Section Index
Download

Download the full Reclamation Rolplaying Guide in .doc format. Just right-click the link below and use "Save target As."

 

Reclamation Roleplaying Guide.

Fundamentals

What is Roleplaying?

 

When you begin any project, the first step is to figure out what your goal is; in this case our goal is to learn what role-playing is and to do it to the best of our ability. We can start this with a definition.

 

Definition: Role-playing - acting a particular role.

 

Role-playing is pretending. As children we would "play" school or doctor. We roleplay when we act in a play. When we do numerous other things that involve us "pretending" to be something we are not we are roleplaying. All of us have this intuitive ability. A Role-playing game is just a place to give this unbridled creativity a few rules and an appropriate environment.

 

Since you will be "pretending" to be someone you are not, the first step to take, now that you know what role-playing is, is to create your character.

 

Character Creation

 

The creation of your character is an important first step in any role-playing game. There are certain things that are imperative to know when you're creating a character for Reclamation.

 

Gender. Do you want to role-play a female or male character?
Name. Your character's name can affect how others react to them. You should choose a name that makes sense. Names with numbers or titles pre-attached to them (i.e. Fishy 2534, goober001, King David, Princess Shiva, etc.) can be difficult to explain at times. If you can't picture the name as being published in a story, it's a pretty fair guess that it wouldn't be very good for a role-playing character.
Personality. Having at least a vague idea what sort of personality your character will have can help you choose a focus for that character. You should read over the descriptions of each focus included in the Dreamer Manual. This way you can compare the personality you are considering and match it to a focus. For example: Gatekeepers can manipulate the fabric of dreams, altering the walls of thought to protect themselves and others from harmful evocations, even prevent or allow access to the Dream City. Gatekeepers are the warriors of the Dream City. If you character is shy or easily scared, it will be more difficult to pull off a decent Gatekeeper personality.
Alignment. While this isn't a physical choice for you to make, it is a vital one. Do you want a character that feels it's their responsibility to take on the task of keeping the Dream safe single-handedly? Maybe you would prefer a character that is "Evil Incarnate" itself, or a character that stands on the sidelines, neutral. Virtually anything is possible in Reclamation; it just takes effort on your part to remain consistent with the choices you make as a controller. Note that having an evil character and a character that goes around attacking others is not the same thing. There are many.evil characters that are capable of being so without attacking another person. However, anytime there is a valid in-game reason attacking others is acceptable with any character.

 

Before we actually begin to role-play, we must consider other aspects, such as: Who is this character? What drives him? What makes him respond to different things in different ways? A character background or history can answer most of these questions. The key to a character history is to ensure that your creativity fits within the boundaries of the environment you wish to play in. Within Reclamation, the basics are simple:

 

All characters come from a plane of existence called "Cloudsbreak".
Each shard is small, ranging in size from a minute island to the state of Rhode Island.
Each shard is mainly agricultural, with very little technology.
Only a select few may enter Reclamation, this is called the "Awakening".
Everyone from Cloudsbreak is the same race, Clousbreakian.
Some Cloudsbreakians can use telepathy, but none can use Magic.
Each shard is surrounded by a thick boundary, called the "Border Mists". Nothing can penetrate the mists, and nothing can escape.
For more detailed information see Cloudsbreak Guidelines.

 

Now while this may seem restraining, it actually allows you a wide variety of options.Unique and creative deviations from these rules can occur, but this is a rarity not the norm. These "deviations" are allowed based on the uniqueness, creativity, and style of a role-play. What is even more interesting is that you really get two characters in one, a character who lives on Cloudsbreak and his projection into Reclamation. If you can answer a few simple questions about your character, it will make role-playing him later much easier and will also help to get you started in rounding out a complete character sketch:

 

How has fate led your character to this place in time?
How and where did your character grow up?
Does he have family? Where are they? What do they do?
Hold old is my character? Who are his friends?
Has he ever been hurt? Has he been in love?
Is he happy? Is he wealthy?
What are his morals? What are his ideas on honor and respect?

 

Once you have the basics done, you can flesh out the rest later. Don't be afraid to continually add on or modify things within your character's background, because the more details there are, the more motivation you have for your character's actions.

 

With a strong character background in place you are already starting to become attached to your character and should be thinking, "Wait, what does he look like?" This next step forces you to visualize your character in two different settings. You must first decide what your character will appear like on Cloudsbreak, and then what your character's avatar looks like in Reclamation. An avatar is an image of whatever your character wants it to be; on Cloudsbreak he can be tall, while in the dream he can become short... the deaf can hear, and the mute can speak. Whatever you can imagine and wish your character's avatar to look like, it is possible, and probable.

