Dream Raiders, Somnauts, refugees from an ancient war within the dreamlands, the events of which has been devoured by History. By day, they wander the Blasted Lands, and by night they traverse vistas stranger still. Some turn brigand, and use hypnosis to drag unsuspecting victims into slumber before robbing them of their mind-treasures. Others become bounty hunters that seek their own kind throughout the dreamscape, challenging them to unconscious psychic duels.
Starts with: leather armor, cutlass, very
comfy bedroll, spectacles, pocketwatch.
A Hypnosis, Dream Explorer
B Projection, Dream Invasion
C Dream Duel, Mass Hypnosis
D Unshackled, Influence Dream
DREAM EXPLORER: Each night, when you sleep, you can
roll to scour the dreamlands for its treasures. At the end of your sleep, roll on the Dream Treasures table (at end of post).
PROJECTION: While you are asleep, your consciousness
can leave your body and explore your surroundings. This still counts as you
resting. Your Projection is invisible, cannot affect any physical objects, and
cannot travel 100ft away from your body. You can wake yourself up at any time
by falling back into your body.
DREAM INVASION: While you are asleep, you can try and invade the dreams of someone you have met before, or,
your Projection can fall into the body of a sleeping individual. Once you are
in, the dreamer may encounter you. You and the
dreamer cannot harm each other in any way and you cannot change the content of
the dream, but you and the dreamer can converse.
DREAM DUEL: While invading the mind of a dreaming
individual, you can challenge them to a duel within their dreams. The duel
takes place in dream-time and thus happens within the space of six seconds. You
and the target choose which stat you will use, between INT, WIS, and CHA. Then
you both roll a d20. Whoever rolls under their selected stat, but higher than
the opponent’s roll, wins the duel. If you win, you gain a Dream Treasure (see
DREAM EXPLORER). The loser becomes comatose for the next 1d6 days as they are
trapped in their dreams.
MASS HYPNOSIS: Once per day, you can augment your
HYPNOSIS ability so that it affects everyone who has you in their line of
sight.
INFLUENCE DREAM: When in someone else’s dreams, you
may make an INT test to change the subject matter or environment of the dream
in a significant way. You can continue to do this, but once you fail the INT
test, you cannot Influence the dream anymore.
UNSHACKLED: When Projecting, you no longer have to
stay within 100ft of your body. If your body dies while you are Projecting,
your Projection persists for up to a week. Once per lifetime, you can fight a
Dream Duel with a sleeping person for permanent possession of their body. The
loser is shunted into the blind writhing void between realities…
1d10
FINDING A DREAM TREASURE
1 Nothing.
2 An impossible thought that implodes with a tiny pop once rationally observed.
3 Errant anxieties that slip through your fingers like smoke.
4 Something... you can't quite remember what it is... it's on the tip of your tongue... and now it's gone.
5 Useful bit of information. Sometime during the next day, you can make the DM tell you a tiny, useful bit of information that you otherwise wouldn’t know.
2 An impossible thought that implodes with a tiny pop once rationally observed.
3 Errant anxieties that slip through your fingers like smoke.
4 Something... you can't quite remember what it is... it's on the tip of your tongue... and now it's gone.
5 Useful bit of information. Sometime during the next day, you can make the DM tell you a tiny, useful bit of information that you otherwise wouldn’t know.
6 A tiny glimpse of foresight. You gain
one reroll that lasts until your next sleep.
8 d100 fragments of raw thoughts, the
building blocks of dreams unborn. They are the standard currency of the
dreamlands.
9 A map fragment to an interesting or
important location within the dreamlands.
10 A key. You know the location of a temporary portal
to the dreamlands and how to open it. It only works once.
1d6
DREAM SITUATIONS
(Keep in mind that not all dreams are interesting or
noteworthy. Use this table every so often to spice things up, and feel free to
make your own entries!)
1 Dreamer is being chased by something
that is always behind them. INT test: on success, you can see that it doesn’t
exist.
2 Dreamer is in an embarrassing situation
because they forgot something. Forgot their pants, forgot their orders, etc.
INT test: on success, you are holding that item.
3 Dreamer is flying. INT test: on
success, you can fly too.
4 Dreamer is going about their daily
routine, but something very basic and crucial has become absurd, and they don’t
notice. Maybe all writing implements have been replaced with stickbugs, or
everyone is wearing clothes made of garbage, or dogs can talk. INT test: on
failure, you take the absurdity for granted too.
5 Dreamer is having sex with a faceless
placeholder-person. INT test: on success, you can interrupt and point this out
to them.
6 Dreamer is struggling to help its friends, who are
in danger offscreen. INT test: on success, you understand the nature of the
danger.
Image 1 Source: https://magic.wizards.com/en/articles/archive/card-preview/omniscience-2018-06-19. Art by Jason Chan
Image 2 Source: http://www.artofmtg.com/art/disperse/. Art by Ryan Yee
CHANGELOG:
-At the suggestion of Max Cantor and K Yani, removed some of the excessive INT tests.
Image 1 Source: https://magic.wizards.com/en/articles/archive/card-preview/omniscience-2018-06-19. Art by Jason Chan
Image 2 Source: http://www.artofmtg.com/art/disperse/. Art by Ryan Yee
CHANGELOG:
-At the suggestion of Max Cantor and K Yani, removed some of the excessive INT tests.
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