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ABILITIES

aBILTIES IN sOVEREIGN'S REST

In Sovereign’s Rest, all supernatural abilities are weakened upon arriving on the island. No one fully understands why, but even the strongest quickly realize they are not as powerful as they once were. Most long-time residents simply claim that the island itself is different, and that everyone eventually learns to adapt.

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HOW THIS EFFECTS YOUR POWER LEVEL AND ENHANCEMENTS?

Enhanced speed, strength, senses, elemental abilities, and other supernatural traits are weakened within Sovereign’s Rest. Transformations and shifting may also take longer.

For example, a werewolf may still possess heightened strength and senses, but at a reduced level compared to their full power. This affects all races and supernatural creatures equally.

Characters remain stronger than ordinary humans, but far less overwhelming than they were before arriving on the island.

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OOC NOTE: This is part of the island’s lore and applies to all characters equally. Characters do not lose their identity, rank, or core strengths, only the overall effectiveness of their supernatural abilities

CHOOSING YOUR ATTRIBUTES, ABILITIES, FLAWS AND SKILLS

1.  Choose Race​

2. Read the rest of this page (Suggestions and definitions are below) 

3. Read the Lore  of the Race you choose

  •      The lore should be close to the original lore of that character.

  •      If you find a lore that has unusual abilities or attributes for a race's you need to check with an admin before adopting them for your character. Characters are expected to remain reasonably accurate to their established lore and limitations.                                                                                                                                                                  

 4. Check the race pages below for more information on the different races.

Your character's alignment, attributes, abilities, and extra flaws are determined by the Character's lore and the information on this page.

QUICK RUN DOWN​

  •  The physical attributes as noted in their lores (speed, enhanced senses, speed strength, etc)

  • Choose 1 Cognitive Ability if your character’s original lore supports those types of powers.

  • Choose 1 Physical Ability if supported by your character’s lore.

  • Choose at least 1 flaw or weakness in addition to any flaws already listed for the race or species.  

  • Skills - should be based on backstory.  (We are letting players choose what they want within reason..) 

PHYSICAL ATTRIBUTES

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Within Sovereign’s Rest, many races possess enhanced attributes such as strength, speed, agility, heightened senses, flying, or swimming. These traits should match the established lore of the race being portrayed.

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For example, Trolls may possess great strength and durability, but not the speed or agility of an Angel. Racial abilities should remain consistent with their original lore and not extend beyond it.

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personality traits

Personality traits such as charm, intimidation, persuasion, intelligence, charm, depend entirely on the player’s roleplay. 

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Other players decide how their characters respond, as these traits are not guaranteed mechanics.

BEAUTY IS IN THE EYE OF THE BEHOLDER

In some stories, there is a mention of beauty being part of their traits.  While this trait can be an ability and work well in a text-based roleplay, it doesn't always work in Second life. In Sovereign's Rest, we consider this a subjective trait. Players can choose how they respond to another player's avatar regardless of lore. 

LAIR LAIR PANTS ON FIRE

 

Lying is another tricky ability in roleplay. Players are allowed to lie in-character and another player can call them a liar. (this should be only done IN-CHARACTER) 

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Just like personality traits, the player lying should be able to roleplay it.  A dice roll can be used to determine the believability of the lie. 

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(If an OOC arises or this is done as an OOC attack reach out to an admin) 

CHARACTER TRAITS

Players can choose what powers their characters can have based on the lore of the race they chose. We have placed the abilities into two categories.  Cognitive Abilities and Primal Abilities. Players may choose 1 of each ability  as long as that ability is in their lore (not all characters have both cognitive and primal powers)  

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Magic User abilities such as potion making, spellwork, rituals, and other forms of structured magic are reserved exclusively for Magic Users.

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Some races already have preset powers. Check out the races below to read more about them.

abilIties

Restricted ABILITIES

Temporal Powers and Teleportation abilities, including beings capable of traveling between realms, dimensions, or “sliding” through worlds, do not function within Sovereign’s Rest. Characters are welcome to include these abilities as part of their backstory or original lore; however, the island itself suppresses and blocks these powers entirely.  The lore states the island is a trap for all those that fall through the portals.  A ward is in place that negates those powers. 

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God-like powers, including abilities traditionally associated with deities such as large-scale weather manipulation, resurrection the dead, or mass destruction, are not allowed. These abilities are considered extremely rare and heavily restricted in order to maintain fairness and balance within Sovereign’s Rest.​ Characters may still reference these powers as part of their original lore or backstory, but they will not work in Sovereign's Rest.

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Magic Abilites -Magic Abilities are reserved for magic users. If there is ability that is not listed then at this moment it is not available for play. Feel free to ask an admin about it. *See Magic User Section

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Limited ABILITIES

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Elemental Powers are limited to Fairy Folk, Demons, Angels and Elves, as these races are the most commonly associated with elemental connections within their established lore. These abilities may include influence over elements such as fire, water, air, earth, ice, lightning, or nature depending on the character’s race and background. As with all powers within Sovereign’s Rest, elemental abilities are weakened and cannot be used at their full lore strength.

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Other limited abilities HEALING for all Races * See Healing Section

Power Choices

Cognitive Abilities

Cognitive Abilities refer to powers that affect the mind, emotions, or perception of others. Not all races possess cognitive abilities, and players should only select them if they are supported by their character’s established lore. 

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Cognitive Abilities require focus, control, and clear roleplay execution during a scene, and they cannot be used without appropriate consent. Consent may be established through out-of-character (OOC) discussion, agreed dice rolls, or in cases such as compulsion-based abilities, through in-character triggers like sustained eye contact. In all cases, players are expected to communicate and ensure fair, respectful use of these abilities during roleplay.

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Cognitive Abilties Examples

Illusion           Mind Control      Compulsion

Glamour         Dream Walking 

primal powers

Primal Powers refer to abilities that manipulate the physical world rather than the mind. Not all races possess primal powers and should only be chosen if you characters original source materials has it stated.  

Primal Abilties Examples

Shadow Manipulation          Mimcry                   Telekinesis

Animal Command                Siren's Call

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mAGIC ABILITIES

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Magic Users in Sovereign’s Rest follow a unique sim-specific lore. While most are human, other races may choose to become Magic Users by giving up any racial supernatural or cognitive abilities tied to their original lore. For example, a Demon or Elf may still keep their racial appearance and natural physical traits, but must sacrifice abilities such as elemental powers or other supernatural gifts.

Magic Users are considered a learning role and must adapt to the island’s magical system and its limitations upon arrival.

Magic specialties include:

  • Healing

  • Divination

  • Spiritual Magic

  • Warding

  • Hexing

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cHARACTER SKILLS

Players may choose skills for their character, but those skills should reasonably match the lore, background, and experience of the race being portrayed. Skills may include things such as archery, blacksmithing, baking, fishing, hunting, medicine, or crafting. Unlike physical attributes and supernatural abilities, skills are not weakened by the influence of Sovereign’s Rest.

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There is no strict limit on skills, but players are expected to remain reasonable and balanced. No character should master every skill or profession.

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