 

Some of these character traits can be left for people to discover; if you want to advertise certain traits you may place them in your "character description". Just remember that these are physical descriptions: what.someone can see, smell, hear and observe when with your character. Also remember that these are In Character (IC). In Character supposes that elements of real life are be left behind. You are at the threshold of a highly imaginitive world, and to maintain this illusion it is important to filter out real life distractions.

 

A few examples of good descriptions are listed below; notice how each describes only things that can be seen or experienced by the senses within the game:

 

Tall and wiry, this man has a wasted look, like one that has been ill a long time and bed ridden unable to move. His black clothing shimmers iridescently in the light and is highlighted at his collar by two silver pins. On his left hand he wears a supple black leather glove, though it does not seem to be fully filled out.
His square jaw juts from a ruddy, sun burnt face. Bulging muscles strain a chain-mail vest and crisp white surcoat bearing the mark of the City Guard. On his left arm is a round, black shield, decorated with a white circle from which eight arrows radiate. Twelve small painted skulls adorn the shield edge. A serviceable broadsword hangs from his left hip, and he grips a spear in his right hand.
He is hideous. He has messy beige hair and a short, hooked nose. His skin looks like it's stretched over his cheeks to the point where it is almost paper-thin. His eyes are huge-like a frogs- they hold a touch of insanity. He has thin lips, which are almost always in the shape of an almost mocking smile, as if he knows something that others do not. His ears are remarkably large, but not abnormally so. His skin has a sort of shine to it. He wears a uniform in the colors of the Light.

 

You have this wonderfully rounded out character, you know what he feels, what he likes, where he comes from, and what he looks like. Now to decide how he acts! Within Reclamation all actions are performed with "emotes" that allow other characters to see what your character is doing. It would be impossible to display graphically the wide range of movements and actions possible to characters, and emotes try to address this problem. Simply put, emotes are visible actions or physical descriptions. They are not for giving information, for showing what someone is thinking, nor for communicating OOC information. Anything you say or any actions your character takes must be within character.

 

A good emote describes a physical event or action while allowing other characters to participate. Other characters cannot usually see "thoughts" or motivations, so emoting these will limit their opportunities to respond. Keep in mind when creating emotes that you need to leave room for a person to respond. If you want to punch someone, you "swing towards them" or "lunge rapidly". This allows the other player to decide whether or not his character gets hit.

 

Examples of Emotes (Visual Only: Actions)

 

>Kayla glances down at the chakram bracelets on her wrist.

>DragonsQueen puts a finger to her lip, and smiles devilishly at Rock.

>Ilythia scratches her forehead.

>Bledsoe bites his lip at Draymoore's comment.

 

These examples represent genetures other characters can see, and as such it allows other characters the chance to respond.

 

Examples of Emotes (Visual Only: Descriptions).

 

>Jada unclasps a locket from around her neck and holds it out for the others to see. It is oval and set in gold, inscribed with the word: "Good-bye."

>Shelky brushes a lock of hair from her face. It tumbles down her shoulder and gleams amber in the light.

 

These above examples portray both actions and descriptions. Descriptions are useful tools for creating atmosphere.

 

Improper Emotes (Emoting for others, thoughts, OOC)

These are examples you want to avoid.

 

>Mike thinks Jason is a moron and watches him pull Kurd's Levi's down then chak him in the back.

>Bulgok dislikes Muse

>Mimi thinks M&M's are good

>Johnny brandishes some squeeze cheese

>Praja drifts on in thought

 

Now you have the basics. You know what your character looks like, how he acts, what motivates him, and how to show what he is doing and saying to the outside world. You're well on your way to becominga great Role-player and a member of the Reclamation community. When you feel comfortable with your role-playing and with playing your character you should take a look at the Advanced Role-playing Guides.

 

Until then I hope you take these hints in consideration and enjoy your stay with us in Reclamation.

Advanced Roleplaying

With the basics down you should begin to focus on refining and improving upon your character, specifically how your character is going to become part of Reclamation and the Reclamation storyline.

