Difference between revisions of "User:Rustin"

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=Backgrounds=
 +
==== Mana ====
 +
 +
Whether they call it chi, essence, ki, pneuma, psychic energy, ionized electrolytes or any number of other traditional names, sorcerers can tap into sources of energy that empower them in their performance of magic. Meditating or resting on ley lines, in holy places or even in supercharged chemical baths grants the magician who understands their nature a source of power. Other sorcerers ingest a diet of rare substances believed to invoke potency or engage themselves in strenuous rituals, exhausting daily regimens of practice or hypnotic empowerment. Whatever the individual's methods, she exhibits an energy that helps her work her Art, a force described by some as being akin to breath or spirit, or, in Latin, "Mana."\\
 +
 +
When performing Path or ritual magic, a sorcerer may expend Mana to lower the difficulty target number. As usual, her difficulty cannot be lowered by more than three; however, Mana may reduce threshold instead, though never below one. Recovering Mana requires the sorcerer to perform her chosen method of recharging and succeed in a Perception + Meditation roll, difficulty 7, with each success restoring one point.
 +
 +
●    | May store a pool of/expend one Mana |
 +
●●    | May store a pool of/expend two Mana |
 +
●●●  | May store a pool of/expend three Mana |
 +
●●●●  | May store a pool of/expend four Mana |
 +
●●●●● | May store a pool of/expend five Mana |
 +
 
==Numina:Stats==
 
==Numina:Stats==
  
Line 169: Line 182:
 
! [[Weather Control]]<br> ''Sorcerer (Rev.)'' pg. 86||Manipulation
 
! [[Weather Control]]<br> ''Sorcerer (Rev.)'' pg. 86||Manipulation
 
|Willpower
 
|Willpower
 +
|}
 +
|}
 +
==Event Object==
 +
This object will help you keep track of what the setting is (for like banquets, details of what people would walk into, etc.) as well as the scene itself (who's doing what). Typically the object is dropped into the room where the rp is happening and people who arrive will be privately told to look at the item for commands that will tell them about what they're walking into. Additionally, as the setting (what's happening) and scene (who's doing what) are updated, it alerts the room for people to check without having to page, spam, or otherwise stop the flow of the event.
 +
 +
Typically the .update commands should be handled by the object owner / event host but that can be handled with a @lock/use event=me
 +
 +
Just change the Dbref number to the number of the object you create and make sure it's not @locked to you.
 +
 +
@create %xh%xyEvent Info=10<br>
 +
@Desc Event Info=%R[center(%xh%xy Event Help %xn,80,%xh%xc=%xn)]%R[u(info-commands)]%R[center(,80,%xh%xc=%xn)]<br>
 +
&INFO-commands Event Info=%R[space(3)]%xh%xy.event/set%xn[space(8)]= Shows you what the setting is for the current scene.%R[space(3)]%xh%xy.event/scene%xn[space(6)]= Shows you what's happening with who in the scene%R[repeat(%xh%xy-%xn,80)]%R[space(3)]%xh%xy.update/scene *%xn[space(3)]= to update who's doing what.%r[space(3)]%xh%xy.update/set *%xn[space(5)]= to update the current setting.%R<br>
 +
&CMD.UPDATE.SCENE Event Info=$.update/scene *:&data-scene (dbref)=%0;@emit %R%xh%xy.event/scene%xn updated.<br>
 +
&DATA-SCENE Event Info=- To be Set...<br>
 +
@Listen Event Info=* has arrived.<br>
 +
@Ahear Event Info=@pemit %#=%xh%xy<<NOTE>>%xn %xh%xwLook [name(me)]%xn for information about what you're walking into.<br>
 +
&CMD.UPDATE.SET Event Info=$.update/setting *:&data-set (dbref)=%0;@emit %R%xh%xy.event/set%xn updated.<br>
 +
&DATA-SCENE.1 Event Info=-Always check / use Places%R<br>
 +
&CMD.SET Event Info=$.Setting:@pemit %#=[center(%xh%xy Event: Setting %xn,80,%xh%xc=%xn)]%R[u(data-setting)]%R[center( ,80,%xh%xc=%xn)]%r <br>
 +
&CMD.SCENE Event Info=$.Scene:@pemit %#=[center(%xh%xy Event: Scene %xn,80,%xh%xc=%xn)]%R[u(data-scene.1)]%R[u(data-scene)]%R[center( ,80,%xh%xc=%xn)]%r<br>
 +
 +
==Totem Ideas==
 +
<font style="color=black: black; font-size: 16pt; ">
 +
[[File:Grey-Wolf.png|300px|right]]
 +
{|
 +
|Name:   
 +
|Ulfr, The Grey Wolf
 +
|-
 +
|Type:   
 +
|Respect
 +
|-
 +
|Basis: 
 +
|Winter Wolf
 +
|-
 +
|Idea:   
 +
|Get of Fenris Camp: Fangs of Garm: They seek to better integrate the Garou Nation and seek to mend bridges with the other Tribes, so that at the time of the Apocalypse, they can stand together.
 +
|-
 +
|Bg Cost:
 +
|16. 7 For base
 +
|-
 +
|Boons: 
 +
|
 +
+1 Stam, +2 Survival, +1 Leadership, +1 Stealth, +1 Intimidation,+1 Animal Ken and +1 Primal Urge. Pack Communication. Gift: Friend in Need (Lvl 3).
 +
|-
 +
|Bans:   
 +
|
 +
* To provide for those of his garou, wolves and kin who could not.
 +
* Never ever leave an ally behind, living or dead.
 +
|-
 +
|Theme: 
 +
|The Grey Wolf is a totem of community and strong bonds rather than of  war. He strives to build the strongest of packs so that his children can survive the harshest of winters and the toughest foes. He is the wolf that protects the den from intruders, that hunts for the pack.
 
