The Deeper Dream

Characters start as mortal deep-dreamers, capable of travelling to dreamlands deep enough to affect the mortal world. Eventually, inevitably, their physical bodies will all get old and die, and their spirits will move deeper into the dreamlands. Then they become dreams themselves, helping new deep dreamers to survive the dangers of the dreamlands.



Beginning players, knowing little to nothing of the dreamworld, must deal with the various dream enitities, some of whom desire to save them, some to enslave them, and some to destroy their souls utterly.



Characters can progess from Mortal to Dream to Dreamlord to Greater Dream to Greater Dreamlord, which is a bit like becoming an Immortal in Basic D&D. Characters who reach the level of Greater Dream will generally be retired, having passed beyond most mortal concerns.



Mortal : living human. Characters will normally be created with a great deal of psychological problems. Dreamlords associate with mortals for a variety of reasons: mortal souls are generally beyond their power, being "realer" than normal dreamstuff.



Dream : a free soul with no body attached, dreams have very little power over the dreamlands and are vulnerable to the power of dreamlords. Mortals who die often become dreams themselves.



Dreamlords : powerful dreams that have gained power over dreamstuff. They rule the dreamlands.



The Greater Dream : the dreamlands that lie beyond the known realm of mortal dreams. Dreamlords occasionally manage to pass into this realm, becoming part of the Greater Dream themselves. Persons in the Greater Dream only rarely intervene with the affairs of mortals and Dreamlords. These beings are capable of extraordinary acts when they do, however. Unlike Dreamlords, they can exert influence over the mortal realm as well as the dreamlands.

Greater Dreams are capable of using their shapeshifting powers on both themselves and others while in the normal Dreamlands.



Greater Dreamlord : a being on this level, a ruler of the Greater Dream, can act in a practically godlike level in the mortal realm, but no Lord of the Greater Dream has intervened in mortal affairs for thousands of years.



Characters of different classes can work together; adventures should be tailored for the group. Dreamlords have power over the dreamlands, but are generally barred from the mortal realm. Mortals can enter the dreamlands, but are unable to influence its shape except subconsciously. Dreams have little influence over the dreamlands, but can enter the mortal world as ghosts (but generally need the aid of a dreamlord to do so).



Adventures should be tailored to the needs and desires of the characters.





Mortals cannot change their self image (their dreamform) easily. It is a long, difficult, and often traumatic process. But this also protects them from the warping power of the dreamworld.



Dreams can change their form and shape at will, making themselves into almost anything, limited only by their imagination. But when their will proves too weak, external forces can twist them into other forms, even forcing foreign personality traits into their minds. Dreams cannot be killed, although they can be twisted, warped, or imprisoned.



Dreamlords externalize their power, trapping themselves in a single form, but enabling them to alter reality around them. They can even affect living dreams, if they can overcome their will. Dreamlords are difficult to force a change upon, but if it succeeds they will be stripped of their powers and rendered helpless until they can return to their true form. Dreamlords are the mortals of the dreamlands. They mostly control what happens, but they can be killed. A dreamlord who is slain may return as a dream (and must undergo the passage from dream to dreamlord again) or pass on into the Greater Dream like a mortal dying and living on in the dreamlands.



Dreammasters are dreamlords of extraordinary will and power. They often have hordes of servants, both dreamlords and dreams. They usually want mortal servants too, to work their will on the waking world. Dreammasters generally have obsessive personalities, being fixated on one aspect of life. This provides them with extraordinary power, but also makes them vulnerable to emotions outside their reign. Evil dreammasters will try to enslave mortals, dreams and dreamlords alike. Characters will often be trying to oppose the machinations of evil dreammasters.







Characters can be built on several general attributes:



Immutability (all)

Rates the person's resistance to being changed or transformed. While this defends the character against attacks, it must also be overcome before the character himself can change shape.



physical power (mortals only?)

