The Star Gazers

From FFa2
Jump to: navigation, search

Murrimi is the youngest of the Arin Faith, daughter of Maya and Tsunami. She was born when the goddess was in transition, moving from her aspect of Zillah and becoming reborn as the goddess Maya. The stories say that Murrimi was born with one eye seeing the Spirit World, and one eye seeing the Underworld. Nestled in the heart of the world, Murrimi learned of the secret places, and discovered the realm of dreams. Here, the goddess learned to shape the dreams around her, creating for herself a world of myth and story.

In her wanderings, Murrimi learned of a dark figure, born in the heart of faerie. In the deepest shadows of the Unmade, Ephialtis dreamt of gaining the one thing that no faerie could possess – a soul. He left the darkness, plunging into the dreams of mortals, his very presence twisting their imaginations into nightmare realms, the presence of the faerie unable to blend with the heart of the people. Ultimately, he was driven back, the powers of Creation tearing at him until he was left once more a shadow in Faerie.

But his presence in the thoughts of sleepers drew Murrimi, who searched the heart of Faerie for him. She saw in him a balance to herself, and together they both became greater than they once were. In the perpetual twilight of the dream world, the two have created their kingdom, rulers of dreams and nightmares.

Dreamers of Murrimi

Skills: Perform, Awareness
Status: Public, Religious
Resources: 12
Region: Shire Lands

Symbol: A Red and Green Yin-Yang, with a book on one half and a ocarina on the other side, both coloured blue.

Roleplaying

The Dreamers hold to the belief that the waking world is partially an illusion, and that the Dream Realms are a reflection of this illusion, granting a glimpse of a greater reality that mortals can not quite comprehend. The Dreamers are shepherds of the Dream Realm, exploring it and watching over those who slip into their world. The Dreamers hope to decipher the secrets of the Dream Realm, gaining insight into what lays beyond, and bringing those secrets back to the waking world as insight and wisdom. They capture the myths of dreams, writing them out into stories, and record the legends of Kith Kanaan, so that the truths contained within can be shared with the generations to come.

Order Abilities

Dream Warden (Dreamer Ritual)

As a Full Round Action the character can see the dreams of anyone sleeping who are within a number of yards equal to the character’s Might. The character may then spend 2 Essence and make a Results Roll to enter the dreams of a sleeping target. The character may remain in the Dream Realm for a number of hours equal to the Potency of the roll. The character may use this Potency as a Dream Pool to create or perform effects similar to Miracles, sacrificing one Pool and one Essence each time they wish to shape the Dream Realm. Each time the Pool of this Ability is reduced, the character reduces the amount of time they may remain in the Dream Realm. Damage done in the Dream Realm is done to a person’s Essence. Excess damage is done to the target’s Health. Once a person is reduced to 0 Essence, they are expelled from the Dream Realm and plunge into a deep sleep. They can then be awakened normally.

Inspiritus (Dreamer Ritual)

As a Full Round Action the character taps into the Dream Realm to inspire and aid those who are awake. This costs 2 Essence, and the Dreamer may choose a number of people equal to twice the of Actions sacrificed in the Round. These people get a die bonus on all Skill rolls equal to the character’s Might. As long as the character sacrifices one Action each Round, this Ability remains in effect.

Lucidity (Dreamer Investment)

The Dreamer learns of the connection between Glamour and Creation. The character can sacrifice DP to transform a construct into reality using Mirage or the Path of Veils. The DP Cost is equal to the (Base Essence Cost - Growth) to a minimum of 1 DP. In addition, for each additional point of Essence spent on Mirage or Path of Veils, the Difficulty of the Ability or Spell is reduced by one. The character can not spend more Essence than their Growth for this.

