Rulesv1.1

problems to solve

-both not enough/too much specificity, too many attributes/stats have niche uses rather broad reaching multi-build enabling effects. Not enough specificity and compelling effects in background and differences within class and race.

### Character Concept

Your character was born from the Infinite Dream and now lives somewhere in the realms of physical reality, called the dream cradle. When choosing a character to enter the dream cradle, there are a number of factors you decide that have influenced your life. You should choose your species, then consider the magical alignment they were born under, their age, as well as the past and current path your character. Each of these is outlined in detail below. You may also have want ideas or specifics about individuals or places that your character is familiar with. These various aspects will guide you on how you interact with the species and environments you will encounter within the dream cradle, as well as being the foundation of your character's in game characteristics, attributes, and relations with various factions.

Each of these factors is outlined further in the character creation section below, affecting both game play and the foundation of the character you control. You may want to consider how your choices will affect how your character interacts with problems, individuals, environments, and secrets they encounter.

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#### **Playable Species**

There are a number of playable races within the dream cradle, each created by a god of the six affiliations.

Sigmir: Master technologists; weak mutated bodies that rely on technological augmentation to channel magic into immense power.

Fariah: World builders who shaped the dream cradle, and can effortlessly manipulate matter. Powerful dreamers capable of inhabiting any matter they desire.

Kandari: Shapeshifter class adept at physical feats and specialized magic. Each marks themselves with tattoos affiliated with their personal magic, tied in part to their primary shifted form.

Oraphin: Opulent beings adept at storing and sharing dreams, and extremely sensitive to magical artifacts and beings. Does not breathe.

Gifted: Artificially constructed dreamers. Capable of wielding immense dreams, but containing a finite non-replenishing source.

Arát (Vaash): Dream collectors serving Seth, and stewards of the Ebu. They travel between segments of the dream cradle consuming the material world, in an effort to understand the dream.

Zerith: Resilient bodies that harvest magical energy from curses of others they willingly bear. Can also have adaptable and unique organs. Between physical and magical resilience, more of one characteristic means less of the other.

Mütt: Gigantic bone plated birds that eradicate magic in the environments and creatures around them. Those that leave isolation assume a weak humanoid form, often mistaken for nobility or one demanding the utmost respect.

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#### **Alignments**

The alignments describe which aspect of the dream is tied most closely to your soul. This in turn affects how proficient you are at each form of magic. The details of how alignments are tied to your magical capabilities is outlined under character creation.

Order: Magic based on matter creation. Often associated with logic, balance, community, and determination. Ruled by the goddess Minara. Intelligence based\*

Chaos: Magic based on matter destruction. Often associated with trickery, curiosity, luck, and struggle. Ruled by the god Seth. Intuition based\*

Light: Magic based on energy creation. Often associated with impulse, optimism, pride, and action. Ruled by the god Gzaji. Charisma based\*

Dark: Magic based on energy destruction. Often associated with contemplation, seclusion, honor, and patience. Ruled by the goddess Vishu. Willpower based\*

Souls: Magic based on manipulating waking dreams (souls). Often associated with self discovery, mutual understanding, ritual, and greater purpose. Ruled by the god Toru. Constitution based\*

Dreaming: Magic based on manipulating sleeping souls (dreams). Often associated with intuition, foresight, possibility, and the intangible. Ruled by the god Kuuth. Wisdom based\*

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#### **Themes**

Themes describe the roles and paths your character has taken over the course of their life. You may choose four themes, either in the present or past. The older your character, the more themes you have in the past, and the younger you are, the more themes you can take on in the present. Generally, themes that happened in the past will give you starting items and passive abilities, and present themes will give weak abilities that can grow stronger over time.

Young Adult: 3 current 1 past Adult:2 current 2 past Elder: 1 current 3 past

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**Ascetic**: Requires 2 role slots. Cannot purchase most items. Has heavy bonuses to affiliations.