 

When you become part of any group, it is vital to understand what responsibilities are placed upon you. Within Reclamation (and any role-playing environment) your responsibilities can be broken down into three parts: your responsibility to the game, to the other players, and to the Game Masters. These ensure that everyone is operating on the same wavelength. You have a responsibility as a player to create a character that suits the game world and respects its boundaries and limitations. This means that the rules of the world should define your character; you can't be a flying robot with missiles or a dog with x-ray vision. It's also wise to try to fit your character to the storyline of Reclamation so that you have access to a wider range of role-plays. Be sure to read over the story to get a sense of Reclamation background. Secondly, players have a duty to allow other role-players the chance to have fun within the game. By allowing everyone to have fun, you ensure that if someone tries hard to role-play a character, they will not be shunned for lack of knowl-edge or role-playing experience. Everyone can and should be given a second chance.

 

Now the idea of a "role-play" has been brought up and it deserves some clarification. When you are doing your normal day-to-day business, starting a war, learning information, or just playing your character, you are role-playing. A "role-play" is an event that affects the major storyline of Reclamation and other characters within the game.

 

One way to begin a role-play is to create and build excitement while introducing your concept to others. They might not pick it up at first, but after a while people will begin to work with your character and support your role-play. Another role-playing strategy lies in inspiring other characters and sending them on quests. It is not always critical to be the center of a role-play. Taking some small part can still be fulfilling. Spread rumors of someone's betrayal, tell an initiate to confront his ruler, or give someone an idea for a ceremony. All these will promote role-playing and involve you in some way. Player role-plays are one of the main ways players help shape the game. Be creative, spontaneous, interesting and don't be afraid to try new and unusual things. If you are bored or don't see things happening which intrigue you, then create that adventure yourself.

 

One of the final steps towards role-playing is refining your character. The more indepth and complex your character is, the more interesting he will be to play. It might seem that role-playing a "good" person is easy; however it can be just as difficult as role-playing someone who is "evil" because of the subtleties involved. Character alignment can be grouped into three broad groups: "Good, Neutral and Evil"and these help define how a character reacts to different situations. For more information, please see the section on Advanced Character Development.

 

Finally, enjoy yourself within the game. Any role-playing game (especially Reclamation) is here to provide you, the player, with enjoyment and satisfaction. Let yourself become immersed in the environment of Reclamation, and become a dreamer, one of the few, the proud, the Awakened.

Advanced Character Development

Character Perceptions

 

To say that all characters (and for that matter, all people) are good or evil would be an oversimplification. Firstly, evil characters usually do not consider themselves to be "evil," and may actually consider themselves to be "good." These characters may believe something is "right" and defend it in a fanatical way. She may appear "evil" by opponents, who she conversely perceives as misguided or "evil." Her actions may be caused by insanity, by her foul temper, or by her belief that the ends justify the means. Alternatively, a character with "evil" or selfish motivations may perform so charismatically that others believe she is "good." There are many shades of grey and dark grey in every personality, and it is important to remember that your character's motivations are key to creating a believable persona.

 

Character Consistency

 

Character consistency is one of the hallmarks of great role-playing. Here are some tips to consider when playing your character:

 

Stay in character as much as possible. The more you get out of your character, the harder it will be to get the right mood back into the game. Now, this may not seem harmful, but ruining a mood can ruin a role-play. For more information, see the section on out-of-character traps.
Events from the game will influence a character's demeanor, attitude, and in some cases, its personality. Even heroes can be affected by the tragic death of a loved one. Make sure that these influences are reflected in (minor) changes in your character.
Never change your character drastically. This will confuse other players, and while it might seem fun at first, it will upset the other players, and eventually the game.
Once you've made a decision as your character, stick with it, and live with the consequences. As long as you're role-playing, it could prove for some interesting twists in your character's life. In a role-playing game, reversing a decisionusually harms the game.

 

Character Separation

 

One of the greatest challenges for all role-players is maintaining a healthy level of separation from your character. Here are some things to keep in mind:

 

· · You are not your character. If a character attacks or insults your character, don't take it as a personal attack. It's fine if your character reacts, but don't start taking things personal.
It is easy to base your first character in a game on your own personality. Most new role-players do it, but experienced role-players fall into the trap as well. Make sure that, if you do this, it's just a small base, because the more of yourself you pour into a character, the easier it is to feel any attack on that character as a personal insult.
Remember that it's only a role-playing game. You can stop playing any time you want, for as long as you want.

