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Dreaming Race - Cramulus

Dreaming Race


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From Cramulus

Revision as of 01:58, 2 January 2010 by Cramulus (talk | contribs) (New page: Race Your character’s race is perhaps your biggest choice, as it determines a lot about how your character functions. For details on the races, please see the race section. Visions ...)

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Race

Your character’s race is perhaps your biggest choice, as it determines a lot about how your character functions. For details on the races, please see the race section.


Visions are dreams themselves. Visions take an additional wound when struck by an essence weapon. Visions are the natural citizens of the Dreaming, and have a few extra skills they can use while they are there. Fae are the playful and mischievous people displaced from their homeland, Faerie. Fae take an additional wound when struck by an iron weapon. Dead Godsare gods who were once worshipped in the Waking World, but lost all their followers. Dead Gods require worship from their followers in the Dreaming in order to heal themselves or fuel their spells. Lost Souls are people who once lived in the Waking World, but died and got lost on their way to the Afterlife. Because they have been weakened by their first death, Lost Souls start out with only 4 health, whereas Visions and Fae have 5.


Sub-race

Your character’s sub-race determines what special abilities they have. Visions have three subraces:

Weavers Are the sculptors of the dream world that have the following abilities:

claws - Weavers can warp the Dreaming around their hands to form claws. The claws must be colored red to indicate that they are body weaponry that effectively does "silver" damage, and can be no longer than 12 inches. If you want to make a claw-glove, contact a safety marshal for advice.

Rift - By force of will, a Weaver can rip a hole in the Dreaming. 3 times per day, a weaver may draw a line on the ground that becomes impassable. It represents a tear in the ground that people can't motivate themselves to pass. The line cannot exceed 20 feet, and must be a straight line. The rift lasts as long as the Weaver is in line-of-sight of it.


Nightmares are the primal fears of Wakes made manifest that have the following abilities:

Fear Strike - Twice per night, a nightmare may deliver a surprise attack from behind a target, by striking with a weapon and declaring " I charm you to fear my sight!" If the attack hits, the target is struck by an image of their worst fear, and must flee the Nightmare's line of sight as though affected by a fear charm spell. At this time, the nightmare has the option of calling "I feed off your fear!" to recover from one wound.


Incubui / Succubi Are the masters of the desires of Wakes that have the following abilities:

Desire - A succubus/incubus can enflame the desire inherent in other creatures. If a succubus makes eye contact with a creature for five seconds, that creature becomes enamoured with the succubus/incubus. They must roleplay being madly in love with the succubus, and must follow the commands of the succubus. This control is broken after 3 wounds are sustained or ten minutes are up. Note that getting a subject to reveal information in this state is impossible since the mind is completely overshadowed by desire for the incubus/succubs. The commands must be basic and deal with class/racial skills. EX. "Defend me against that darkside" "heal me" "enchant my weapon". This can be done twice per day.


All visions may also send a Dreamwalk as the Shaman skill by expending one health.


Fae have four subraces:

Dark Fae are Faeries who are adept at hiding with the following abilities:

Hide – If you are standing in anything but direct light, you can hide yourself inside your wake. Going into hiding this takes a three-count. ("I fade out one, I fade out two, I fade out three") When hiding, you can enter a wake state where you cannot be harmed. When in this form, you may not speak or take in game actions, and may move only within the area of the shadow that you are in. If you for any reason enter into direct light again you fade in on a three count. When you choose to reveal yourself, you may fade back into a Dreaming state on a 3-count. Unlimited uses.


Elemental fae are Faeries who have control over a particular element. They have the following racial abilities:

Summon Elemental Spirits – You may conjure a tiny elemental spirit within a piece of spell aura. Bringing the spirit into the Dreaming will injure you, causing you to take one point of elemental damage. You can throw a conjured spirit for “1 ” damage, where is flame, ice, shock, or stone. The spirit will last for one hour before vanishing, and will be discharged if it touches someone other than the person who summoned it.


Once per night, a fire elemental may breath a powerful burst of flame. Spacket delivered “I breathe fire 5”. It does 5 flame damage.


Once per night, an ice elemental may chill the air around them, causing it to become difficult for others to move. “By my voice I freeze the air”. Everyone must walk for 1 minute.


Twice per night, an air elemental can call forth static electricity to disarm an enemy. The incant is “Disarm”. This spacket delivered attack that Disarms a target, forcing them to drop their weapon for 5 seconds.


