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#2 - Hunters - Aptitudes!

Magic: How Your Character Uses It

Please look at our article on how magic works in the Kingdomverse. Just because a person controls fire doesn’t mean everyone else who controls fire can do use the same abilities. Each person belongs to a certain group, who utilize 'magic'-- regardless of element-- similarly. These groups are known as Aptitudes, and they have existed since the Geldon Kingdom.

In the Geldon Kingdom, much scholarship was undertaken to understand how different Hunters could have the same element to control, yet be bound to use it is so many different ways. The scholars discovered every Hunter could fall into one of seven categories, became known as the following aptitudes: Ranger, Knight, Mage, Summoner, Purifier, Alchemist, and Healer.

One’s aptitude, then, is more important to how a character actually goes about using their powers than anything else.

Master Ability Table Per Aptitude


Ranger

Knight

Mage

Summoner

Purifier

Alchemist/Healer

Manifest Element

*

*


*****

**

*

Track Daemons

*****

*

*

**

****

**

Sense Hunters

****

**

****

**

****

**

Create Wards + Seals



****


****


Crack Seals



**

**

*****

**

Purify Seals





*****

*

Create Relics




*****



Manipulate Element

**

*

*****

**

****

***

Physical Manifestation

***

*****

***

*



Transformative

**




**

*****

Rangers

Rangers are the true hunters, tracking daemons and their nests. However, due to most lacking a strong ability to manifest their abilities, most leave the actual fighting to others in their Band. Rangers tend to be the more subtle fighters, prone to distance weapons. When they do manipulate their element, it tends to take the form of equally subtle abilities, often with a spiritual flair.


Core Abilities:

Track Daemons and Seals: *****

Sense Hunters: ****

Manifest Element: *

Manipulate Element: **

Physical Manifestation: ***

Transformative/Poisioning/Healing: **


Track Daemons and Seals: Rangers are without a doubt the best Hunters at tracking Daemons and their nests. Indeed, much of their power derived from their element is exhibited in this superb tracking. A Ranger whose elemental focus is Water:Fog would be much better at tracking daemons in that environment, able to hone in exactly where a Daemon was, even from a great distance.


However, due to the subtle mysteries of their talents, a Ranger who is tracking outside of their environment is not helpless, and remains a much more accurate tracker than any other aptitude. This is because a Ranger subconsciously stores their element within themselves, soaking in the mystical ju-ju to be used at a later point in time. However, this storage does deplete, and a Ranger needs to be much closer to the Daemon or nest they are tracking for any degree of accuracy.


Rangers are quite handy at tracking Seals in their element, but when outside of it, they tend to only get brief snatches of the Seal’s location, which quickly fade away.


Sense Hunters: When in their element, a Ranger is the second best aptitude at sensing the location of a nearby Hunter, especially if they have a connection to the nearby Hunter. Often they will catch odd sensations, like a whiff of the Hunter’s perfume, and use that to further track the Hunter. However, when the Ranger is not in their element, regardless of how much mystical storage the Ranger has left, this ability cannot be utilized.


Manifest & Manipulate Element: Rangers are as a whole too subtle to do any mighty manipulations of their chosen element. Often, a Ranger is able to manifest a small amount of their element, manipulate it onto their distance weapon, and let it fly as a mostly physical, but with a hint of the mystical, attack. For example, an energy:fire Ranger would be able to manifest a lick of flame, bind it to the head of their dart, and throw said dart at a daemon.


The reason a Ranger scores higher on the ability to manipulate their element is binding their element to their weapon. Not only is the weapon taking on that element, but it is also taking on the equivalent of a mystical tracking device. This allows a Ranger, as long as they remain in distance, to track any daemon or nest that still carries the enchanted weapon within its body.


Physical Manifestation: Unlike their Knight brothers, Rangers do not develop butt-kicking skills upon their awakening. They do, however, develop increased stamina and better observation skills, tied to honing their senses. Rangers in their prime can tell the story of a battle just in footprints and bent leaves. Unfortunately for most Rangers, this is a skill that takes many years to develop to the fullest advantage. In general, an area will have one, perhaps two fully trained Rangers in their midsts.


