Magics and Tribal Roles: The Master List
Apr 7, 2014 9:55:43 GMT
Post by The High Ones on Apr 7, 2014 9:55:43 GMT
This will eventually list all the tribal roles and magics, with an explanation for every one. This list will not likely be exhaustive. Most of the information will come directly from The Wolfrider's Guide and The Big Elfquest Gatherum. When looking at the magics, please keep in mind that we are biased towards diversity in our players, meaning that we are more likely to accept a character with a magic no one has than one that someone else has. Your character may also only have one magic, with the exception of sending, healing-based magics and shapeshifting (for Wavedancers). Unlike magic, except for specific roles, there is no quota on the amount of elves who can fill a tribe's role, nor how many roles one elf can have, but they are like any other skill; an elf probably cannot be a master fletcher/tanner/carver/hunter/tracker. So balance your characters accordingly!
Magic
Sending: telepathy between elves. Elves can send to an individual or a group. The greater the distance between two elves, the weaker the sending ability. No elf can send outside his or her living area; for example, a Wolfrider cannot send outside the bounds of the holt. By default, sending is open; someone nearby can "overhear" what others are sending about, if they choose. In sending, one can only send the truth; however, truth is often subjective, so one can certainly send something false if they believe it to be true.
-Locksending: the ability to send to another in private; someone nearby cannot "overhear."
-Black Sending: the ability to cause another pain through sending. This is a rare ability, but when the sender is greatly distressed, the ability can be used unintentionally.
-Wolf-sending: the ability to send to a wolf. Generally, wolves cannot respond in full sentences, but in feelings, words, and images. Elves can send to other creatures, but their ability to receive is not reliable, and they cannot respond mentally.
-Blocking: the ability to turn off one's ability to receive sending. This is temporary.
-Wolfriders, by default, have an average sending ability.
-Go-Backs, by default, have a below average sending ability, some unable to send at all.
-Wavedancers, by default, have an above average sending ability.
-Plainsrunners, being a mixed tribe, have a mixed sending ability. They may send as well as a Wolfrider or as poorly as a Go-Back.
-all elves who can send have the capacity to use the above.
Magic Feeling: the ability of an elf to sense magic. Most elves can sense areas with powerful magic in the guise of a vague feeling, but in some elves, the ability is more specific and refined.
Magic Blocking: the ability of an elf to temporarily force another to stop using magic.
Shielding: the ability to create magic shields to protect from outside forces or objects. These shields can be put up around the shielder, or someone else. The shielder's ability to hold up the shield will drain the longer it is up, and the more stress is on the shield.
Masking: the ability to mask one's image and scent, allowing the user to "hide in plain sight." It takes considerable energy, so is mostly useful for hiding from pursuers. Because it doesn't mask sound and is easier to use when still, the user is not advised to move while masking, but it can be done. The mask can also be extended to someone the user is touching, but expanding the mask also takes more energy than masking a single elf.
Healing: the ability to heal wounds and diseases in elves; healing of psychological disturbances is also possible, but only for a talented healer. A strong enough healer can also heal other creatures, such as animals, trolls, and preservers, but this is a much more difficult task. All these require physical contact.
-Anti-Healing: the ability to use healing powers to harm. This is not likely an ability we'll see in this game.
-Mental Shielding: the healer's ability to shield another from mental attacks.
-Removing wolf blood: the healer's ability to remove the wolf element from a Wolfrider. This renders the elf immortal, but also removes any enhanced senses.
-Fleshshaping: the healer's ability to manipulate muscle and tissue. The Wavedancers have the only fleshshaper in the game. This ability is most often used to shape leg and arm fins and enhance skin hues.
Boneshaping: the ability to shape dead bone. This is not related to fleshshaping; it is restricted only to coral and the bones of dead creatures. The magic user can shape anything from delicate jewelry to structural support, so long as there is enough material. Wavedancers use this ability to shape natural defenses.
Soilshaping: the ability to shape soil and clay. Often used for digging holes, gardening, and making pottery.
Rockshaping: the ability to mold rock like clay. Rock is very dense, so much energy is used influencing it to move; it is not a terribly fluid magic.
Metalshaping: related to rockshaping, but with metals. Metal is more fluid and easier to manipulate. An elf can be a metalshaper without first being a rockshaper, but a rockshaper can eventually learn how to manipulate metal.
