on the exposure and skill level.  There is very little outward sign of this skill and so it often goes undeveloped.

Rules: This skill is not common knowledge.  Your seaquine must learn of it from either official RP or from the guild. 

 









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