Transformative/Poisioning/Healing: Beyond serving as a back up for tracking Daemons, the mystical storage Rangers possess is tied in with a transformative spiritual source, which allows some Rangers with the aptitude to do petty rituals and very minor healings. In general, the rituals are momentary bindings, and the healings are limited to essentially first aid.


These abilities are not the same as the bonding abilities of a Purifier nor the same healing abilities of an Alchemist or Healer, because they come from a totally different origin, a transformative spiritual source. Furthermore, very few Rangers possess the necessary receptive nature for this source. Chances are, the more other-worldly/weird/spiritual a Ranger, the greater the likelihood one would be able to tap into the source.




Knights

Blessed with brutal strength, the Knights attack, battling one-on-one with the daemons and their nests. Only the Knights have the physical strength and innate fighting abilities to take on a daemon with bare hands, and armed with the appropriate weapon, a Knight is physically unstoppable. This strength is tempered by a general inability to actively manifest their abilities. Unlike their brother Rangers, Knights are anything BUT subtle fighters, and are prone to up-close-and-personal weapons.


Core Abilities:

Track Daemons: *

Sense Hunters: **

Manifest Element: *

Manipulate Element: *

Physical Manifestation: *****


Track Daemons:Knights are in general unable to track daemons with any kind of accuracy. When in close proximity to a daemon, a Knight undergoes a sensation similar to a chill down ones back, or perhaps is stricken by goosebumps. The key to the sensation is something very bad is going down. In general, Knights are slightly better at following daemons than Mages, but only just.


Sense Hunters: Although not blessed with a magical fellow Hunter sense, Knights are able to sense their fellows slightly better than they can Daemons, especially those they know. Close proximity is essential, but the ability is very good for picking ones friends out of a crowd.


Manifest & Manipulate Element: Unfortunately, Knights are not blessed with much in the elemental departments. They may manifest tiny amounts of element, usually in a ‘halo’ around a body part, but there is not much in the way of actual manipulation beyond, for example, an energy:fire Knight manipulating the fire around their fists AWAY from their own flesh.


Physical Manifestation: And this is where the Knights shine. Knights develop butt-kicking skills upon their awakening. Suddenly, that wimpy Geek can take out the whole football team with a single (okay, a few) punch. Knights are primarily brawlers, so they are most effective getting right up and punching the daylights out of any daemon or nest. Think the powers of a Slayer: mystical kung-fu in a body that might look petite or unable to otherwise dole out the pain.


Much as with the spiritual source of some Rangers, some Knights are able to tap into another source, one of pure aggression. Similar to the blind rage of the beserker, this source keeps the lucky Knight who is able to tap into it from feeling pain and to fight with even more strength than they ever knew they had. Typically, the Knight under this force will have their eyes blaze with the light of their element, and will manifest more of it wherever they typically do (such as, instead of just fists with flames, their whole arms are engulfed). Even under this aggressive state, no Knights will suffer burn out, much unlike their Mage or Summoner cousins.






Mages

Unable to manifest their element, Mages are nevertheless the masters of manipulating their element. The catch is, it has to be in their environment for them to use it!


Core Abilities:

Track Daemons: *

Sense Hunters: ****

Create Wards and Seals: ****

Crack Seals: **

Manipulate Element: *****

Physical Manifestation: ***


Track Daemons: Mages, much like their cousin Knights, are unable to track daemons with any kind of accuracy. When in close proximity to a daemon, a Mage undergoes a sensation similar to a chill down ones back, or perhaps is stricken by goosebumps. The key to the sensation is something very bad is going down. Mages are the WORST at tracking Daemons. On occasion, a Mage will sense a daemonnest or daemon while dreaming, but this is very unusual.


Sense Hunters: Mages are able to sense Hunters much more accurately than most aptitudes. Due to their constant searching for their element, Mages often can actually sense the other Hunter’s elemental control before they sense the person themselves. Close proximity is essential, although Mages have been known to sense fellow awakened Hunters, be utterly unaware of it, and then dream of them later that night. Trouble is *remembering* said dreams in the morning.


