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THE ROLEPLAYING GAME

Table Of Content
Introduction

Chapter 1: Getting Started


Materials Needed
Character Sheet
The Architect

1
1
2

Chapter 2: Character Creation


Base Stats
The Team
The Extractor
The Point-Man
The Chemist
The Forger
Skills
Feats
Weaponry
Armor
Totems

3
3
4
4
4
5
5
7
8
9
9

Chapter 3: Running The Game


Dream Levels
Skill Checks
Sanity
PASIV Device
Rewards
Secrets
Projections

10
10
11
12
13
13
13

Chapter 4: Combat
Initiative
Your Turn
Attacking
Defending
Critical Success

14
14
15
15
15

Chapter 5: Sample Adventure


Pre-Generate Characters
Starting The Adventure

17
22

Acknowledgments

Inroduction
Inception was a film directed by Christopher Nolan which became
a huge box success. It grossed $23.7 Million on its opening day, July
16. Many critics loved its smart use of both science and the
spectacular, its visual effects, and its phenominal story telling.
This roleplaying system was designed to allow fans of the film to
play out other mission ideas they would have. It has all of the terms
present in the film and script and is a very accurate representation of
everything that millions came to know and love.
It's a really interesting system. I like how it lets the player do what
things he wants, like creating things in dreams. It made me feel like I
was in the movie.
-Nyu Ayomi, Playtester
Inception: The Roleplaying Game takes a free-form stand on
equipment, stats, and the players requests. In essence it is a generic
system which allows players to say what they wish to do in the world
without having to say, No, I don't know how to calculate the stats
for you.
Designed to be a manual for both the player and The Architect (the
GM), every person involved in a game run with this system should at
least skim its contents, The Architect needing to read them very
thoroughly.
Thank you for looking at this system and I hope you enjoy it!
Adam Sawyer
Creator, Lead Publisher, Stillsted Publishing

Stillsted Publishing does not own any property associated with Inception, Christopher
Nolan, or Legendary Pictures. This is a privately created game with no
affiliation to any previously related group. Sale of this item without proper
authority from the former parties is stricly prohibited. If you would like more
information on Inception, Christopher Nolan, or Legendary Pictures please visit the following
Internet link:
www. legendarypictures.com

Chapter 1: Getting Started


This chapter will explain the in's and out's of starting a character,
what you'll need in order to begin a game, and what a brief
description of what terms are used.

Materials Needed

Standard Array Of Dice


This includes all of the standar dice found in a set of seve. This
includes at least 1 four sided (d4), 1 six sided (d6), 1 eight sided (d8),
1 ten sided (d10), 1 twelve sided (d12), and 1 twenty sided (d20).
JENGA Tower
Used to illustrate how stable a dream is. Rather than being stacked as
a normal tower, it is to be stacked with three blocks on a single level,
all the blocks on their sides. See Illustration 1.1 for example.
Writing Utensils
Whether it be pens or pencils, you will need to have at least one of
these in order to keep track of your general character advancement.
Character Sheet
Preferably a 3x5 Note Card, this will be used to mark down
everything that makes your character who they are.

Illustration 1.1

Character Sheet
Records the general information needed to successfully run your
character.

Name:
Age:

Gender:
Profession:
STR:
Skills:

AGI:

HP:
Def:
DP:
Speed:
Initiative:
INT:
Feats:

Weapons:

Name: Birthname or callsign of the character being played


Gender: Male or Female
Age: How long it has been since one was born
Profession: Part your character plays in regards to the rest of
the team
HP: Amount of health your character has. Determines how
much damage can be taken before dying
Def: Numerical bonus added to your defense roll
DP: Amount of Dream points allowed in order to create items,
weapons, armor, and situations in a dream
Speed: Distance traveled in a single second turn
Initiative: Numerical bonus added to die roll which
determines order of turns in combat
STR: Strength a character has
AGI: How agile a character is
INT: Measures the intelligence of a character
Skills: A measure of talent in regards to certain tasks
Feats: Specific abilities a character is exceptionally talented at
Weapons: Items and/or body parts one may use to attack
Totem (written on back): A specific item used to help
distinguish between the dream world and reality

The Architect
Even though in the movie The Architect is a member of The Team,
The Architect is an fact the term used for the GameMaster in this
system. Creating the real world, plots, NPCs (Non-Player
Characters), and possibly Dream Worlds, The Architect essentially
acts as God during the game. It should be expected however for
them to be fair. Rolling behind a screen in very common as it
allows
change
in survive.
order to help The Team
change The
rollsArchitect
in order to help
Therolls
Team
Note: The Architect should NEVER create obstacles, enemies,
traps, or mazes that are impossible for The Team to get past. They
are there to allow the team the most satisfying victory, not crush
them.
2

Chapter 2: Character Creation


This chapter will cover the entire process of deciding what role to
play in The Team, Skills, Feats and other specific things that relate
to Character Creation.

