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races:elf [2026/06/30 10:07] – [Aeonic Mindset] ms_ashraces:elf [2026/07/01 09:39] (current) – [Aeonic Mindset] ms_wuntch
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 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
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-You gain the effects of the [[:Game Mechanics:Definitions:Property:Advantage]] [[:Game Mechanics:Definitions:Property]], [[:Game Mechanics:Upgrading Or Downgrading|Upgrading]] when performing [[:Game Mechanics:Check|Checks]] to advance any [[:Game Mechanics:Definitions:Ability:Ritual]], including [[:Game Mechanics:Invocation|Invocations]].\\+You gain the effects of the [[:Game Mechanics:Definitions:Property:Advantage]] [[:Game Mechanics:Definitions:Property]], [[:Game Mechanics:Upgrading Or Downgrading|Upgrading]]when performing [[:Game Mechanics:Check|Checks]] to advance any [[:Game Mechanics:Definitions:Ability:Ritual]], including [[:Game Mechanics:Invocation|Invocations]].\\
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-However, the number of [[:Game Mechanics:Ongoing Projects|Projects]] you can maintain is reduced by 1, to a minimum of 1.+However, the number of [[:Game Mechanics:Project|Projects]] you can maintain is reduced by 1, to a minimum of 1.
 ==== Silence! I’m trying to think! ==== ==== Silence! I’m trying to think! ====
-//Elven cognition is powerful, and fast, but not susceptible to rapid change. Their minds are built for depth, not immediacy, and sudden change disrupts them more than it does most species. When situations evolve rapidly, plans fracture, or interruptions break concentration — especially during complex rituals or precise work — elves struggle to reorient. Momentum lost is difficult to regain, and improvisation rarely comes naturally. Where others push through chaos on instinct, elves must first restore internal order, often at great cost. In calm conditions this flaw is invisible; in crisis, it can be decisive.// \\+//Elven cognition is powerful, and fast, but not susceptible to rapid change. Their minds are built for depth, not immediacy, and sudden change disrupts them more than it does most species. When situations evolve rapidly, plans fracture, or interruptions break concentration — especially during complex rituals or precise workelves struggle to reorient. Momentum lost is difficult to regain, and improvisation rarely comes naturally. Where others push through chaos on instinct, elves must first restore internal order, often at great cost. In calm conditions this flaw is invisible; in crisis, it can be decisive.// \\
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-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
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-You suffer the effects of the [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage|Disadvantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> when performing any [[:Game_Mechanics:Multitasking]] <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap>. If you would already be under the effects of the [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage|Disadvantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, you must [Upgrade] the <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> instead+You suffer the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]][[:Game Mechanics:Upgrading Or Downgrading#Upgrading or Downgrading Properties|Upgrading]], when performing any [[:Game_Mechanics:Multitasking]] [[:Game Mechanics:Save|Saves]].
 ==== Dreamwaker ==== ==== Dreamwaker ====
-//Elves do not sleep, because they do not need to leave the waking world to touch the astral. Where most beings rely on dreams to flush mana through the body — restoring mind, soul, and form — elves remain continuously connected, their awareness threaded directly into the living currents of magic. They pause only to centre themselves, never to rest. Subtly sustained by light and environment, they can work, study, create, and cast without the cycles of exhaustion that bind other races. Spent mana returns to them with unnatural speed, allowing sustained and repeated spellwork where others would falter or collapse. Though their bodies heal more slowly than some, this is a trivial cost for a people who never truly power down. Elves are awake when others dream, present when others recover, and dangerous precisely because their magic does not wait for permission to return.//\\+//Elves do not sleep, because they do not need to leave the waking world to touch the astral. Where most beings rely on dreams to flush mana through the bodyrestoring mind, soul, and formelves remain continuously connected, their awareness threaded directly into the living currents of magic. They pause only to centre themselves, never to rest. Subtly sustained by light and environment, they can work, study, create, and cast without the cycles of exhaustion that bind other races. Spent mana returns to them with unnatural speed, allowing sustained and repeated spellwork where others would falter or collapse. Though their bodies heal more slowly than some, this is a trivial cost for a people who never truly power down. Elves are awake when others dream, present when others recover, and dangerous precisely because their magic does not wait for permission to return.//\\
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-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
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-You do not require sleep and thus you can not receive the benefits of a [[Game_Mechanics:Rest]], nor do you suffer any ill effects for staying awake for long periods of time. Therefore you will not restore [Health], [Mana] or [Grit Points], nor will you heal [Injuries] or [Panicsif you [Rest].\\+You do not require sleep and thus you suffer any ill effects for staying awake for long periods of time. You will also not restore [[:Ratings:Health]] or heal [[:Game Mechanics:Injury|Injuries]] when you [[:Game Mechanics:Rest]].\\
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-Instead you restore [Mana] equal to your [Hokum] at the end of each <wrap preview>[[:Game_Mechanics:Encounter]]</wrap> instead of each [[:Game_Mechanics:Scene]]. At end of each [Scene], you will restore 1 missing [Health]. If your [Health] is full, you will reduce the [Severity] of your oldest [Injury] or [Panic] by 1. Finally, at the end of each [Period], you restore 1 missing [Grit Point].\\+In addition, you restore [[:Ratings:Mana]] equal to your [[:Stats:Hokum]] at the end of each [[:Game Mechanics:Encounter]] instead of each [[:Game Mechanics:Scene]].\\ 
 +\\ 
 +Furthermore, at end of each [[:Game Mechanics:Encounter]], you will restore 1 missing [[:Ratings:Health]]. If your [[:Ratings:Health]] is full, you will reduce the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of your oldest [[:Game Mechanics:Injury]] by 1 instead.\\
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 <WRAP Notice> **Ash's Aside**\\ <WRAP Notice> **Ash's Aside**\\
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-It is reasonable to assume that you may be able to perform tasks, as [Appropriate], while others perform [Rests], but it is important to understand that [Elvesdo like to take time to meditate and think on recent events, so it is important to role play such activities as well. However, there is nothing wrong with asking the [Characterwho doesn't sleep to go on watch.+It is reasonable to assume that you may be able to perform tasks, as Appropriate, while others perform Rests, but it is important to understand that Elves do like to take time to meditate and think on recent events, so it is important to role play such activities as well. However, there is nothing wrong with asking the Character who doesn't sleep to go on watch
 +</WRAP> 
 + 
 +==== Changelog ==== 
 +<WRAP changelog center 800px> 
 +Version 0.5c - June 2026 
 +  * Wordings Updated. 
 +  * Dreamwaker Ability language clarified. 
 +  * Dreamwaker Ability no longer interacts with Panics.
 </WRAP> </WRAP>