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XXIntegrate???: “darksound” ability: ability to hear and interact on the inner planes of thought.
Ordinate/Subordinate abilities: PTY/ASM.
Tier Path: Dreamer -> Creative -> Imagineer -> Enchanter/Enchantress-> Sorceress/Sorcerer (or, if Azhian race: Nagual Woman)
- Inner: Divination and Empathy: foretelling the future by feeling the present
- Outer: Craftbringing: bringing in items imagined into their path during physical world
- Offense: Soul Harmony: dreamer can move their soul in relation to the universe by dreaming it, providing subtle and impossible to quantify protections and luck
- Defense: Identify: can identify stats of objects (starts with only MANA/HP/alignment; gets more detail as LVLs)
Boon to a party:
- Gives subtle good luck
- Can bring items into the world.
- Gets magical saving throws through their irrational relationship to the universe.
- Has identify ability automatically and has suspicions when other’s are concealing something.
Mana goes to: strength of influence in the realm which quietly select luck in favor of the dreamer until their task is accomplished. 'XP gained by: How much XP you get to the group thorugh the things you imagine (1/# of people in your party). AutoXP: dreamers get 1000XP per gaming session. Dice: Dreaming dice: dice that help bring in from the universe an event or an item. Must roll all at once and get the highest roll to bring it in. Once the universe has become aligned by the dice, the player must be aware enough to catch the item, or the dice get reset and you have to start all over. (this keeps highly prized item
- LVL affects dice rolls by: More rolls per day allowed.
Items or events dreamed have a die for each component for the item (or event) dreamed, when you hit the top number for each die, the item enters the realm (keep note of the highest die roll for interations from the explorer class). Dreamers can roll LVL times per dayXXXno: can roll as long as not in exhausted state or encumbered, beyond that and exhaustion sets in and a state of befuddlement (disadvantage on all rolls) or self-hexation (add -# of rolls over (approximate if you must) on all rolls. This also makes a DAM modifier against you for any battle hits or magic.). The latter effect lasts until the next [play] day. The other players or the DM have to catch it, if on purpose: you get hexed. They must get the high dice all at once. If you don’t get the item for that session, the DM gets to reset some of the dcie for the next day depending on a complex equation/battle with the god/desses. Dreamers have to be astute to recognize when their dream (item, person, or event) has entered reality if they don’t have a god which can point it out to them.
Wishing for a 3d8 sword. “A commoner comes up the road.” Group: Okay. “As he passes by, he bumps up against you. (the dreamer.” DM checks ro the player asks: do I notice anything? “He’s carrying a sword.” “
STUB: this can work with males, bards dream the world through literature or music.
Dreamers dream the world. In order to dream, they must stay on top of their world. They must probe all of the intensities happening and categorize and are naturally drawn to resolve tensions in order to abide by the spirits that move the universe. They can do divination better this way and identify objects depending, not only on level, but their state of clarity with the universe.
Imagineers are specialists in the ASM attribute (male variant: Alchemist and Bard). This is more often a FEMALE class as the womb as it possesses the perfect environment in which to create. Males can do it, but it requires extreme sensitivity that they have to sacrifice most of their STR. which also means no elves Sorry men/boyz/fey. Whereas the male explores the outer world with this attribute, the female explores the inner world that the space in her womb provides. Males don't have an inner reproductive organs to duplicate this ability, and when a male gets the power of a dreamer to conjure things into the world, they’re called magicians .
The game`s natural empath, but no known mechnaics for such a skill…. XXXnot anymore?
Dreamers have nearly 0 AC and must armor penalties that make them fumble.
Once dream dice are in place, the dreamer must be astute enough to find the item and see the event. The DM cannot help you catch this: you must learn to aware and abide by the forces of the uinverse which brought them to you. This is how the god/desses get their loyalty, for they cannot talk directly (they speak through omens and signs). When you miss the sign, the DM resets your dice (or instructs you to). You must start over or revisit your wish.
XP is gained through new uses of the imagination, developing detail (can be attained by writing or drawing), useful in spellcrafting, finding your complementary partner (that will help dreams become a reality). If a dreamer imagines an idea and it appears in the real world, they get 2*XP points that the item would be worth (in coppers). Dreamers have very little power of their own in the material world otherwise, but they can group together and create marvels. At which point, they gain XP just as individuals, but now more commonly. Grouping together, they can even create whole other worlds, if in partnership with a Mage, for example.
