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Posted: Wed Mar 30, 2005 4:28 pm
This forum topic will be for a more indepth explanation of the races and the stages of the Dreams.
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Posted: Wed Mar 30, 2005 4:34 pm
Common Dreams These creatures have traits that are akin to a cat, dog, and fox. They they are a species all of their own. These darling creatures are the base species of the Dreams. They have a total of four stages, starting with a whisp, and ending in a Aware state. But there are two other stages beyond the Aware state. When a dream finally matures to the stage of Aware, it is no larger then a common House Cat. New Whisp to Aware Line Art If you manage to get ahold of a item called a Celestial Crystal, it will allow one of your dreams to evolve into a fifth stage called Celestial. Celestial Dreams are normally the size of German Shepards. Celestial dreams are not always good or netrual. Sometimes they can be bad. It is only the flesh of the Dream that is infused with celestial energy and changed, not the soul. Celestial Crystal and Angellic Form If you somehow find a potion created from Distilled Nightmare Venom, and give it to a Dream, that Dream will evolve into a fifth stage called Demonic. Demonic Dreams are normally the size of German Shepards. Though they bare a small amount of Nightmare Taint, Demonic Dreams are no evil, or even nessarily bad. Demonic dreams can still be good. It is only their flesh that is altered by the venom, not their souls. Distilled Nightmare Venom Potion and Demonic Form Retired Whisp to Aware Samples  This line art is no longer used.
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Posted: Wed Mar 30, 2005 4:36 pm
Yudou Dreams A Yudou Dream looks like a regular Dream. However, there is a specific gender sign that allows you to know when a dream is a Yudou. This is because a Yudou posses the ability to be male or female on whim, though most choose one gender and stick with it. It's not unheard of for a Yudou to flip flop back and forth between genders. Yudou dreams possess this unique ability because they are divine beings. In essence, they are like minor gods. Yudou Dreams that are RPed or have a journal kept will gradually discover unique powers of their own. Yudou Dreams that are not RPed or have a journal kept for them will become Stagnant and will discover no divine abilities. Male, Female, and Yudou signs. Just as with a normal dream, a Yudou may evolve into a fifth form if they are exposed to a Celestial Crystal, or drink a Distilled Nightmare Venom potion. A Yudou that uses a Celestial Crystal will evolve into a celestial being called a Vision. A Yudou that drinks the Nightmare Venome Potion will transform into a demonic creature called a Night-Terror. It should be noted that even though Night-Terrors would seem to be 'evil' they still fall under the 'Bad' alignment rules. (See FAQ's) Visions and Night-Terror's are far larger then normal dreams, they roughtly are the size of pony's and can even be ridden. ^_^
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Posted: Wed Mar 30, 2005 4:37 pm
Regular FanciesWe all know what a Dream is. A Dream is the dreams we have at night, or the dreams we have for the future, or just dreams we entertain on a deeper more imaginative level. But what is a Fancie? A Fancie is a wish. A day dream. A fleeting desire. They are born on whim, and usually last no longer then the time we spend imagining them. They are in our mind for a moment, then gone...Fancies are creatures that lack the deep inner desire needed to become Dreams. So, as you can expect, Fancies are light hearted and quick creatures. Unlike Dreams, Fancies are born in Nowhere. The Whisp that forms them is so faint and thin it is litteraly invisable. Fancies, unfortunatly, lack the strength to leave Nowhere on their own until they reach their adult stage, they require the aid of a Dream to help them pass over, and it is only in their egg state that they can travle through the thin boundry seperating reality from Nowhere. Fancies often have very high defense stats and very low attack stats. Their Luck is usually higher then regular dreams, but their Health is also lower. Fancies are also limited in what sort of magical powers they can possess. Fancies can not weild Shadow or Flame based attacks! However, they recieve a double bonus to all Air base attacks. Fancies may breed with other Fancies, or any other Dream species, though there is a skewed % as to what the outcome shall be.
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Posted: Wed Mar 30, 2005 4:39 pm
Wicked Fancies These types of fancies are pretty much like the normal version, only the types of wishes that these fancies are born from are ones of ill intent. Greed, jealousy, anger, and hatred are what spawn these little fancies, and cause them to flicker into being. There is actually a long standing debate over whether these fancies should be considered dreams...or nightmares. Wicked Fancies can not use any form of healing magic or light magic and are the only sort that can use Shadow Magic. They deal double damage when useing shadow magic.