**Bodyguard**: Constantly keeping an eye out for trouble, and skilled at utilizing formations and defending others.

**Dreamer**: Can discover new information through dreaming. Has increased dream capacity and regeneration.

**Dream interpreter**: Excels at guiding the dreams of others. Also skilled at learning magic related subjects.

**Engineer (bio)**: Capable of creating and administering chemical, genetic, and supportive serums.

**Engineer (mech)**: Capable of creating and augmenting mechanical technology.

**Explorer**: Intuitive and perceptive of their surroundings. Knows additional language, and possesses bonuses in areas they have explored.

**Historian**: Has immense knowledge on culture, rituals, old tech, and gods.

**Leader**: Gives bonuses to allies, can manipulate flow of battle.

**Merchant**: Always able to find a deal, and can more easily initiate trades for items and information.

**Nomad**: Proficient in many languages and knowledgable of various cultures. Has improved chance of being familiar with new information.

**Philosopher**: Skilled at controlling multiple or conflicting aspects of the dream. Can aid others to do the same.

**Priest**: Devoted to a god of the pantheon. Has augmented capabilities in their affiliation, and are close to their chosen god

**Prize Fighter**: Good at fighting multiple enemies, excellent under pressure and resisting crowd control effects.

**Soldier**: Incredibly disciplined and consistent. Has basic anatomical knowledge, and good at squirreling items away. Has basic knowledge of medicine and tech equipment.

**Tech Addict**: Experiences fewer negatives from tech enhancements. Has increased energy consumption, and more likely to become addicted to tech enhancements.

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## Character Creation

### Species

#### **Sigmir**

Sigmir are the second creation of Minara, city dwellers who rely on technology and collective power to survive and function in their society. They have mainly taken residence within massive library-cities, serving in the lower rungs of society providing the foundation for most research and technological developments.

Sigmir are most notable for their wide array of mutations which most heavily affect their senses, many of which are responsible for an incredible ability to study and manufacture technology as well as structures and patterns of the natural world. It is common for Sigmir to augment their mutated bodies with technologies in order to mitigate undesired effects, and to enhance their mutations' capabilities to rival the other races power.

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Base Attributes:

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##### **Mechanist Upbringing**

All Sigmir are taught basic magics to discover the nature of their mutation. Select from the list of mutations below and learn the spell associated with uncovering its capabilities.

+6 mercantalism, +8 computers, +6 deception or diplomacy

Start with one injection node, and one installation port anywhere on your body.

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Choose one mechanist perk

##### **Bio-Mechanist**

Sigmir draw their power from technology, having invented and optimized most drugs for the purpose of augmenting their own natural mutations. As a bio-mechanist, you can alter all biologically engineered serums and dream medicine to have altered or additional effects.

+1/2/3/5 constitution

+1/2/3/4 additional injection nodes; when addicted to dreams, your natural mutation becomes augmented, but will affect you at all times.

+2/5/8/12 engineering (bio)

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##### **Dream-Mechanist**

You come from a long line of technologists devoted to imbuing life into mechanical constructs; those who created the first living artifacts. You have focused on successfully imbuing mechanical technologies with souls from the dream.

+1/2/3/5 dexterity

+1/1/2/3 additional mechanical enhancements with 60/90/105/120% efficiency

+2/5/8/12 engineering (mech)

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##### **Natural Mutations**

Each Sigmir has unique mutations that alter an aspect of their body, most often affecting their senses.

Sight based: Bird's eye, Telescopic vision, Nanovision, Far sight

Sound based: Sense vibrations, Remote listen, Record sound

Voice Based: Sound echo, Translator,

Body based: Bioluminescent,

Smell based: Scent marker (can identify surroundings, useful for blind/smoke/illusion)

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##### **Mechanical Augmentations**

The body of Sigmir naturally reacts to and balances mutations, enabling a much higher burden of magical technology to be adapted. They also begin with one augmentation correlating to their natural mutation.