Rates the persons strength, endurance, speed, aggression, etc. How confident they would be in a normal, hand-to-hand fight. Most useful in the mortal world. Only used to settle ties in the dreamlands, when no other power can prevail. Also used to rate the physical attractiveness of the person, although specializing often removes this.



will power (all)

Personal force of will. Used to overcome the wills of others and to maintain concentration.



imagination (all)

The flexibility of the soul. Determines what kind of shapes they can assume. Imagination can open gateways beyond normal, mortal dreams.



innate power (all)

Innate magical energy of the soul. The currency of the dreamlands. Difficult to call upon, but very powerful. Unpredictable. Dreammasters often desire to destroy or enslave people whose innate power is very high, because they can be dangerous to them. Can be used to boost almost any activity. When all of your innate power is gone, your soul has been destroyed.



SKILLS : skills enable you to apply attributes properly, and let you apply them in special ways. Success depends upon the skill. The level of effect depends upon the attribute in question.



Overdoing it : critical success means that you succeeded very well... maybe too well.



Very High Skills (Optional Criticals) : At very high levels of skill, you receive optional criticals; if you roll one, you get to decide whether to merely succeed or to critically succeed.



Speciallizing : you can choose to specialize in a particular area of an attribute or skill. You get a bonus with rolls involving that area, and a penalty with others. The degree of the penalty depends upon how wide the area is. The more specific, the bigger the bonus and penalty.



Mortal Realm Skills (mortal stats) : These cheap skills represent the skills of a human lifetime. They have only occasional use in the dreamlands, but finding applications for them is more a matter of player creativity than anything else.





Find Path (imagination) : ability to navigate the dreamlands. Critical : found your way to someplace you subconsciously wanted to go, not your original destination.



Follow Path (imagination) : Ability to trail someone (or something) else through the dreamlands.

Critical : found your way to something you subconsciously wanted to find, not your original target.



Call Upon Innate Power (power) : ability to summon up your Innate Power when you need it. Can let you add part of your Innate Power score to your attempt.

Critical : lost control of it. Can reduce character's power permanently, or increase it, but end up transformed into a new form.



Duplicate Shape (imagination) : ability to shapeshift something (or yourself) into a duplicate of a specific object or person well enough to fool others. Can also be used to spot inaccuracies in a duplicate.

Critical : for all practical purposes, duplicate becomes the item in question, with all of its hopes, fears, and desires. Great if you wanted the real thing; not so great if you wanted a lookalike.

Becomes very difficult to change back.

Intimidate (will) : ability to coerce and intimidate by force of will. Used to initiate contests of will. Can work silently against one opponent, or audibly against a crowd.

Critical : has a stronger effect than anticipated. May cause the target to pass out or go completely crazed.



Conceive Shape (imagination) : used to conceive shapes solidly enough to shapeshift into them. Generally only needed for bizarre shapes beyond normal experience. To transform someone into an abstract, like a Glimmer of Hope, or an Idea, requires this skill.

Critical : target generally becomes very difficult to change back, even for the person who changed them originally.



Shape Shift (will) : used to change into a particular shape. For dreams, this skill only works on themselves. For Dreamlords, this skill only works on others. Note that only simple forms can be assumed without the use of the Duplicate Shape or Conceive Shape skills.

Critical : target generally becomes very difficult to change back, even for the person who changed them originally.



Alter Dream (will) : used to transform the nature of the dreaming around you. Cannot affect creatures but can change the local laws to make some things easier or more difficult.

Critical : the changes become very permanent and difficult to change back, even for the person who changed them originally.



Disbelieve (Will) : used to resist illusionary attacks by shutting them out.

Critical : the character disbelieves EVERYTHING about the current situation, and tends to shut down for awhile... On the bright side, his disbelief is so strong that even real attacks will be unable to affect him.



Create Illusion (Imagination) : used to create a realistic and believable illusion. Used by Dreamlords instead of Shape-shifting, since it is quicker and easier. However, if it does not ring true, it can easily be disbelieved.