|}
 
|}

Latest revision as of 16:32, 10 November 2020

Backgrounds

Mana

Whether they call it chi, essence, ki, pneuma, psychic energy, ionized electrolytes or any number of other traditional names, sorcerers can tap into sources of energy that empower them in their performance of magic. Meditating or resting on ley lines, in holy places or even in supercharged chemical baths grants the magician who understands their nature a source of power. Other sorcerers ingest a diet of rare substances believed to invoke potency or engage themselves in strenuous rituals, exhausting daily regimens of practice or hypnotic empowerment. Whatever the individual's methods, she exhibits an energy that helps her work her Art, a force described by some as being akin to breath or spirit, or, in Latin, "Mana."\\

When performing Path or ritual magic, a sorcerer may expend Mana to lower the difficulty target number. As usual, her difficulty cannot be lowered by more than three; however, Mana may reduce threshold instead, though never below one. Recovering Mana requires the sorcerer to perform her chosen method of recharging and succeed in a Perception + Meditation roll, difficulty 7, with each success restoring one point.

●     | May store a pool of/expend one Mana |
●●    | May store a pool of/expend two Mana |
●●●   | May store a pool of/expend three Mana |
●●●●  | May store a pool of/expend four Mana |
●●●●● | May store a pool of/expend five Mana |

Numina:Stats

Attributes Stamina=3 Charisma=3 Manipulation=11 Intelligence=5 Perception=10 Wits=4
Abilities Animal Ken=2 Awareness=4 Computer=2 Empathy=5 Meditation=3 Occult=10 Science=2

New

Click on Attributes / Abilities to sort by them
Numina: Psychic Powers Attribute Check Ability Check
Animal Psychics
Sorcerer (Rev.) pg. 90|
Charisma Animal Ken
Anti-Psychic
Sorcerer (Rev.) pg. 91|
None None
Astral Projection
Sorcerer (Rev.) pg. 92|
Perception Meditation
Biocontrol
Sorcerer (Rev.) pg. 93|
Stamina Meditation
Channeling
Sorcerer (Rev.) pg. 94|
Perception Awareness
Clairvoyance
Sorcerer (Rev.) pg. 94|
Perception Awareness
Cyberkinesis
Sorcerer (Rev.) pg. 95
Manipulation Computer
Cyberpathy
Sorcerer (Rev.) pg. 95
Perception Computer
Ectoplasmic Generation
Sorcerer (Rev.) pg. 96
Charisma Occult
Precognition
Sorcerer (Rev.) pg. 99
Perception Awareness
Psychic Healing
Sorcerer (Rev.) pg. 101
Perception Empathy
Psychic Hypnosis
Sorcerer (Rev.) pg. 98
Manipulation Expression
Psychic Invisibility
Sorcerer (Rev.) pg. 102
Wits Stealth
Psychic Vampirism
Sorcerer (Rev.) pg. 103
Manipulation Empathy
Psychokinesis
Sorcerer (Rev.) pg. 104
Wits Empathy
Psychometry
Sorcerer (Rev.) pg. 105
Perception Empathy
Psychoportation
Sorcerer (Rev.) pg. 105
Perception Alertness
Pyrokinesis
Sorcerer (Rev.) pg. 106
Manipulation Meditation
Soulstealing
Kinfolk pg. 59
Willpower None
Synergy
Sorcerer (Rev.) pg. 107
Perception Awareness
Telepathy
Sorcerer (Rev.) pg. 108
Intelligence Empathy
Click on Attributes / Abilities to sort by them
Numina: Sorcery Attribute Check Ability Check
Alchemy (Numina)
Sorcerer (Rev.) pg. 64|
Intelligence Alchemy / Herbalism / Science
Conjuration
Sorcerer (Rev.) pg. 66|
Dexterity Occult
Conveyance
Sorcerer (Rev.) pg. 68
Stamina Occult
Divination
Sorcerer (Rev.) pg. 70
Perception Fortune Telling
Enchantment
Sorcerer (Rev.) pg. 71
Intelligence Occult / Science
Fascination
Sorcerer (Rev.) pg. 74
social attribute Occult
Fortune
Sorcerer (Rev.) pg. 76
Manipulation Intimidation / Mathematics
Gauntlet Manipulation
Dreamspeakers pg. 65
Wits Gauntlet Manipulation
Healing
Sorcerer (Rev.) pg. 78
Manipulation Intuition
Hellfire
Sorcerer (Rev.) pg. 80
Manipulation Occult
Mana Manipulation
Sorcerer (Rev.) pg. 81
Manipulation Occult
Oneiromancy
Sorcerer (Rev.) pg. 82
Wits Occult
Shadowcasting
Sorcerer (Rev.) pg. 83
Manipulation Occult
Shapeshifting
Sorcerer (Rev.) pg. 84
Stamina Animal Ken) / (Intelligence + Science
Spirit Awakening
Dreamspeakers pg. 64
Intelligence Spirit Awakening
Spirit Command
Dreamspeakers pg. 64
Manipulation Spirit Command
Summoning/Binding/Warding
Sorcerer (Rev.) pg. 85
Intelligence Occult
Summon Naturae
Dreamspeakers pg. 65
Charisma Summon Naturae
Weather Control
Sorcerer (Rev.) pg. 86
Manipulation Willpower