You start with 2 additional technology installment nodes, with 2 more at 25, 50, 75, 100 constitution.

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#### **Fariah**

The Fariah are world shapers, architects of the material world who live together in nomadic communities to grow the Dream Cradle. The paths for Fariah have recently diverged, with three distinct groups emerging. Those most tied to nature comprise the first and most ancient, thousands of small tribes that travel by foot, shaping the world around them as they travel. The second group fractured from the first, creating flying cities shaped and guided by the amalgamate of minds that reside within, and concerned with the pursuit of perfections. The third group emerged from traditions at the close of the first age, as lone Mantu often met nomadic Fariah, reembarking on their journey together with one of the tribe to one day create life.

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#### **Kandari**

The Kandari have always been heralds of the land, most commonly residing in forests, mountains, and jungles. Their powers wax and wane as the dream falls in and out of alignment with their affiliation, dictating the power of their altered forms. When residing in their dream cradle, they are capable of altering their body, most commonly fusing with forms from nature they have bonded with throughout their life (wildlife, plants, minerals).

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##### **Nature's Heralds**

Kandari gain a bonus 3/5/7 to 2/3/4 skills while in nature.

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##### **Nature's Blessing**

While residing in your dream cradle (top 3 affiliations) you may change form for up to two days. Once unleashed, you may no longer change the duration.

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#### **Oraphin**

With flowing, towering forms, the oraphin are a sight to behold. Once known for immaculate displays of wealth filled with the dreams of others, few of these artifacts remain, and Oraphin are rarely witnessed throughout the dream.

The Oraphin were the second species created in the dream. Together with the Fariah, they erected massive spired cities, both within the sky and on the plains, mountains, and tundra across the expanses of the dream. The Fariah ruled the skies, and the Oraphin everything below, living this way as nobility for much of history predating the great war. Following the war, they have been all but exterminated. There are rumors of spired cities left among the frozen wastelands, as well as the capitol city that fled the war never to be found.

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##### **Soul Siphon**

Oraphin can transfer dreams between any character they have a bond with. This enables attributes dream regeneration/attributes/affiliations to be swapped between bonded individuals. Can trade up to 1/2/3 in each.

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##### **Flesh Vessel**

Start with 3 sockets, and one dream crystal of any affiliation.

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##### **Radiance**

The Oraphin's body is decorated in light filled crystals used to harness connection with the dream.

+4/8/12 mercantilism, diplomacy, persuade -6/10/14 stealth and emits soft/normal/bright light

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**Gifted**

The gifted are remnants of dreams left behind by the dead from the great war. The conflict lasted years, with soul collectors eventually joining the ranks of battle, leaving no one to return souls to the dream. Leftover remnants of the dead were eventually pulled by the dream into powerful artifacts, objects imbued with life that had likewise been abandoned.

Choose either a mechanical or organic form you want to embody.

Pick a starting artifact based on your body type that will serve as your core, and can be upgraded.

Gain affiliations based on your core artifact. Your primary affiliation should match the artifact, picking levels 5-1 for affiliations in descending order as they are positioned farther.

Each gifted has a degree of control over their strengths and shortcomings. Each have 3 positive and three negative attributes, as in the above table, with 2 constitution. You may choose any combination, so long as the total bonus is +3.

After level 10, you will discover a quest to incorporate a second artifact in your body. This can again be either biological or mechanical, granting further capabilities.

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#### **Arát (Vaash)**

The Vaash are a subset of Arát most loyal and closely linked with Seth. Unlike other creations, the Arát exist as a tool for Seth, generally following the will of their god either intentionally or unwittingly. They are vessels for knowledge with insatiable curiosity, freely wandering the dream cradle to pursue their interests and shepherd the Ebu.