Critical : the character believes in the illusion himself, even though he created it. Powerful Dreamlords who critically succeed may actually end up Shapeshifting the area for real.



Insight (Innate Power) : used to penetrate deceptions and illusions and see the inner reality of the situation. Like all Innate Power skills, the GM must discourage the PCs from using it too often or too casually. As a general rule, UNLESS there is actually something being hidden from the PC, he will only see into his own soul, and go catatonic for a duration dependent upon how many psychological scars he has.

Critical : The character has the power to actually reveal the Hidden Truth to everyone, stripping off its guises. If nothing is actually being hidden, the PC will generally catch a glimpse of something horrible out of the past or future.



Design (Imagination): Useful for any skill or attempt so complicated that it must be planned out in detail first. A successful Design check will fill in all of the holes that a quick attempt might leave out. Mostly used to convert odd scientific skills to dream equivalents.

Critical: The character's plan may do more than he anticipated.



Remember (Solidity): This is your ability to remember your dreams clearly and distinctly. Without it, you may lose some of your knowledge when you awake. This can also be used to undo changes to your mind and form.

Critical: You have trouble distinguishing the past from the present.



Research (Imagination): Ability to search a storehouse of knowledge for specific info. Very useful in using the Libraries of Dream. Critical: You may get sidetracked into researching a more interesting question. In the Libraries of Dream, this result often means that you get a chance to learn about something very important to you, but only if you abandon your current study. If you choose to ignore it, you will not be able to find the information again, later.



Resist Pain (Toughness or Will): The character has suffered large amounts of pain in his life, and is able to endure much. This skill enables him to avoid taking Fatigue when injured. You may be given a choice of which stat to base this roll on, or your GM may tell you which one to use.

Critical: You may become unable to feel pain at all for awhile, causing the GM to keep track of your injuries in secret.



Enigmas (Imagination): Ability to solve puzzles. If completely stumped, a successful roll can get you a clue from your GM.

Critical: you become lost in thought.



Awaken (Innate Power): Ability to force yourself out of the dream world. Can be used to escape danger. Or it can be used as the "Become Ghost" skill to affect the real world from within the dreaming. This causes Fatigue and is generally possible only in places where the Dreaming borders on the real world.

Critical: you get trapped in the real world, taking Fatigue from time to time, until totally exhausted or exorcised.





Dream NPCs



The Maker (DreamMaster) : this being is obsessed with creation and growth. What is old is not important, even if he created it. When you run out of room for new creations, find something old, demolish it, and build over it. The Maker's power is an excellent metaphor for Humanity's slow destruction of their world by wiping out nature.

He is constantly in conflict with other DreamMasters, as he yearns to expand his realm (besides, all of the things that THEY made have been there for years... it's time for a change).

The Maker never appears quite the same way twice, but he cannot actually control his shape. Whenever encountered, he will either be attempting to make his current obsession into a reality, or desperately searching for inspiration to decide on a new obsession.



Ogres (Dreams) : Ogres embody the worst characteristics of mankind. They are big, strong, selfish, cruel, cowardly and brutish. Usually they are the spirits of human bullies. Their appearance is almost always intended to be monstrous and intimidating.

There are occasional false Ogres; these are humans who believed themselves to be nasty and evil but who really weren't. They simply suffer from a horribly twisted self-image. False Ogres are usually all threat; deep down they are afraid of hurting people.

Ogres often band together into tribes, ruled by the strongest. There is rarely more than one false Ogre in a tribe, although one exceptionally powerful Ogre could impose his will upon a tribe of false Ogres.

The Devourer of Souls (DreamMaster) : this being yearns only to increase its Innate Power. It does so by consuming the souls of lesser beings, ignoring the fact that it must now destroy thousands of souls to increase its own Power by any reasonable amount. Any character with a particularly high Innate Power is likely to attract this entity's attention.

