Rangers

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(Restrictions and Notes)
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-A Ranger is a woodsman and tracker, as well as a dangerous fighter.+#REDIRECT [[Verynvelyrae]]
-He combines strength, courage, and the combat skills of a warrior with+
-the stealth, awareness, and independence of a thief. He unites the+
-druid's affinity for the outdoors with the devotion and magical +
-aptitude of a priest. He is a survivalist, quiet and soft spoken, who+
-often prefers the company of animals to people. He spends his life+
-with nature, protecting the wilderness and its inhabitants from those+
-who would harm it.+
- +
-Rangers worship Cernunnos, god of wilderness, animals, and warriors.+
-He is also known by other names including Herne the Hunter, the+
-Horned God, and the Green Man.+
- +
--Familiars-+
- +
-Rangers are incomplete beings until they have chosen an animal to be their familiar. A Ranger's+
-familiar is simultaneously his life-long companion and an expression of his deepest self. Both the+
-familiar and the Ranger benefit from their symbiosis, which taps into magickal wells deep within nature and+
-draws out the latent potentialities of each. Every familiar enjoins certain powers, skills, and+
-enhancements upon its ranger, and every Ranger enjoins an enhanced animal form upon his familiar. The+
-strength of a Ranger's bond to his familiar is determined by his unmodified skills in empathy, animal lore,+
-and enchanting, and his unmodified charisma. The strength of this bond will determine the amount of+
-benefit both the Ranger and his familiar get from their bond.+
- +
-One's familiar cannot, strictly speaking, die; it is linked to the Ranger's persisting soul, and+
-destruction of its body merely banishes it from the physical world for a time. However, the well-being of+
-a Ranger and his familiar are linked. If the familiar dies, its Ranger will suffer, and the death of the+
-Ranger may cause the death of his familiar.+
- +
-One should choose one's familiar carefully. The bond is a serious commitment and, if one ever wants to+
-break it to pick a new familiar, the trauma can be severe.+
- +
-The available familiar types are:+
- +
- bear carrion bird cat dog+
- horse pegasus primate psionic cat+
- pyx raptor rodent small bird+
- spark dog warg wolf+
- +
-Each familiar type has its own help file, as does each power listed within the familiar type help+
-files.+
- +
-To make an animal for your familiar, 'concentrate on forming an empathic bond with <target>'. This+
-will only work on relatively ordinary instances of the animals that do not already have owners. In certain+
-cases, you may need to be the owner of the animal through some other means initially.+
- +
-Once you have a familiar, it will be permanently attached to you. There is no need to keep it when you+
-disincarnate. If it becomes separated from you, you may attempt to evoke magicks that will summon it to+
-your side. How taxing this is depends on your summoning skill. To do this, 'concentrate on calling my+
-familiar'. This will not work if your familiar is currently dead. A less taxing version of this operation+
-is to attempt to send your familiar away from you, to safety. This can be helpful when you are about to go+
-to places to hazardous for your familiar. To do this, 'concentrate on sending my familiar to safety'. Be+
-warned that until you call your familiar back, you will be unable to use any of the powers it enjoins upon+
-you.+
- +
-To break the empathic bond with your familiar, 'concentrate on breaking my empathic bond with my+
-familiar'. As mentioned previously, this can cause severe, lasting trauma and/or death.+
- +
--Skin-+
-Usage: skin <corpse> into <armour> [for <target>]+
- +
-Rangers, with their strong ties to the outdoors, are able to skin and tan+
-certain animals. The ability of this art is based on the ranger's animal and+
-armour lores and of course, the animal being skinned must have a natural armour+
-class. The animal can be skinned into a wide variety of armour types (a list+
-can be obtained by typing 'help armours'). Since this task takes time, you will+
-be unable to move while doing this. The time remaining is the default result of+
-an illegal action you try to do during this time.+
- +
-It is also possible to skin something for someone else but this target must+
-be present with you from start to finish of the skinning process. Of course,+
-making the skin for someone else might mean that it won't fit you.+
- +
-Also, should something come up, you can abort your skinning by typing+
-'halt'.+
- +
-Examples: +
- skin dragon corpse into cloak+
- skin corpse into boot+
- skin tiger corpse into cloak for ape+
- +
--Repair-+
-Usage: repair <armour>+
- +
-Rangers are able to repair armours that are made from organic materials.+
-Since this task takes time, you will be unable to move while doing this. The+
-time remaining is the default result of an illegal action you try to do during+
-this time. Also, should something come up, you can abort your repairing by+
-typing 'halt'.+
- +
-Example:+
- repair dragon cloak+
- +
--Apply-+
-Usage: apply <herb> [on <player>['s <limb>] | on my <limb> | on me]+
- +
-Rangers are skilled in the art of applying herbs to their body for the+
-treatment of wounds. The herbs, which are found while foraging, can be +
-poisonous if taken internally but there is little danger when one applies+
-it to their skin or another. The herbs can also be applied to specific+
-body parts to focus the healing in one location.+
- +
-Examples:+
- apply blackwort on me+
- apply wolfsbane on my left hand+
- apply lungwort on bob's head+
- +
-== Restrictions and Notes ==+
- +
-Sirinil will only train you if your alignment is sufficiently good.+

Current revision

  1. REDIRECT Verynvelyrae
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