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Posted: Tue Nov 05, 2013 6:22 pm
Dream Magic
You can find information on magic on the following here: Magic in the Waking World Magic in Dreams Special Races and High Magic Combat
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Posted: Wed Nov 13, 2013 2:48 pm
Magic In The Waking World Though Oneiroi are powerful beings, that power is theirs only as long as they are in the dream realms. Since the waking world requires paths of logic and physics, Oneiros' powers are limited. Please consult our thread in the guild about using dream magic in events that may involve combat, as well as how to handle situations where both Oneiroi are using magic. (The guild is currently closed.) The following is a summary of magic Oneiroi can use while in the waking world. In General: All Oneiroi have the ability to enter and control dreams, but this particular magic allows them greater control and power within a dream. With these skills, Oneiroi are able to find their dreamers more easily should they become separated, and once they are free of their dreamer (stage five), this will allow them to locate and navigate dreams more easily. Though the ability to enter the dream world is available at the specter stage, the oneiroi are able to travel further for longer periods of time as they grow older and are no longer dependent on their dreamer. In the Dream Realm, oneiros have more power and control over their powers. All of the skills below are listed by rank of difficulty, with notes on improvements/changes that may occur as the oneiroi matures into later stages. Once an oneiroi has acquired a skill, they are able to use it even after they aren't at the stage anymore (ex: A Nightmare has the ability to gather information on a dream they are interested in, but are still able to identify if there is another oneiroi within, and if they are a friend or foe). The following skills are available to Specter, Reve/Nightmare, and Lucid Dream stages.:Dream Navigation: The Oneiroi becomes mature enough to leave their original dreamer behind. This skill allows them to navigate and locate dreams.
Specter: The Oneiroi are able to identify the basic alignment of any fellow Oneiroi, such as if they are a Reve/Nightmare or a friend/foe. At this stage, the Oneiroi is able to change their appearance within a dream, there will always be some way to tell who or what they are. Some part of their aspect or physical appearance will remain unchanged. Depending on the success of the attempt if they try to disguise themselves, this remaining trait may be blatantly obvious or require multiple examinations to identify them. Reve/Nightmare: The Oneiroi is able to divine information on the dream they are in touch with, as well as more specific details of any Reve/Nightmare that may reside within the dream. The Oneiroi can now use the dreams of people other than their keeper to enter the dream realm. Dream Manipulation: This skill allows Oneiros to manipulate an unoccupied dream however they wish, so long as their aspect is included in some way. Specter: If looking for someone specific to manipulate, a specter must be able to see the person whose dream they are trying to control or have a possession of theirs to create a connection. (example: if the dreamer or their Oneiroi wanted to get revenge on someone who broke into their home, they would need to see if the thief dropped anything or left some hair behind.) Reve/Nightmare: Oneiros are able to fully manipulate the dreams of others so long as they have seen or met the person before, though the victim may not have seen the Reve/Nightmare themselves. Phantom Protection: An Oneiros is able to summon protection against an attack within the Dream Realm, with influence by their appearance and/or aspect. For combat, quality depends on success of the player's dice roll. Dream Forging: The Oneirois is able to manifest any object from a dream and make it real. These items are usually the same as how they were used in the dream and will have hazy,fuzzy edges. This does not affect the item's quality or useability. Specter: The Oneiroi can only create objects from the dream they currently are in, which last up to one week.
Reve/Nightmare: Any item that has been dreamed of within a year's time. Items can last up to one month. Lucid Dream: Any object that has ever been dreamed, regardless of if the dreamer remembers having that dream. Items created at this stage can last for at least a year. Dream Step: This ability is available only at the Reve/Nightmare stage and can only be acquired after a staff rp!
The Oneiroi is able to use dreams as gateways into the physical realm, allowing them to travel from one place in reality and physically manifest in another through the dreamer. Actual distance is traveled through the Dream Realms and the amount of time required to travel from one location to another can be improved through practice (and reaching stage six, the Lucid Dream stage). Reve/Nightmare: The dreamer must be in REM sleep/dreaming and will take up to five minutes to reach their desired location. Hazy dreams or dreamers on the verge of waking present a danger to the Oneiroi as they can be cut off from their travels and wind up stranded in an unknown pocket of the dream realm, or worse. Lucid Dream: The Oneiroi is able to travel from one location to the other instantly. They can induce a dreaming state for a short amount of time (depending on success) in order to reach their desired location quickly.
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Posted: Wed Nov 13, 2013 2:50 pm
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Posted: Sun Nov 24, 2013 9:07 am
Special Races And High Magic Certain races - Nephilim, Averial Elves, and Elementals - are extremely rare races due to their potent magical power. While other races are able to cast magic of nearly any type in dreams, these races can carry over their magic into the waking world, albeit at a more controlled level.
While dreams are able to amplify everything a being experiences, reality still holds control in the waking world. The following is a basic setup for your pet and should be used as a guideline. If the staff feels your pet is out of control with their use of magic, we will pm you and talk to you about what needs to be adjusted.
If you feel that your character is not as adept or focused on magic as others, this is perfectly acceptable and sometimes even encouraged. Your special race would have more power and control over the type of magic they are affiliated with in both the dream and waking world and would have an easier time sensing it in both realms. An Averial, for instance, would still have an easier time living or working in a sanctuary or other place of life than a Nephilim, for example.