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#### **Zerith**

The Zerith have assumed a role as watchdogs of the dream. They are a people driven by duty to the greater dream, and their goddess Vishu. They have historically served as bodyguards, mercenaries, healers, and commanders of armies, and receive universal respect through their relations with other races. They were the only race that defected from Seth's army to protect the opposition, and were instrumental in reorganizing and rejuvenating cities in the aftermath of the war. The Sigmir however, view them as their greatest obstacle from gaining full control of countless cities across the dream. The most ancient of the Zerith warriors remain watchdogs against coming threats to the dream, and strive to maintain balance in a world that never recovered.

Can only pick young/adult for character

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##### **Public Servant**

On charisma check failure, can offer services in an attempt to gain same result as roll would, with conditional bonuses available

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##### **Rejuvenating Organs**

Block 2/4/6 damage on each hit, and 2/2.5/3x constitution modifier for regeneration.

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##### **Void Body**

Zerith can take on the curses of others, becoming afflicted, but gaining power over time as the magical energies of the curse are consumed and transmuted in their body.

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#### **Mütt**

The Mütt were the third beings brought into the dream by the gods, heralds of darkness who have long avoided society. Their bodies naturally consume magic, with their thick bone plates leeching indiscriminately from their surroundings. A small faction who wished to interact with society developed magic to alternate to a humanoid form, frail, but mysteriously commanding of respect from all.

Due to their massively destructive bodies, many city dwellers view them to be monsters, particularly those who have encountered the vastly powerful ancients from before the war. Some have taken to hunting the Muut, with extensively trained capture forces that aim to harvest their bone plating for production of weapons and armor. Very little bone is actually in circulation however, with most hunting parties left as forgotten fools who underestimated the gravity of true magic.

Humanoid Form

Bird Form

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##### **Regal Presence**

While in humanoid form, gain +4/6/8 persuasion, diplomacy

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##### **True Form**

Choose one of three forms.

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##### **Destruction Mass**

deal 1/2/3 damage to all units within 3/4/5 radius every turn

##### **Void Mass**

Negate 2/4/6 dreaming to all units within 3/4/5 radius every turn

##### **Shatter Mass**

Reduces all spell hit rolls by 3/6/9 to all spell effects within 3/4/5 radius

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### **Affiliations**

Each being in the dream cradle has an affiliation, based on the aspect of the dream used to seed their soul. These affiliations are void, matter, souls, light, dark, and dreaming. The affiliations shift through a continuous cycle in this order, with the Dream Cradle constantly influenced by the state of the Infinite Dream. As the dream shifts between these aspects, magic of the current affiliation becomes increasingly and easily tangible. During this time, it is exceptionally easier to perform magical rituals, and generally use magic of that affiliation.

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All dream costs reduced 10% for spells in bloom.

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Rituals: When the dream cycle is resting in your dream cradle (any of your 3 top affiliations), you can cast rituals corresponding to whichever affiliation is in bloom. Any affiliations you have full control over (level 6) can be added in to any ritual freely. The power of the ritual performed is proportional to the time taken, and the sacrifices made to enact the ritual. A ritual can manifest any form of magic related to the activated affiliations.

Below are more detailed descriptions of each affiliation.

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### **Attributes**

Your attributes signify the different aspects of your physical and mental prowess. Each character starts with attributes dependent on their species and age, with 4 themes as modifiers to establish your base attributes. Once you have chosen your race, age, and applied theme modifiers, you may apply 20 bonus attributes however you wish. Your highest attribute is capped at 2x your second highest attribute.

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#### Physique

Your physique indicates your direct physical power, and actions that would be limited by this. This attribute contributes to damage with physical based weapons as well as increasing your carrying capacity. Higher strength also increases the damage of your physical critical blows, and boosts physical save rolls.

Each point gives

+5% physical damage

+5% physical critical damage

+4 inventory

+2 physical save

+1 athletics

+1 acrobatics

+1 intimidate

+1 reflex

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#### Willpower

Your willpower indicates your capacity to exert yourself before succumbing to failures, as well as your precision in maintaining control over complex actions and dream states. Increases the maximum number of spells and complexity of rituals you can hold. Provides bonus to mental save.