Base Stats
When a Profession is chosen for a character they look at the Base
Stats for each character and add the Profession modifier.

HP: 10+ Profession Modifier


Def: Just Profession Modifier
DP: 10+ Profession Modifier
Speed: 6 Ft. Walking/12 Ft. Running
Inititiative: Average of AGI & INT Modifier
STR,AGI,INT: Roll 3d6 to determine number & modifier

Ability Modifiers
NUM
1-3:
4-6:
7-9:
10-12:
13-15:
16-18:

MOD
-2
-1
0
+1
+2
+3

The Team
The party of Characters are known as The Team. These collection
of characters each play a specific part in the team, each offering
something to the final product which will make the mission that
much easier.

The Extractor
The Extractor, shown to be Dom Cobb in the Film, acts as basically
the main force of The Team. Their main job is to steal or implant
secrets or memories into The Mark. For a better way to understand
this class, compare it to the Warrior damage dealer in Fantasy
games.

+4 HP
+3 Def
+3 DP
2 Points Concentration Skill

The Point-Man
The Point-Man, shown as Arthur in the Film, is the historian. They
are the ones who examine world events, find out information on
The Mark, and are the human encyclopedias. Compare it to the
intelligence based Magic users in Fantasy titles.

+2 HP
+6 Def
+2 DP
2 Points History Skill

The Chemist
The Chemist, represtented as Yusuf in the movie, is exactly what his
name states. Trained in all manner of chemicals ranging from
sedatives to pain killers, the are the ones who act as the healers and
scientists in the group. Think of The Chemist as being the Cleric in
a Fantasy game.

+5 HP
+4 Def
+1 DP
2 Points Medicine Skill

The Forger
The Forger, known to many from the film as Eames, sneaks. In the
Dream world The Forger is able to literally change their appearance
without any makeup whatsoever. Called upon for their stealth and
deceptive powers, they are essential in groups. A rogue would be a
good alternate callsign in a Fantasy setting.

+3 HP
+2 Def
+5 DP
2 Points Disguise Skill

EXAMPLE: Jill decides she is going to play a male character


named Stefan. She looks at the different professions and decides she
wants to play an Extractor. She totals the stats as follows:
HP: 10+ 4 (Profession Modifier)= 14 HP
Def:= +3 Def
DP: 10 + 3 (Profession Modifier)= 13 DP
She then rolls 3d6 three times and gets the numbers 13, 10, and 9.
Looking at what her character will probably be she puts the scores
into each base stat then uses the Ability Modifiers table to determine
what bonus she gets, and records it thusly:
STR: 13, +2
AGI: 9, 0
INT: 10, +1

Skills
Skills are, in essence, what your character is good at. They are the
broad abilities your character has and is trained for.

Each player selects six skills (not including the Profession based
Skill) from the list below
Players have a total of 25 Skill Points (not including the two points
from Profession based Skill) and allocate them into their respective
Skills
Most Skills receive a bonus for the attribute they are associated with
(example: INT: Architecture)
NOTE: You may only put up to SIX POINTS into a single skill at
Character Creation

INT: Architecture- Building/ City Design & Layout


AGI: Athletics- Fitness/ Physical Activity
n/a: Bluff- Manipulate Players/ NPCs
INT: Concentration- Distinguish Reality From Dream
INT: Craft- Imagining Items Into Dream & Creating Items In Reality
n/a: Disguise- Deceive/ Hide Appearance
STR: Fighting (Armed)- Close-Quarters Combat
STR: Fighting (Unarmed)- Personal Strength/ Technique
n/a: Hide- Escape Sight
INT: History- Past Of The Mark And World History
INT: Insight- Detect Lies & Perceive Situations
STR: Intimidate- Brutish Appearance
INT: Language (Choose One)- Extended Knowledge Of Language
n/a: Marksman- Medium to Long Range Weaponry
INT: Medicine- Anesthesia & Medical Knowledge
n/a: Perception (Hearing)- Distinguish Sounds
n/a: Perception (Sight)- Survey Area
AGI: Theivery- Sneaky/ Sly Tendencies
INT: Technology- Electronic Knowledge

Skill Bonuses
1,2
3,4
5,6
7,8
9,10

0
+1
+2
+3
+4

EXAMPLE: Jill looks at the list of Skills and chooses six for
Stefan to use, then writes them down. Taking her twenty five
points, she puts them into the seven skills she has (six chosen, one
from her Extractor Profession) and writes them down along with
the Bonuses as follows:

