To buy any leveled racial ability:
Visions
(Note: If you are not in possession of your dreamstone then you cannot use any racial skills or initiate agression against any target.)Weavers
Loom of the Dreaming(Leveled) This skill lets you break any in game crafted item or weapon down to its bare bones components, if tempered, you re-aquire those components as well. You CANNOT use this ability on any item in game with an expiration date. This ability costs 4 mana.
Weaver Claws (10 XP, P) This skill allows the vision to grow long claws which may be used in combat. Claws must be a safety approved boffer weapon but do not need a tag and therefore cannot be stolen. The damage of the claw is determined by the length of the weapon, but it is always silver damage. This ability costs 1 essence per hand to grow. Claws may be grown or retracted on a 3-count "I grow (or retract) a claw 1..2..3" No in-game items may be held in the hand with a claw, nor may any packet delivered spells be cast with the hand equippped with a claw. No additional skills must be bought to use these claws, and no skills (such as critical attack) may be used with the claw. Damage for the claw is as follows:
Manifest (5 XP, P) - This skill allows a vision to manipulate the Dreaming. A Vision may create illusionary objects, change the colors of things, or create background noise such as soft music or the sound of natural weather events. These manipulations may not affect the game in any way except for role-play. For example, a Nightmare may create an illusionary skull, but this skull has no physical weight, substance, or any other properties. These manipulations are immediately apparent as vision manifestations to anyone who sees them. They cannot be used as distractions, attacks, or to give anyone a combat advantage over anyone else. The illusions are immaterial dreams in every way. It is highly reccommended that Visions physically represent these illusions with props. In the absence of props, tags may be used. For example, a room filled with vines can be represented by putting a tag on the door which describes the interior of the room. Even if the windows were covered with vines, people could still see through them as if the vines didn't exist. Any conscious player can concentrate on 'dispelling' the illusions and thereby remove them. Multiple visions can collaborate and manifest weather changes and other natural events, though these events must be actually occuring in real life (in this case, the visions are just 'taking credit' in-game for the out of game weather). Each use of this ability costs 1 point of essence and takes 30 seconds of either silent meditation, chanting, or poetry recitation. If this skill is used for reasons which the game-masters feel breaks game genre, atmosphere, mood, character, or is too silly, they will suspend use of this skill.
Cleansing(0 XP, P) A Vision can spend one minute in silent concentration to cleanse an area where the Dreaming has been tainted, weakened, or damaged. This costs one point of essence. This has no defined in-game logistical effect (at least, not one that the Game Masters are sharing). Multiple Visions can join together in cleansing to strengthen the effect.
Phasing (0xp, P) Allows your being to become part of the dreaming and phase in or out at will. In order to do this you must be able to see the sky and be in possession of your dreamstone. On a normal night you must count to 30, on a new moon you have to count to 60 and on a full moon you have to count to 10. Once this count is complete you can call "I phase out" and remove your armband. You may at any time call "I phase in 1 i phase in 2 i phase in 3" to reappear in the dreaming. Phasing in and out costs 1 point of essence for each time you do it. Status effects that would prevent you from using in game skills do not apply to this ability.
Succubi
Glamour (Leveled)- This ability allows the succubus to change the appearance of the chosen character, making them uglier or more attractive, or at higher levels, gain fantastical features. This spell’s incantation is spoken in the form of a rhyming poem written by the Succubus. An example of this would be "Since thy tongue doth prick like thorns, upon thy brow shall sprout two horns." This transformation is now represented by makeup, prosthetics, or props if possible, else it is represented by a tag worn by the target. The spell is broken when the afflicted character washes his or her face. The extent of the transformation is determined by the Succubi’s level of glamour:
Manifest (5 XP, P) - This skill allows a vision to manipulate the Dreaming. A Vision may create illusionary objects, change the colors of things, or create background noise such as soft music or the sound of natural weather events. These manipulations may not affect the game in any way except for role-play. For example, a Nightmare may create an illusionary skull, but this skull has no physical weight, substance, or any other properties. These manipulations are immediately apparent as vision manifestations to anyone who sees them. They cannot be used as distractions, attacks, or to give anyone a combat advantage over anyone else. The illusions are immaterial dreams in every way. It is highly reccommended that Visions physically represent these illusions with props. In the absence of props, tags may be used. For example, a room filled with vines can be represented by putting a tag on the door which describes the interior of the room. Even if the windows were covered with vines, people could still see through them as if the vines didn't exist. Any conscious player can concentrate on 'dispelling' the illusions and thereby remove them. Multiple visions can collaborate and manifest weather changes and other natural events, though these events must be actually occuring in real life (in this case, the visions are just 'taking credit' in-game for the out of game weather). Each use of this ability costs 1 point of essence and takes 30 seconds of either silent meditation, chanting, or poetry recitation. If this skill is used for reasons which the game-masters feel breaks game genre, atmosphere, mood, character, or is too silly, they will suspend use of this skill.