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Posted: Wed Mar 30, 2005 4:40 pm
Charmed Fancies Selfless feelings. The wish for anothers wellbeing over your own. From these rare moments are the Charmed Fancies born. Created from the exact opposite material as the Wicked Fancies, these beings are brought into exsistence through martyr like acts. Charmed Fancies can not weild any form of combat or destrictive magic. However any healing magic is twice as effective when cast by them.
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Posted: Wed Mar 30, 2005 4:41 pm
Blessed Dreams Blessed Dreams are, in short, whisp's that are born with a connection to a element which is determined by the temple they are born in. Since they are so very different, they are called a different name too, Deejarnee. These dreams have no predetermined alignment, and progress through stages quite differently then other Dreams. When a Blessed Dream reach's it's final stage, it has a anthromorph form that is the size of a normal human being. Anywhere between 5ft and 6 ft tall. They still are covered in fur, and have animalistic type features, as well as wings.
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Posted: Wed Mar 30, 2005 4:43 pm
Earth Blessed Dreams Dreams that are blessed through the mysterious ways of the Earth Temple are granted Earthen based powers. Only one power is bestowed per dream, though the power has stages through which it can progress with use. Earth Deejarne are often the most practical of all Deejarne. They are not ruled by their emotions, but are not stoic in the least. They live for balance in the world, and accept the fact that Nightmares are a part of this balance. Earth Deejarne normally have higher defense then any other Deejarne, and they focus on a path of tolerance for all. A Whisp blessed by the mysterious earthen powers often glows brown. Earth Blessed Dreams usually have a very good defense, but extremly low luck stats. These dreams have a cap on how high their Luck can progress, and beyond that only the use of items can raise it. Earth Male and Female Forms PowersLimitation: Earth Deejarne may not learn Air based spells. Stone Archer: lvl 1 A bow of stone may be summoned at will to the Deejarne's hand. Normal arrows must be carried and used. Attacking with the bow is calculated the same way normal attacking is. (A Dejarnee may carry no more then 10 normal arrows at a time and must post how many arrows remain every post they fire one. Exe: 9/10, next post 8/10, ect...) lvl 2 The Deejarne now has the ability to summon stone arrows into their free hand once every three rounds. These stone arrows are made of grey granit and if they successfully strike the Nightmare they deal 1d3 extra damage. lvl 3lvl 4lvl5Earthen Soul: lvl 1 The earth itself seems to speak to the Deejarne. It whisper's faint warnings to the Deejarne before a Nightmare attacks. Because of this, the Deejarne is always automatically gains the first attack in battle. lvl 2lvl 3lvl 4lvl5
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Posted: Wed Mar 30, 2005 4:44 pm
Water Blessed Dreams Water Deejarne seem like their opposite, the Fire Deejarne, by way of their passion. Though while the fire Deejarne's passions tend to be more aggressive, water Deejarne's passions tend to be a bit more passive. The passions of a water Deejarne can be found in the form of song, poetry, and dance. They share the near obsession of their counterpart, but lack the violent tendencies of the fire Deejarne. Usually soft spoken and charitable to a fault, water Deejarne's true obsession lies in bringing beauty and peace to Nowhere. It should be noted here, that water Deejarne's tend to be a bit more 'friendly' then all other Deejarne. Though they are passive and peaceful, they are hardly innocent and nieave. Water Deejarne can be detected by a blue glow surrounding a whisp. Powers Limitation: Water Deejarne can not learn fire based spells Siren TongueGifted with musical magic, in the begining the Siren Tongue empowered Deejarne must create their own lyrics in order to channel their power. The creation of these Lyrics is not as easy as one would think however. The pitch of their voice as they sing the lyrics, the power of the words and their meaning is what shapes this power. If a Siren Tongue's song is off or lacking something...nothing happens. (There is no requirement for you to actually create a song or poem for your Deejarne to say when useing this power.) Lvl 1 The first song a Siren Tongue must create is a Healing song. When sung, the song heals a single target choosen by the Deejarne of 2d12 Health points + the singers Luck. When used in battle, this song may be used at any time as a rounds action, but it requires a total of two rounds actions to be completed. (Example: During round 1 the Siren Tongue uses their action to sing the healing song. The amount of health restore is rolled up and allotted to the dream choosen. Round two, the Siren Tongue must continue to sing, so they do not get a action that round. It is not until the third round that they may take another action.) Combat Dancer Combat Dancers are Deejarne that have been gifted with a extraordinary amount of grace. Their very movements seem to flow seamlessly in a way to inspire awe. Each step, each gesture may appear to be nothing more then a dance, but the results of that dance are awe inspireing. Lvl 1 Each movement graceful, each step designed to mix combat and art. The Deejarne simply 'moves with the flow' of the fight. There is no real preplanning on the Deejarne's part, in fact they are still only discovering the mysterious knowledge that inspires their very movements. Because of this, the Deejarne gains a 15% chance of avoiding any attack on them in battle.