The Devourer's state of mind varies: sometimes it acts quite mindless, and other times it tries to trap people into cunning bargains that will cost them part or all of their Innate Power.

The Devourer's servants have generally either sold their services for something, or have simply been terrified into obeying it. The higher their Innate Power, the less autonomy they have, as the Devourer consumes them.



Talking Animals (Dreams) : all animals found in the dreamlands are more intelligent than they kin on earth. Many of them can speak, although some of these are human dreams that have taken on the forms of animals. Their personalities vary wildly, but usually match up to some common stereotypes about their species.



The Rage of the Land (DreamMaster) : this being is obsessed with preserving what it sees as "Nature," and the wild, and hates humans with a passion. All the ills of the wild are Man's fault: deliberate and premeditated naturecide. Humans captured will be slowly and deliberated executed. The Rage is a creation of both the actual damage to the environment and Man's collective guilt, although it does not believe this.

The Rage normally takes the form of huge, twisted, mobile tree. Its minions are invariably plants and animals, but it occasionally shapes one into some representation of the sins of mankind, so that a captured human soul could be devoured by the toxic waste he helped produce.



Myths and Legends (Dreams) : creatures out of human literature occasionally form out of the collected unconscious of humanity and take on life in the dreamlands. However they tend to be vulnerable to human perception; whether Frankenstein's Monster was a ravening, insane killer or a gentle giant might depend upon who was meeting him and how they viewed him.

Such creatures usually hide in obscure sections of the Dreamlands, because being near multiple people, with multiple views of what the creature is like, tends to make them a bit unstable.



Death (DreamMaster) : Death likes Its privacy. It lives in a heavily defended black citadel protected by miles of mazes and undead monsters. Death is rumored to occasionally grant requests from those who manage to overcome all the challenges and reach It.

Others whisper that Death only grants death to those who disturb It.



Nimrod and the Wild Hunt (Dream?) : Crazed hunter who lives for the kill. However, Nimrod always gives his prey a decent chance to escape, just to be sporting.



The Nightmare Lord (DreamMaster) : Obsessed with fear and horror. His servants are terrified of him. He likes to capture human souls and shred their personalities with fear and horror. When the victim awakes, they have become maddened psychopaths, spreading fear and horror to the waking world as well.



Baku (Dream) : mysterious beings, named after a Japanese spirit, Baku normally take the form of a small pig, either black or pink. Baku are dreameaters... they can force mortals to awake, depriving them of the benefit of a night's dreams. Some Baku are benign, and only "eat" nightmares, freeing trapped mortal souls. Others will "eat" all of a victim's dreams, causing them to suffer from dream deprivation and eventually die unless the creature is driven away.



The Libraries of Dream : huge, sprawling buildings spread throughout Dream. Together they contain every book that could ever be written, whether it has been or not. Some Libraries specialize in particular kinds of books, like books not written yet, or books about nightmares. Their librarians are mysterious beings apparently manifested by the library itself. Some of the books are alive, and some of them are dream-traps. Library corridors may lead practically anywhere, including back into the waking world.



The Sandman (dreamlord) : an evil dreamlord known for his powers of illusion. He can gain power over others by "granting their wishes." Rules the Kingdom of the Blind. Fond of "over-granting" wishes and turning them into nightmares. Those who fall completely into his power are blinded, and become part of his Kingdom. While the Sandman's true appearance and nature is unknown, he is often blind in one eye, thus the expression, "In the kingdom of the blind, the one-eyed man is king."



The Walrus and the Carpenter (nightmares): evil beings who try to lure innocents away and kill them, eating their hearts and leaving the "shells" behind. Actually Nightmare Lieutenants. People who have their hearts eaten must roll Solidity to avoid losing a point of Innate Power. Critical failure results in their losing all Innate Power and having their soul swallowed. They can do nothing more until it is rescued.