Wards and Seals: Mages are able to lay down seals, which bind a daemon or nest to the metaphysical space within an object. This requires a huge amount of energy, and if they aren’t sucking it from others (at the lowest, 3-4 Hunters), a Mage can burn out. A side effect is the ability to lay down a ward, which is an area no daemon can walk across. This ability is much less draining. Not all Mages are able to draw out from others, however, and not all can lay down Wards. It takes a certain temperament and a certain will that is, at the core, machiavellian. Unfortunately, while Mages are able to crack seals, no Mage can purify a seal (destroying it and its inhabitants).


Manifest & Manipulate Element: A Mage truly shines manipulating their element-- as long as it exists in the area. Mages are unable to manifest their element, and often rely on Summoners in fighting situations. There is an artistry and grace to how a Mage works, tracking down any aspect of their element and then wielding absolute control over it. While the other groups struggle with manipulating their element, most Mages do not, and can control much larger quantities of their element than any other group. A summoner might be able to control a golf ball size of water, while a mage might control the water in a swimming pool. At their most kick-ass state, a fully trained mage could reverse the flow of a river. Assuming, that is, water was their element ;).


Physical Manifestation: Hardly up to snuff with the kind of physical fighting of a Knight and not blessed with the increased senses or stamina of the Ranger, Mages do develop a physical manifestation of their element, directly tied to their element/type of attack. Water types might become more flexible, earth types stronger stances/legs, wind types faster runners, etc. These talents develop over time, however, so one wouldn’t be awakened and then be able to run any faster, and the abilities aren’t supernatural, just better than the person would normally be.






Summoners

Although unable to exert the fine-control of a Mage, Summoners are neverthless blessed with the ability manifest their element, right out of thin air.


Core Abilities:

Track Daemons: **

Sense Hunters: **

Crack Seals: **

Manifest Element: *****

Manipulate Element: **

Create Relics: *****

Transformative/Poisioning/Healing: **


Track Daemons:Summoners laugh at their puny brother Mages’, who can barely sense when a daemon is in the area. Summoners have a general sense for a daemon's location. What this means is a Summoner can point to the general location, but they must be in close proximity to the daemon (a mile) in order to do so.


Sense Hunters: Not as strong in sensing fellow Hunters as Mages are, Summoners are still possess modest sensing skills, particularly with Hunters they are good friends with. Close proximity is essential, so the ability is very good for picking ones friends out of a crowd but not so much for track down a hoard of newly awakened Hunters.


Wards and Seals: While Summoners are able to crack seals, no Summoner can purify a seal, thus destroying it and its inhabitants. Instead, Summoners merely break the seal open, releasing the inhabitants. Summoners are able to sense Seals, although, much like the Rangers, the sensation is vague and fleeting.


Manifest & Manipulate Element: The whole purpose of a Summoner is to manifest an amount of their element. They are by far the most powerful on this aspect of Hunting, and a good Band will utilize several Summoner/Mage pairings to best utilize each member’s potential. Because Summoners are, for the most part, incapable of functional manipulation of their element once summoned. For example, a Water Summoner might only be able to shape the globe of water that is summoned into a ball, and hurl it at a daemon. There’s no transformation of their element, merely summoning it out of thin air and hurling it as is.


Creation of Relics: The transformative power of some Summoners allows a binding of a mystical nature to an object, enchanting a certain aptitude type to the object which another Hunter can then use. This allows for cross-aptitude abilities, such as a Weather: Rain Mage being able to summon, while holding the Alchemist-Relic, a small amount of acid rain. As with the upper-level abilities of each aptitude, however, not all Summoners are able to create Relics. There must be an open mind and a firm will for the Summoner, as well as absolute focus. Community minded Summoners have more success with creating Relics than Individual minded Summoners. For information on the Relics and what each aptitude inspires in one, please refer to the Relics section.