 

Roleplaying "Good"

 

Playing an essentially "Good" character may seem as easy as opening your eyes, but as with other alignment classifications, there are some points that need to be remembered. They can be as difficult to role-play believably as villainous characters. They don't necessarily have to be huggy, kissy, warm-fuzzy type of people. What defines a character as being good is how they work to achieve the goals they have established within their role-play.

 

Example: There are three essentially good characters interacting in a role-play that revolves around rescuing a kidnapping victim.

 

Dreamer A - This character seeks assistance from honorable characters that they have contacted with to deal with the kidnapper. Using all methods within their power that don't cause internal conflict caused by of issues of conscience, they work to affect the return of the kidnap victim and the bringing to justice of their kidnapper.
Dreamer B - This character seeks out the kidnapper for negotiation, working toward a settlement that will keep both sides in the dispute content and safe. They may be seen at times as acting in their own best interests during this work, as they go back and forth between the kidnapper and those.who seek the victim's return appearing to be working toward the goals of each.
Dreamer C - This character is prone to rash actions to affect the kidnapping victim's return. They may gather a small group from among those they trust to seek the kidnapper's hideout and steal the victim away from them. This type of character has a greater chance of seeing violent conflict from their actions, although they are working for the same results as the previous two dreamers.

 

Roleplaying Neutrality

 

Neutrality is the ability to not take sides in an issue or event, regardless of personal feelings. This type of character can be seen as cold and indifferent in their actions and need others to look deeper to really get to know them. They are focused mostly on their own goals that do not impact others, making them appear greedy to some. Some neutral types are very dependent on those around them at the time. Examples:

 

The Chameleon - this type of character blends into their surroundings. Mostly to observe what's happening around them and generally wishy-washy. They can be an almost constant presence, to the point where most people ignore them.
The Recluse - this type of character is often seen as a hermit or anti-social. They keep to themselves as they work toward their goals, often hoarding what they learn instead of sharing it with others. Often, this type of character is where lost knowledge stories originate.
The Mediator - this type of character is often called upon to mediate disputes between others after they become known for their neutrality. They can take the information provided them and look at it evenly, as they have no preference of one side over the other.

 

Neutral characters see all of those around them equally, whether as useful for gathering information from, a source of irritation that keeps them from working on their goals, or a complete nuisance that they would rather be without.

 

Roleplaying "Evil"

 

There are just as many adjectives for evil: dishonorable, deceptive, abusive, cruel, immoral, and more. As with any character, an Evil character is not necessarily at his worst, most foul and antagonistic behavior at all times. Being of an Evil disposition only means that the capacity for these things is always there and that they may know no limits to the depth of their depravity. This means that an Evil character can be charming, cooperative, and for all appearances a nice guy. But it's a façade that is not likely to last long unless the character is particularly determined and capable of maintaining such a deception. Some examples of Villains:

 

The Conformist - he thrives by taking advantages afforded to him by whatever system is available to do so, almost equating what is legal to what is right and proper even when it is legal to seriously harm another. After all, if it weren't right and proper, the law should be changed, and since it hasn't been changed, it must still be right.
The Intellectual - he probably does not consider himself to be evil, but almost certainly considers himself to be intelligent, wise, shrewd, and on the ball rather than foolishly concerning himself with the welfare of others as those idiotic dopes that speak of the common good are concerned. Often,.this type of character thinks of themselves as naturally superior to others, their own needs coming first, and the needs of others coming much further down the list.
The Overlord - he is concerned only with his own goals and nothing else. Only those things that with strengthen him and push him towards that goal are important and he will pursue that goal with any means possible. He hopes to bring himself to a position of power, glory, and prestige.

 

Before making an evil character you should realize it can be more difficult than others, make sure you have a good idea beforehand of what your character's goals are. You most likely won't get far role-playing an "evil" character if you can't make any friends. Allies can be beneficial even if the character doesn't use violence or warfare to exact his evilness. Lastly make sure to be convincing, in general not many people are evil. Define your character as being one of those unique few and you'll have a great time. Just remember that the Good Guys almost always win.

 

Playing a villain will never grant a player license to break the three laws of Reclamation. Being "evil" is not a valid excuse for randomly collapsing or harassing others; and one of the most difficult aspects of upholding an "evil" character is ensuring grudges stop at your character. Don't get angry with others for their re-sponses to your character, because they too are taking a logical role. Also, "evil" characters must abide by the basic teaching principles of Reclamation. All characters must provide a task and a worthy endeavor before granting an art, sphere or plateau. Handing out free arts, plats and spheres to your friends cheapens the gaming experience for other players.