Feats

INT:Concentration
AGI:Athletics
STR:Fighting (Unarmed)
INT:Insight
STR:Intimidate
n/a:Marksman
n/a:Perception (Sight)

lll
lllll
llllll
ll
lll
llllll
ll

0
+2
+2
0
+1
+2
0

As opposed to Skills, Feats determine specific training in a


specific area. While a character may have talent in a broad area,
this shows a precise expertise in that field.
Starting players select up to three Feats
You may only take Feats from Skills with six or more Skill Points
Feats grant an automatic +2 bonus to specific checks
Weapon/Combat Feats grant +2 to attack rolls

Architecture: Building Design, Paradox, City Layout, Escape Routes


Athletics: Long/High Jump, Tumble, Quick Climb, Running
Bluff: Confuse, Distract, Lie, Fast Talk
Concentration: Dream Knowledge, Focus, Dream Levels, Understanding
Craft: Create Weapon, Create Item, Create Vehicle, Situations
Disguise: Disguise Face, Disguise Voice, Disguise Feeling, Copy-Cat
Fighting (Armed): Improvised Weapons, Bludgeoning, Knives, Shotguns
Fighting (Unarmed): Kick, Punch, Reflexes, Pressure Points
Hide: Concealment, Silent Movement, Line-of-Sight, Camoflauge
History: Mark History, Parter's Past, World Events, Mission Needs
Insight: Profile, Identify Truth, Inspiration, Common Sense
Intimidate: Interrogate, Subdue, Torture, Frighten
Language: Fast Reader, Translator, Human Dictionary, Common Sense
Marksman: Ranged Rifles, Balistics, Assault Rifles, Pistols
Medicine: Anesthesia, First aid, Trauma, Disorders
Perception (Hearing): Location, Distinguish Chatter, Stand Watch,
Tolerance
Perception (Sight): Survey, Iedic Memory, Stand Watch, Tolerance
Thievery: Sleight-of-Hand, Alarm Systems, Lockpicking, Disguise Item
Technology: Computer, Mechanical, Repair/ Maintenance, PASIV Device

EXAMPLE:Jill looks at her Skills and see that only two of them
have six points in them, Fighting (Unarmed) and Marksman.
Looking at the different Feats she has as options, she chooses
three and records them on her sheet:
Feats:
Pressure Points
Assault Rifles
Ranged Rifles

Weaponry
Weaponry in this book is not drawn out as specific weapons.
Rather, each weapon falls into a category which gives all the
stats you will need (example: M16 goes under Assault Rifle,
Desert Eagle goes under Pistols). This allows players to pick and
choose what exact weapon if they desire or, for those with less
weapon knowledge, just take the name of the category.
At Character Creation each character writes down the stats for
punching/ kicking and chooses one starting weapon. This
weapon stays with you in the Real World as well as the Dream
World without requiring Dream Points to summon.

Type

Attack Bonus Damage

Punch/Kick
Improvised
Bludgeoning
Knives
Assault Rifles
Ranged Rifles
Pistols
Shotguns
Balistics/Grenades

0
0
+1
+2
+5
+3
+4
+1
+1

1d4+STR
1d4
1d4+STR
1d6
1d8
1d10
1d6+2
1d12
1d12 Burst 6 FT

Range
n/a
n/a
n/a
0/6 FT
30/60 FT
60/120 FT
6/30 FT
0/6 FT
30/60 FT

DP
0
1
2
4
7
8
5
10
10

Attack Bonus- Numerical bonus given to Attack Rolls when using that
weapon type
Range- Doing a ranged attack gives the following modifiers depending
on distance:
0-1st #: No Modifier
1st-2nd #: -3 Attack Roll
2nd + #: -10 Attack Roll
8

Armor
Armor statistics are designed in a much more moderated way that
weaponry. Each character always starts with normal clothing of
some sort. Whether it be a suit or street clothes, it is the players
choice to determine how they are dressed. Once in the dream
world players are permitted to summon new armor using dream
points.

Type
Cloth
Medeival
Modern

Def Bonus

DP

0
+1
+2

1
4
6

Totems

As brought up in the movie, whenever you are in a dream it


seems real. When one is in a dream for too long it can become
difficult to determine where the dream ends and the actual world
begins. Because of this, each person carries what is called a
totem. A totem is essentially a small item that only that player is
aware of.
It is specific to that person, and because of this, each player gets
to decide what their totem is. Some examples of totems include:
Arthur's loaded die
Cobb's spinning top
Ariadne's weighted chess piece
Generally it is not a good idea to let other players know what your
totem is and what it does, and it is absolutely not a good idea to
let others hold your totem. The whole idea is that if you are in
someone elses dream they will not be able to recreate the
specifics of your totem.

A totem gives +5 Concentration Checks, but IT MUST BE


DECLARED AS BEING USED.
If your character is aware that another character knows of
your totem take a -5 Concentration Checks WHEN
USING TOTEM.