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Posted: Wed Mar 30, 2005 4:45 pm
Fire Blessed Dreams The Fire Deejarne are the most passionate of all the Deejarne. From their kind the most dedicated of warriors can be created, the most fiercely loyal companions can be made, and the most vengeful enemies can be found. Fire Deejarne's tend to have very high attack points, but also very low defense points. When in battle their own safty and preservation means little, the protection of their friends and the decemiation of their enemy is all that matters. Once a fire Deejarne has made up it's mind to do something, there is almost nothing that can deter them from their path (Even if they are wrong and it's proven to them they still have a very hard time letting go of grudges and ideals) It should be noted that the balls of flame that surround a Fire Deejarne will not set flame to anything unless the Deejarne wills it so. They represent the inner nature of their powerful spirit. They may summon no more then 8 balls of flame at a time, and may dismiss them at will. These balls of flame always are the same colors of the Deejarne's fur and cast light according to that hue. Fire Deejarne are detected by a crimson glow that surrounds a whisp. Limitation: Fire Deejarne may not learn Water based spells. Temporary Fire Deejarne Sample [  PyrotechFlames of the purest element are the friends of the Pyrotech. Gifted with the ability to to contort the summoned balls of flame into shapes of varying sizes the Pyrotech may apply these different shaped flames to nearly any task they can think of within reason. Lvl 1 The flames summoned at this level may not exceed 3 feet in diameter. When useing this ability in battle the Pyrotech may use this as an attack once every three rounds to deal an automatic 1d12 + attack damage to a single opponent. Ember WeilderWhile not as flashy as most of the other Flame Deejarne, a Ember Weilder is the only one of it's sort that needs to exhibit focus to use it's powers. Through concentration, a Ember weilder calls forth a weapon of it's choice made out of what appears to be embers. If the Deejarne allows it's emotions to run too hotly, the ember weapon will flash into flames briefly and become ash. If the Deejarne does not pool enough of it's emotion into the weapon, it will cool and blacken and crumble. Lvl 1 : When a Ember Weilder summons a weapon into their hand, there is a 50% chance every round they will lose control of their emotions, one way or the other, and the weapon will be lost. This % chance must be rolled at the begining of every round by the NM, if the weapon is lost, the Deejarne loses it's turn for that round. Summoning the weapon is also a round action. If the weapon survives and is used in battle, it ups the Deejarne's attack by +10. Passion Singer A rareity among the Fire Deejarne, a Passion singer is gifted with the ability to lash out at his enemies with song. By fine tuneing his voice, a Passion singer can focus his own pain into invisable blades, as it were, and inflict damage upon his enemy. Lvl 1 : The Passions Singer must have sustained damage equaling to 1/4 his health before he can begin to turn his song into a weapon. At this point he may Sing a series of short sharp notes that will inflict anywhere between 1 to the full amount of the 1/4 damage he has already taken on his target.
