Guide

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Guide background (Sorcerer Revised page 52):

A mystical animal or minor spirit has chosen to help the sorcerer along her magical Path. Generally such entities are very interested in the welfare (or at least foibles) of humans but have some motive to attempt to encourage certain types of behavior in their sorcerer companions. Crafty, knowledgeable in magical concerns and possessed of inhuman sense, these beings have a lot to offer their patrons. Nothing is free, though, and this relationship is a two-way street. Guides expect special treatment, including food, shelter, friendship and even strange supernatural necessities. In return guides can help a sorcerer learn mythic lore, gain new Paths or discover unseen things. Take the opportunity to create an interesting, unique creature who has reason to share your sorcerer's fate and influence her behavior.


Guide
Dot-filled.png Weak guide - a talking, relatively non-combative animal with a few occult skills.
Dot-filled.pngDot-filled.png Minor guide - exceptionally bright small animal or spirit with detailed occult knowledge.
Dot-filled.pngDot-filled.pngDot-filled.png Apt guide - a large, intelligent animal or a smaller supernatural creature.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Strong guide - an animal or spirit with a few magical abilities of its own.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Powerful guide - a creature with magical talents, vast knowledge and probably a reputation.

Only Sorcerer/Psychics may take this background.


  • When requesting this background, either from chargen or post approval, a +note is required. Use the following points to cover the information staff needs to approve this:

General Questions:

My guide knows a whole lot of stuff about X This will be his primary thing that he knows about.
My guide knows a few things about X Y Assume that he can give you general ideas about this.
My guide knows a tiny bit about X Y Z He has only the vaguest notions about this, but might be able to nudge you in the right direction.
My guide absolutely will not help me with X This is likely combat. He won't pull out mojo to save you.
My guide demands in exchange for his wisdom X This might be his special place and food and visits to the real world.
My guide's one ability that he can help me with is X This might be something like acute senses that he can relay to you, or some other merit that he posessess.
My guide manifests to look like X Provide a general description of what the guide looks like

Abilities:

Level 1 A few occult skills. Weaker spirit, mostly RP fluff.
Level 2 Some detailed occult knowledge, very smart, small animal or spirit
Level 3 Some detailed occult knowledge. Very intelligent, large animal or small supernatural creature.
Level 4 Very intelligent, large animal or small supernatural creature. Has a few magical abilities of its own (no more than 2 spirit charms)
Level 5 Has a few magical abilities of its own (no more than 3 spirit charms), vast knowledge of occult, and a reputation amongst at least other spirits, if not known by some other supernaturals.
  • Note: Occult knowledge/skills, or 'mythic lore' does NOT cover knowledge of other sphere's lore. You cannot have your Guide know Lore Wraith, or Lore Changeling, just because they can know mythic lore. Similarly, even if they do help the sorcerer learn new Paths or discover something new, it will not equate to a reduction in xp costs to purchase the stats.


  • You don't have to follow this exactly, but this will give us a more specific idea of what your Guide can do. What we're trying to avoid is something super vague like 'help me stay sharp' that could be applied to 20 different things, or possibly get someone in trouble with another sphere that does not like their secrets being revealed.