Warg (Empathic Bond)
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Current revision (12:55, 23 January 2021) (edit) Iosin (Talk | contribs) (→Charms) |
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or weakness within you and, disturbingly, is more inclined to attack you than to bond with you. | or weakness within you and, disturbingly, is more inclined to attack you than to bond with you. | ||
- | = Known Abilities = | + | = General Info = |
- | Wargs are brutal, massive canines that can be found in the cold wastes of [[Gardagh]] as well as other places (notably Togrek). They are large enough to be ridden and are ferocious fighters, attacking with claws and teeth. They breathe air, have a carnivorous diet, and can [[Night vision|see in the dark]]. | + | Wargs are brutal, massive canines that can be found in the cold wastes of [[Gardagh]] as well as other places (notably [[Togrek]]). They also can be found in orc/goblin raiding parties if you want a wider spectrum of available colors. They are large enough to be ridden and are ferocious fighters, attacking with claws and teeth. They breathe air, have a carnivorous diet, and can [[Night vision|see in the dark]]. |
==Attribute Modifications== | ==Attribute Modifications== | ||
- | The warg familiar grants its consort a very large bonus to [[Constitution]], and large bonuses to [[Strength]] and [[Dexterity]]. | + | The warg familiar grants its consort a very large bonus to [[Vitality]], and large bonuses to [[Strength]], [[Perception]] and [[Agility]]. Also a small bonus to [[Intellect]]. |
==Specialty Bonuses== | ==Specialty Bonuses== | ||
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*[[Hardiness]] | *[[Hardiness]] | ||
*[[Stamina]] | *[[Stamina]] | ||
- | ===Tier 4=== | + | |
- | At "very healthy" | + | ====At "Very Healthy"==== |
- | Tier 1 skills get a +1 bonus | + | '''Tier 1''' skills get a +1 Bonus |
+ | |||
+ | Midway in "Very Healthy" | ||
+ | *[[Recuperation]] | ||
+ | |||
+ | ===At "Resilient"=== | ||
+ | '''Tier 2''' skills get a +1 Bonus | ||
+ | |||
==Charms== | ==Charms== | ||
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*[[Call (Empathic Bonds)|Call Familiar]] | *[[Call (Empathic Bonds)|Call Familiar]] | ||
*[[Send (Empathic Bonds)|Send Familar]] | *[[Send (Empathic Bonds)|Send Familar]] | ||
+ | *[[Conjoin (Empathic Bonds)|Conjoin]] | ||
*[[Kinsee (Empathic Bonds)|Kinsee]] | *[[Kinsee (Empathic Bonds)|Kinsee]] | ||
+ | |||
+ | Midway in "Very Healthy" | ||
+ | *[[Surge (Empathic Bonds)|Surge]] | ||
+ | |||
+ | Later: | ||
+ | *[[Change Form (Empathic Bonds)|The ability to shapeshift into a warg]] | ||
+ | *[[Tachypodes (Empathic Bonds)|Tachypodes, the ability to travel at incredible speeds on land when mounted]] | ||
+ | |||
+ | |||
+ | You sense that this bond is enabling you to perform many charms, arcane feats accomplished by simple mental acts. | ||
+ | |||
+ | First, the ability to command a friendly creature over which your familiar is sovereign to undertake a specific action. You can command multiple creatures at once in this manner. To do this, concentrate on commanding your follower or followers to undertake the desired action. | ||
+ | |||
+ | Second, the ability to tame creatures over which your familiar is sovereign. To do this, concentrate on taming the creature. | ||
+ | |||
+ | Third, the ability to urge your familiar to specific action. This ability can be used even if you do not know where your familiar is. To do this, concentrate on urging your familiar to undertake the desired action. | ||
+ | |||
+ | Fourth, the ability to call your familiar to your side. To do this, concentrate on calling your familiar. | ||
+ | |||
+ | Fifth, the ability to send your familiar to safety. This ability can be used even if you do not know where your familiar is. To do this, concentrate on sending your familiar to safety. | ||
+ | |||
+ | Sixth, the ability to become one with your familiar. This ability can be used even if you do not know where your familiar is. To do this, concentrate on becoming one with your familiar. | ||
+ | |||
+ | Seventh, the ability to see through your familiar's eyes. This ability can be used even if you do not know where your familiar is. To do this, concentrate on seeing what your familiar sees. | ||
+ | |||
+ | Eighth, the ability to accelerate your metabolism. To do this, will my adrenal glands into overdrive. To end the effects of this charm, will my adrenal glands to return to normal. | ||
+ | |||
+ | Ninth, the ability to change one's form. You sense that this bond is enabling you to transform into a warg. To do this, will myself to change into the desired form. To end the effects of this charm, will myself to my normal form. | ||
+ | |||
+ | Tenth, the ability to imbue oneself with energy that will spur you to travel at incredible speeds while mounted to your familiar. This charm only works if your familiar is running or walking, not swimming or flying. To do this, imagine myself traveling like the wind. To end the effects of this charm, imagine myself traveling at normal speeds. | ||
==Additional Bonuses and Powers== | ==Additional Bonuses and Powers== |
Current revision
Contents |
Bonding Requirements
As is fairly obvious from the bond failure message, some amount of Courage and/or Lack of Weakness are required; certainly less than 100 for each.
