Difference between revisions of "Tracking"

From Archives of Lusternian Lore
Jump to navigation Jump to search
(Created page with '__NOTOC__ {| align="right" border="1" cellpadding="4" cellspacing="0" width="40%" |- | style="background:lightyellow"|Tracking is the specialization of Hunting which is open …')
(No difference)

Revision as of 00:38, 8 September 2009

Tracking is the specialization of Hunting which is open to warriors. Trackers continue with learning the arts of capturing, mostly through the use of traps. Also, trackers can keep a hunting companion to help them. Trackers can be trained in any warrior guild, though often through ignoring development of the spiritual precepts of the guild. Warriors with this specialization who are not in a guild are sometimes referred to as mercenaries.
TreeHunter Master Your stalking ability extends to the trees.
HuntingCompanion Master +33% Your loyal hunting companion is your best friend.
Traps Master +66% Search for and disarm hidden traps.
StinkTrap Gifted Release a stinking cloud to help track your prey.
DeepseaHunter Gifted +25% You can stalk even in water by studying ripples and eddies.
Track Gifted +50% Track anyone who has been marked with a scent.
Cloak Gifted +75% Hide the actions of your hunting companion.
LegSnare Expert A trap triggered by walking, clamping onto the leg.
MountainHunter Expert +25% Not even mountain cliffs will prevent you from stalking.
Retriever Expert +50% Your hunting companion can sniff out creatures and things.
SpringTrap Expert +75% Stepping on this trap will fling you out of the room.
Bloodthirst Expert +80% Force your companion into a frenzy.
Headhunter Virtuoso Remember your enemies with their shrunken heads.
Trophy Virtuoso Mount heads on the wall as trophy displays.
Deliver Virtuoso +25% Use your companion to deliver items to your allies.
Deadfall Virtuoso +50% Dropping a heavy object on your prey can be effective.
Bell Virtuoso +75% Attach a silver bell to warn of trap activation.
Conceal Fabled Conceal the effects of some traps.
Pit Fabled +33% Dig a pit and conceal it to catch your prey.
Clamp Fabled +66% Train your hunting companion to clamp onto limbs.
Darts Mythical Construct a trigger to release deadly darts.
Spikepit Mythical +33% Place sharp spikes at the bottom of your pits.
Unite Mythical +66% Unite through the bond with your hunting companion.
Snakepit Transcendent Fill a pit with live snakes, making it even deadlier.
Ambushed! (by Daganev)

TreeHunter

Syntax:
CLIMB UP, CLIMB DOWN, CLING

You can climb and cling to trees if you don't have those abilities. More importantly, you will be able to stalk those who climb up into trees.

HuntingCompanion

Syntax:
REQUEST <HOUND/WOLF>

BOND LOOK
BOND MOVE <direction>
BOND LISTEN <ON/OFF>
BOND ATTACK <target>
BOND RECALL

Power: 5 (any) (To recall from another plane)

You are now able to receive a hunting companion, some form of hound or wolf depending on your city/commune affiliation. After you receive this companion, you are able to give it various commands using your bond with it, provided you are on the same plane as your companion.

Commanding your companion to listen will allow you to use its ears as your own, picking up all conversations that it can hear, while commanding it to look will allow you to use its eyes, showing you what it sees. You may also command it to move remotely, and recall it to you if necessary, though this will take longer if it is out of your local area. Finally, you may command your companion to attack an enemy that is with it.

Traps

Syntax:
TRAPS

TRAPS LIST
DISARM <trap> <direction>

You can search for traps in the same room for you or list the traps you've layed. If you know the trap that is in the room, you can attempt to disarm it. Some traps will be invisible to you. Increasing your skill level in Tracking and Environment will help you see traps.

StinkTrap

Syntax:
LAY STINKTRAP <direction>
Commodities: rope 2 weed 1 sulfur 2

A small trip wire will release a stinking cloud, making the victim cough and lose balance.

DeepseaHunter

Syntax:
DIVE, RISE, CAMOUFLAGE [ON/OFF], SWIFTSWIM <DIRECTION>

You swim, dive, and camouflage yourself in the deep sea. Additionally, you can use SWIFTSWIM <direction> to swim quickly in a particular direction. More importantly, you can also stalk others in water locations even if they do dive into the deep sea.

Track

Syntax:
BOND TRACK <target>

Being a trained hunting companion, your bonded animal is of course able to lead you to prey, and this ability will allow you to direct your companion through your bond which person you wish to be led to. If your companion finds a trail, it will lead you to to one room adjacent to your target, and indicate the direction in which he or she is.

Due to the difficulty of leading you, with your own scent interfering with the trail, the target's scent must be particularly strong. This can be accomplished by spraying the target with skunk's stench, causing them to get hit by a stink trap or anything else which will make them smell powerfully enough. For one Lusternian day after this occurs, even if the target washes themselves, they will still smell strong enough to be tracked. Also, the target must be in the same local area and corporeal.

Finally, if you move into a room where the ground has been sprayed with skunk's scent, your companion will be too confused by the overpowering smell to continue tracking your prey.

Cloak

Syntax:
CLOAK <HOUND/WOLF> <ON/OFF>

This ability will allow your companion to remain cloaked from view.

LegSnare

Syntax:
LAY LEGSNARE <direction>
Commodities: iron 1 rope 1

You can lay a snare which will entangle an enemy's leg, which will also slightly wound that leg.