Chapter 3: Running The Game


Inception: The Roleplaying Game runs similar to other RPGs. We
are going to assume that one already has experience with
Roleplaying so this will not focus on that aspect of gaming. This
will focus more specifically on how to correctly run a game using
this system.
This Chapter will focus mostly on information for The Architect
to use. However, it would still be a good idea for players to peruse
its content for valuable information.

Dream Levels
Probably the single most important element of this system is that
of entering someone elses dream. As stated in Chapter One (page
one) a JENGA tower is used to illustrate how stable a dream is.
Whenever a player changes something in the world, whether it be
summoning a weapon, vehicle, or killing projections, that player
will have to remove the amount of blocks as seen appropriate by
The Architect (usually ranging from one to three) then replacing
them on top of the tower.
When the tower falls over the dream collapses and everyone wakes
up.
When the dreamer of a dream is killed, the dream automatically
collapses. No blocks. No options.

Skill Checks
Skill checks in this system are run in a slightly similar manner to
other systems. When a player wishes to do something or when The
Architect feels it is necessary for a player to make a check, The
Architect will tell them the skill to roll against and the appopriate
feat bonus the player may use.
If a player does not have a single point in the skill that is asked for
that player will take a minus two to that roll.
EXAMPLE: Jill wishes to sneak up on a guard in a building. The
Architect, looking over the feats list, tells her what to roll.
Make a Hide, Silent Movement Check to sneak up on him, then a
Fighting (Unarmed), Pressure Points to knock him out.

10

Looking over her skills and feats she rolls the Hide, Silent
Movement Check and gets a roll of 16 but minuses two because
she does not have the Hide skill. Comparing it to the guards
Perception (Sight), Survey roll, she successfully snuck up to the
guard.
Next she rolls the Fighting (Unarmed), Pressure Points Check. She
rolls an eight then adds two for having six points in her Fighting
(Unarmed) Skill and an additional two for having the Pressure
Points Feat, totalling in a roll of 12. The Architect rolls the guards
defense roll, getting a three.
You easily knock him unconcious without him knowing any
better.

Sanity

Because of the simple fact that dreams feel so real it is required of


all characters to make Concentration Checks whenever they enter
and leave a dream, as well as when they have remained inside that
dream for too long. The deeper level the dream is the more
minuses given to the rolls (i.e. first level dreams take minus one,
second level dream take minus two, etc.)
Concentration, Focus DC (dice check) is usually around 10 in the
first dream level, but this number may fluxuate based on how The
Architect wishes to run the game.
When a check is failed that character will take one Insanity Point.
When a character has a total of five Insanity Points that character
is no longer able to distinguish the Real World from the Dream
World. As such, whenever that character enters or leaves a dream
or the Real World, they will make a Concentration, Focus skill
check with a minus 10.
If that character fails they will need to make a Concentration,
Understanding skill check. If the character fails that then they will
have lost their mind and, in a radical attempt to escape the
dream, will try and kill themselves!
NOTE: Succeeding a Concentration, Focus skill check also
removes one Insanity Point from that character.
EXAMPLE: Stefan, who already has four Insanity Points, leaves
the Dream World. When he does, he makes a Concentration,
Focus Check. He rolls a four and gets no bonuses. Obviously
failing, he receives his fifth Insanity Point and makes a
Concentration, Understanding Check to see whether or not he can
see suicide is a bad option. Critically failing with a roll of one,
he will now try to kill himself unless someone can stop him.
11

PASIV Device
The Portable Automated Somnacin IntraVenous (PASIV) Device is
the equipment used by The Team to enter the Dream World.
Shaped similar to a suitcase, this item draws no extreme attention
from anyone not previously associated with it.
As opposed to the film it is suggested that the characters not start
out with the PASIV Device and that whenever a dream is entered
they do not have it in there possession. If this advice is taken it can
allow for quite a while of game play, possibly even up to a full
session.

Limbo
Described as unorganized dream-space, Limbo is the bottom most
layer of the subconcious. If a player enters Limbo, whether it be
through extended use of the PASIV Device to drop another dream
layer or by dying when one is sedated, they will automatically lose
their mind.
The reasoning behind this is that when a player enters the dream
time is extended. In the film it relates it to time in the dream
running six times faster than in the Real World. In Limbo time runs
for an undeterminable length. It is suggested that, if a player enters
Limbo, The Architect gloss over their time there so that other
players do not get bored.
Limbo will become your reality -Cobb

Rewards
At the end of each session of gameplay each player earns either one
or two skill points (as determined by The Architect) to spend on any
skills they wish, even new ones.
Dream Points are awarded to players at The Architect's disgression.
It is generally a good idea to not give them away lightly as it will
create a more tense situation of balancing spendature and resources.