+1 spell book capacity per 2 points

+1 ritual effect capacity per 10 points

+1 free action slot per 15 points

+1 dreaming save

+1 mental save

+1 commune

+1 dreaming

+1 focus

+1 learning

+1 meditation

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#### Wisdom

Your wisdom indicates your soul's connection with the infinite dream, and your capacity to hold and interact with it. Boosts your maximum dream capacity, as well as regeneration rate. Provides bonus to mental save.

+1% dreaming & soul capacity per point

+2% dream regeneration per point

+1% dream resist per point?

+1 dreaming save

+1 mental save

+1 commune

+1 diplomacy

+1 dreaming

+1 focus

+1 foresight

+1 insight

+1 meditation

+1 ritual

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#### Intelligence

Intelligence boosts the number of skill points awarded on leveling up, and speeds up learning projects. Gives bonus for rituals (extended number of conditions).

+1 skill point per attribute point (on level up)

+1% study and construction rate

+ 1 ritual condition per 6 points

+1 deception

+1 diplomacy

+1 learning

+1 mercantilism

+1 ritual

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#### Intuition

Indicates how quickly you react to changes in the infinite dream, both in the material and dreaming world. Increases efficiency between soul and dreaming, and helps in developing skills.

+1 dreaming hit die per point

+1% learning rate

+1% critical damage reduction

+1% dream cost reduction

+1 commune

+1 dreaming

+1 foresight

+1 insight

+1 learning

+1 meditation

+1 reflex

+1 sleight of hand

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#### Constitution

Indicates the strength of the tethers between body and soul. Boosts total health pool and boosts physical save rolls. Boosts toughness. Boosts disease resist. Reduces duration of crowd control.

+25 health per point

+2 damage resist

+2 disease resist

+2 physical save

-1% crowd control duration

+1 ritual

+1 athletics

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#### Charisma

Allows control over how strongly others feel your presence, boosts success of trading or bartering for goods and information. Divine gift from the infinite dream.

+1% stealth, intimidation, deception , diplomacy, and mercantilism modifier per point

+1% better prices with merchants

+boosts trade, information, and quest bartering rolls

+.5% critical chance per point

+1 commune

+1 deception

+1 diplomacy

+1 dreaming

+1 insight

+1 intimidate

+1 mercantilism

+1 perception

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### **Ability Scores**

Chaos

Order

Souls

Light

Dark

Dreaming

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### **Themes**

#### **Ascetic**

Self sufficient. Cannot purchase most items. Has heavy bonuses to affiliations.

2 Past

Has dissonance with technology, reducing effectiveness by 25%

+4 willpower

+4 wisdom

+2 charisma

+2 intuition

+10% dream cost reduction

+2 in one opposing affiliation

+1 in one supported affiliation

1 Past 1 Present

Has dissonance with technology, reducing effectiveness by 50%

Cannot utilize artifacts

-2 constitution

+2 willpower

+2 wisdom

+1 charisma

+1 intuition

+5% dream cost reduction

+1 in one opposing affiliation

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Intuition stats are increased by a multiplier of .25/.5/1

Mind Web: commune with every being within a 25/60/150 yard radius

+5/10/20 insight, perception, and reflex vs communed beings

+ spell dice for

Skill Tree

2 Present

Has dissonance with technology, reducing effectiveness by 100%

Cannot utilize artifacts

-4 constitution

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+2/4/8 intuition

Intuition multiplier increased by .5/1/2

Mind Web: commune with every being within a 60/150/400 yard radius

+10/20/40 insight, perception, and reflex vs communed beings

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+2/4/8 charisma

Charisma multiplier increased by .5/1/2

Divine Presence: can freely trade up to 1/2/3 affiliation points with any being current engaged in communion, Each point gained above 6 requires two points to raise.

