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The Dream Magician OCCUPATION

Psychotherapist, modern shaman, sleep psychologist,


NAME
Come up with a name according to your background
film producer, prodigy programmer, hypnotist, artist, and setting:
mental patient, youtuber, anaesthetist, yogi.
Aware that dreams are much more than just nightly phantasms concocted by our
sleeping brains, The Dream Magician has dedicated herself to controlling this inner realm of DARK SECRET
subconscious knowledge. Summoning and compelling creatures of nightmares, Choose 1 or more Dark Secrets:
commandeering and reshaping entire dreamscapes, and even influencing the waking world
◊ Curse LOOKS
from the safety of her temple in Limbo, she may one day erect her very own Dream Kingdom,
Select or come up with your own distinguishing
or approach the Vortex itself in search of divine insights. ◊ Visitations features for your character:
But the deeper she delves into the collective dreams of humankind, the greater the risk of
becoming irrevocably lost in them. Out there, far beyond all logic, any mistake can tear her ◊ Pact with Dark Powers
apart, splintering her own mind into fragments of tormented memories and failed ambitions ◊ Returned from the Other Side Clothes: Alternative, ragged, traditional, spiritual, wrong
season, eccentric, old-fashioned, or normcore clothes.
- for other Dreamers to stumble upon and collect in their own search for the Truth.
◊ Victim of Experiments
Face: Bearded, boring, haggard, friendly, indifferent,
DISADVANTAGES ascetic, sad, ruthless, or disfigured face.

Choose 2 Disadvantages. Suggestions:


Eyes: Deep, crystal clear, distant, curious, analytical,
◊ Bad Reputation ◊ Lost in Dreams cloudy, restless, sceptical, or wise eyes.
◊ Guilt
Body: Emaciated, taut, chubby, ancient, frail, fat,
◊ Harassed towering, attractive, or tattooed body
◊ Haunted
◊ Schizophrenia ALLIANCES
◊ Obsession Choose one Power broker as your ally and another
you are in conflict with.
ABILITIES LIMITATIONS:
Choose 3 Abilities: ◊ Field of Expertise RELATIONS
◊ Initiate [Obligatory] Everyone introduces their character by name, looks,
◊ Journeyman (requires: Initiate) and personality. Take your turn. Write down the
other player characters’ names. Go around the table
◊ Adept (requires: Journeyman) again to establish your Relations.
◊ Master (requires: Adept) ◊ One of the characters is your ally. Take +1
◊ Dream Realm Relation with them.
◊ Oniric Aura ◊ You and one of the characters have explored the
◊ Experienced dreamworlds together. Take +1 Relation to
◊ Improviser them, and they take +1 Relation to you.

◊ Somnicant Talisman ◊ One of the characters has asked for your help with
something concerning dreams.

ATTRIBUTES ◊ One of the characters fears you.


Assign the modifiers +3, +1, and +0 to the three passive
Attributes: Fortitude, Reflexes, and Willpower. ◊ One of the characters is your enemy.
Assign the modifiers +4, +3, +2, +1, +0, −1, and −2 to the
other seven active Attributes: Charisma, Coolness, Decide the nature of three additional Relations: One
Intuition, Perception, Reason, Soul, and Violence. neutral (0), one meaningful (+1), and one vital (+2).
Attributes Stability DARK SECRET
& Personal Drives
 Composed

 Uneasy −1 to Disadvantage rolls


 Unfocused

 Shaken −1 Keep it Together


Willpower  Distressed −2 to Disadvantage rolls
Keep it Together  Neurotic

 Anxious −2 Keep it Together


Fortitude Reflexes  Irrational −3 to Disadvantage rolls
Endure injury Avoid Harm
 Unhinged +1 See Through the Illusion

 Broken GM makes a Move

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 

Critical Wound (−1 ongoing) Stabilized


Charisma When you accumulate 5 xp, choose an advancement option:

Influence Other
Increase one active Attribute by +1 (max +4) 

Gear Increase one passive Attribute +1 (max +4)

Increase any one Attribute +1 (max +5)





 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) 

Relations  Select any new Ability or Advantage. 


End your character’s story arc as you see fit, and 

create a new character, who starts with 2
 Advancements.

Change Archetype to another Enlightened one 



After 10 Advancements You May Also Choose:

Awake (retire your character to godhood) 
Abilities As a Dream magician, you may enact various changes over Limbo, it's beings and the places where it intersects with Elysium,
including both asleep and waking human beings. TheArt of Dreaming allows you to enact temporary, on-the-fly changes to
dream matter. Perform a Ritual allows more complex, powerful and long-lasting (even permanent) effects.

 Initiate  Oniric Aura

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:

Perform a Ritual ◊ The ritual affects several beings.