The Signpost (dreamlord): this being always appears as some kind of semi-organic sign, guidepost, or stoplight. It tries to control what mortals dream about. Once a mortal passes into its power, every time they sleep they are drawn before the Signpost, which asks them what they wish to dream about. The Signpost then sends them to a dream of its own choice, although the dreamer's selection is usually taken into account. These dreams are VERY deep in the dreamlands, and very dangerous. Mortal souls can be lost in these world forever, waking up in another world, or even being killed by something in their dreams.

The Signpost uses agents to take control of people's dreams. Usually these agents take the form of some generic authority figure, which attempts to order the dreamer about. If they accept its authority over them, they become vulnerable to the Signpost's attentions. Only by rebelling against its authority can they escape it. People have tried to destroy the Signpost, but to date no one has succeeded in doing more than driving it away for a time.



The Labyrinth: a vast dreamscape of twisting corridors and traps, the Labyrinth is ruled by a Goblin King. On occasion, a particularly innocent mortal soul will be captured, and used for some disgusting rite. The Goblin King is a very transitory being, however, and has little real power. It is for this reason that the Labyrinth has been created, to make it difficult for people to reach him.



The Betweens: a Between is a region in the dreamlands where the wall between dreams and reality is paper-thin. Dreamers can often touch and influence the real world, and be seen and affected as well. Betweens are generally small, isolated regions in the real world, with bad reputations and few inhabitants. The occasional hiker or lost child may be endangered by dreams lurking in the area.



The Census-Taker (dream?): a mysterious being, something like the ghost of a cowled rag-doll. It is the Counter of the Dead and has seen everyone who has ever died. It is actually quite friendly, and has no real designs upon the dead except to note their existence. If it likes someone, it will answer their questions helpfully, although its knowledge is limited on things outside its field of expertise. It is also a great collector, and all of its collections have dreams of their times tied to them. The collected items are always from the real world, and are always absent from it, lending evidence that the Census-Taker exists in both the dream and waking worlds. The Census-Taker is the fastest moving creature in the dreamlands, and can escape most attacks so quickly that it cannot be followed.





Adventures



Psychodelia : A human soul is caught in an extremely bad drug trip. Basically they are trapped in a nightmare and their body will not survive unless their soul can be freed to return to the waking world.



GreenWar : A human soul has been captured by the Rage, and will be sacrificed on the full moon in a spectacularly bloody fashion. Players must infiltrate its domain and free them.



Psycho Too : The Nightmare Lord has managed to create a serial killer out of a captured dreamer. Each day he kills, then dreams himself back to the nightmare realm. The PCs can stop his rampage by defeating his soul while it is in the nightmare realm.



Carcinoma, Carcinoma, Carcinoma : A catatonic cancer patient's soul has become an entire dreamworld, which is slowly being destroyed by the cancers devouring his body. PCs who enter the realm may be able to defeat the cancers, causing a remission, or at least grant the patient a quick and painless death and passage into the dreamlands.



Tabula Rasa : a friend's dreams are being eaten by a Baku. Players must enter his dreams and find the creature and drive it away.



"I Have a Dream" : the would-be mayor/reformer of a big city met the Sandman and wished to be mayor. Now he has dreamt his way into a dream wherein he is already mayor and everything is perfect. As a result, he has lost interest in winning his race in the real world and will soon lose to his corrupt opponent. PCs must track him down and convince him that this is not real and that he must leave his dream-city.





Attributes:



Mental: Will, Imagination, Innate Power, and Solidity.

Physical: Strength, Toughness, Balance, Aim.



All rated on a 1-20 scale. Normally roll 3d6 for each. Human minimum is 3, maximum is 18.



Will Power: your strength of will.

Imagination: your mind's flexibility.

Innate Power: the strength of your soul. Your magical ability.

Solidity: your resistance to being changed. Cannot be voluntarily lowered.



Strength: your physical muscle power.

Toughness: your endurance and ability to withstand physical punishment.

Balance: your agility and speed.

Aim: your ability to hit targets, whether in melee or at range. Also the sharpness of your senses.