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Posted: Wed Mar 30, 2005 4:46 pm
Spirit Blessed Dreams The Spirit Deejarne are amoung the most elusive of all Deejarne. Beautiful and graceful, they tend to be loners. Their power comes from within their very souls, unlike the rest of their Deejarne kin. Deejarne of the four common elements are created by having a blessing placed upon them that infuses them with power of their element. Spirit Deejarne however, are blessed in a manner that awakens the power hidden deep within thier minds, a power they already possessed. Because of this fact, spirit Deejarne tend to be a little haughty, viewing other Deejarne as lesser beings who had to have the power given to them. Spirit Deejarne whisp's are identified by a soft purple glow that surrounds them. They do not excel in any one of their stats, but tend to have them well balanced out. Teleporter lvl 1 A Teleporter Deejarne is blessed with the ability to move itself from one place to another just by focusing their mind. At this current level of power and skill, the Deejarne is unfortunatly not very powerful. The Teleporter is capable of moving itself three feet in any direction. The Teleporter can not teleport itself into a space already occupied by something else. (So it could not teleport itself three feet down into the earth) When in battle, the Teleporter may teleport itself within the peramiters of it's powers limits, and hence completly avoid an attack that may have been attempted on it. After the Teleporter has used this power in battle, it must wait three complete rounds to pass before it can use it's power again. lvl 2lvl 3lvl 4lvl5 Hex Witch Deep within the Hex Witch a darkness in concealed. Anger, hatred, jealousy...these things that the Deejarne may or may not show linger there. A Hex Witch is gifted with a path to that darkness, and the ability to inflict upon others their misery and ill intentions. Hex Witchs are not nessarily wicked Deejarne, they could be the nicest and most gentle beings a dream could meet. However, even the nicest folks have that darkness within, and the Hex Witch needs only reach into that darkened part of their heart to release the malvolent power that nestles within their chest. lvl 1 The darkness has not yet begun to be tapped. The potential of this dark power has not even begun to be explored yet. The Hex witch does not control their power yet, but unlease's it in forbodeing sparks randomly. The effects varies and is never controlled. When used in battle, this power may only be used once and stays in effect until the battle is won or lost. The NM rolls a d6 to determin the effect unleased. 1- A single opponent is suddenly struck blind. -5 to attack. 2- 1d3 opponents are struck blind. -5 to their attacks. 3- An ally (Or the Hex Witch if fighting alone) is struck blind. -5 to attack. 4- A single opponent becomes wracked with unexplained pain. 1d4 damage is dealt per round. 5- 1d3 opponents are wracked with unexplained pain. 1d4 damage is dealt every round to them. 6- An ally (or the Hex Withch if fighting alone) is wracked with unexplained pain and takes 1d4 damage every round. lvl 2lvl 3lvl 4lvl5 Soulbladelvl 1lvl 2lvl 3lvl 4lvl5
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Posted: Wed Mar 30, 2005 4:48 pm
Air Blessed Dreams Air Deejarne are...little annoying pests!!! Life is just one big game to them, they can't see the point in being serious at all! What's yours is mine and whats mine is hidden from you! Nothing delights a Air Deejarne more then stirring up commotion, causeing a riot, or otherwise playing a prank on another. It doesn't matter to a air Deejarne if the response they recive is laughter, anger, or even hatred! It's all fun and games! Air Deejarne can be dangerouse however, if someone actually angers one. Bitterly vindictive, the only thing that can derail a Air Deejarne from carrying out a endless wave of viscious pranks is finding a better target for a good time. Watch your pockets, your jewelry, and your rear ends! All three are good targets for a pinching air Deejarne! Air Deejarne are detected by a yellow glow about the whisp.
Limitiation: Air Deejarne can not learn earth based spells.Strafer Dodge! Weave! Spin! Glide! A Strafer mixes a goodly amount of speed and balance in their attacks. Though not overpowering, they are like viscious bee's that dart in and out of small openings to strike. Lvl 1 Only now exploreing their powers, a Strafer has the ability to create in their hands a small glowing dagger. The dagger may be used for most anything realistically imagined, as well as in combat. When used as a attack blade, it only gives the Strafer a +2 to their attack. If used as a projectile weapon, the dagger gains a +5 to it's attack, but the strafer must wait two rounds before they can summon another dagger. Summoning the dagger is a free action. Sky Summoner Perhaps the weakest of all Deejarne powers when first learned, the Sky Summoner can be both the most powerful, and the least effective. Limited in the use of their powers, the Sky Summoner must be outside where they have exposure to the sky above in order to use their powers. Lvl1 At this low level the Sky Summoner has only begun to tap into the wild and nearly uncontrollable power they have been granted. When outside they have the ability to summon up a windstorm in their presence. The winds can be as gentle as a cool breeze, or as strong as a galestorm's wind. When used in battle, the summoning of this windstorm will have varied effects. A 1d3 must be rolled by the NM to see how strong of a storm is summoned and to see what effects are created. This summoning is a rounds action and will remain in effect until the end of the battle or the summoner decides to end it. The Summoner may choose to use another rounds action to reroll in an attempt to create a stronger storm. 1- A simple strong breeze is summoned. No effects unless used against a wind weak opponent. If used against a wind weak opponent they suffer a -1 to attack and defense. 2- A strong windstorm kicks up. All opponents involved in battle suffer a -2 to defense. Wind weak opponents suffer a -4 to defense and a -2 to attack. 3- A galestorm rips into being. All creatures involved in battle (includeing allies and the summoner itself) suffer a -6 to defense and a -4 to attack. Wind weak opponents suffer double.
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Posted: Wed Mar 30, 2005 5:22 pm
Nightmares Info soon to be added.
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