Dūínū

Living Ghosts

There are many strange sights to see in the Leðúrēa, but few chill the traveler more than discovering that you can see the moon set through your companion. The nearly real Dūínū (du IH nu) are a forsaken race trapped between the Ethereal and the Dreaming. Unable to fully manifest in either world, the Dūínū spend their lives trying to make the best of their situation. Through the use of complex rituals, members of the race have developed ways to draw objects into their quasi-Ethereal state, removing them from the Dreaming.

Physiology

The physiology of the Dūínū are among the more interesting in Leðúrēa. 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 Leðúrēa. Despite being “trapped” between worlds, they do not seem aware of another place or have the ability to completely withdraw from Leðúrēa. It is unknown if the Dūínū are capable of leaving the Dream for the Waking World.

The true nature of a Dūínū can be identified by a form of egg candling. If the Dūínū moves between a viewer and the light of either a moon or magical Radiance, the creature appears translucent. This effect is often met with much trepidation as there are many malevolent spirit-folk in Leðúrēa that try to hide their spirit nature. All seeing-Dūínū can identify other members of their race without this trick of light.

As spirit-folk, Dūínū may be captured or enslaved by shamans. Because of the half-spirit nature of Dūínū however, members of the race have some resistance. Dūínū who are controlled often seek revenge on those that took advantage of their weakness.

Dūínū cannot pass wholly through solid objects or through spaces smaller than a similarly sized Yrūn might. A successful Phasing is required for the Dūínū to phase part of its body through solid matter. Phasing requires a Meditation skill check (success by 4) and costs 1 FP per second (rf. Insubstantiality: Usually On, BASp63). If the concentration is broken, the Phasing is interrupted and Melding occurs. Melding fuses the Dūínū’s body into a material or creature, causing damage and pain to both (if appropriate). The effect of Melding is similar to partially teleporting into a solid object or creature.

Dūínū cannot successfully mate with corporeal or incorporeal creatures, which limits them to breeding with their own kind.

Psychology

Dūínū 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 contending with interruptions and needs of other Mortal Races. Others feel that the separation is a prison from where all things are forever just out of reach.

It is common for Dūínū to try and hide their true natures from others. Many spirits in Leðúrēa are hostile and it is best not to be confused with them.

Culture

The Dūínū do not have a strong culture of their own, instead choosing to graft themselves into other Mortal communities. There is a loose oral tradition among members of the race, but it doesn’t seem to offer much beyond a way to teach the common language. There are some indications that there was once a more central Dūínū society but its history has been largely lost over the generations. The Dūínū diaspora has all but erased any hope of discovering the Dūínū long forgotten past.

Language

Dūínū often speak the local tongue, in addition to their own whispery language. Duinoid can be spoken in the Ethereal and Leðúrēa alternatively, making secret conversations easy with speakers that can do the same.

Magic

Though little is known about the Dūínū, it is believed that their magic potential is great due to the fact that they can draw magic from both the Leðúrēa and the Ethereal.

Characters

Dūínū are appropriate player characters.

Template

The basic template for Dūínū characters is 73 CPs. This template includes:

Advantages

  • Injury Tolerance (Diffuse) — (BASp61) 100
  • Insubstantiality (Partial Change) — (BASp62) 401

1 BASp63 Insubstantiality (Partial Change); 80 pts (Base) -40% (Usually On, BASp63) -10% (Accessibility (Skill Required), BASp110) = 40 pts

Total = 140 CPs

Disadvantages

  • Magic Susceptibility 4 (BASp143) -12
  • Oblivious — (BASp146) -5
  • Restricted Diet — (BASp151) -20
  • Social Stigma (Subjugated) — (BASp155) -20
  • Supernatural Features — (BASp157) -10

Total = -67 CPs

Options

A selection from the following template options are appropriate.

Advantages

Disadvantages

  • Absent-Mindedness — (BASp12) -15
  • Bad Sight (Farsighted) — (BASp123) -25
  • Clueless — (BASp126) -10
  • Loner — (BASp142) -5
  • No Sense of Smell/Taste — (BASp146) -5
  • Sleepwalker — (BASp154) -5