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The Dream Magician OCCUPATION

Psychotherapist, sleep psychologist, film producer, prodigy


NAME
Come up with a name according to your background
programmer, shaman, hypnotist, artist, philosopher, private and setting:
investigator, mental patient, youtuber, anaesthetist.
Aware that dreams are so much more than just nightly phantasms concocted by our
sleeping brains in idle-mode, The Dream Magician has dedicated herself to exploring and DARK SECRET
controlling this inner realm of subconscious knowledge and power. Summoning and
Choose 1 or more Dark Secrets:
compelling the creatures of nightmares, commandeering and reshaping entire
LOOKS
dreamscapes, and even influencing the waking world from the safety of her temple in Limbo, ◊ Curse
Select or come up with your own distinguishing
she may one day erect her very own Dream Kingdom, or approach the Vortex itself in search
of forgotten secrets and divine insights.
◊ Guardian features for your character:
But the deeper she delves into the collective dreams of humankind, the greater the risk of ◊ Pact with Dark Powers
Clothes: Alternative, ragged, traditional, spiritual, wrong
becoming irrevocably lost in them. Out there, far beyond all logic or coherency, any single ◊ Returned from the Other Side season, eccentric, old-fashioned, or normcore clothes.
mistake can tear her apart, splintering her own mind into nothing more than fragments of
tormented memories and failed ambitions - for other Dreamers to stumble upon and collect ◊ Victim of Experiments
Face: Bearded, boring, haggard, friendly, indifferent,
in their own search for the Truth beyond the Dreams. 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
◊ Sovereign Realm ◊ Relation with them.
◊ Dark Aura of Dreams ◊ 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 blind children in a
mental institution. You know they depict dream realms, Select a new Ability from your Archetype 
Soul
See Through the Illusion because you have visited several of them yourself.
After 5 Advancements You May Also Choose:
 Well-thumbed complete edition of The Collected Works of
C. G. Jung. Increase any one Attribute +1 (to max +5) 

Relations  Nail bed, bowls of sacred incense, and charcoal from the
forests of your homeland.
Select any new Ability or Advantage. 
End your character’s story arc as you see fit, and 
 An audio cassette with sounds recorded in the dreams.
Listening to it strengthens your connection to Limbo; it gives create a new character, who starts with 2
your dreamself wings and makes animals in your dreams Advancements.
talkative and helpful.
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. You
may also affect both asleep and waking human beings. The Art of Dreaming allows you to enact quick, on-the-fly changes to dream
matter or Limbo. For more complex effects, or effects not contemplated in it, you have the Perform a Ritual move.

 Initiate  Dark Aura of Dreams

Art of dreaming You are an amateur who recently started experimenting with
magic.
You have a dark aura of nightmarish influence and insights from
the collective subconscious surrounding you. When you let your
aura touch another, roll +Soul. On 15+ choose 2 options, on
Whenever you're asleep, you may enter a state of lucid dreaming at 10-14 choose 1. On 9- choose 1 option but you leave a trace of
will, allowing you to affect changes in the dream. When you do it, your aura with the affected person - who gains a magical bond
roll +Soul. The changes are normally minor and fleeting, and affect with you.
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)
The GM makes a move. ◊ You learn one of your target’s spiritual weaknesses. Take +2 to
your roll against her when exploiting this weakness.
Your studies and experiments in your school of magic have
◊ Transform an object. granted you new insights. Chose 1 new Field of Expertise. When
◊ Your changes are permanent until the dream ends. you Perform a Ritual , you may always choose this option: ◊ marked
You can feel your target’s soul, and can ask if it has been
or tainted by supernatural forces of dreams.
◊ Transform yourself or another being. ◊ You have protection from creatures and magical energies for
as long as you remain within the protective circle. ◊ You curse your target, twisting or separating their spiritual
◊ Your changes affect something large or a number of things. connection to Limbo, giving them the Nightmares or Insomnia
◊ Create something from nothing (a single small, fleeting thing Disadvantage (your choice), which will not go away until about a
year has passed or the victim finds a way to break the curse.
not bigger than what a person can lift and carry). [optional]
◊ Bring someone into the current Dream (has to be someone  Adept (requires Journeyman) NPCs will either be wracked by sleeplessness, giving everyone +1
you have had physical contact with in the past). [optional] ongoing against them, or will soon be trapped in a nightmare
You’re starting to reach deeper insights into your school of realm they cannot escape from without outside help
magic. Choose 1 new Field of Expertise.

Perform a Ritual When you Perform a Ritual , you may always choose this option:

◊ The ritual affects several beings.  Experienced


When you perform a ritual, explain what you intend to do
and the GM will say what's required based on the list below. You have life experiences and skills from your life prior to
You will always be required to make some form of sacrifice, becoming Enlightened. Choose any 1 Advantage from an Aware
be it a living or inert offering. Archetype.
 Master (requires Adept)
◊ The ritual takes several hours or even days to complete. You are one of the few people alive with magical abilities akin to  Improviser
◊ You need one or more assistants to complete the ritual. beings from the supernatural realms. Choose 1 new Field of
◊ You must perform the ritual in a particular location, or at a
particular point in time.
Expertise. Additionally, you may always choose 1 additional You suffer no penalties to Perform a Ritual when outside your
effect when you Perform a Ritual. sanctum.
◊ You need a particular object in order to complete the ritual.
For every condition you cannot fulfill, you must take –1 to
your roll.  Somnicant Talisman
 Sovereign Realm You discovered a talisman with a spirit bound to it; for example,
Then Roll +Soul to determine your degree of control. On 15+
choose 2 options from below, on 10-14 choose 1. On 9- choose 1 You have created or conquered your own little dream realm. It is a pair of tinted glasses that constantly change colors, or a
but the ritual has unexpected consequences: it gets either more small (as of yet), but yours. In it, you are safe from malicious dreamcatcher woven from children’s hair. The talisman can
powerful or weaker than anticipated, causing the magician to guide you in Limbo. When you allow the talisman to guide you,
attract extra-dimensional beings, or tearing the Illusion. outside influences, and permanently take +2 ongoing to all rolls
when defending it against intruders or other attacks. You roll +Soul: On 15+ choose 3 options, on 10-14 choose 1. On 9-
◊ The ritual affects other dimensions. determine its looks and feels, and are aware of anything that the Talisman fails you. The GM makes a move.
◊ The ritual’s effects last for as long as you actively uphold them. happens in your realm, even if you are not currently present in it. Options:
Your temple is very likely located there, and it makes for an ideal
◊ The ritual doesn’t become unstable (cannot be chosen on a (–9) base of operations to expand your power throughout Limbo, ◊ Find a particular dream, dreamer, or creature in Limbo.
result). and beyond.
◊ Journeyman or higher: You have protection from creatures ◊ Find a portal back to Elysium.
and magical energies for as long as you remain within the
protective circle. ◊ Steel your senses against the influences of The Dream Realms or
◊ Adept or higher: The ritual affects several beings. the magic of their inhabitants.
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
◊ Summon dream creatures. You struggle with recurring psychotic episodes and terrifying
hallucinations. In the first game session and whenever you go
 Guilt
◊ Bind and Exorcise 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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