Rangers
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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
- REDIRECT Verynvelyrae