Once per night, an earth elemental may cover himself in the ore of the earth, becoming ressitant to physical damage. The incant is “I call forth techtonite armor.” The next 3 damage attacks do nothing.


Guarders are Bloodthirsty Faeries. They have the following racial abilities: Blood Rage - Twice per day, a guarder may enter into a Blood Rage. When in this blood rage, Every other damage attack that strikes the Guarder may be resisted. Statis affecting attacks, such as sleep spells or poison, are still affected regardless of the Blood Rage. THis rage lasts for 2 minutes, plus an additional minute for every creature that is killed during the blood rage. When this is over, the guarder must rest for five minutes, taking no in game actions and not moving.


Guiders are the Faeries who could navigate the Labirynth, and have the following racial abilities:

Knock - three times per day, you may knock for three seconds on a closed door and then open it to another place in the same building. You must choose a door in the same building that is the exit to the portal. Going into or coming out of the portal requires a 5-count, which will move you from your dreaming state to your wake state. The next time you enter your dreaming state, it must be at the destination point of that portal. After you’ve entered a portal, you can stay in the between-place for as long as you want and can exit whenever you want. After leaving the portal, as long the door from which he emerged remains in his line of sight, the guider may re-enter the portal at the point from which he just emerged, and travel back and forth freely without the creation of another portal. If the guider chooses to bring others through (by "recognizing" them, in the same way one would let someone into a closed circle), then the portal can only be one-way, and closes after all the intended travelers pass through it. While outdoors, guiders may pass through an archway and portal to fairie for up to one hour. At the end of this hour, all characters including the guider, if not back in the dreaming already, will be shunted back into the dreaming to where they originally left.


Dead Gods have four subraces:

Gods of War Are gods that often specialize in fighting. They have the following racial abilities:

Temper – When at the forge, A god of war may take 2 wounds to tape one of the following abilities to a weapon:

1. “Double-strike 1x ever”

2. “Parry 1x ever”

3. “Disengage 1x ever”


Immediately before the ability is used, the temper tag must be torn off the weapon. You may not temper a Makeshift weapon.


Gods of Love Are generally pascifists. THey have the foloowing racial abilities:

Sanctify – The God may choose to take four wounds, and by doing so may create a sanctuary so that no damage can take place inside. You must take one minute to role play that you are sanctifying the room. If you take damage or use any skills during that time, the sanctity will fail and the ability will be used up. A letter S on the doorway to the room must be well hung to signify that the room is sanctified. This enchantment lasts as long as the caster is in line-of-sight of all four corners of the room. No room longer than 50 feet may be sanctified. While in a sanctified room, you may not take any offensive actions, but you are immune to any attacks. Three uses of the skill Desecrate can destroy a sanctified room, but multiple sanctuaries can be layered top of each other to make this strategy difficult. THe love god may also cause two combatants to stop combat indefinately. THis is spacket delivered (both targets must be hit with the spackets) and costs 2 faith for every hour the truce is to last. "Truce X hours" is the incant.


Gods of Wealth Are often avaricious. THey have the following racial abilities:

Bounty– The God can choose to take 5 wounds and create one Quicksilver. To do this, they must perform a ceremony which must last at least 5 minutes.


Gods of the Harvest?Hunt Often presided over the agrarian aspects of thier respective Societies. They have the following racial abilities:

God of Harvest/the hunt - While the god of the harvest plays, all in the war party may sustain an additional two wounds of damage before being rendered unconscious; while the god of the hunt plays, all in the war party may swing or cast for +1 damage up to two times. If the gods stop playing for an hour, the bonuses reset. However, if they start again within the hour, all used skills remain used (Examples: john uses both of his doublestrikes, and then the hunt ends. If it begins again in an hour, and he regains those two doublestrikes. If it begins again less than an hour after stopping, he is still at 0/2 doublestrikes for the hunt. Alternately, Emily has 8 health once the harvest song begins, and loses 7. If the song stops, she will be down to 1/6 health. If it starts again in less than an hour, she will still be at 1/8 health again. However, if an hour passes, and the song begins again, Emily will be at 3/8 health).


Lost Souls have one inherent ability:

Lost souls learn and adapt quickly.They have the following racial ability:

adept learning- Lost souls have two free class skill slots which they may allocate anywhere at no additional cost.

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