12

Dreamer
When characters enter a dream they must select one to be the
dreamer. This person creates the dream around them based on who
they are. For instance, if a character was heavily interested in
science fiction his dream would probably consist of elements
containing that.
When the characters decide who is the dreamer that player may
design the dream they are going into or may give The Architect a
list of characteristics the dream should have.

Secrets

Everyone has a secret that they keep to themselves. Big or small,


powerful or weak, we all keep them. Because of this there must be a
place in a dream for these secrets. Usually represented as a safe of
some form, it holds the secrets that character keeps strictly safe.
It is up to the players to inform The Architect what their character's
secrets will be when they become the dreamer.
Even though a character may have designed the dream it is up to
The Architect to determine where the safe is located.

Projections

Whenever someone enters a dream they are called The Subject. A


subject is the main focus of the dream. As opposed to The Dreamer,
The Subject has no control over the actual layout of the dream
before hand. Rather, they fill it with what are known as Projections.
Projections are pieces of a person's subconcious acting to make the
world more realistic. To be positive one understands what a
Projection is let us put it this way: A Projection is organism inside a
dream that is not using the PASIV Device at that moment to dream.
Projections may be spoken with or even killed. However,
Projections are not cannon fodder. For every three Projections killed
one block must be taken and replaced on the JENGA tower as if
they had summoned a weapon.
Civilian Projections
HP: 12
Def: +2
Initiative: 0

STR: 5, -1
AGI: 4, -1
INT: 6, -1
13

Chapter 4: Combat
This chapter will cover everything needed to run an effective and
fun combat in this sytem.

Initiative

Initiative is the die roll bonus given to each character when combat
begins. When a battle begins all players roll 1d20 and add their
initiative bonus. Whoever has the highest total goes first and order
proceeds downward.
EXAMPLE: Stefan (Jill's character) and a guard are in combat.
Stefan rolls a d20 and gets an 18. Looking at his Initiative he see
that he receives no bonus because the total of his AGI and INT is 19,
which he divides by 2 then compares the number to the Ability
Modifier table (page 3).
The Architect rolls a d20 for the guard and gets a four then adds one
for the initiative bonus. Stefan has won initiative with his score of 18
beating the guard's five, allowing him to go first.

Your Turn
All turns take place in a single second. On your turn you have the
following options:

Decide The Target


Decide What Weapon To Use
Determine Where To Hit
Roll

The Target of a character is a free choice, the only thing to restrict


what may or may not be chosen is the range of the target from the
character.
A weapon may be switched out once per turn. Summoning a weapon
takes up that turn and does not allow fighting to occur.
Determining where to hit can either be random or chosen. If a hit
location is chosen then the character will take the appropriate
minuses for that part. If the attack is random then The Architect will
roll 1d20 and compare the number to the table located below which
will determine where the attack hits.
All hits also add a certain bonus to the attack.
NOTE: Leg and Arm attacks are permanent.
14

Hit Location
d20
1-6
7-12
13-18
19-20

Location
Leg
Arm
Chest
Head

Effect

Called Shot Penalty

Speed
-5 Attack Rolls
+1d8 Damage
x3 Damage

-2
-2
0
-4

Attacking
All combat rolls are made on a d20. When you roll you are
determining whether or not your attack was able to hit. The process
goes thusly:

Roll 1d20
Add any weapon bonuses
Add the bonuses from the skill the attack is based off of
(shooting with a sniper rifle is Marksman, Ranged Rifles)
Add STR bonus if it is a physical based attack
Subtract hit location (if applicable)

Defending

To start off, defending will rarely work. Defense covers everything


from blocking to dodging an attack. Inception: The Roleplaying
Game is designed to be a very gritty system. As such, all defense
rolls are made on a d12.
When rolling defense take the following procedures:

Roll 1d12
Add your DEF bonus
Add any Armor bonus (if applicable)

Critcal Success

When rolling to attack someone it is possible to roll a natural 20. If


a player called where they were shooting they automatically hit that
area and automatically get the bonus. If a player was planning on
rolling where they hit that player will add five to the hit location
roll.
NOTE: It is impossible to get a critical success on a d12. A roll of
twelve only gives a defense of twelve and is not an automatic block.

