Mara
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MARA (Small-Medium Somnium [Dream World])

CLAN AFFINITIES
Defenses: Will
Skills: Guile (Int), Investigation (Int), Insight (Wis), Intuition (Cha), Perception (Wis), Persuasion (Cha)
Proficiencies: Mysticism, Fables

RACIAL QUALITIES [7]
Far Sight: You gain Senses: Dimensional 2 (the Celestial Planes) allowing you to extend your senses into other Celestial Planes, but your eyes appear cloudy white while using Far Sight due to your inner eyelid closing [1]
Dream Walker: You can move instantly between the Worlds of the Celestial Opposition, with up to 50 lbs. (mass rank 0) of additional material using Dreams of the sleeping. To leave the Dream World, you have to find a dream of someone sleeping on the world you wish to travel to. Each time you use this effect, it loses 1 rank of effectiveness (Movement 2, Dimensional Travel [The Celestial Opposition], Limited 1 [Medium: Dreams of the sleeping], Fades) [1]
Dream Stealer: You can steal the rest of a creature you have used your Dream Walker ability on. The target resists with Will defense, and if failed is inflicted with the Fatigued, Hindered, or Paralyzed conditions per cumulative degrees of failure, and you count as fully rested (Affliction 1, Cumulative, Feature [You gain the benefits of a Long Rest with a successful check], Medium [someone you’ve used your dream walker ability on], Check Required 1 [Easy, DC 10, to use Feature]) [1]
Surreal Potential: 2 Power Points to spend on additional Powers, including mutations, which always affect your appearance and should have the Noticeable Flaw [2]
Longevity: Once you reach maturity you age at a slower rate, and have a longer lifespan. In addition, you gain Resistance against Aging effects [1/2]
Healthy: You almost never get sick. In addition, you gain Resistance against Disease effects [1/2]
Tainted by Terror: Choose a diet, your appearance and abilities are strongly dictated by what you eat [2]
Mara Nature: You must take an additional hubris at 1st level. The Power Point awarded by this hubris is already spent on racial abilities (Hubris) [-1]
Variations: Some Maras are more bizarre and startling than others, gaining an additional 1 power point to spend on Surreal Potential but also gain the negative Racial Edge below [0]

  • Benefit (Startling): You suffer -1 Disadvantage to interactions with creatures who are not from the Somnium Tribe [-1]

CULTURAL QUALITIES [3]
Languages: Common, Ogrik [0]
Skills: 2 Heritage Ranks each to any 2 Affinity Skills available to this Clan [2]
Proficiencies: 2 Heritage Ranks each to any 2 Affinity Proficiencies available to this Clan [1]

CLAN DESCRIPTION
Description: Maras average between three and six feet tall with slight to average builds, and skin and hair shades much like humans, though some might even have shades of red, purple, blue, or green instead, and eye colors of blue, gray, green, red, amber, or yellow typically, that become cloudy white when using their Far Sight. Maras tend to have various features depending on their Surreal Potential. Appearance can vary drastically depending on the diet of a Mara. Maids tend to have skin of paler shades of the above with some having an otherworldly beauty and grace about them with non existent to sparse facial and body hair. Crones tend to have skin of darker shades with some having a more bestial appearance both in face and body with average to very thick facial and body hair, or even fur, feathers, or scales. Hags tend to have skin of very pale, almost sickly shades with all having a more monstrous appearance both in face and body, their hair becoming stringy and greasy with sparse to non existent facial and body hair, or fur as it begins to fall out replaced with warty bumps in most instances, or more fur, feathers, or scales.

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