 Experienced
You have life experiences and skills from your life prior to
When you perform a ritual, explain what you intend to do becoming Enlightened. Choose any 1 Advantage from an Aware
and the GM will say what's required based on the list below. Archetype.
You will always be required to make some form of sacrifice,
be it a living or inert offering.  Master (requires Adept)
 Improviser
◊ The ritual takes several hours or even days to complete. You are one of the few people alive with magical abilities akin to
beings from the supernatural realms. Choose 1 new Field of
◊ You need one or more assistants to complete the ritual. Expertise. Additionally, you may always choose 1 additional
You suffer no penalties to Perform a Ritual when outside your
◊ You must perform the ritual in a particular location, or at a effect when you Perform a Ritual.
sanctum.
particular point in time.
◊ You need a particular object in order to complete the ritual.
 Somnicant Talisman
For every condition you cannot fulfill, you must take –1 to
your roll.  Dream Realm You discovered a talisman with a spirit bound to it; for example,
a pair of tinted glasses that constantly change colors, or a
Then Roll +Soul to determine your degree of control. On 15+ You have created or conquered your own little dream realm. It is dreamcatcher woven from children’s hair. The talisman can
choose 2 options from below, on 10-14 choose 1. On 9- choose 1 small (as of yet), but yours. In it, you are safe from malicious guide you in Limbo. When you allow the talisman to guide you,
but the ritual has unexpected consequences: it gets either more outside influences, and permanently take +2 ongoing to all rolls roll +Soul: On 15+ choose 3 options, on 10-14 choose 1. On 9-
powerful or weaker than anticipated, causing the magician to
attract extra-dimensional beings, or tearing the Illusion. when defending it against intruders or other attacks. You the Talisman fails you. The GM makes a move.
determine its looks and feels, and are aware of anything that
◊ The ritual affects other dimensions. happens in your realm, even if you are not currently present in it.
Options:
◊ The ritual’s effects last for as long as you actively uphold them. It makes for an ideal base of operations to expand your power ◊ Find a particular dream, dreamer, or creature in Limbo.
◊ The ritual doesn’t become unstable (cannot be chosen on a (–9) throughout Limbo, and beyond.
result). ◊ Find a portal back to Elysium.
◊ Journeyman or higher: You have protection from creatures
and magical energies for as long as you remain within the ◊ Steel your senses against the influences of The Dream Realms or
protective circle. the magic of their inhabitants.
◊ Adept or higher: The ritual affects several beings.
Disadvantages
 Bad Reputation  Haunted
For some reason, you have attracted the public’s disapproval You are haunted by supernatural forces. With the GM’s
– even animosity. Perhaps you’ve been spotlighted in the assistance, determine the nature of what you believe is haunting
tabloids as a pedophile or murderer, falsely or otherwise. you. In the first session and whenever you are distracted or
In the first game session and whenever you attract the public’s weakened, roll +0 to see if the entity gains power over you:
attention, roll +0:
 Limitation: Field of Expertise (15+) The entity leaves you alone..
(15+) You blend in. Nobody is out to get you. (10–14) The GM takes 1 Hold.
Field of expertise denotes what aspects of Dream magic the (10–14) You have been recognized. The GM takes 1 Hold. (–9) The GM takes 3 Hold.
magician has insight into. Whenever you Perform a Ritual in (–9) Several people have recognized you. Anger and fear control
their actions. The GM takes 3 Hold. The GM can spend Hold to make a Move for the entity. For
a field you have expertise in, you don't need to choose the
example, it requests a service from you and threatens retribution if
option "the ritual doesn't become unstable". The GM can spend Hold to make a Move representing how you refuse, the entity possesses your body for the night, or the
At character creation, choose 1 Field of Expertise for your your bad reputation sticks to you. For example, people might entity reveals a clue of what it is and what it wants from you.
Dream Magician: react with fear and suspicion towards you, a lynch mob forms
to bring you to justice, your property is vandalized, your allies
◊ Open portals to Limbo. turn against you, and you can lose your job, agreements, and
relationships.
 Schizophrenia
◊ Communicate through dream. You struggle with recurring psychotic episodes and terrifying
hallucinations. In the first game session and whenever you go
 Guilt
◊ Summon dream creatures. through difficult experiences, roll +0:
You carry heavy guilt for your past sins, having harmed one or
◊ Affect the waking. several people through your actions or inaction. In the first
(15+) You maintain control of your insanity.
(10–14) The GM takes 1 Hold.
game session and whenever everything appears okay, roll +0:
◊ Manipulate dreams. (15+) Your guilt isn’t on your mind at the moment.
(–9) Schizophrenia overtakes you. The GM takes 3 Hold.

(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.

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