Guide

From City of Hope MUSH
Revision as of 21:06, 5 October 2024 by SassyCat (talk | contribs) (Added note about spirit charms)
Jump to navigation Jump to search

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 possesses.
My guide manifests to look like X Provide a general description of what the guide looks like


  • Overall, a Guide is meant to be a spirit that is similar to an ally, or even mentor. They will be your buddy in exchange for shelter, food, friendship, etc. They can help teach you some things (but this is only for justification - not a reduction in cost) - as RP Fluff. It is nothing more than a special story touch. Not someone to save you from trouble, or put you into the Phantom zone for a time out.


  • 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. Only justification.


  • 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.
    • Your Guide is very low powered. It cannot/will not use actual Spirit Charms for you, near you, with you, against you.


  • What powers does a Guide have? Spirit Charms are the type of powers a Guide can have. Your chosen Guide Spirit can have the same Spirit Charms that spirit has listed within the approved book it can be found in. It can also have Airt Sense and Re-Form, similar to the rules for Totem. You may not add anything more to it, as even a five dot Guide is not nearly as powerful as a Totem can be.