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Dream Magician
Dream Magician
◊ Somnicant Talisman ◊ One of the characters has asked for your help with
something concerning dreams.
Reason Intuition
WOUNDS Dramatic Hooks
Investigate Read a Person
Serious Wounds (−1 ongoing) Stabilized
Perception
Observe a Situation
ADvancement
Coolness Violence
Act Under Pressure Engage in Combat
Collection of finger paintings made by children in a mental
institution. You know they depict dream realms, because you Select a new Ability from your Archetype
Soul
See Through the Illusion
have visited several of them yourself.
After 5 Advancements You May Also Choose:
Sensory deprivation tank in your basement, and a few
remaining crumbs of LSD-25. Increase any one Attribute +1 (to max +5)
Art of dreaming You are an amateur who recently started experimenting with
magic.
You have an aura of oniric influence surrounding you. When
you're very close to someone and let your aura touch her,
roll +Soul. On 15+ choose 2 options, on 10-14 choose 1. On
Whenever you're asleep, you may enter a state of lucid dreaming at 9- choose 1 option but you leave a trace of your aura with
will, allowing you to affect changes in the dream. When you do it, the affected person - who gains a magical bond with you.
roll +Soul. The changes are normally minor and fleeting, and affect
only one aspect. On 15+ choose 3 options to spend any time during
the scene, on 10-14 choose 2. On 9- you lose control of the dream. Journeyman (requires Initiate) ◊ Your target temporarily dazes off or start to daydream. Take
The GM makes a move. +2 to your roll when exploiting her in this state.
◊ Transform an object.
Your studies and experiments in your school of magic have
granted you new insights. Chose 1 new Field of Expertise. When
◊ You can feel your target’s soul, and can ask if it has been
marked or tainted by supernatural forces of dreams.
you Perform a Ritual , you may always choose this option:
◊ Your changes are permanent until the dream ends. ◊ You curse your target, twisting or separating their spiritual
◊ Transform yourself or another being. ◊ You have protection from creatures and magical energies for
as long as you remain within the protective circle. connection to Limbo, giving them the Nightmares or Insomnia
◊ Your changes affect something large or a number of things. Disadvantage (your choice), which will not go away until about a
◊ Create something from nothing (a single small, fleeting thing year has passed or the victim finds a way to break the curse.
not bigger than what a person can lift and carry). NPCs will either be wracked by sleeplessness, giving everyone +1
◊ Bring someone into the current dream or visit someone Adept (requires Journeyman) ongoing against them, or will soon be trapped in a nightmare
else's dream (has to be someone you have had physical realm they cannot escape from without outside help.
contact with in the past). You’re starting to reach deeper insights into your school of
magic. Choose 1 new Field of Expertise.
When you Perform a Ritual , you may always choose this option:
(10–14) You are reminded of your guilt. The GM takes 1 Hold. The GM may spend Hold to make a Move for your schizophrenia.
(–9) Your guilt catches up to you. The GM takes 3 Hold. For example, one of your hallucinations takes on physical form,
you view your current surroundings as being hostile to you, you’re
The GM can spend Hold to make Moves for your guilt. For afflicted by terrifying hallucinations, you’re subjected to dark
example, relatives of the people you’ve hurt seek you out, visions (true or false), or someone in your vicinity turns out to not
Lost in Dreams demons and other creatures are attracted by your guilt, the actually be real.
dead haunt you with nightmares or visions, or you fall victim to
You have ventured too far into the Dream Realms, and at some anxiety and self-doubt.
point never woke back up again. Now you are constantly Obsession
dreaming, living your life in Limbo, and have come to perceive
the dreams as more real than the waking world. When visiting Harassed You have discovered a conspiracy or supernatural phenomenon,
Elysium, things there appear immaterial and fleeting to you, and you can’t stop yourself from getting to the bottom of it. At the
and follow no readily apparent logic. Almost anything you For some reason, personal or otherwise, people tend to harass first game session and whenever you encounter something
want to do there, except for drifting around in an aimless haze, you; the authorities in particular. In the first game session and associated with your obsession, roll +0:
requires you to Act under Pressure, but using +Soul attribute whenever you draw attention to yourself, roll +0 to see if you’re
harassed: (15+) You overcome your obsession for the moment.
instead of +Coolness, with the danger being that you lose your
tenuous grip on the Illusion and are sucked back into Limbo, (10–14) Your obsession influences your behavior. The GM takes 1
(15+) You’ve managed to keep clear of harassment.
where you now truly belong. Hold.
(10–14) The GM takes 1 Hold.
(–9) Your obsession takes over completely. The GM takes 3 Hold.
(–9) The GM takes 3 Hold.
The GM can spend Hold to let your obsession creep into your daily
The GM can spend Hold to make Moves for the harassers. For life. You may be forced to choose between either engaging in your
example, someone destroys your property or possessions, you obsession or losing Stability. You may forget about important
are bullied and attacked by people with a prejudice against tasks, miss meetings or neglect your interpersonal relationships
you, the authorities forcefully take something from you (rights, to solely focus on your obsession. Your obsession may even
property, assets), someone you care about is harmed for influence your dreams, giving you visions and revelations. In
associating with you, or you are denied your basic rights due to turn, the object of your obsession may also take note of you and
try to stop your investigations.
your identity.
Design by Lessavini with art assets from Helmgast and contributions by Auburney,
Jrmariano, Julle, Crystal, Victor the Villain and Mechanoreceptor. KULT is a
trademark by Helmgast.