Event Object

This object will help you keep track of what the setting is (for like banquets, details of what people would walk into, etc.) as well as the scene itself (who's doing what). Typically the object is dropped into the room where the rp is happening and people who arrive will be privately told to look at the item for commands that will tell them about what they're walking into. Additionally, as the setting (what's happening) and scene (who's doing what) are updated, it alerts the room for people to check without having to page, spam, or otherwise stop the flow of the event.

Typically the .update commands should be handled by the object owner / event host but that can be handled with a @lock/use event=me

Just change the Dbref number to the number of the object you create and make sure it's not @locked to you.

@create %xh%xyEvent Info=10
@Desc Event Info=%R[center(%xh%xy Event Help %xn,80,%xh%xc=%xn)]%R[u(info-commands)]%R[center(,80,%xh%xc=%xn)]
&INFO-commands Event Info=%R[space(3)]%xh%xy.event/set%xn[space(8)]= Shows you what the setting is for the current scene.%R[space(3)]%xh%xy.event/scene%xn[space(6)]= Shows you what's happening with who in the scene%R[repeat(%xh%xy-%xn,80)]%R[space(3)]%xh%xy.update/scene *%xn[space(3)]= to update who's doing what.%r[space(3)]%xh%xy.update/set *%xn[space(5)]= to update the current setting.%R
&CMD.UPDATE.SCENE Event Info=$.update/scene *:&data-scene (dbref)=%0;@emit %R%xh%xy.event/scene%xn updated.
&DATA-SCENE Event Info=- To be Set...
@Listen Event Info=* has arrived.
@Ahear Event Info=@pemit %#=%xh%xy<<NOTE>>%xn %xh%xwLook [name(me)]%xn for information about what you're walking into.
&CMD.UPDATE.SET Event Info=$.update/setting *:&data-set (dbref)=%0;@emit %R%xh%xy.event/set%xn updated.
&DATA-SCENE.1 Event Info=-Always check / use Places%R
&CMD.SET Event Info=$.Setting:@pemit %#=[center(%xh%xy Event: Setting %xn,80,%xh%xc=%xn)]%R[u(data-setting)]%R[center( ,80,%xh%xc=%xn)]%r
&CMD.SCENE Event Info=$.Scene:@pemit %#=[center(%xh%xy Event: Scene %xn,80,%xh%xc=%xn)]%R[u(data-scene.1)]%R[u(data-scene)]%R[center( ,80,%xh%xc=%xn)]%r

Totem Ideas

Grey-Wolf.png
Name: Ulfr, The Grey Wolf
Type: Respect
Basis: Winter Wolf
Idea: Get of Fenris Camp: Fangs of Garm: They seek to better integrate the Garou Nation and seek to mend bridges with the other Tribes, so that at the time of the Apocalypse, they can stand together.
Bg Cost: 16. 7 For base
Boons:

+1 Stam, +2 Survival, +1 Leadership, +1 Stealth, +1 Intimidation,+1 Animal Ken and +1 Primal Urge. Pack Communication. Gift: Friend in Need (Lvl 3).

Bans:
  • To provide for those of his garou, wolves and kin who could not.
  • Never ever leave an ally behind, living or dead.
Theme: The Grey Wolf is a totem of community and strong bonds rather than of war. He strives to build the strongest of packs so that his children can survive the harshest of winters and the toughest foes. He is the wolf that protects the den from intruders, that hunts for the pack.