Mirage (Dreamer Miracle)

The character may use the Phantasm School as a Miracle using a Full Round Action. The character constructs the Phantasm Spell as per the normal Sorcery rules. The Difficulty of the Spell determines if the Essence Cost is also drained from the character’s Health as per the normal rules for Miracles. The roll to perform this Miracle uses the character’s Spiritual + Perform, and gains a number of Additional Successes equal to the number of Actions Sacrificed during the Round. Any item which would augment Miracles may also be used to augment this Spell.

Second Chance (Dreamer Miracle)

As an Instant Action, the character may attempt to prevent someone from dying. The character must see the target who is about to make a Death Save, and spend an amount of Essence equal to the target’s Growth. The target immediately gains a number of Additional Successes equal to the character’s Might. Alternative, as a 'Full Round Action, the character can attempt to grant a second Death Save to someone who has failed their Death Save. The victim must have died within a number of minutes equal to the character’s Growth. The Essence Cost is equal to the victim’s Growth. If this Ability is used, the target gains a second Death Save, gaining a number of additional dice for the roll equal to the character’s Might.

The Nightmares of Ephialtis

Status: Private, Religious
Resources: 10
Skills: Awareness, Occultism
Region: Shire Lands

Roleplaying

The Nightmares are the guards and explorers of the Nightmare Realms. The secrets of Nightmares are theirs alone, and they guard this knowledge jealously. Those who wish to earn the secrets of this ever-changing world must earn the right, and the Nightmares test each supplicant ruthlessly. They are the protectors of the Dreamers, and are sent to hound the dreams of those who defile the minds of the innocent and the young, or who destroy the myths and would banish legend into obscurity.

Order Abilities

Grip of Fear (Nightmare Ritual)

The character can spend an Instant Action to cause an opponent to feel a moment’s terror. The character spends 2 Essence, and chooses a target. If the target’s Resolve is less than the character’s Might, they immediately lose the Action they were about to take. If the target’s Resolve is higher, they suffer an increased Difficulty equal to half the character’s Might. Alternatively, as a Full Round Action, the character may focus this power upon a number of targets equal to their Might, spending an amount of Essence equal to the number of opponents chosen. The character then makes a Passive Roll using Spiritual + Empathy. The character gains Additional Successes equal to the number of Actions sacrificed for the Round. Each target subtracts their Resolve from the Successes rolled, and loses an amount of Essence equal to the remaining Successes as they are overcome with a soul-numbing fear. The character regains half that amount. If the subject does not have enough Essence, the excess comes from their Health.

Thief of Dreams (Nightmare Ritual)

As a Full Round Action the character can see the dreams of anyone sleeping who are within a number of yards equal to the character’s Might. The character may then spend 2 Essence and make a Results Roll to move the target into the Nightmare Realm and then enter the dreams of the sleeping target. The character may remain in the Nightmare Realm for a number of hours equal to the Potency of the roll. The character may use this Potency as a Nightmare Pool to create or perform effects similar to Miracles, sacrificing one Pool and one Essence each time they wish to shape the Nightmare Realm. Each time the Pool of this Ability is reduced, the character reduces the amount of time they may remain in the Nightmare Realm. Damage done in the Nightmare Realm is done to a person’s Essence. Excess damage is done to the target’s Health. Once a person is reduced to 0 Essence, they are expelled from the Nightmare Realm and plunge into a deep sleep. They can then be awakened normally.

Waking Dream (Nightmare Investment)

The character can focus on a target as a Full Round Action, and makes a Results Roll, using Social + Empathy. The Essence Cost of this Ability is equal to half the Difficulty. The character gains a number of additional successes equal to the number of Actions Sacrificed for the Round. The target suffers a loss to Defence, Resistance, Resolve, Initiative, and Speed equal to the Potency for the Scene. If the target’s Initiative is reduced to 0, the target falls asleep, becoming helpless as their mind is plunged into the Nightmare Realm. The target remains asleep for the Scene, or until physically shaken awake or attacked.

