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Lord Changeling
Captain

PostPosted: Sat Jan 22, 2005 11:20 am


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This thread will have a list of all nightmares, as well as their strengths and a bit of information about them. Please do not post in this topic. It is for reference use only.
PostPosted: Tue Jan 25, 2005 3:16 pm


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Encounter Type: Roaming

Frequency: Common

Strength: The Shattered Dream Nightmare is very agile, giving it a bonus to it's defense. If the manuverability of the Shattered Dream is lessened, then it suffers a small penalty to it's Defense.

Weakness: The Shattered Dream Nightmare is a air type Nightmare and as such is suseptable to earth type magics. Earth magics used against this Nightmare gain a small bonus to hit, depending on the magics strength.

Powers: The Shattered Dream Nightmare has no real pwersonal powers to speak of.

Bio: The Shattered Dream Nightmare is just a little larger then a normal Dream. They are exceptionally quick, but also exceptionally sneaky. Rarely do Dreams realize they have been stalked by a Shattered Dream until they find themselves under attack.

Shattered Dream Nightmares live in small packs of 5-8, usually with another type of Nightmare being the pack leader. Though they live in packs, they hunt alone, so group encounters rarely happen. The lairs of the Shattered Dream Nightmare usually tend to be labryinth style tunnels and dens in a large hill. A Shattered Dream Lair is recognizable by the fact all plant life on the hill is dead, thought he surrounding area is still alive.

Shattered Dream Nightmares are often drawn to each other. Once a lone Shattered Dream Nightmare is accepted into a pack, it instantly forges a telepathic link with the others in the pack. It's mind is open to them, and theirs to it. Through this unity the pack actually looks out for one another, and should a Shattered Dream Nightmare be defeted and released from it's Nightmarish state, it is a good bet that the one responsible will be hunted down by the rest of the pack, one at a time.

Lord Changeling
Captain


Lord Changeling
Captain

PostPosted: Tue Jan 25, 2005 3:20 pm


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Encounter Type: Roaming

Frequency: Uncommon

Strength: The Broken dream is a brute of a Nightmare. Strong and viscious, it's attack is always higher then it's defense due to it'sinability to consider it's own self preservation in battle. Broken dreams have no priorities in battle save the destruction of other dreams and there is a chance that a Broken dream will go into a blind rage once half their health is gone. Every round after the Broken dreams health drops below halfway a roll needs to be made by the NM. There is a 25% chance the Broken dream will go into a Rage. A Broken Dream in Rage gains a +2 to it's Defense and a +2 to it's attack.

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Weakness: The Broken Dream is a earth type Nightmare, meaning it is weak against water based attacks and effects.

Powers: The Broken Dream weilds mostly attack based powers and hardly ever any support type powers.

Bio: The Broken dream tends to be a bully in a sense. Extremly maliscious, they take great delight in toying with their prey. Broken Dreams are often known to weaken a dream down to barely nothing, then leave it lingering as it turns on it's companions. It is not unheard of for a Broken dream to stalk young dreams for the sole purpose of tortureing them back into their whisp like state. Broken dreams never work together in a group and never form a pack. Their distasteful manners also make them less likely to get along with others of their kind. They can be found usually lording it over weaker Nightmares and tormenting them when bored and lacking proper Dream prey.

Broken Dreams are one of the few nightmares that don't share telepathic lonks with their packs. At least not unless they want to. Like the opening of a window, they merely touch on the ,inds of their pack mates when they desire to, but for the most part remain closed off.
PostPosted: Sun May 15, 2005 6:51 pm


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Encounter Type: Roaming

Frequency: Common

Strength: Dark Dreams are completly immune to all fire attacks. In fact, fire seems to heal them rather then inflict damage!

Weakness: Water is the greatest bane of Dark Dreams. It deals double the damage to them wihen used in a attack.

Powers: Dark Dreams are the first Nightmares to have a innate power of their own. A Dark dream has the ability to summon a ball of flame into one of their hands at will and throw it at any target. The damage dealt by this ball of flame is equal to 3d4 plus the attack stat of the Nightmare. Dark Dreams may not lear, use, or carry any water based spells.

Bio: Despite being a Nightmare, Dark Dreams have little to no interest in the destruction of other dreams or Nowhere. A social creature, Dark dreams enjoy living in groups...but they seem to act as if they would prefer to be alone! Sullen and not all that hopeful, they follow the orders of the Nightmare Lair Lords simply because they believe and expect them to win.

Dark Dreams do not seek out conflict, but guard their territory very fiercely. If they are given charge over a certain area, they will defend it to the last nightmare. Any Dream that is wise enough to steer clear of the territory of a Dark Dream can travel unmolested by them, even if they are noticed, so long as they do not tresspass into their territory they will be fine. However, once entered, they will be attacked ruthlessly and determinedly.

**Dark Dreams are capable of living peacefully with other normal Dreams. They are not created through the twisting or perversion of normal dreams, they are whole and complete, without taint. Because of this it is possible for a guardian to gain a Dark Dream as a companion or charge.

Lord Changeling
Captain

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