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Could COMBINE Strength and Toughness. Could also combine Innate Power and Solidity.
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Casual attempt: roll 1d20. If you roll your stat or less, you succeed. No chance of critical success, no chance of critical failure. Takes twice as long as a normal attempt, at least.



Fast casual attempt: roll 1d20. If you roll your stat/2 (round down) or less, you succeed.



Normal attempt: roll 1d20- if you roll your stat or less, you succeed. On a 20, roll again- if you fail again, critical failure. On a 1, roll again- if you succeed again, critical success. A double-critical success is an Optional Critical Success.



All-out attempt: on a 1-4, check for critical success. On a 17-20, check for critical failure. 17+ is a automatic failure. Take 1 point of fatigue for every All-out attempt, regardless of success.



Opposed attempt: both roll. If both succeed, stalemate. Critical failure means your opposition actually helped. If a stalemate is impossible or unlikely, the GM can rule that whoever makes their roll by the most wins.



Repeated Attempts: If a fast-casual attempt fails, it cannot be used again, but other types may. If a casual or normal attempt is made, and fails, only an All-Out attempt may be made. All-Out attempts may be made repeatedly, but beware of Fatigue!



Stats above 20: If you somehow end up with your stats boosted to superhuman levels, you still fail if you roll a critical failure. But your chances of rolling a critical success are increased by the amount you have over 20. Thus a giant with a strength of 25 must check for critical failure on rolling a 20 (but will just fail unless he rolls another 20) and gets a critical success on a 1-6.



Possible bonuses?



Mortals: have a minimum solidity of 11 and +1 to their Innate Power. Cannot use Shift Shape.



Dreams: can use Shift Shape to move points around in their physical attributes. Have a maximum solidity of 10.



Dreamlords: can use Shift Shape to change others. Have a minimum solidity of 6. Have a maximum solidity of 15.





Skills let you make attempts at full stat-value. For every time that you take the same skill again after the first, you receive a +1 to your stat when using it. If you attempt something without a skill, your GM may impose penalties, or forbid the attempt entirely. A skill with no real stat for it may be given a calculated stat (ie- Will+Imagination / 2) or assigned an arbitrary starting value (ie- 11). Skills can be rated in their % of your stat. A skill at 50% halves your stat. Above 100%, every additional 100% adds +1.



Skills: (most defaults are 25%. Some are 0%. Until the skill exceeds this amount, the default is used instead)



DREAMWORLD SKILLS

Find Path (imagination)

Follow Path (imagination)

Call Upon Innate Power (power)

Duplicate Shape (imagination)

Conceive Shape (imagination)

Shape Shift (will)

Alter Dream (will)

Disbelieve (Will)

Create Illusion (Imagination)

Insight (Innate Power)

Remember (Solidity)

Awaken (Innate Power)



WAKING WORLD SKILLS

Intimidate (will)

Research (imagination)

Resist Pain (toughness or will)

Enigmas (imagination)

Fighting (aim)



??? Design (imagination)



New characters can start with up to 4 skills at 100%. If they choose to take fewer skills, then they have an innate aptitude for one (or more) of the dream skills. This means that they start at 25% and increase at 5x the normal rate until they reach 100%.



Real world skills: Intimidation (Stare), Fighting, Research, Teaching, etc.



Detective- fighting, intimidation (Gaze), investigation (follow path)



Teacher- teaching



Mercenary- fighting x2, resist pain



Child- none



Artist- drawing (create illusion)



Solidity is subtracted from all skills attempting to screw with you. Thus, a Solidity of 20 = -100%, so only people with a skill above 100% can try to change you at all.



FATIGUE



adds to your chance of critical failure. If this edges into your stat, so be it.



ie- with 1 point of fatigue, suddenly a casual attempt crit fails on a 20. With 2, on a 19. With 1, a normal attempt crit fails on a 19 and an all-out attempt on a 16.