The Path Walkers

Status: Public, Religious
Resources: 12
Skills: Endurance, Integrity
Region: Shire Lands

Roleplaying

The Path Walkers are a special order within the Star Gazers. Path Walkers feel the call to be more than who they are, placing themselves at the mercy of the goddess, allowing her to guide them towards their destiny.

Orders Abilities

Path of the Hero (Path Walker Investment)

The Path Walker decides to walk the path of the hero, accepting that it is their role to perform great deeds and to aid others. The character gains a number of benefits, improving as the character gains Growth. Activating this Ability is always a Free Action.

  • Growth 1

When the Hero spends 1 Essence to augment a roll, they may instead gain a number of bonus dice equal to the character’s Might. Doing so, the character must be performing an obvious and heroic action.

  • Growth 3

The Hero can spend 2 Essence to augment their Soak against all forms of damage, increasing their Soak by the character’s Might for the Scene, as long as the character is performing a heroic action and the circumstance that allows the character to ignore the damage is also heroic.

  • Growth 5

The Hero can spend 3 Essence to augment a single die roll, gaining a number of Minimum Successes equal to the character’s Might. Doing so, the character must perform a blatantly heroic or legendary action which is immediately noticed by everyone nearby. In most cases, the character should be performing an ‘impossible’ feat.

  • Growth 7

The Hero can spend 4 Essence to augment their Soak against all forms of damage, gaining a number of Minimum Successes equal to the character’s Might for a single Round, as long as the character is performing a heroic action. In most cases, the event or circumstance allowing the character to ignore the damage should be impossible or legendary in appearance.

Path of the Villain (Path Walker Benefit)

The Path Walker decides to walk the path of the villain, accepting that it is their role to be distrusted and despised by the community. The character themselves do not need to be evil, but they are willing to break the law and act in a way that instills distrust or dislike in others. The character gains a number of benefits, improving as the character gains Growth. Activating this Ability is always a Free Action.

  • Growth 1

When an opponent spends 1 Essence to augment a roll they are about to take, the Villain can spend 1 Essence to make the opponent instead suffer an increased Difficulty equal to the character’s Might. The Villain should be performing a trick or other underhanded manoeuver as a reaction to the action that is being performed.

  • Growth 3

The Villain can spend 2 Essence to reduce an opponent’s Soak against any damage produced by the character, decreasing the opponent’s Soak by the character’s Might for the Scene. The character must perform an underhanded or villainous action and the circumstance that allows the character to ignore the damage is also villainous.

  • Growth 5

The Villain can spend 3 Essence to cripple a single die roll, reducing the Successes of the roll by the character’s Might. In doing so, the character must perform a blatantly villainous or underhanded action which is immediately noticed by everyone nearby. In most cases, the character should be performing an ‘impossible’ feat.

  • Growth 7

The Villain can spend 4 Essence to cripple an enemy’s Soak against the character’s damage, reducing the Successes of the Soak roll equal to the character’s Might for a single Round. The character must perform a villainous action. The event or allowing the character to ignore Soak should usually be impossible in appearance.


Typical Dress of Dreamers and Nightmares

Gossamer is the regulation material for both Dreamers and Nightmares, and is typically worn in either one or two layers.

Outside the temple, or within the temple outside of actual worship or meditation time, a layer of light, opaque clothing is worn underneath the gossamer robes to display modesty. This under-layer are almost ALWAYS pajamas or function as such, so that sleep is easy to establish anywhere.

Within the temple during worship, the pajama layer is foregone, and only the gossamer robe is worn. Yes the goddess and her fiance are aware that it is see through, and represents coming to the Dreaming as you are.

Coloring for robes:
The gossamer robes, layer 2, follow the indicated color standards.
Dreamer male:     Deep blue with light grey trim
Dreamer female:   Deep purple with light grey trim
Nightmare male:   Black with blue trim
Nightmare female: Black with purple trim
Herms may choose either color, or choose aquamarine instead of blue or purple.


Back to Orders