A single-classed dreamer levels through the utility that the male (specific case) or the whole (general case) receives from it. If the female dreamer is multi-classed with a CON-based class, then this imagination-power is used immediately and leveling happens more or less normally (XP is duplicated) in the CON class.
They consume mana when using their imagination. The more complex, the more that might be consumed, however, if they categorize (or name) the products of their imagination, they can use less mana to the point where they can imagine complex scenes and interactions, without requiring the standard amount of mana per round.
They may have special ability in noticing things with special powers (though they may not know why). They may earn money by being under another who has it, by begging (the traditional manner), or by multi-classing into another specialization. They can create powerful sigils, that act like a map. And the blacker the ink, the more powerful their dreams create reality through the symbols. Dreamers lose XP when they act against their dreams. The amount of XP is commensurate with the level of betrayal. Not focussing on it is not betrayal, they have to act in a way that is *opposed* to their dream to lose the experience. All hits to dreamers are double-damage (even though the offense doesn’t know this). That means they are vulnerable to attacks.
They may sell crafts and handmade items especially well, since their PER allows them to assess value (through their identify ability) — creating special abilities through the quick self-"turnaround" time that would otherwise require the time of the marketplace to assess. Because PER-only classes tend to be vulnerable (hits that land are often fatal and affect the core —greater than 4*DAM typically), they often have a second class or seek shelter under another character or institution. Being a recluse is another defense. The way dreamers bring things into the world without ever building anything, is that they imagine it in their mind’s eye and the gods see it. The gods made the eyes which go back before Time. The eyes are affiliated with purple dragon and unseen forces move the universe into position so that it comes to the dreamer.
Dreamers get huge XP when they bring in items from the weave into their world. The amount of XP is related to the mass of the item, approx 800XP / oz. Each item of detail must be imagined, else the item may fail. If the item dreamed is a magical item, it is up to twice this (and twice the difficulty), but most dreamers don't have the experience to produce such an item which is equal in magic as it is to mass. Try 1.1x the amount.
The more complicated the item or event desired, the more dice are needed. Ideally, no more than 8 dice, but if the dreamer doesn’t understand the true order of what they want, it coudl be as many as 20. The more valuable or rare the item, the more dice faces. Sometimes, the dreamer starts with an idea and a lower number of dice than is required for the true result. The dreamer must roll all of the top numbers for the item. If they start with a lower amount of dice, they can store the result of hitting the top die, so that it is easier, by noting the detail that the dice brought in and represents.
Their offensive benefit of dreaming takes one round and increases the AC of everyone by a maximum of LVL/4 and an increase in DAM at some amount dependent on deity; if no deity, it is generally much less than LVL/4. Everyone else has to be quiet during. this time. If a god throws a critical, this upsets the weave the dreamer has made, and they have to redream, or change tactics. If they are aligned with one of the gods selected by the GM as the primary dynamic, the AC and DAM benefits change to LVL/2. In general, this ability helps things go in favor of the dreamer, but the dreamer has to get more sophisticated about the dynamics of the universe in order for other forces not to intervene, so mostly this ability is about being in harmony with the primary dynamics — whatever they may be, moving with them until they can slip things in between without anyone noticing.
Dreamers can imagine hexes and get 100*dice values lost for any and all characters affected.
Dreamers require a pure connection to the game universe (unless they’re trying to get objects from our universe into theirs, in which case they requrie a connection to about 20 dimension, or double the normal amount). When they lose it they enter one of several states that are common amidst dreamers: befuddled, false certainty (where they follow false leads or signals from the universe), depressed (lack of connection to spirit), besides the abiding feeling of being at one with the Spirit (the inorganic form of the goddess) itself.
Dreamers, like witches, can band together to create mroe power for their dreams or events they wish to see in the world. It works like this: each dreamer rolls the same set of dice for the event or item. As soon as ONE of them hits the top die, then it is put in motion for the realm. The trick is getting them to agree on the dice for the item (what exactly to dream). Conflicts can be managed by the DM thus: pick randomly any conflict or try to merge the desire in some way for a middle ground.
Levels after each item brought into the world, as long as item is increasing value. items like diamonds are 120-sided dice, 1 die per carat. —— DM notes:
- "Bringing things in form the dreamtime" can go something like this: the player describes the item in as much detail as their experience allows while you draw the item (noting any magical effects). This piece can then be found within a timeframe dependence on the amount of mana expended and XP/level of the dreamer. UPDATE: use dice. The more complicated the item or rare, the more dice and the more numbers. They must roll all the top numbers. Up to 8 dice. You can integrate these findings with the godroll, so that it is seemless.