Physical Manifestation: Although not to the degree a Mages Summoners can develop a physical manifestation of their element, directly tied to their element/type of attack. Water types might become more flexible, earth types stronger stances/legs, wind types faster runners, etc etc. Not only do these develop over time (so one wouldn’t be awakened and then be able to run any faster), but the abilities aren’t supernatural, just better than the person would normally be.







Purifier

This is for reference, mostly, as the game only has one Purifier, the Purity Princess, and she's not even able to work most of this mojo in her current 'split' state.


Core Abilities:

Track Daemons: ****

Sense Hunters: **

Create Wards & Seals: ****

Crack & Purify Seals: *****

Manifest Element: **

Manipulate Element: ****

Transformative/Poisioning/Healing: **


Track Daemons:Purifiers are cursed with prophetic daemon tracking; less so for the nests, thankfully, or a Purifier would be driven mad. Purifiers, unlike Rangers, don’t truly track a daemon so much as they make a metaphysical connection, and sense the location based on that. It comes in weird visions, however, and only with training can a Purifier truly understand what they see.


Sense Hunters (Jinn, Guardians): A fully trained Purifier only possesses, at most, modest sensing skills in this area, and actually senses Hunters they don’t know better. Instead, Purifiers are able to sense Jinn and Guardians much more adeptly, because both register as slightly less than pure (although for very different reasons).


Wards and Seals: The greatest strength of a Purifier lies within their ability to control their elements in creating Wards and the matter of Seals. Purifiers are the only aptitude that can truly destroy a seal. Other groups can crack a seal, releasing the inhabitants, but Purifiers will actually destroy what is inside as well as destroying the seal. This is what gives the aptitude the name Purifier to being with. Similarly, Purifiers are the strongest at creating Wards-- they don’t rely on the energy of other Hunters, as Mages do-- and find creating seals to be very easy business. What trips a Purifier up is actually tracking down seals; they tend to have a blind eye to a seal if they didn’t lay it down themselves.


Manifest & Manipulate Element: Purifiers possess modest manifesting of their elements, but it comes with a catch-- Purifiers will burn themselves out if they summon too much of their element. Purifiers tend to rely more on manipulating their element when it is in the environment, then, and only bust out the manifesting powers when it is a do or die situation.


Transformative/Poisioning/Healing: Instead of healing, a Purifier actually is able to remove the influence of a daemon from a person or object, thus purifying the object or person. This is a very intense skill, however, and requires supreme focus and highly specialized training. Most Purifiers only bust this ability out when people have become possessed by a daemon, or nest.







Alchemists and Healers

Alchemists and Healers are, essentially, the same aptitude: just with a vastly different understanding of how to use their element. Essentially, Alchemists deal with poisons and Healers deal with cures.


Core Abilities:

Track Daemons: **

Sense Hunters: **

Create Wards & Seals: ****

Crack Seals: **

Manifest Element: *

Manipulate Element: ***

Transformative/Poisioning/Healing: **


Track Daemons: Alchemists and Healers have a general sense for a daemon's location. What this means is an Alchemist can point to the general location, but they must be in close proximity to the daemon (within half a mile) in order to do so.


Sense Hunters: Alchemists and Healers possess modest sensing skills in this area. Like Purifiers, these two aptitudes are able to sense Jinn and Guardians than Hunters, as both register as slightly less than pure (although for very different reasons).


Wards and Seals: Alchemists are able to poison a seal and the inhabitants, but this doesn’t kill the inhabitants, but as a side effect, this poisoning can backfire and actually crack open the seal. Healers, meanwhile, can reverse the poisoning, but cannot crack open the seal. However, if the inhabitants don’t escape--or get pushed back in-- a Healer can re-establish the seal’s integrity.


Manifest & Manipulate Element: Manifest enough of their element to do their mojo with. Usually, trace amounts, like enough water to fill a jar which is then manipulated into a cure or a poison. :D. All manipulation of their element is for either poisoning or healing. SO NOT DONE.


Transformative: Higher powered Alchemists and Healers have a transformative ability, but it has not been revealed yet.

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