Cleansing(0 XP, P) A Vision can spend one minute in silent concentration to cleanse an area where the Dreaming has been tainted, weakened, or damaged. This costs one point of essence. This has no defined in-game logistical effect (at least, not one that the Game Masters are sharing). Multiple Visions can join together in cleansing to strengthen the effect.
Phasing (0xp, P) Allows your being to become part of the dreaming and phase in or out at will. In order to do this you must be able to see the sky and be in possession of your dreamstone. On a normal night you must count to 30, on a new moon you have to count to 60 and on a full moon you have to count to 10. Once this count is complete you can call "I phase out" and remove your armband. You may at any time call "I phase in 1 i phase in 2 i phase in 3" to reappear in the dreaming. Phasing in and out costs 1 point of essence for each time you do it. Status effects that would prevent you from using in game skills do not apply to this ability.
Nightmares
Hunger (Leveled) These abilities can be used by hitting someone with a spell packet and declaring "I feed off your ________" and the appropriate emotion. This spell cost 1 mana per use. If you hit someone with a packet and they are not actually feeling the specified emotion (i.e feigning fear to lead into an ambush.) they may declare "no effect". The mana is still used but the Nightmare gains no health.
Manifest (5 XP, P) - This skill allows a vision to manipulate the Dreaming. A Vision may create illusionary objects, change the colors of things, or create background noise such as soft music or the sound of natural weather events. These manipulations may not affect the game in any way except for role-play. For example, a Nightmare may create an illusionary skull, but this skull has no physical weight, substance, or any other properties. These manipulations are immediately apparent as vision manifestations to anyone who sees them. They cannot be used as distractions, attacks, or to give anyone a combat advantage over anyone else. The illusions are immaterial dreams in every way. It is highly reccommended that Visions physically represent these illusions with props. In the absence of props, tags may be used. For example, a room filled with vines can be represented by putting a tag on the door which describes the interior of the room. Even if the windows were covered with vines, people could still see through them as if the vines didn't exist. Any conscious player can concentrate on 'dispelling' the illusions and thereby remove them. Multiple visions can collaborate and manifest weather changes and other natural events, though these events must be actually occuring in real life (in this case, the visions are just 'taking credit' in-game for the out of game weather). Each use of this ability costs 1 point of essence and takes 30 seconds of either silent meditation, chanting, or poetry recitation. If this skill is used for reasons which the game-masters feel breaks game genre, atmosphere, mood, character, or is too silly, they will suspend use of this skill.
Cleansing(0 XP, P) A Vision can spend one minute in silent concentration to cleanse an area where the Dreaming has been tainted, weakened, or damaged. This costs one point of essence. This has no defined in-game logistical effect (at least, not one that the Game Masters are sharing). Multiple Visions can join together in cleansing to strengthen the effect.
Phasing (0xp, P) Allows your being to become part of the dreaming and phase in or out at will. In order to do this you must be able to see the sky and be in possession of your dreamstone. On a normal night you must count to 30, on a new moon you have to count to 60 and on a full moon you have to count to 10. Once this count is complete you can call "I phase out" and remove your armband. You may at any time call "I phase in 1 i phase in 2 i phase in 3" to reappear in the dreaming. Phasing in and out costs 1 point of essence for each time you do it. Status effects that would prevent you from using in game skills do not apply to this ability.
