Difference between revisions of "Beachcomber (sage study)"
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* '''[[Swimming (sage ability)|Swimming]]''': provides the character with the basic ability to swim. | * '''[[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. | * '''[[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. | * '''[[Locate Water (sage ability)|Locate Water]]''': identifies the probable location of existing fresh water in a salt-water environment. | ||
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* '''[[Skiffmaking (sage ability)|Skiffmaking]]''' | * '''[[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. | * '''[[Deep Breathing (sage ability)|Deep Breathing]]''': provides unnatural lung capacity that allows periods of 8 to 15 minutes underwater. | ||
* '''[[Boatbuilding (sage ability)|Boatbuilding]]''' | * '''[[Boatbuilding (sage ability)|Boatbuilding]]''' | ||
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* '''[[Survive Storm (sage ability)|Survive Storm]]''': greatly decreases any chance that the character will drown or be lost at sea. | * '''[[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. | * '''[[Breathe Water (sage ability)|Breathe Water]]''': enables the character to survive continuously underwater. | ||
Revision as of 19:08, 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."
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.