You sense that the dark brown female warg barbarian gladiator feels some sort of lingering fear or weakness within you and, disturbingly, is more inclined to attack you than to bond with you.
General Info
Wargs are brutal, massive canines that can be found in the cold wastes of Gardagh as well as other places (notably Togrek). They also can be found in orc/goblin raiding parties if you want a wider spectrum of available colors. They are large enough to be ridden and are ferocious fighters, attacking with claws and teeth. They breathe air, have a carnivorous diet, and can see in the dark.
Attribute Modifications
The warg familiar grants its consort a very large bonus to Vitality, and large bonuses to Strength, Perception and Agility. Also a small bonus to Intellect.
Specialty Bonuses
Bonus specialty degrees and access are provided as follows:
Tier 1
Tier 2
Towards the end of "very frail" bond strength:
Tier 3
At "fairly healthy" bond strength:
Tier 3
Towards the end of "fairly healthy" bond strength:
At "Very Healthy"
Tier 1 skills get a +1 Bonus
Midway in "Very Healthy"
At "Resilient"
Tier 2 skills get a +1 Bonus
Charms
Initially the warg grants the following charms:
Shortly after, but still during very frail:
Midway in "Very Healthy"
Later:
- The ability to shapeshift into a warg
- Tachypodes, the ability to travel at incredible speeds on land when mounted
You sense that this bond is enabling you to perform many charms, arcane feats accomplished by simple mental acts. First, the ability to command a friendly creature over which your familiar is sovereign to undertake a specific action. You can command multiple creatures at once in this manner. To do this, concentrate on commanding your follower or followers to undertake the desired action. Second, the ability to tame creatures over which your familiar is sovereign. To do this, concentrate on taming the creature. Third, the ability to urge your familiar to specific action. This ability can be used even if you do not know where your familiar is. To do this, concentrate on urging your familiar to undertake the desired action. Fourth, the ability to call your familiar to your side. To do this, concentrate on calling your familiar. Fifth, the ability to send your familiar to safety. This ability can be used even if you do not know where your familiar is. To do this, concentrate on sending your familiar to safety. Sixth, the ability to become one with your familiar. This ability can be used even if you do not know where your familiar is. To do this, concentrate on becoming one with your familiar. Seventh, the ability to see through your familiar's eyes. This ability can be used even if you do not know where your familiar is. To do this, concentrate on seeing what your familiar sees. Eighth, the ability to accelerate your metabolism. To do this, will my adrenal glands into overdrive. To end the effects of this charm, will my adrenal glands to return to normal. Ninth, the ability to change one's form. You sense that this bond is enabling you to transform into a warg. To do this, will myself to change into the desired form. To end the effects of this charm, will myself to my normal form. Tenth, the ability to imbue oneself with energy that will spur you to travel at incredible speeds while mounted to your familiar. This charm only works if your familiar is running or walking, not swimming or flying. To do this, imagine myself traveling like the wind. To end the effects of this charm, imagine myself traveling at normal speeds.