MountainHunter

Syntax:
SCALE [UP|DOWN]

You can scale mountains faster than a mountaineer. More importantly, you can stalk your prey up and down different mountain elevations.

Retriever

Syntax:
BOND SEEK <person/item/mobile>

BOND RETRIEVE <item>
BOND RELEASE

You have now evolved your bond to a point where you are able to send your companion to seek something or someone out. The thing it is seeking must be in the same local area and will be the first thing it finds that is recognisable as what you have asked it for, specific numbers will not work.

If your companion is successful in finding what you ask for, it will move into the room and wait for you there.

Once your companion is in sight of an objective, you can command it to RETRIEVE the item, which, providing it is less than a third of its weight, it will then pick up with its jaws. BOND RELEASE will command your companion to drop the item again.

SpringTrap

Syntax:
LAY SPRINGTRAP <direction> <direction to fling target>
Commodities: rope 1 wood 1 iron 1

If your enemies step on the metal plate you have concealed on the ground, they will be flung by a powerful spring mechanism of your devising.

Bloodthirst

Syntax:
BOND BLOODTHIRST

By giving your hunting companion a meat commodity, you can urge it into a bloodthirst rage. Its attacks will be much more vicious than usual in attacking your enemies. Be careful, however, as your hunting animal may ignore your commands. The bloodthirst will last approximately 5 minutes.

Headhunter

Syntax:
BEHEAD <corpse>

SHRINK <head> (requires campfire)
PLANT SPIKE (requires wooden spike)
SPIKE <head> (requires planted spike)

This ability will allow you to preserve the decapitated heads of your enemies by removing the fat and bodily fluids from them, turning them into shrunken heads. You must first behead a corpse that rests on the ground before you, then you may shrink the head using a campfire. Finally, if you wish to fix the head in public to further prove your skill, you may plant a wooden spike into the ground, and then spike a shrunken head onto it.

Additional Notes:
Commune trackers only.

Trophy

Syntax:
BEHEAD <corpse>

CONSTRUCT TROPHY FROM <head> (requires 1 wood and 1 gold)
EXHIBIT <trophy>

This ability will allow you to make hunting trophies out of the decapitated heads of your fallen enemies. You must first behead a corpse on the ground before you, then you may construct a trophy from it, using a wood commodity and a gold commodity. Finally, if you wish to truly display your prowess as a hunter, you may exhibit the trophy, providing that you have the necessary skill in Arts.

Additional Notes:
City trackers only.

Deliver

Syntax:
BOND DELIVER <item> TO <person>

Your hunting companion is now able to deliver items to your allies, provided they are on the same plane. After being given the item, your faithful companion will move off and begin searching for the person you specify. If the delivery is successful, you will be notified through your bond and your companion will begin to return to you. If not, your companion will simply return.

Deadfall

Syntax:
LAY DEADFALL <direction>
Commodities: rope 1 iron 3

Setting up a variation on the trip wire, a small anvil will drop down upon the unfortunate target's head.

Bell

Syntax:
TRAP <direction> ATTACH BELL
Cost: 2 silver

Attach a bell to a trap to be alerted to disturbances if in the same area.

Conceal

Syntax:
CONCEAL <trap> <dir>

CONCEAL ROOM

Power: 3 (Any), for Conceal Room.

You can conceal the effects of your traps.

Conceal Room will conceal all traps in the room.

Pit

Syntax:
LAY PIT <direction>

CONCEAL PIT <direction>

Commodities: rope 1 wood 4

By digging a pit in the ground and concealing, you can create a very nasty trap indeed. You must, of course, have a shovel to dig the pit.

Once someone has fallen into a pit, it will still be there but no fool would walk into it again. If you CONCEAL it once again, then enemies will once again fall into it. CONCEALing a pit that is not yours will turn it into your pit.

Clamp

Requiring no extra direction from you, your hunting companion will now occasionally attempt to leap up and lock its jaws around the arm of your enemy. If successful, your foe will have to writhe to escape your companion's grip, and until then will be unable to use that arm at all. This will also do extra wounding damage to the arm that is clamped. You cannot order your companion to clamp while in a bloodthirst rage.

Darts

Syntax:
LAY DARTS <direction>

ENVENOM DARTS <direction> WITH <poison>

Commodities: rope 1 wood 3 iron 2

Small wooden darts can be set to a network of trip wires that will release the darts. Though the darts do no damage, they can be poisoned.


Spikepit

Syntax:
LAY SPIKEPIT <direction>

ENVENOM SPIKEPIT WITH <poison>

Commodities: rope 1 wood 4 iron 3 spike 5

By digging a pit in the ground and setting 5 spikes at its base, you can poison the spikes for an extremely deadly variation on the pit trap.

Unite

Syntax:
BOND UNITE

Your bond with your hunting companion is now so strong that you are able to travel to it through sheer force of will. You must focus very hard on your bond, and after a short time the connection will become so powerful that you will be unable to be apart, and so you will be brought together. As opposed to recalling your companion, this will bring you to its location, rather than it to yours.

Snakepit

Syntax:
LAY SNAKEPIT <direction>
Commodities: rope 1 wood 4 snake 5

By digging a pit in the ground and filling it with five live snakes, you will create a pit trap that has a dangerous twist. You must, of course, have a shovel to dig the pit.