Master of Spies - Cor'vron - Ta'vron

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As the Sovin Tar are an elite group, specialized skills are required for members to be useful in it's missions. Here you may find descriptions and requirements for many roles which the Sovin Tar finds useful, most members of the Sovin Tar will have the flexibility to take on a variety of roles. These are simply the most common roles, certain specialized missions may require unique skills not listed here. The roles are organized in two categories: roles that require channeling and roles which do not. Each category has basic roles and advanced roles. The advanced roles have higher requirements, are qualified to go on more dangerous missions, and are trusted with greater responsibility.

Roles that don't require channeling - Roles that require channeling


The following are mission roles for which channeling is not required.

ImageRole nameRequirements
Basic Roles
Footman

Footmen are useful for missions with a low degree of danger and for which no other essential skills are required.

Must be at least "competent" in their primary weapon in order to be qualified for low risk missions. For more dangerous roles, footmen must be "skilled" in their primary weapon.

Archer

Like footmen, archers are useful to provide ranged support for missions with a low degree of danger.

Must be at least "competent" in a ranged weapon in order to be qualified for low risk missions. For more dangerous roles, archers must be at least "skilled" and have the "Precise Shot" advantage.

Medicus

The medicus is an important role in most missions, able to stabilize critical wounds until the victim can be brought back for a more thorough healing. They should be present as a supplement for a Healer, to help mitigate the Healer's limits and as a backup in case something happens to the Healer. As they will be sent into combat areas, they must have a minimum of self-defense ability.

Must have at least "competent" in their primary weapon, and must have the Herbcraft and First Aid advantage or Ajah Benefit. Yellow Ajah benefits of Serene Calm (among gore and tragedy) is highly recommended.

Scout

Scouts are important forward observers, reporting on enemy troop positions, terrain, numbers, and other vital intelligence to help the Seneshal make tactical decisions in the field. They are also useful for foraging for supplies and providing a forward lookout in support of troop movements.

Must be at least "skilled" in their primary weapon, and must have the following advantages or Ajah benefits: Wilderness survival, Tracking, Alertness and Stalking. The Advantage of Traplore and the Ajah benefits of Camouflage, Nature Lore, and Clear Sight are highly recommended.

Advanced Roles
Man-at-Arms

The Men and Women-at-Arms are the veteran soldiers of the Sovin Tar. These warriors are able to perform the most dangerous combat missions that must be completed, able to assault any foe or guard any valuables. Due to their combat experience, they may be assigned as Second-in-Command.

Must be at least veterans with their primary and their secondary weapons. They must have the Small Unit Tactics advantage or Ajah Benefit as well as two other tactical/military advantages.

Marksman

Marksmen are veteran archers, able to shoot faster, farther and more accurately than their less experienced comrades. They are also better able to defend themselves when the fight comes to close range.

Must be reckoned experts with their ranged weapon and at least competent in a close combat weapon. They must have the Precise Shot, Alertness, and Small Unit Tactics advantage.

Spy

Spies are the eyes and ears of the Sovin Tar. If there is a threat to the Tower, they are able to uncover any information about it. They are experts at infiltration, subterfuge, deception and disguise.

Must be at least skilled with daggers, throwing daggers, or unarmed combat. Must have the following advantages or their Ajah Benefit equivalent: Covert Tactics, Stalker, Disguise, Intelligence Specialist, Alertness. The Ajah Benefits or Advantages of Cyphering/Decyphering, Forgery, Master of Da'es Daemar, Deduction and/or Persuasion are recommended.

Seneshal

The Seneshals are the commanders for each band in the field. They are authorized to plan and execute missions, with the approval of the Sovin Tar officers. They are also responsible for running training missions to help new recruits further develop their skills. They are personally responsible for the success of their missions as well as the lives of the personnel under their command.

Must be Expert in their primary weapon and at least Veteran in their secondary weapon. Must have the following Ajah Benefits or Advantages: Covert Tactics, Small Unit Tactics or Battle Tactics, Leadership or Leadership in Battle, Battle Lore and Shadowspawn Lore. Commanders must also be fully raised.


The following are mission roles for which channeling is required.

ImageRole nameRequirements
Illusionist

The Illusionist can have a variety of support applications for the Sovin Tar. They are superb for diversionary tactics, and are able to conceal the actions of Scouts or Spies. A creative Seneshal can find a multitude of uses for well-placed Illusions.

Must have at least three Talent points in Illusion.

Battleweaver

Battleweavers support the Sovin Tar with attack and defense weaves, within the restrictions of the Three Oaths. This makes the Battleweaver role a valuable but highly risky task.

Must have extensive experience with battleweaves. The Green Ajah Benefit of Weave Specialist is recommended.

Channeler Combatant

Channeler Combatants have the dangerous task of fighting against other channelers, either capturing or killing their foes. Their assignments make them feared members of the Sovin Tar, sworn enemies of the Black Ajah and Dreadlords.

Must have a total of 5 Talent points in Unweaving, Reading Residues, and/or Stretching Shields. Ajah Benefits of Breaking Shields and Reversed Flows are recommended.

Prophet

Much like the Scout or Spy, the Prophet provides vital intelligence about enemy plans and mission objectives. However, unlike the Scout or Spy, a Prophet performs their task by means of the One Power and related special abilities.

Must have at least three Talent points in at least one of the following Talents: Dreaming or Dreamwalking, Fortelling, Listening to the Wind, Pattern Reading. Note that non-Channelers can become Prophets if they have sufficient skill in Pattern Reading, Dreaming or Dreamwalking.

Traveller

Travellers are essential to aid movement of Sovin Tar bands, getting people, equipment and messages quickly into and out of harm's way. A Traveller's ability to quickly get reinforcements to the front or evacuate people to be defended can salvage what would otherwise be a crushing defeat.

Must have sufficient experience weaving Gateways or Skimming and be sufficiently strong in the One Power to weave Gateways of sufficient size. Alternately, can have the Portal Stone or Waygate Mastery Ajah Benefits.

Archiater

Archiaters are combat healers, able to patch up wounded troops in the field. They are essential in preserving the long-term survival of Sovin Tar members.

Must have at least four Talent points between Delving and Healing. The Yellow Ajah Benefits of Serene Calm (among gore) and Organization (hospital tent) would also be very valuable.