 

What makes you a villain? Most characters don't just decided on a whim that they want to be evil. This should stem from your character's history and not the player's desire. Be unique. Some-thing that is not often seen, or that people fear or misunderstand is often labeled "evil". Go against the grain. This means speech and mannerisms as well as appearance.
"Evil is in the eye of the beholder." So you want to be evil to some - not all. Perhaps even most, but always have a way out. If you don't, you're setting yourself up for the fall.
Focus. Know what it is you want to accomplish. Be open to change. Nothing stays static for too long. If it can go wrong, it will. Plan ahead. Might does not equal malevolence. You can have the biggest chakram, an infinite DreamSoul elemen, and a whole slew of offensive arts, and are still just a thug.
Violence does not equal villainy. A politician in power can be ten times more corrupt than a convicted killer who acted in self-defense. Destruction isn't always the answer either. Hostages present a much more complicated situation than simply planting a bomb.
Crime is not always the best avenue for those of the dark alignment. This is especially true in Reclamation. Be creative and find other methods to achieve your goals.
Morality is important. Most evil doers have compromised moral values. Either they're working for themselves and don't think the rules apply to them, or they're working for the common good but don't understand what's appropriate and what's not.
The end can justify the means. You're saving the Dream the way you see fit. If a few souls get lost along the way, what is that to compare to the lives you'll save after the fact? You can either end up the hero or a martyr if you're not careful.
Remember that you didn't do anything wrong if you didn't get caught. And the more people that support your side of the story, the less likely you are to be labeled a "threat" to society as a whole.
Set standards. Be prejudice. If you think one way, then others are misguided or utterly wrong. They're either agreeing with you, or they disagree with you. Don't be afraid to stand up for what.you believe, and teach it to those impressionable Newly Awakened.
Honor is for the dead. The difference between a hero and a fool is luck. The difference between a coward and a corpse? Stupidity. Live to fight another day.
Keep your friends close and your enemies closer. Never let them see it coming. A good villain always has his/her ace in the hole; and usually the joker as well.
Don't be afraid to ask for help in your endeavors. Just be careful what you wish for. Minions are just that. People will work for reward before friendship. Greed can be good motivation. Re-member that if they see a way to use you as a stepping stone, they will. Especially if it gives them what -you- have.
Take small steps at first. Test the waters. You can't be bad until you know what good is.
Trademarks. If it's been done, it's probably been done better. Find your own path, and let that aspect be yours and yours alone. Make yourself memorable.
Achilles heel. Every bad guy has one. Illness. Disability. Pangs of regret. Love for family. A persistent obsession. Maybe this is what drives your character.
Turning over a new leaf. Evil doers don't make many friends. When it becomes unbearable, there are always other options. This also makes an incredibly good smoke screen.

 

Out of Character Traps

 

The main key to role-playing is, of course, staying in character. It may be necessary to go Out-of-Character (OOC) briefly when explaining a technical aspect of the game to a new player, or when pinning down a standard time to meet. It is important to remember that every time you go OOC your character credibility and the role-playing atmosphere suffers. Be careful not to fall into some of these OOC traps when playing the game:

 

Blatant OOC Occurrences: This includes mentioning real world events and items. Beepers, Star Wars movies, Oompa Loompas, mace (not the dreamer, the spray), Gumbi, and spell checkers do not belong in Reclamation. This both violates the Reclamation user agreement, and contributes to the disintegration of the in-character environment.
Information Separation: Player A chats with his buddy on ICQ: "Oh man, Sorsha just totally dissed Dreamer B in the dream! She made him cry!" This sounds like an interesting thing for you to see, but wait! How can you? Your character does not know what has transpired. You want to go ask the questions that will get you the answers, but you have no IC reason to do so, even though it would make for interesting role-playing. information separation issues such as multiple character info. In game information learned through OOC means is still just that - OOC. Separate it. Even though you do want to comfort poor Dreamer B. Of course, the same goes in the opposite direction: if you know someone is playing multiple characters, respond to each character independently. Sometimes Teachers will demand a long and detailed task from their student, and it seems more convenient to relay its completion in an email. Avoid this, as it contributes to character confusion. Bring the completion to the game and use that information to incite role-play.
Playing with Toys: Spacing down to the next line, then typing in the dreamer name, followed by a colon, then more text. Looks something like this:

DreamerA:.

DreamerB: Wow, DreamerA thought of a wondrous OOC device here!

