A strange and otherworldly race, the
Duinu (do IH noo) seem
to exist in more than one world at a time, unable to
commit physically to the Ethereal or material worlds.
Duinu are challenging
characters to play as they have several restrictions
and abilities not available to "normal" character
races. Players should be vigilant regarding their
own powers and abilities, and should keep in mind both
their strengths and weaknesses.
Physiology: The physiology
of the Duinu are among the more interesting in Mortal
Dreaming. Interminably trapped between two worlds,
the ghostly race appear solid but are not. Only
by force of will can members of the race exert themselves
fully into Dream. Despite being "trapped"
between worlds, they do not seem aware of another place
or have the ability to completely withdraw from Mortal
Dreaming. It is unknown if the Duinu are capable
of leaving the Dream for the Waking World.
Duinu that move between a viewer and
the light of a moon or magical light source appear translucent.
This effect is often met with much trepidation
as there are many malevolent spirit-folk in Mortal Dreaming
that try to hide their spirit nature. All
seeing-Duinu can identify other members of their race
without this trick of light.
As spirit-folk, Duinu may be rebuked
(i.e. awed or commanded) by Shamans.
Because of the half-spirit nature of Duinu however,
members of the race have an inherent turn resistance.
Duinu who are rebuked are often enraged by the
domination and seek revenge on those that took advantage
of their weakness.
Duinu, in their
natural state, cannot pass wholly through solid objects
or through spaces smaller than a similarly sized Uren
might. A Concentration skill check (DC 15 + Hardness)
is required for the Duinu to phase part of its body
through solid matter. I the character's concentration
is broken or if he wills it, the phasing can be interrupted.
This is called Melding. Melding fuses the
Duinu's body into a material or creature, causing damage
and pain to both. In the first round, Melding
does 1d6 damage to non-living objects (minus Hardness)
and 2d6 to living creatures (1d6 damage, 1d6 subdual).
In the second round, living crreatures continue
to take subdual damage, but non-living objects take
no further damage. The physical damage caused
by Melding is increased by 1d6 for every 5 points above
target the Concentration is made by.
Example One: A simple wooden door has a 5 hardness
and 10 hit points. The Duinu phases his hand
into the lock by Taking 20 (DC 35) on his Concentration
skill check. When the character Melds with the
lock he does 4d6 hit points of damage to the door,
minus its hardness. He rolled a 24 - 5 = 19.
The lock is destroyed and the door can be opened.
However, the character also took 4d6 hit points
of damage to himself, plus 1d6 subdual damage because
his hand was Melded with the door for one round.
Example Two: A Duinu phases his hand into an
Uren opponent (DC 15) with a Concentration check of
20. When the character Melds with the opponent
he does 2d6 hit points of damage and 1d6 hit points
of subdual damage to himself and his victim. Each
round he remains Melded incurs another 1d6 subdual
damage to both opponents.
Duinu cannot successfully mate with corporeal
or incorporeal creatures, which mostly limits them to
breeding with their own kind.
Psychology:
Duinu often feel removed from the world around them.
This aloofness can be a benefit and a curse. Those
seeking enlightenment find it a great boon, for it allows
them the opportunity to reflect and study without interruptions
and the "needs" of Mortal Races. Others
feel that the separation is a prison where all things
are always just out of reach.
It is common for Duinu characters to try and hide their
true natures from others. Many spirits in Mortal
Dreaming are hostile and it is best not to be confused
with them.
Culture: Duinu do not have
a culture of their own, instead grafting themselves
to other communities.
Language: Duinu often speak
their own whispery language and the local tongue.
Magic: Though little is
known about the Duinu, it is believed that their magic
potential is great due to the fact that they can draw
magic from both the material and Ethereal worlds.
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Type;
Medium Humanoid (Dream, Ethereal, Extraplanar) |
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Strength
-6 |
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Constitution
+2 |
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Vision;
Normal |
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Base
Speed; 30 feet |
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Special
Quality; Incorporeal 1 |
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Special
Quality; Spirit Craft 2 |
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Special
Quality; Interaction 3 |
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Special
Quality; Melding 4 |
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Special
Quality; Damage Reduction 5 |
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Special
Quality; Immunity to Non-Magical Poison
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Aging;
Long (MA = 62, O = 93,
V = 125, Max = +2d20) |
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Automatic
Languages; Duinu, other (local) |
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Bonus
Languages; None |
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Favorite
Class; Sorcerer |
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Level
Adj.
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+2
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- Incorporeal. Non-magical damage is treated
as subdual damage. Ethereal and ghost-touched
poisons and weapons have normal effect. Ethereal
items and creatures are similarly out-of-reach to
the Duinu's quasi-state. Both corporeal and
incorporeal items may be attuned.
- Spirit Craft. Duinu can transform the state
of non-living corporeal or ethereal objects into material
that is real to them. No material object may
exist in more than two quasi-states simultaneously.
The altering of a material's state is called
"Spirit Crafting" or "Tuning".
Spirit crafted materials can be made to be real
to the Duinu and corporeal creatures (see Spirit
Craft Item: Quasi-Material) or to Duinu and ethereal
creatures (see Spirit
Craft Item: Quasi-Ethereal). Tuning a material
item into an ethereal one requires both feats. Each
step must be done in order. Items that are Quasi-Material
are treated normally to corporeal creatures. Items
that are Quasi-Ethereal are treated as ethereal to
corporeal creatures. Duinu interact with all
quasi-materials normally. Spirit-crafting can
be undone with Dispel Magic (rf. PHB35p223).
- Interaction. A Duinu character may interact
with an un-tuned object with a successful Concentration
skill check (DC 15). Interaction lasts
for ten minutes. While concentrating on
an Interaction, the Duinu may only make one standard
action per round. Additional Concentration
skill checks (DC = damage) are required whenever a
Duinu is damaged during an Interaction. Interaction
is a short term solution until the Duinu has the opportunity
to Spirit Craft the item.
- Melding. (see above)
- Damage Reduction. Duinu characters
have a damage reduction of 5/magic due to their quasi
-ethereal nature.
Recommended traits: Absent-Minded
(UA35p87), Cautious
(UA35p87),
Detached (UA35p87),
Farsighted (UA35p87),
Specialized (UA35p90),
Suspicious (UA35p90);
Recommended flaws: Inattentive (UA35p91),
Noncombatant (UA35p91),
Unreactive (UA35p91)
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