INJURY



like fatigue, but only has 1/2 effect when using mental stats.

mental injury is possible- and will only have 1/2 effect on physical stats. Injury takes longer to repair than Fatigue.



Character creation example...



Bill decides to create a character named Dexter, who will be a college student. He rolls 3d6 eight times and gets: 12, 9, 9, 8, 15, 17, 9, and 14. He decides to assign them like this...



Strength: 9 Will: 14

Toughness: 9 Imagination: 17

Balance: 8 Innate Power: 15

Aim: 12 Solidity: 9



Bill doesn't know exactly what Imagination and Innate Power are FOR, but he wants a mostly mental character- he imagines him as an introverted physics student.



Bill is at a loss for Dexter's skills. With the GM's help, he chooses Physics and Research. The GM argues that Dexter probably won't need Fighting, but Bill has been in too many games to agree, so he takes Fighting as well. After all, an Aim of 12 is still above average. He explains that Dexter did very well in his self-defense and riflery courses.



The GM decides that Physics will translate well into the Conceive Shape skill. He also wants to make sure that at least one person in the group has the Follow Path skill, so he tentatively assigns that as Bill's one innate understanding. If Bill had not insisted on taking Fighting, Dexter might well have started out with potential in Insight as well.

However, since the GM knows that Insight might be useful early on as well, he marks Insight down next to it. He will decide which skill the potential lies in based upon the character's actions and interests during the game.



The GM tells Bill to write down the following skills...



Physics [Concepts] (imagination): 100% (17)

Research (imagination): 100% (17)

Fighting (aim): 100% (12)

He explains that the Concepts skill represents Dexter's ability to deal with difficult concepts as well as solve physics problems... a skill that may become very important during play.



Since skills run off of percentages of your stats, you might want to record them like this... The values in parenthesis are at 25%, 50%, 75% and 100% respectively. So if your GM tells you that your base Resist Pain roll is 25% of your Will, a glance will tell you that the value you want is 4.



Strength: 9 (2/5/7/9) Will: 14 (4/7/11/14)

Toughness: 9 (2/5/7/9) Imagination: 17 (4/9/13/17)

Balance: 8 (2/4/6/8) Innate Power: 15 (4/8/11/15)

Aim: 12 (3/6/9/12) Solidity: 9 (2/5/7/9)



Dealing Injury



Use Fighting to hit people. If you hit, determine damage. Edged and projectile weapons normally have a damage rating of their own (for example, a gun might do 1d6 damage and a hurled rock 1 point).



Punches and Kicks: Physical attacks normally compare your effective strength with your opponent's Toughness. Weapons may modify or replace this value. For every 4 points weaker than your opponent damage is reduced, for every 4 points more, it is increased. Damage is normally 1 point.



Example scale of damage, from worst to best...

1d4-3, 1d3-2, 1d2-1, 1, 1d2, 1d3, 1d4...



Normally, every time you are injured you take a point of Fatigue as well, unless you can roll your Resist Pain. A critical failure puts you into shock. Since both of these increase your chances of Critical Failure, Injury can put you out of the action very quickly.



When injury equals your Toughness, you will go unconscious unless you manage to resist it. Additional damage always causes additional checks... Critical failure at this point usually means death.



DEATH



Death is rarely permanent in dreams. Unless you have reached a spot so deep in the dreaming that it takes precedence over the waking world, dying usually means that you wake up.



This is a traumatic experience, however, and necessitates a Solidity roll. Failure results in the loss of 1 point off of a stat. The stat in question is usually determined based upon the manner of death. For example, being torn to pieces might actually reduce your Solidity. Being eaten usually reduces your Innate Power, etc. The GM can even ask what stat the player would prefer to have reduced. Mental stats are usually reduced instead of physical ones, but this is not always true.



Critical failure in this roll can result in the loss of 2 points, temporary inability to dream, or some kind of crippling injury that remains when the character next enters the dreaming. Again, this depends heavily upon the nature of the character's death.


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