Fae
Elementals
Elemental Disciplines (Leveled) These Fae are able to use the elements to their advantage. They can call upon the elements to attack their opponnents. This attack is represented by a spell packet. You must choose an element during character creation. You may pick either Flame, Stone, Shock, or Ice. To call the damage you must call "X elemental Y" where X is equal to the damage number you are throwing and Y is the type of element you have selected. You may throw 1 damage per mana spent per packet. For example, if you have level 3, and you've chosen stone as your elemenet, you can throw 4 stone damage for 4 mana with the incantation "4 elemental Stone"
Dark Fae
Hide Presence (Leveled) This ability lets you fade from sight, effectively hiding from all who might see you. This ability is represented by covering your in-game armband with the opposite arm - no character will notice you while this spell is in effect. The spell is broken when the arm is removed, another character comes within ten feet of you, or if you speak. No in game actions may be taken while hiding. When you dissapear, you must audibly say "I fade out," and when you re-appear you must audibly say "I fade in" People who hear this call will recognize that you have just faded in.
Guarders
Strong Arm (Leveled) Each level adds one damage to melee attacks, but cannot exceed double the base damage of any melee weapon. Therefore, a weapon that swings for "2 silver", you may only swing a max of "4 silver" with.
Guiders
Portal (Leveled) This ability teleports you (and others)to another area. The location, time taken to create the portal, and number of people who can use the portal, is determined by the level of the skill. To declare a portal, you must attach a card to the doorway that describes briefly the portal's effect. A doorway is defined as any closed object that can be walked through, example: A bunch of roots in the shape of a circle, a doorway, an arch, or a cave. An example of a portal tag: "One way portal to the bathroom down the hall, capacity: 3 people". The portal cannot be used without your permission- anyone who doesn't have your permission will step through the doorway and emerge on the physical other side just like normal, not at the other end of the portal. All doors will last one hour past their creation or until they are used up.
Portal To Fae is a special optional property of the portal gained at level 3. When you open a portal to the Land of the Fae, once you go through it cover your armband, and for that time you are considered out of game, phased out of the dream country. Once the time limit is up, you must re-enter the Dream Country through the portal you've opened. When you go through a portal call a cut and move to the new location, then yell action. Each portal will cost 3 mana.
Dead Gods
God of War
Temper (Leveled) This allows a god to improve an already created weapon.
Rules for tempering:
A weapon may only be tempered once. When you temper a weapon, you must modify the weapon tag to indicate the new damage of the weapon. You must add the word "Tempered" to the tag to indicate that it cannot be tempered again. The weapon material may not be modified, only the damage number. Using this ability costs a certain amount of currency- the currency must be the same type as the weapon- quicksilver for silver weapons, cold iron for iron weapons, and spirit silk for essence weapons. As soon as possible, you must give the spent material components to a Staff Member. The act of tempering costs 3 faith.
God of Love
Truce (Leveled) This ability allows the Dead God to nullify the desire to fight between two targets. The God must hit both targets with a spell packet with the incantation "Aim, Truce for X" where X is the time limit of the truce. This may not be dodged or sidestepped. Sanctification keeps all violence from taking place within a room. A card must be placed on the door to the room declaring it sacred ground. Once a room is sanctified, no offensive actions may be taken within.
God of the Harvest
Bounty (Leveled) This ability creates food which heals wounds. Each use of this skill costs one faith. A meal only lasts for one hour after created. An actual piece of food must be used and a tag written out for it.
Call of the Hunt (Leveled) This skill is only usable only during Full moon or New Moon. The God chooses a Hunting party (which must be marked with some sort of badge, war paint, arm band, or similar denotation) and a chosen Musical Instrument. As long as the God plays the Instrument, all members of his party gain certain benefits. When the god begins playing the instrument, he announces "Begin the Hunt!" and when he stops playing, he must announce "End the Hunt!" No in-game actions may be taken by the God while he is playing. All party members must remain in earshot of the music to enjoy the bonuses.
Lost Souls
Lost Souls do not have any racial abilities, though they may choose two primary skill trees.