15

EXAMPLE: Stefan is in combat with a guard. Because he won


initiative he goes first. Checking his range he decides to pull out
his pistol. He decides he is going to aim for the arm. He rolls the
d20, giving an eight, adds the pistol bonus, totalling in twelve, adds
two for his Marksman skill, totalling in 14, then subtracts two for
shooting at the arm, giving a final total of twelve.
The Architect rolls a d12, giving an eleven, then adds two points
for his DEF bonus, totalling in 14. The attack missed the guard
dealing no damage.
The guard then attacks Stefan with a grenade. He rolls a d20 then
adds the weapon bonus, subtracts two points for not having the
Marksman skill and four for aiming at the head, totalling with
seven.
Stefan rolls the d12 and rolls a nine. The attack missed by quite a
bit. (If there were other players around they would have to roll
defense as well because Balistics have a six foot burst from where
they hit.)
Stefan attacks once more with his pistol. He rolls the d20 and rolls
a natural 20, a critical success. Rolling for hit location with the
d20 he rolls a 14 then adds five for the critical success, giving a
number of 19, which is a head shot! Looking at the damage for his
pistol he rolls 1d6+2.
Getting a roll of 5 he multiplies it by three for the head shot
totalling with 15 damage, killing the guard with a clean headshot.

16

Chapter 5: Sample Adventure


As an example of some of the prep that may be used to create a game,
we present you with this free sample adventure. Designed for 4-5
players to play around a six hour session, this adventure may be used
either as written or as a jumping off point for your own adventure.

I Wanna Play A Game


Pre-Gen Characters

Marlena
Gender: Female
Age: 7
Profession: Forger
HP: 13
DEF: +2
DP: 15
Speed: 4 Ft. Walking/ 8 Ft. Running
Initiative: +1

Skills
Disguise
Bluff
Fighting (Armed)
Hide
Insight
Perception (Sight)
Thievery
Feats
Disguise Feeling
Concealment
Silent Movement

STR: 10, +1
AGI: 12, +1
INT: 13, +2
Weapons
Punch/Kick
Scalpel

0
+2

1d4+STR
1d6

n/a
0/6

Totem
Butterfly Hairpin with scratch on right wing
Marlena is a young girl with a knack for murder. She has the
uncontrollable urge to hurt others and derives pleasure from
inflicting harm on others.
Marlena's Dream
A large swamp with thin strips of land that stretches on far into the
horizon. There are four children playing around the swamp, all the
age of Marlena. Their names are Greg, Stan, Beth, and Susan. All of
them appear to be afraid of a monster in the water.

17

lll
lllll l
ll
lllll l
lllll l
lll
l

+1
+2
0
+2
+2
+1
0

If a player steps into the water they are dragged underneath by a


tentacle like thing. When the tentacle is shot the player is let go, a
few second later a giant dragon/snake monster emerges from the
water.
Dragon Serpent
STR: 18, +3
HP: 23
AGI: 8, 0
DEF: +4
INT: 3, -2
Initiative: +1
PASIV Device Location: Inside stomach of Dragon Serpent
Secret: No one is aware she is a trained killer
Scott
Gender: Male
Age:33
Profession: Extractor
HP: 14
DEF: +3

Skills
Concentration
Marksman
Fighting (Armed)
Fighting (Unarmed)
Bluff

DP: 13
Speed: 6 Ft. Walking/ 8 Ft. Running
Initiative: +1

Feats
Pressure Points
Assault Rifles
Shotguns

STR: 11, +1
AGI: 12, +1
INT: 10, +1
Weapons
Punch/Kick 0
Assualt Rifle +5

lllll l
lllll l
lllll l
lll
lllll l

1d4+STR
1d8

n/a
30/60 Ft.

Totem
Soda Pop lid that always lands on side in dream
Scott is a man who is very impulsive. Known for his acts of extreme
violence, Scott will go into a rampage if he is inflicted any harm,
even at the expense of the rest of The Team.
Scott's Dream
An indoaor gun range where each player starts in their own seperate
cubicle along with twelve other police trainees. On the wall behind
the players there are hundreds of high security lockers. There are no
doors to be seen.
18

+2
+2
+2
+1
+2

Police Trainee
HP: 12
DEF: +1
Speed: 6 Ft. Walking/ 12 Ft. Running
Initiative: +2
STR: 10, +1
AGI: 9, 0
INT: 8, 0

Skills
Marksman

lllll l

+2

Feats
Pistols

Pistol

+4

1d6+2

6/30 Ft.

PASIV Device Location: Either at end of gun range or inside a


police locker
Secret: Scott has been dishonorably discharged by the military for
not following a commanding officer's orders
Jerum
Gender: Male
Age: 24
Profession: Point Man
HP: 12
DEF: +6
DP: 12
Speed: 6 Ft. Walking/ 12 Ft. Running
Initiative: +2
STR: 11, +1
AGI: 13, +2
INT: 14, +2
Weapons
Punch/Kick 0
Short Sword +2

Skills
History
Concentration
Language (Ancient)
Technology
Insight
Craft
Feats
World Events
Translator
Create Weapon

1d4+STR
1d6

lllll l
l
lllll l
l
llll
lllll l

+2
0
+2
0
+1
+2

n/a
0/6 Ft.