Sandshaping: related to rockshaping, but with sand. Sandshaping manipulates only sand that is created from ground-up rock; bits of coral, seaweed, and water may come along for the ride, but will filter out. A sandshaper and a rockshaper can learn each others' magics; the only difference between these skills is the consistency and flow of their materials. Someone more skilled in solid rockshaping may have a hard time with more fluid sand, and vice versa.
Plant/Treeshaping: the ability to influence sprouting and growth of plants, and change the shape of a plant. This is generally confined to living material; dead wood is harder to shape. This magic is also dependent on conditions; a treeshaper cannot plant a seed in sand and expect a tree to grow.
Watershaping: the ability to move water at will.
Fireshaping: the ability to use the ambient heat to ignite objects and control fire. Like plant/treeshaping, this is also dependent on conditions; a fireshaper can't set water on fire, and will have an extremely hard time using their magic in the rain. If desperate, the magic user can use their own body heat to fuel their magic, but this is quite risky. Most of the energy spent by the magic user is in controlling the flame.
Shapeshifting: the ability to shape one's body into the form of another living creature. In our game, this is limited only to those Wavedancers who have tails, and they can only shift between their tail and legs. Once they decide on the physical characteristics of the tail, changing it is extremely difficult. The ability to shift forms gets harder and more painful with age, and the user will eventually have to settle on one form.
Animal Imitation: the ability to walk and act like an animal in such a way that makes the animal believe the magic user is of the same species. This ability can be partially taught.
Astral Projection: the ability of an elf to send his or her spirit to the astral plane, enabling the spirit to communicate to other elves across long distances. The range is much further than sending.
-Mind Snare: the astral projectionist's ability to trap another spirit on the astral plane. The longer the spirit is separated from the body, the weaker the body gets. The trapper does not have to stay on the astral plane to keep the spirit trapped. This ability is seen during the Mindlurker arc, and is likely not available to players.
Tribal Roles
Most elves have multiple tribal roles, but one primary role. For example, a warrior may also be a hunter with decent tracking skills, but with warrior as their primary role. A hunter may also be a warrior if needed, but perhaps their skills are better suited for hunting rather than hand-to-hand combat.
Elves below about 10 turns likely list cub/fawn/pip as their role, as their primary purpose is to learn and explore their world.
Any role can be Apprenticed.
Leadership
-Chief/Chieftess/Crown: This is the leader(s) of the tribe. The Wolfriders, Go-Backs, and Plainsrunners use Chief/Chieftess, while the Wavedancers use Crown, but chief/chieftess is used casually.
-Second: This is who is in charge in the Chief's absence. The Go-Backs are the only tribe with a designated Second.
Hunting and Combat-Based Roles
-Fisher: a hunter who specializes in catching food from rivers, lakes, or the sea.
-Guard: one who's focus is on watching out for external threats; similar to a scout, but more sedentary.
-Hunter/Huntress: one who's focus is on providing meat for the tribe. Some choose to identify their role by their weapon, like Archers.
-Scout: one who's focus is on exploring the tribal lands for potential threats or prey animals.
-Tracker: a hunter who specializes in tracking prey animals, but can extend to other threats.
-Warrior: one who's focus is on protecting the tribe from outsiders.
Crafters
-Artist/Crafter: one who focuses on creating things. A very broad role, ranging from maintaining historic paintings on a cave wall to making toys for young elves to designing tools and storage.
-Brewer: one who brews drinks from dreamberries or beesweets.
-Carpenter: a crafter who specializes in items made from wood.
-Fletcher: a crafter who specializes in making arrows.
-Jeweler: a crafter who specializes in making jewelry.
-Tailor: a crafter who specializes in making clothes not made from leather. A Wavedancer role; the majority of clothes are made from scavenged cloth, woven grass, and the rare pieces of seal leather.
-Tanner: a crafter who specializes in making clothes and other items made from leather. Involves knowing how to skin an animal, tan hide, dye leather, and design clothes.
-Weaver: a crafter who specializes in any kind of cloth manipulation. This could be the making of cloth from preserver silk, making ropes for nets, or anything in between.
-Weaponsmith: a crafter who specializes in making weapons.
Healers
-Healer: one who uses healing magic to heal injured tribesmates.
-Herbalist: one who uses herb lore to heal.
-Midwife: one who specializes in helping bring new elves into the world.
