We are the Dark Sides. We come from Chaos and we will return this universe to Chaos. It has been two hundred winters since our kind took over the plane of Faerie. Oh how they cried as they fled their ancient homeland. Now we drum a beat of victory in the sandy wasteland that was once Faerie and ride the steam engines built of the pain of the Faerie Folke. Our kind is a malleable kind. We saw that the Fae Folke are beings of magic, and as such, are negated by science, reason, and technology. So we took the form which they feared most – golems, tinkers, terrifying machines of their destruction. We turned the Gremlins, their own kind, against them. They led us through the Labyrinth and allowed us to dethrone their king. Now it is ours. And now we come to the Dreaming. Once we finish with the Dreaming, we will move into the Waking World. It is all a matter of time. And time is nothing to us.
When playing a darkside you must be wearing a blue armband to indicate you are not playing your normal pc. Please note: In order to play a Darkside you must get a gamemasters permission. You must come back to J 5-1 in the Olde and get a signed character card. If you are caught playing a darkside with permission dispiclinary actions will be taken. Also note that as a darkside your weapons still need to be saftey approved for combat by Dan Comstock or Josh MacNeil.
Golem
Hit Points: 5 (New moon: 8, Full Moon: 3) When roleplaying Golems speak only in a monotone voice. Golems can only walk. Since Golems are creatures of steamwork at any time they may drink water and call "I recharge 1, I recharge 2, I recharge 3" to recharge their damage back up to maximum.
Gremlin
Hit Points: 10 (New Moon: 12, Full Moon: 6) Tinker: Call the incant "Drop you weapon for 5 seconds". This spell is packet delivered and costs 3 mana.
When roleplaying Gremlins realize that they are corrupted Fae, so if their are Fae around they will attack them first out of any other race.
Goblins
Hit Points: 10 (New Moon: 12, Full Moon: 6) Fear: Call the incant "I charm you to fear my sight." This costs 4 mana.
When roleplaying Goblins realize that they are corrupted Fae, so if their are Fae around they will attack them first out of any other race. Goblins must speak it high voices.
Formor (Nightmare Daemon)
Hit Points: 10 (New Moon: 12, Full Moon: 5) Bow: Unlimited arrows-4 Silver (New Moon: 6, Full Moon: 2) Must have a phys rep of a bow.
Wraiths
Hit Points: 4 (New Moon: 6, Full Moon: 2) Silver Shard: For 1 mana throw 1 point of physical (silver) damage or touch someone for 2 damage. This attack must be packet delivered.
Iron Shard: For 2 mana throw 1 point of cold iron damage or touch someone for 2 cold iron damage. This attack must be packet delivered.
Spirit Ball: For 2 mana throw 1 point of essence damage or touch someone for 2 essence damage. This attack must be packet delivered.
When roleplaying a wraith does not speak above a whisper.
Mana: 0 (unchanged)
Swings: 10-8-6-4-2-0 (New moon: 10-9-8-7...etc, Full Moon: 5-4-3-2-1-0)
Takes double damage from magic.
Mana: 6 (New Moon: 9, Full Moon: 3)
Swings: 2 cold iron (New Moon: 3, Full Moon: 1)
Takes double damage from cold iron.
Mana: 6 (New Moon: 8, Full Moon: 4)
Swings: 3. This can be split between two weapons can can be either silver or essence. (New Moon: 4, Full Moon: 2)
Dark Essence: 5 (New Moon: 7, Full Moon: 2)
Dark Essence is only lowered either when all health is lowered or you hit it with an essence weapon.
Mana: 12 (New Moon: 14, Full Moon: 6)
Swings: nothing
Unaffected by silver and cold iron