http://secretlymoe.livejournal.com/ ([identity profile] secretlymoe.livejournal.com) wrote in [personal profile] the_overseers 2011-07-18 01:08 am (UTC)

Earth
No Chance in High Noon

Ability Changes: Some Elves have psychic abilities: Telepathy, Empathy, and Psychometry. A few humans have element-related powers: Waterseekers who can detect water and gauge it’s drink-ability, Earthgroomers who can improve fertility of the land and predict earthquakes, Windtalkers who can predict weather and clear out foul air, and Firestarters who can keep fires going. The Great offensive power is Magus Shells, a special kind of bullet forged from meteorite pieces that fire off elementally charged bullets with different effects.
Ability Limitations: Strong. Most innate powers are of mundane, utility usage, the only great power is Magus Shells and are generally rare and highly sought after.
Form Restrictions: Human or Elf.
Social Restrictions: Out in the west, the law enforcement is spread thin, and it’s every man for himself out in the wild, but towns are considered neutral ground, and all weapons must be turned into the local sheriff or a visiting Marshal.
Women are not allowed to hold any law or political positions above Sheriff’s Deputy or Secretary of the state/territory, but otherwise they have the same legal rights and freedom as men. There is also tension between Natives and those immigrating to the west, but it hasn’t turned violent… yet.
Notes: Warning: There be Elves, Warning: Don’t touch another man’s horse, Warning: Hanging Judge, Warning: Shootouts at High Noon, Warning: Don’t sit with your back to the door.
Additional Information: It’s 1869 in a little town in the Dakota territories, the world has Humans and Elves who in the Old world had an uneasy co-existence due to fights over land and the Elves’ Psychic wildcards made the humans feel uneasy due to the Elves’ potential for trouble. This however changed during the Third Crusade; something woke up in the Middle East and awoken elemental talents in humans before it was driven back under the earth. The combined efforts to fend off the strange god-like monster and the new human talents made the rest of their existence more cooperative as they were now on more equal footing (and this also did a marked improvement on religious tolerance). Otherwise history - with minor details of certain figures being Elves – was much like earth up to the Civil War Era. For the record, there are elves in the new world as well, and their relationship with the native humans are much more amicable then their Old World counter parts, realizing that their cooperation served them better then petty in-fighting.

Elves are as mentioned Psychics, but not every elf has psychic powers. The Old World Elves have relatively long, pointed ears, longer digits, and as a whole tend to be taller and far more flexible then humans. Their lifespan is only different in that they hit ‘middle age’ later in life, about sixty instead of forty. New World Elves have a higher psychic concentration, shorter ears, almost rabbit-like (OW elves are nicknamed Jackrabbits by Humans, with the NW elves being Hares) and are stockier while still towering over humans.

Human talents are divided by the four elements, most sought after are the Waterseekers who can detect water at any distance, including its salinity, how safe it is for consumption, and how much of it there is under the earth. Earthgroomers can sense incoming earthquakes and mudslides; they can also greatly improve the fertility of the land, so those two talents tend to get slotted into their careers early in life. Windtalkers are natural weather forecasters, and can clear out pollen or gases from nearby breezes. Firestarters or Sparkies tend to be looked down on as pyromaniacs and criminals, since they can guarantee any fire lit will burn, and can instantly restart a fire, a useful skill for wilderness survival or blacksmithing, but also has obvious criminal implications. Human talents are uncommon but not unheard of; about 1 in 1000 are gifted.

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