Providers
-Elk-Herder: one who's focus is on the tribe's herd of elk. A Go-Back-only role.
-Entertainer: one who's focus is on maintaining tribe morale in the form of singing, dancing, and/or storytelling. Encompasses Singers, Dancers, Lorekeepers, Musicians, and Storytellers.
-Gatherer: one who's focus is on gathering plants, herbs, nuts, roots, berries, and other such things for various uses.
Magic
Sending: telepathy between elves. Elves can send to an individual or a group. The greater the distance between two elves, the weaker the sending ability. No elf can send outside his or her living area; for example, a Wolfrider cannot send outside the bounds of the holt. By default, sending is open; someone nearby can "overhear" what others are sending about, if they choose. In sending, one can only send the truth; however, truth is often subjective, so one can certainly send something false if they believe it to be true.
-Locksending: the ability to send to another in private; someone nearby cannot "overhear."
-Black Sending: the ability to cause another pain through sending. This is a rare ability, but when the sender is greatly distressed, the ability can be used unintentionally.
-Wolf-sending: the ability to send to a wolf. Generally, wolves cannot respond in full sentences, but in feelings, words, and images. Elves can send to other creatures, but their ability to receive is not reliable, and they cannot respond mentally.
-Blocking: the ability to turn off one's ability to receive sending. This is temporary.
-Wolfriders, by default, have an average sending ability.
-Go-Backs, by default, have a below average sending ability, some unable to send at all.
-Wavedancers, by default, have an above average sending ability.
-Plainsrunners, being a mixed tribe, have a mixed sending ability. They may send as well as a Wolfrider or as poorly as a Go-Back.
-all elves who can send have the capacity to use the above.
Magic Feeling: the ability of an elf to sense magic. Most elves can sense areas with powerful magic in the guise of a vague feeling, but in some elves, the ability is more specific and refined.
Magic Blocking: the ability of an elf to temporarily force another to stop using magic.
Shielding: the ability to create magic shields to protect from outside forces or objects. These shields can be put up around the shielder, or someone else. The shielder's ability to hold up the shield will drain the longer it is up, and the more stress is on the shield.
Masking: the ability to mask one's image and scent, allowing the user to "hide in plain sight." It takes considerable energy, so is mostly useful for hiding from pursuers. Because it doesn't mask sound and is easier to use when still, the user is not advised to move while masking, but it can be done. The mask can also be extended to someone the user is touching, but expanding the mask also takes more energy than masking a single elf.
Healing: the ability to heal wounds and diseases in elves; healing of psychological disturbances is also possible, but only for a talented healer. A strong enough healer can also heal other creatures, such as animals, trolls, and preservers, but this is a much more difficult task. All these require physical contact.
-Anti-Healing: the ability to use healing powers to harm. This is not likely an ability we'll see in this game.
-Mental Shielding: the healer's ability to shield another from mental attacks.
-Removing wolf blood: the healer's ability to remove the wolf element from a Wolfrider. This renders the elf immortal, but also removes any enhanced senses.
-Fleshshaping: the healer's ability to manipulate muscle and tissue. The Wavedancers have the only fleshshaper in the game. This ability is most often used to shape leg and arm fins and enhance skin hues.
Boneshaping: the ability to shape dead bone. This is not related to fleshshaping; it is restricted only to coral and the bones of dead creatures. The magic user can shape anything from delicate jewelry to structural support, so long as there is enough material. Wavedancers use this ability to shape natural defenses.
Soilshaping: the ability to shape soil and clay. Often used for digging holes, gardening, and making pottery.
Rockshaping: the ability to mold rock like clay. Rock is very dense, so much energy is used influencing it to move; it is not a terribly fluid magic.
Metalshaping: related to rockshaping, but with metals. Metal is more fluid and easier to manipulate. An elf can be a metalshaper without first being a rockshaper, but a rockshaper can eventually learn how to manipulate metal.
Sandshaping: related to rockshaping, but with sand. Sandshaping manipulates only sand that is created from ground-up rock; bits of coral, seaweed, and water may come along for the ride, but will filter out. A sandshaper and a rockshaper can learn each others' magics; the only difference between these skills is the consistency and flow of their materials. Someone more skilled in solid rockshaping may have a hard time with more fluid sand, and vice versa.
