Thursday, January 5, 2017

More d20 System superpowers: The Dreamwalkers

Here's another minor power feat and talent tree to expand upon it. It will probably end up in the upcoming d20 System book about the Atlantean survivors and descendants  that walk among us in the modern world, or maybe in the one about Satan's offspring that are also among us. Or maybe it will sit around until the superpowers system finally becomes a reality.

The rest of this post is presented under the Open Game License, and it may be reproduced in accordance with those terms. Copyright 2017 Steve Miller.

Dream Viewer [Minor Power Feat]
 You are able to passively observe the dreams of others and with a great exertion of willpower calm nightmares.
   Prerequisite: Wisdom 12
   Benefit: Before you go to sleep, focus on a person you have previously met and make a Will save (DC18 if only met in passing, DC12 if a conversation was had, DC8 if a great deal of time was spent together, DC4 if close family member or loved one). If that person is also sleeping, you will share his or her dreams as if they were your own. You will generally speaking only be a spectator, but you will follow the dreamer as closely and as unnoticed as his or her shadow. If the dream is a nightmare, you may roll a second Will save, with a +4 increase to the DCs as above, to calm it and make it less terrifying to the dreamer.
   When you awaken, you always remember the dream witnessed with crystal clarity. As you watch the dream, you are able to recognize which parts of it are the most important, even if they are metaphorical dream symbols. If they are especially obscure, the GM may ask you to roll a Knowledge (Psychology) skill check to recognize them instead of simply revealing them. If the skill check fails, you will have a sense that something is important about a particular element of the dream, but you will not be able to quite put your finger on what it is.

Dream Walker Talent Tree
When you are sleeping, you may move as easily between the dreams of others as you move from one room to another when awake.
Dream Walker: After entering a target's dream using the Dream Viewer feat, you may attempt to enter the dreams of someone they know by picturing that person in your mind and making a successful Will save (DC18 if only a passing acquaintance, DC12 if a conversation was had, DC8 if a great deal of time was spent together, DC4 if a close family member or loved one. If you succeed, you may now observe or control that person's dream to the extent your talents will allow.
   Prerequisite: Dream Viewer feat
Dream Hub: Once you have entered the dream of a target, you able to bring an additional number of sleepers into the dream equal to the total of your Wisdom and Charisma modifiers. If those you wish to draw into a shared dream are unwilling or unprepared to enter the dream (like you, they must have focuses on the target prior to going to sleep, although they need not have met him or her), you must make a successful Will save (DC6, plus the individual's Wisdom modifier). The characters drawn into the dream can interact with the environment at the level permitted by the feats possessed by the character with Dream Hub.
   Whether willing or not, characters who are drawn into a dream must roll a Wisdom check to realize they are in a dream. If they fail the roll, their actions are dictated by the direction of dream rather than their own. The GM temporarily gains control of the character. Additional Wisdom checks may be made whenever something particularly strange or the character does something that is usually against his or her nature. The player decides when such rolls are to be made, and once the check is successful, the player once again fully controls the character.
   You can also use Dream Hub to draw others into your own dreams in the same fashion. To do this, you must first have constructed a Dream Palace (see the Dream Shaper talent).
  If you draw a character into your own dream or a dream you control, and that character possesses the Dream Shaper talent, they can collaborate with you to create complete Dreamscapes within your Dream Palace (see the Dream Shaper talent) that others can be drawn into.
  Prerequisite: Dream Stalker, Dream Shaper
Dream Stalker: You have the ability to enter the dreams of any person who you have at least seen a picture of. From there, you can determine his or her exact location by making a successful Wisdom check (DC11). The location is revealed within the context of the dream, as a map or a picture of where the target is, and you remember the location when you wake up.
  Prerequisite: Dream Walker
  Dream Shape: Create a second character. When you enter a dream using the Dream Stalker talent, this is your basically who you are. All attributes are 12, but one is increased by +6, one by +4, one by +2, and one by +1. Your character classes and levels remain the same, but you may reassign skill points and feats for this dream character in any way you like, except that your dream-self always possesses the Dream Viewer minor power feat and whatever talents from the Dream Walker talent tree you possess. Additionally, you gain three bonus Minor Power feats and three bonus talents from any trees except the Dream Walker talent tree.
   With a Will save (DC12) you may change the appearance of your dream character, but all attributes remain the same.
   Prerequisite: Dream Stalker
   Dream Shaper: With a successful Will save (DC11 plus the total of the target's Wisdom and Intelligence bonuses), you may alter the dream of that you have entered. You can choose to control the behavior of characters in the dream, change the setting of the dream, and any other change you wish to make. The Will save target is the same DC whether you are attempting a minor change or a major change. Each change you wish to make to the dream requires an separate roll. (Changing the behavior of minor characters or location of the dream can be done with one roll each, but important characters require a separate roll for each one.)
   If you attempt to impact part of the dream and fail, you may attempt that change again, but the DC increases by +2. The DC increase is only for the retry on already failed changes; if you try something different, the DC is still at the base.
   If you attempt to alter a person's dreamworld in a way that they find too shocking or upsetting, you risk losing control. This triggers a Will save on the part of the target (DC15) and if it is successful, you are ejected from the dream and you cannot reestablish contact for at least three days. (The target's subconcious mental defenses realialized something was up, and natural mental defenses kicked in.)
   Dream Shaper can also be used to create a "Dream Palace." This is a mental structure that exists in your mind, with any appearance you wish it to have. Each room is either a memory you wish to examine, or a pre-constructed dreamscape that either you or another character with the Dream Shaper talent can create in collaboration with you--and into which you may draw other dreamers if you desire.
   If using the Dream Palace to examine your own memories, you watch as an invisible spectator as events unfold. You may make Knowledge, Search or Spot skill checks (with a +10 bonus) to see something out of the ordinary or notice whatever it is you are looking for in your own mind. You may also roll Sense Motive skill checks (also with a +10 bonus)
This environment is one that is under your control, and the targeted dreamer that you wish to draw into it will not receive a second saving throw due to extreme changes, and any changes you or other characters allied with you wish to make to the dream environment are made with straight DC11 Will saves with no DC increases due to failed attempts.

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