Totem
A double headed coin which is normal coin in Dream World
Jerum is a college student majoring in history. Being fascinated with
ancient war techniques, he is very adequate with medeival
weaponry and tactics.

19

Jerum's Dream
The inside of a medeival era castle. There is a large battle going on
between Knights Templar and Persians. On one side of the castle
walls there is a door leading to a children's classroom. On the other
side there is a door leading to a large lake. When stepping by the
lake players are attacked by archers.
Templars (and Persians)
HP: 10
DEF: +3 (+2)
Speed: 4 Ft. Walking (6 Ft.)/ 8 Ft. Running (12 Ft.)
Initiative: +1 (+2
Skills
Fighting (Armed)
lllll l +2
STR: 13, +2 (8, 0)
Feats
AGI: 8, 0 (12, +1)
Knives
INT: 12, +1 (13, +2)
Sword
+2
1d6 0/6 Ft.
PASIV Device Location: Inside teacher's desk in children's
classroom
Secret: He lied on his application which gave him a full-ride
scholorship
Alex
Gender: Male
Age: 29
Profession: Forger
HP: 13
DEF: +2
DP: 15
Speed: 6 Ft. Walking/ 12 Ft. Running
Initiative: +1
STR: 11, +1
AGI: 10, +1
INT: 14, +2
Weapons
Punch/Kick
Shotgun

0
+1

Skills
Disguise
ll
Craft
lllll l
Architecture lllll l
Concentration llll
Insight
lll
Technology lllll l

0
+2
+2
+1
+1
+2

Feats
Create Weapon
Create Item
Create Vehicle

1d4+STR
1d12

n/a
0/6 Ft.

Totem
A small cat statue that always lands on it's feet in the dream

20

Alex, a recently graduated college student, is an aspiring artist.


Delighting in all things creative and feline, he will often create
things for the sake of enjoying how they look.
Alex's Dream
A large loft set on the top floor of a skyscraper turned into an art
gallery filled with any number of large paintings of kittens. There
are no doors to be seen. When a painting is touched it pulls the
player in. Once inside, the player must fight off a giant cat to stay
alive.
Large Cat
HP: 8
DEF: 0
Speed: 8 Ft. Walking/ 16 Ft. Running
Initiative: +2

STR: 10, +1
AGI: 15, +2
INT: 6, -1

PASIV Device Location: Inside painting of Black Panther


Secret: Alex has an addiction to pain medication
Shanaenae
Gender: Female
Age: 16
Profession: Chemist
HP: 15
DEF: +4
DP: 11
Speed: 6 Ft. Walking/ 12 Ft. Running
Initiative: +2
STR: 12, +1
AGI: 13, +2
INT: 17. +3
Weapons
Punch/Kick
Pistol

0
+4

Skills
Medicine
Craft
Bluff
Athletics
Fighting (Unarmed)
Technology
Feats
Create Item
Pressure Points
Situations
1d4+STR
1d6+2

lllll
lllll l
ll
lllll
lllll l
lll

n/a
6/30 Ft.

Totem
Invisible Nail Polish that actually paints in Dream
Shanaenae is an african american teenager with quite an attitude.
Beleiving she is very attractive when she is in fact hideous, she will
always try and whoo any man she comes in contact with.

21

+2
+2
0
+2
+2
+1

Shanaenae's Dream
A gigantic beauty salon with all the walls, ceiling, and floor being
made entirely of glass. If this glass is broken the dream will collapse
automatically.
In one far corner is a massive nail station with any number of colors
imaginable. In another is the hair drying station which will light on
fire when turned on.
There are two pieces of paper that can be found. One in the middle
of a pile of blow driersis colored crimson red. The other, found on
top of a pile of beauty magazines, has the picture of a flame.
PASIV Device Location: Inside a safe which can only be opened
when red fingernail polish is applied to what looks like a fingerprint
scanner and heating a cooking unit attached to the safe.
Secret: She was once a man

Starting The Adventure


When players begin they are riding down the street of the business
area of a city on motorcycles. While riding, players are attacked by
two men on similar bikes with shotguns.
Motorbike Men
HP: 11
DEF: +1
Initiative: +1
STR: 10, +1
AGI: 11, +1
INT: 11, +1

Skills
Marksman

lllll l

+2

Feats
Shotguns
Shotgun

+1

1d12 0/6 Ft.

When last Motorbike Man is killed the dream collapses.

Game Area

DO NOT ALLOW PLAYERS TO SUMMON ANYTHING IN


GAME AREA
Players wake up sitting in a circle of chairs, the PASIV Device in the
center of them. All around are dozens of people who are cheering.
Stepping up from a chair outside of the circle also connected to the
PASIV Device comes the Announcer, whose name is Greg.