 

The names we see with the colons following in our text box is out of character. They are not some-thing your character would be aware of to imitate. If you wish for your character to imitate someone else, use an emote. But this is intended to fool the player, if only for a short bit.

Logs: Logs are Out-of-character. Does your character truly make a detailed account of everything that is said and done in every room she occupies every moment she is in the dream? If so, how does she find time to talk and collapse the very mare she is writing about? Not only that, but also this logic fails when someone doesn't keep logs.

"I demand to read your logs, or see your memories or whatever!"

"But I don't keep logs."

 

Does this mean the character has no memories? Hardly.

Newly Awakened: You create a second avatar, you find your buddies to teach you quickly, and you join a house on your second day of playing. (This one is irrelevant for the moment, but it is the principle that it illustrates that is important) If you do not feel up to playing the awe/confusion/wonder that the dream would most likely provide to a newly awakened, then don't make another character. Or at the very least have a very good role-playing reason your character would not go through it.
Stick to your character: No matter what... Is your character truly more concerned with turning in his latest task to his teacher than finding out why his house crumbled? If so, why? Does the dream truly seem so uninteresting that the best thing for you to do at all times is sit in thresh? If so, why? Do you make a habit of ignoring people that seem distraught and confused? If so, why? Always the driving question is why. Why would my character do this or think this? Why? If you can not answer the why, then it is not an IC action or thought. Why would Bledsoe flatter her? She is a woman. Why would Dreamer B be nice to Dreamer C? He wants her cloak.
Cloudsbreak Guidelines

The following are suggestions for role-playing within Reclamation's evolving story line. A player may be penalised for diverting from the story line when this breaks the third rule of Reclamation ("Stay in character"), but there is leniency intended for uniqueness, creativity and style in role-play. Maintaining a consistent story line plays an extremely important part in fostering a fun role-playing environment for everyone.

 

Cloudsbreak

 

Impassable boundary mists surround a Cloudsbreak world on all sides. These mists are not made of "chaos," but rather appear as "mists" would in the real world. Boundary mists are boundaries to rocks, pigeons, humans, small woodland animals and postal workers. Sufficed to say, Cloudsbreak worlds do not have a physical means of communication with other Cloudsbreak worlds. Reclamation is a revolutionary means of communication for these many isolated and segregated Cloudsbreak citizens, and those citizens able to achieve the Awakening and connect with other minds in Reclamation are very special individuals.

 

Most of the divided lands on Cloudsbreak are small. There are a few larger worlds to the span of thousands of miles, but no planets. These places may have differing physical and cultural evolution by virtue of their isolation.

 

Cloudsbreak is not Earth, but a fictional place in a fictional time. It has its own history and its own cultural development. Each place is open to a vast amount of creative interpretation but should be fairly original (i.e.: not based on Earth history, Ultima Online, AD&D, Tolkien, etc).

 

Life on Cloudsbreak

 

Cloudsbreak lands are not technologically advanced, and as such there are no computers, automobiles, TVs or VCRs. Nor is there magic that directly emulates the effects of modern technology. However, there may be things that are seen or interpreted as magical. For example: you cannot cast a fireball spell, but you may eat a "magical" herb and be cured from some ailment a week later. Meanwhile Reclamation, being the fantastical meeting of study magic and develop arcane talents, but keep in mind that dreamers have no awareness of modern Earth's technology.

 

The City of Dreams is a realm discovered by superior mental discipline, and every Cloudsbreakian achieving the Awakening must have developed, to varying degrees, this portion of their faculties. There do exist Psionic abilities in a rare number of Cloudsbreak individuals, partly evidenced by the ability to collectively meet in Reclamation. These can include telepathy, telekinesis, clairaudience, clairvoyance and so on.

 

Cloudsbreakians

 

Cloudsbreak is a world full of humanoids. These humanoid dreamers may construct more fantastical avatars that would reflect their personalities, but when those people wake, they are humanoid once more on a relatively boring Cloudsbreak world.

 

When a dreamer achieves the "Awakening," which is a special kind of consciousness in sleep not unlike lucid dreaming, his or her body remains behind in Cloudsbreak. As such, a dreamer is not unconscious, nor does he or she retain his or her physical body in Reclamation. When a dreamer is collapsed into a soulsphere, that dreamer is not "killed" (as in other MMORPGs). The effects of Dreamstrike on a Dreamer's soulsphere are open to much interpretation and debate in Reclamation.