Difference between revisions of "Beachcomber (sage study)"
Tao alexis (talk | contribs) |
Tao alexis (talk | contribs) |
||
Line 1: | Line 1: | ||
[[File:Beachcomber (sage study).jpg|right|560px|thumb]] | [[File:Beachcomber (sage study).jpg|right|560px|thumb]] | ||
− | '''Beachcombing''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of [[Wilderland ( | + | '''Beachcombing''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of [[Wilderland (field)|Wilderland]], encompassing knowledge of places where the shoreline between land and sea predominates — parts of the world that are described as "[[Intertidal (range)|intertidal]]." |
− | + | __TOC__ | |
In addition to obtaining [[Food|food]] and fresh [[Water|water]], scavenging and learning the basic means of navigating the environment, a beachcomber is also familiar with tidal behaviour, rip tides and the presence of unstable ground such as sinking sand and soft mud. By eye, a beachcomber will recognize the danger of [[Cliff|cliff]] falls and potential mud slides, enabling safe passage along a shore. | In addition to obtaining [[Food|food]] and fresh [[Water|water]], scavenging and learning the basic means of navigating the environment, a beachcomber is also familiar with tidal behaviour, rip tides and the presence of unstable ground such as sinking sand and soft mud. By eye, a beachcomber will recognize the danger of [[Cliff|cliff]] falls and potential mud slides, enabling safe passage along a shore. | ||
Through observance of the sea, the beachcomber gains abilities that allow personal contact with unusual creatures and humanoids unknown to land-dwellers — so that in practice, they are often ambassadors between the two worlds. The study is enhanced by an interest in [[Underwater Mounts (sage study)|underwater riding mounts]], since finding such a mount would come more easily to a beachcomber. Knowledge of the sea enables the leading of many peoples across great oceans, locating impossible to find places through observation and skill. | Through observance of the sea, the beachcomber gains abilities that allow personal contact with unusual creatures and humanoids unknown to land-dwellers — so that in practice, they are often ambassadors between the two worlds. The study is enhanced by an interest in [[Underwater Mounts (sage study)|underwater riding mounts]], since finding such a mount would come more easily to a beachcomber. Knowledge of the sea enables the leading of many peoples across great oceans, locating impossible to find places through observation and skill. | ||
− | == Amateur == | + | == Sage Abilities == |
− | + | === Amateur === | |
− | + | * '''[[Catch Fishing (sage ability)|Catch Fishing]]''': use of fishing line, gaffs, bone hooks and barbed spears; includes hand gathering. | |
− | + | * '''[[Clam Digging (sage ability)|Clam Digging]]''': enables foraging along the strandline for meat and other foods. | |
− | + | * '''[[Construct Bivouac (sage ability)|Construct Bivouac]]''': gives knowledge of how to build a wooden frame shelter within hours. | |
− | + | * '''[[Sailing (sage ability)|Sailing]]''': able to manage a wind-powered craft upon the water over a chosen course. | |
− | + | * '''[[Steershand (sage ability)|Steershand]]''': enables the management of a boat through the safest and most efficient river waters. | |
+ | * '''[[Swimming (sage ability)|Swimming]]''': provides the character with the basic ability to swim. | ||
== Authority == | == Authority == | ||
− | + | * '''[[Free-diving (sage ability)|Free-diving]]''': empowers the character with the ability to hold his or her breath, enabling deep dives. | |
− | + | * '''[[Locate Water (sage ability)|Locate Water]]''': identifies the probable location of existing fresh water in a salt-water environment. | |
− | + | * '''[[Marine Sighting (sage ability)|Marine Sighting]]''': greatly increases the probability of noticing seagoing creatures that would be ordinarily overlooked. | |
− | + | * '''[[Orienteering (sage ability)|Orienteering]]''': allows certain knowledge of direction and orientation. | |
− | + | * '''[[Predict Storms (sage ability)|Predict Storms]]''': gives a 12 hour notice of wind conditions greater than 28 knots. | |
− | + | * '''[[Scavenging I (sage ability)|Scavenging]]''': provides a high chance of finding useful materials along a shoreline. | |
− | + | * '''[[Skiffmaking (sage ability)|Skiffmaking]]''' | |
== Expert == | == Expert == | ||
− | + | * '''[[Deep Breathing (sage ability)|Deep Breathing]]''': provides unnatural lung capacity that allows periods of 8 to 15 minutes underwater. | |
− | + | * '''[[Boatbuilding (sage ability)|Boatbuilding]]''' | |
− | + | * '''[[Seafaring (sage ability)|Seafaring]]''': enables accurate passage across bodies of water, out of sight of land, without the need of a compass. | |
− | + | * '''[[Survive Storm (sage ability)|Survive Storm]]''': greatly decreases any chance that the character will drown or be lost at sea. | |
== Sage == | == Sage == | ||
− | + | * '''[[Breathe Water (sage ability)|Breathe Water]]''': enables the character to survive continuously underwater. | |
− | See [[ | + | See [[Ranger Sage Abilities]] |
[[Category: Don't Review until 2023]] | [[Category: Don't Review until 2023]] |
Revision as of 19:07, 3 July 2022
Beachcombing is a sage study in the field of Wilderland, encompassing knowledge of places where the shoreline between land and sea predominates — parts of the world that are described as "intertidal."
Contents
In addition to obtaining food and fresh water, scavenging and learning the basic means of navigating the environment, a beachcomber is also familiar with tidal behaviour, rip tides and the presence of unstable ground such as sinking sand and soft mud. By eye, a beachcomber will recognize the danger of cliff falls and potential mud slides, enabling safe passage along a shore.
Through observance of the sea, the beachcomber gains abilities that allow personal contact with unusual creatures and humanoids unknown to land-dwellers — so that in practice, they are often ambassadors between the two worlds. The study is enhanced by an interest in underwater riding mounts, since finding such a mount would come more easily to a beachcomber. Knowledge of the sea enables the leading of many peoples across great oceans, locating impossible to find places through observation and skill.
Sage Abilities
Amateur
- Catch Fishing: use of fishing line, gaffs, bone hooks and barbed spears; includes hand gathering.
- Clam Digging: enables foraging along the strandline for meat and other foods.
- Construct Bivouac: gives knowledge of how to build a wooden frame shelter within hours.
- Sailing: able to manage a wind-powered craft upon the water over a chosen course.
- Steershand: enables the management of a boat through the safest and most efficient river waters.
- Swimming: provides the character with the basic ability to swim.
Authority
- Free-diving: empowers the character with the ability to hold his or her breath, enabling deep dives.
- Locate Water: identifies the probable location of existing fresh water in a salt-water environment.
- Marine Sighting: greatly increases the probability of noticing seagoing creatures that would be ordinarily overlooked.
- Orienteering: allows certain knowledge of direction and orientation.
- Predict Storms: gives a 12 hour notice of wind conditions greater than 28 knots.
- Scavenging: provides a high chance of finding useful materials along a shoreline.
- Skiffmaking
Expert
- Deep Breathing: provides unnatural lung capacity that allows periods of 8 to 15 minutes underwater.
- Boatbuilding
- Seafaring: enables accurate passage across bodies of water, out of sight of land, without the need of a compass.
- Survive Storm: greatly decreases any chance that the character will drown or be lost at sea.
Sage
- Breathe Water: enables the character to survive continuously underwater.