Plant/Treeshaping: the ability to influence sprouting and growth of plants, and change the shape of a plant. This is generally confined to living material; dead wood is harder to shape. This magic is also dependent on conditions; a treeshaper cannot plant a seed in sand and expect a tree to grow.
Watershaping: the ability to move water at will.
Fireshaping: the ability to use the ambient heat to ignite objects and control fire. Like plant/treeshaping, this is also dependent on conditions; a fireshaper can't set water on fire, and will have an extremely hard time using their magic in the rain. If desperate, the magic user can use their own body heat to fuel their magic, but this is quite risky. Most of the energy spent by the magic user is in controlling the flame.
Shapeshifting: the ability to shape one's body into the form of another living creature. In our game, this is limited only to those Wavedancers who have tails, and they can only shift between their tail and legs. Once they decide on the physical characteristics of the tail, changing it is extremely difficult. The ability to shift forms gets harder and more painful with age, and the user will eventually have to settle on one form.
Animal Imitation: the ability to walk and act like an animal in such a way that makes the animal believe the magic user is of the same species. This ability can be partially taught.
Astral Projection: the ability of an elf to send his or her spirit to the astral plane, enabling the spirit to communicate to other elves across long distances. The range is much further than sending.
-Mind Snare: the astral projectionist's ability to trap another spirit on the astral plane. The longer the spirit is separated from the body, the weaker the body gets. The trapper does not have to stay on the astral plane to keep the spirit trapped. This ability is seen during the Mindlurker arc, and is likely not available to players.
Tribal Roles
Most elves have multiple tribal roles, but one primary role. For example, a warrior may also be a hunter with decent tracking skills, but with warrior as their primary role. A hunter may also be a warrior if needed, but perhaps their skills are better suited for hunting rather than hand-to-hand combat.
Elves below about 10 turns likely list cub/fawn/pip as their role, as their primary purpose is to learn and explore their world.
Any role can be Apprenticed.
Leadership
-Chief/Chieftess/Crown: This is the leader(s) of the tribe. The Wolfriders, Go-Backs, and Plainsrunners use Chief/Chieftess, while the Wavedancers use Crown, but chief/chieftess is used casually.
-Second: This is who is in charge in the Chief's absence. The Go-Backs are the only tribe with a designated Second.
Hunting and Combat-Based Roles
-Fisher: a hunter who specializes in catching food from rivers, lakes, or the sea.
-Guard: one who's focus is on watching out for external threats; similar to a scout, but more sedentary.
-Hunter/Huntress: one who's focus is on providing meat for the tribe. Some choose to identify their role by their weapon, like Archers.
-Scout: one who's focus is on exploring the tribal lands for potential threats or prey animals.
-Tracker: a hunter who specializes in tracking prey animals, but can extend to other threats.
-Warrior: one who's focus is on protecting the tribe from outsiders.
Crafters
-Artist/Crafter: one who focuses on creating things. A very broad role, ranging from maintaining historic paintings on a cave wall to making toys for young elves to designing tools and storage.
-Brewer: one who brews drinks from dreamberries or beesweets.
-Carpenter: a crafter who specializes in items made from wood.
-Fletcher: a crafter who specializes in making arrows.
-Jeweler: a crafter who specializes in making jewelry.
-Tailor: a crafter who specializes in making clothes not made from leather. A Wavedancer role; the majority of clothes are made from scavenged cloth, woven grass, and the rare pieces of seal leather.
-Tanner: a crafter who specializes in making clothes and other items made from leather. Involves knowing how to skin an animal, tan hide, dye leather, and design clothes.
-Weaver: a crafter who specializes in any kind of cloth manipulation. This could be the making of cloth from preserver silk, making ropes for nets, or anything in between.
-Weaponsmith: a crafter who specializes in making weapons.
Healers
-Healer: one who uses healing magic to heal injured tribesmates.
-Herbalist: one who uses herb lore to heal.
-Midwife: one who specializes in helping bring new elves into the world.
Providers
-Elk-Herder: one who's focus is on the tribe's herd of elk. A Go-Back-only role.
-Entertainer: one who's focus is on maintaining tribe morale in the form of singing, dancing, and/or storytelling. Encompasses Singers, Dancers, Lorekeepers, Musicians, and Storytellers.
-Gatherer: one who's focus is on gathering plants, herbs, nuts, roots, berries, and other such things for various uses.