- Fortelling the future: If you know the party is headed towards a room with a dragon or a bunch of brigands, for example, you say something like “You see a big room hewn of rock. Inside are perhaps 4-6 humans in tattered clothes. You feel aggression. and they attrack.” If they are very astute (high level), you might also add “They appear to be armed to the teeth and there is a wizard among them.”
- Soul harmony: dreamers, unless stressed will move in a wierd relation to the rest of the universe that allows them to magically sidestep many traps and pitfalls, sometimes by simply letting others go first.
- Items may make their way directly within the DM group or you can give it to another AL group and have it wind its way into the dreamers (in-game) world. At that point, they collect the XP.
- If the item has high relevance to gameplay story arcs or the gods themselves, then this route can be more obvious, otherwise such an item may merely show up without fanfare and the dreamer has to be astute enough to notice.
- As DM you can “hold” dreamed items that the player wants, looking at the dice they’ve imagined the item to be and lead them to understand how to “tune” their dice to bring the item in. it’s a bit like the game “Mastermind”: if they have the dice right, fine, but otherwise the DM can inspect their dice line, and knock the errant one off of the table. Maybe it’s the order they put the dice, or maybe the color?.
- Special Quality: ability to identify
- Special equipment: gemstones for scrying?
- Gemstones other than diamonds are 1 die per 8 carats. To get a 5-carat diamond, then, is requires 5 120-sided dice to hit the top number, but you can only lock in 2 dice at a time if you’re level two, for example.
- When identify is desired, the DM can roll stats that aren’t already stated [or fixed] by using the same dice that are used to bring in the object.
- When an object/item has passed (and the dreamer missed it), the DM must reset all of the dice after a sleep or real-world day has passed. The DM must master the subtleties of dreaming the universe her/himself: how there is always a sign to connect people to righteous things. How obvious it is depends on the needs of the gods or the mastery of the dreamer.
- When dreamers band together, you use advantage: each dreamer rolls the same die, and you take the highest out of all of them. The trick for the DM is to read HOW an item arrives. If their dream is for an event to occur, you might have to bring something related to distract them. Those person that distracts them (and seems random to them) is the person that would lead them to the event, but they need to be fluid enough to see it. That is, it is up to the dreamer to be astute enough to see or find the item/event dreamed. This balances the all-too-easy ability for dreamers to manipulate the universe. An object like a 1ct diamond for example might show up in the debris at their feet (but generally the goddess will not hide it directly under their feet or another object). The godroll can be helpful here to balance out overeager partnerships. You have to judge the weight of the item/event desired with whatever other forces the god/desses are imagining — for it uses the same powers to move the universe.
- Dreamers can roll their dice LVL times a day. If they have 3 items they’re dreaming and they are level 8 they can roll only 8 times, in whatever way they want, for any or all of them. It could be 5 times for a saber and 3 times for a scroll of enchantment.
- Some item dice costs:
* Wand of wishing: 1d120 + 1d#_of_wishes. * Diamond: #_of_carats d4 + 1d120.
—— AL notes:
- (This is a real thing that can work in real life — if you choose your dice components carefully.)
- If the dreamer wishes (and feels lucky), they can roll all the dice at once, when some dice aren’t at their highest level. But the lose their last highest roll. Dreaming takes patience.
- For items that are not mundane, there is additional dice costs (related to # of dimensions engaged): weapons, d8; oither metal items d4; greater magic-items (related to the gods) d20; lessor magical items (liminted to man): d4; diamonds d20; gemstones d12; quartz d4. For weapons, the roll dice are equal to the DAM. For stones, the roll dice is d4 per carat.
- Effectiveness of turning dreams into reality is a factor of player HP. This is their “personal power”. They must use the same dice for the same purpose.
—— Notes to self:
- Keep LVL dice
- Another player can help a dreamer by donating an action-slot (2 time-slots) to a dreamer. This amounts to 200-600 mana per round and allows the dreamer to set aside 1 dice per 200 mana donated. If at any time the player takes their time-slot(s) back, the same amount of dice goes back to the pool. A player cannot donate their full round unless they’re resting/sleeping, otherwise they themselves won’t be able to move, speak, or think. One coudl imagine setting up a PC that only sleeps and donates action-slots to a dreamer (they’re helping dream their universe).