22

(Spoken in announcers voice) Now wasn't that exciting! (waits for


crowds cheering) Now for those of you who may have just came in,
we are here with our amazing Dream Team! These people have
always dominated this game and our now competeing for the
ultimate prize.... TEN MILLION DOLLARS!!! (waits for crowd
again)
How this works is the winner of the last round becomes the
dreamer, then our fabulous panel will determine what the
competition will be about! There is one trick to this though. If any
player for any reason kills a player when the game is not survival or
if any player collapses the dream that player will be kicked out of
the competition permanently!
Now would our last winner please proceed to hook yourself to the
PASIV Device and we will begin the game!
Person who dealt killing blow is considered winner.

Player Dream

Enter that dream and wait until Announcer shows up and explains,
The purpose of this game will be to find the PASIV Device. It is
hidden somewhere in this dream so the first person to touch it wins!
Announcer walks away and sits off to side. When winner is
determined the Announcer kills the dreamer, waking everyone up.

Game Area

What a great match am I right!? (waits for crowds cheering) Now


we will go right ahead and move on to the next game!
Proceed as before, winner hooking up first. When everyone is in
dream the Announcer shows up once more.

Player Dream
For this round we will be participating in a scavenger hunt. Placed
around this area are ten pieces of paper which read 'winner.' The first
person to find two and return them to me is the winner!
Announcer shoots dreamer when winner is determined.

Game Area
What a great match! Alright, keep in mind that this is the last round
before the very last game! So let's get started!
23

Enter dream and announcer appears as usual

Player Dream
For our semi-final round we will be participating in what I can only
safely call 'Tag' each of you will be against a plethora of watchmen I
have set up. As soon as one of these men see you you will have lost
and be kicked from the dream.
Last person to be in the dream or first person to reach the objective
is the winner! Now if the dreamer is seen before the others then we
will re-enter the dream and they will not be permitted to participate.
Let's go!
The Architect will draw out the dream as they see it and will then
place the location of six watchmen along with the starting location
of the players as well as an end location for them to get to.
When winner is determined announcer shoots dreamer. Then walks
in front of crowd as usual.

Game Area
Alright! It's all come down to this! This match has already been
determined as a survival match! Last person alive will be the
winner! Once again, if the dreamer is killed we will re-enter the
dream without their participation! So let's get started!
The Architect will map out the dream and place players at even
intervals. When dream is over proceed as usual.
What a game that was! (shoots one player who lost) I can't
believe it's actually over! (shoots another player who lost) It only
seems to have started five minutes ago! (shoots another player who
lost) But I guess all good things must come to an end! (shoots last
player who lost if they're present)
Did all of you have fun!? (waits for crowds cheering then turns to
winning player) Congratulations! We have your ten million dollars
right here! (motions for man to walk out who is carrying two
suitcases)
Unfortunately, I regret to inform you that we are out of money,
(opens suitcase) so I'm sorry, (pulls out gun and points it at players
head) you're out of lives. (Shoots player)

24

Government Facility
DO NOT ALLOW PLAYERS TO SUMMON ANYTHING IN
GOVERNMENT FACILITY
Everyone wakes up in government facility, guards all around with
assault rifles. A man steps out of a door and approaches the six
people in chairs all around the PASIV Device, the five players as
well as the Announcer.
I can't believe we finally tracked all of you down. At last we have
learned what secrets you have. Thank you Agent 947. (announcer
stands up, shakes mysterious man's hand, then leaves through door
man entered through)
Now we know all of your deep dark secrets, and demand that you
pay us $5000 dollars a month for the rest of your lives or else we
will reveal all of your secrets. I'll leave you to think it over. Call me
when you've made a decision. Oh, and don't bother moving. As soon
as you do when you've decided.

Real World
When players die they all wake up in a mental institution, a man
standing by their side who quickly wraps up the tubes for the PASIV
Device and leaves, offering thanks for the research as he does.
Players are then free to either kill themselves or, if they are still sane,
leave and pursue what goals they may have.

25

Acknowledgments
Creator
Adam Sawyer
Playtesters
Marlena Money
Joseph Dilworth
Alex Finlinson
Todd Sawyer
Jennifer Taylor
Dallas Hancock
Nyu Ayomi

Special thanks to Christopher Nolan and Legendary Pictures for releasing such
an amazing piece of popular media for all to enjoy and to all of you for taking a look
at this system.

Stillsted Publishing does not own any property associated with Inception, Christopher
Nolan, or Legendary Pictures. This is a privately created game with no
affiliation to any previously related group. Sale of this item without proper
authority from the former parties is stricly prohibited. If you would like more
information on Inception, Christopher Nolan, or Legendary Pictures please visit the following
Internet links:
www. legendarypictures.com

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