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[INFO] Wargs

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shibrogane
Vice Captain

Stellar Lightbringer

PostPosted: Mon Jul 03, 2017 2:44 pm
Wargs are the most stable of the three pre-Charter classes, and have changed very little.
    Wargs are Visitors who possess the ability to see through the eyes of a single animal familiar. Aptitude for warging is not determined by willpower or mental fortitude, but rather by one's ability to attune to one's companion creature. While spontaneous warging can and does happen, most who become wargs will select their companion creature and undergo a mentally exhausting process to synchronize with them under the tutelage of a mentor.

    Pursuing this path of familiar acquisition comes with the understanding that you will work with the moonwalkers as magical cops; if your character has no desire to become a magical cop, you should pursue another path of familiar acquisition such as a quest or personal plot.
 
PostPosted: Mon Jul 03, 2017 2:47 pm
at a glance.
    Wargs bond to a single animal familiar. Very talented wargs can control this familiar. The more you practice and the tighter the bond with your familiar, the more likely it is that you can control the creature to whom you're bonded. Most wargs can only "ride along" with their familiar. Wargs cannot easily communicate with their familiar (with the exception being wargs with powers that enable them to talk to animals). While they are sharing their familiar's body, they can share very basic concepts, but that's it.

    Familiars must be native to New England (so no toucans) and they are usually avian. House pets, such as dogs, are also good candidates for familiars. However, you cannot warg a fish, a bug, or a reptile!

    Warging can be done on the real side of Ashdown. However, it's extremely tiring on a mental level, like taking the SAT or a similar standardized test, and can cause physical issues. Examples of possible issues: migraines, temporary blindness, temporary aphonia. These go away with time if not aggravated. In other ashdown, however, it is very easy to warg with your companion creature! You can even warg across the divide to Ashdown and keep an eye on things at home if you want to.

    This ability is incredibly useful in the duties of a warg. Think of wargs as the Oracle to the moonwalker's Justice League: It's the responsibility of a warg to ensure that threats to the magical and mundane worlds remain contained. Their bond with an animal and ability to ease into a new way of thinking predisposes them towards picking up further clairvoyant arts, making them truly the cream of the crop when it comes to watching the world around them.

    Your appearance doesn't change once you become a warg. However, your animal familiar's eye color will shift to match yours.

    You must be a visitor to become a warg; you can't become a visitor or force a slot by completing the requirements for warging.

    A word of caution to prospective wargs: If your familiar dies suddenly, it is extremely dangerous to you! Depending on the length and strength of your bond, this can kill you--but it is vaguely analogous to having a limb amputated with regards to the sensations of pain and loss you will experience! So keep a close eye on your familiar, because s**t can go south fast. However, the natural death of your familiar, while saddening, is painless. You can then re-attune to a new familiar without pain or further consequences.
 

shibrogane
Vice Captain

Stellar Lightbringer


shibrogane
Vice Captain

Stellar Lightbringer

PostPosted: Mon Jul 03, 2017 2:48 pm
becoming a warg.
    To become a warg, fulfill these requirements and post them into shibrogane's modbook for approval. These steps must be completed in this order! Please note that any RP or solo that is used towards your class change cannot be used towards your growth to another stage. Class change is a type of growth!

    To purposefully become a warg:
  • Acquire a warg mentor and discuss the duties of a warg. Decide to take them on (1 RP)
  • Choose a familiar (1000 words)
  • Attune to your familiar (3 RPs)

    To spontaneously become a warg/acquire a nonstandard warg familiar:
  • 1 RP where the character experiences the early symptoms of warging (seeing through their familiar's eyes)
  • 1 RP where the character approaches a warg and is told of the duties of a warg within the otherworld
  • 1 RP where the character decides to take this on
  • 1 RP where you discover what your familiar is
  • Attune to your familiar (3 RPs)
 
PostPosted: Mon Jul 03, 2017 2:50 pm
unbecoming a warg.
    Leaving your warg familiar behind requires both rejection of the duties of a warg and rejection of the familiar itself. Ignoring your duties as a warg will start you down this path, but it can only be completed with the assistance of the former Spinel Lady, Melany Dubhslaine. A detransitioned warg can never regain the abilities of a warg again, not even through a bonus power set or a quest. This means a detransitioned warg can no longer scry AT ALL. That line of power development is closed to this character PERMANENTLY. Not even a personal plot can get it back. A detransition from the warg specialization will take with it all of your character's precognitive or clairvoyant abilities permanently.

    The requirements for detransitioning from the warg class are as follows:
  • 1 RP where your warg realizes they've gone at least two weeks without looking for threats
  • 1 RP where your warg's abilities begin to go on the fritz; they find it hard to shift over to their familiar's viewpoint
  • 1 RP where your warg tries to determine what's going on with their powers
  • 1 RP where your warg decides to allow the detransition to happen
  • 1 RP where your warg has their powers taken by Melany Dubhslaine

    Should your character not be the sort to ignore their duties, you may submit a plot for an alternate detransition to the mule.

    Once these requirements are completed, post them into shibe's modbook for approval.
 

shibrogane
Vice Captain

Stellar Lightbringer

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