There are no "summoners" or similar magic types for this shop.*Special races (covered below) have an advantage over more common types of Oneiroi in combat. With each stage, starting with Specters, they gain additional dice.
Specter Stage: +1 dice Reve/Nightmare Stage: +2 dice Lucid Dream/Night Terror: +4 dice---
Averials This sub-race of elf is strongly affiliated with their 'light' aspect, and it carries through into the waking world as well. To Averials, light is a synonym for life, which is what these Oneiroi focus on (instead of Angels and the 'holy' aspect of light). Not all Averials are able to use magic at the same potency, type, or level of control. Some may not have any at all, or choose not to use it. Averial elves are prone to life based light magic, so druids, clerics, and others with life-nurturing skills are found among the elven ranks. Elementals Elementals are the embodiment or our world given physical form. Often, these forms become more humanoid once they are a part of our dreams so that humans have an easier time understanding them as they mature and need more energy to survive and develop. Depending on the element and the dream elemental Oneiroi come from, the adaptation of to elements in our waking world can be smooth or very rough and trying. Elementals are used to their essence being bound to dreams, so having the rules of physics and the like in our world require some time for them to get used to. Elementals have access to magic in the waking world as long as it is tied to their own element. A phoenix, for example, would have access to fire magic, but not any other element. Currently we are supporting the four basic western elements. These elements are earth, air, fire, and water. Sub categories for other element types may be available later, but they will still be very specific. Nephilim Nephilim are chaos and destruction in a living body. Their abilities are notable dark, as is their magic. Typically, they are very aggressive and violent, and will bring destruction around them if they do not cause it themselves. This is not always intentional, however. Still, some embrace what it means to be a Nephilim with a frightening amount of abandon. When there is life, there is entropy. Peace; destruction. Where elementals bring balance to the fold, Nephilim counter the light in life with a potent darkness that not even they can escape.
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Posted: Sun Nov 24, 2013 9:09 am
Combat There may be occasions where your characters may have no choice to fight if they wish to survive, or maybe they're just very aggressive and want to lash out at someone. Luckily (or not) for these characters, Oneiros has a simple battle system in place. Combat should be in a separate thread with the [CMBT] tag in the roleplaying subforum. If you are in the middle of another rp thread with the character that lead into the fight, then you must still create a new thread. You can return to your previous rp thread if you wish to pick up where you left off after the fight. If not, the roleplaying thread should be closed and will count towards your growth if it lasts more than seven posts. Combat does not count towards your rp/growth requirements, but there may be special or event rewards later on in Nightmare/Reve and Night Terror/Lucid Dream stages. The only dice you will use is a d10. Do not edit your posts during combat or re-roll unless the rules call for it. How It Works Roughly based off of White Wolf's New World of Darkness combat system, all combat allows for both characters to roll d10s to determine how successful an action is, whether it's a grapple, attack, defending, or jumping out of the way. If anything other than a d10 is used, it will not count. We will accept re-rolling if this happens, so long as it does not become habit. There will be an example of combat at the end of this post. The ProcessSpecters have 5 hp. Reves and Nighmares have 7hp. Lucid Dreams and Night Terrors have 10hp. Each successful attack will take 1hp damage unless it is a an exceptional action (see below), which will cause 2hp damage instead.
The character who initiated combat (throws the first punch, rushes or tries to grab someone, etc) posts first. If the situation doesn't allow for this to happen, each person involved with the fight rolls 1 d10. The person who rolled the highest number goes first.
Each person rolls three (3) d10s for every action they take. Successes are any rolls that are 7 or higher. Each person should tally their total successes.
The defender/receiver’s successes should be subtracted from the attacker/actor's successes. The number left over is how much damage is received.
If you roll a 10, post again to re-roll 1 dice for each ten you received. Sevens and higher still count as successes. Keep rerolling if you come up with another ten, but after the third post (second reroll), you should stop, tally your successes, and continue on with the battle as normal.
There will likely be situations where subtracting successes leads to a negative number. This is known as a chance die, and allows for an exceptional success or dramatic failure. When this happens, the attacker rolls 1 d10. If the roll comes up a success, they have performed an exceptional success and automatically cause 2 damage to the defender, regardless of defense. However, if they fail to roll a success, they receive 2 damage due to a dramatic failure.
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Posted: Fri Dec 20, 2013 12:30 pm
Combat Demo Let's say that Maeva and Lyre are having a practice session. Since Maeva throws the first punch, she goes first. When Maeva rolls three d10s, she comes up with a seven, a five, and a nine. That means she has two successes.
Lyre defends; his dice come up as a one, a ten, and a three. Since he rolled a ten, he makes a reroll, which comes up as a six. That means he has one success due to the 10 he rolled. Maeva subtracts Lyre's success from hers and comes out with one success. Lyre takes 1hp damage.
Now it's Lyre's turn. He rolls three d10's and comes up with two successes - a five, nine, and eight. He subtracts Maeva's three successes from his two and winds up with -1. He then rolls a chance dice, which turns out to be an eight. Maeva takes 2hp damage (1 from the damage Lyre would have taken, plus another 1 for the turn of luck).. Continue this pattern until one character reaches 0hp or forfeits.
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