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+1/2/4 willpower & wisdom

Increase wisdom & willpower multipliers by .25/.5/1

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+4 wis -1 str -1 cons

Gain +1 affiliation at start and every 5 levels

+2/3/4 dreaming, engineering (bio), foresight, insight, learning, perception, reflex, and ritual.

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#### **Bodyguard**

Used to keeping an eye out for trouble, and skilled at defending others.

+ 1 intuition, 3 cons

Reduces all damage taken by 3

Ready for action: +1,2,4,6 to initiative

Defend: Can take hits/assist/parry/assist critical for adjacent units

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#### **Dreamer**

Can discover new information through dreaming. Larger inquiries take prolonged periods of time.

-1 str -1 dex +1 wis +4 intuit

A dreamer can set their mind on a particular task or bit of information, and uncover secrets through the dream. Declare what section of the dream you wish to probe, and each dream cycle will allow you progress to finding the answer. Your dm will indicate the difficulty, and how many successful rolls are necessary based on the information you are probing for.

When dreaming, roll with -8/-2/+4 roll to make progress in your inquiry.

Dream pool 15/25/35% larger

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#### **Dream interpreter**

Excels at guiding the direction of dreams. Also skilled at learning magic related subjects.

+1 intuit, 2 wis, 1 cha

Can buff one party member to have +1/2/3/4 hit on spell rolls. Can only switch targets on rest.

Has +2/4 on foresight, perception, insight checks relating to magic and the dream.

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#### **Engineer (Bio)**

Capable of creating and administering chemical, genetic, and medicinal serums.

+2 int, 2 cons

Can administer serums as a free action in combat, and gain advantage when rolling against side effects.

Receive +4/6/8/10 bonus to bio engineering build and research time

Can alter known serum recipes to alter/buff/add effects.

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#### **Engineer (Mech)**

Capable of creating and augmenting mechanical technology.

+2 int, 2 dex

Gains double dexterity and intelligence modifiers for mechanical engineering.

Receive +3/4/5/6 to mechanical engineering

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#### **Explorer**

Intuitive and perceptive of their surroundings. Knows additional language, and possesses bonuses in areas they have explored.

+3 intuit, 1 wi

+1 starting language, +1 per 3 areas explored

After spending 3 days in a location, gains +1/2/3 to hit in that region.

+1 relation per region

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#### **Historian**

Has immense knowledge on rituals, old tech, and gods.

+3 int, 1 intuit

Begins game in possession of one unread tome, knowledge of two gods, knowledge of one artifact related to each god

+8/12/16 on history checks related to rituals, old tech, and gods

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#### **Invoker**

Capable of holding large numbers of spells and adapting mediation into more flexible pursuits.

+4 willpower

gains +2 turn cycles for holding spells after invoking magic

#### **Leader**

Gives bonuses to allies, can manipulate flow of battle.

+3 cha +1 intuit

Grants initiative to your team's first action in battle.

Gives +2/3/4 to all allied rolls

As a bonus action at the start of each combat round, a leader can shift 4/7/10 positions of initiative (total per battle, no limit to how these shifts are used)

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#### **Merchant**

 Always able to find a deal, and can more easily initiate trades for items and information.

+3 cha, 1 intuit

Have one established trade relation in city of origin

Can establish one additional trade relation per city, opening new tasks/quests in return for expanded inventory, artifacts, information

+2/4/6/8 Diplomacy, mercantilism, +2/3/4/5 deception, culture

Receive additive 10/15/20/25% discount and sale bonus for all mercantilist interactions.

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#### **Nomad**

Proficient in many languages and knowledgable of various cultures. Has improved chance of being familiar with new information.

+2 intuit, 2 cons

Starts with 2 bonus languages

On successful culture, history, insight roll, gains additional roll with +4/8/12 that can grant additional information.

+4/7/10 culture, history, insight, learning

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#### **Philosopher**

Skilled at controlling multiple or conflicting aspects of the dream. Can aid others to do the same.

+2 wis, 2 int

Can choose one affiliation at the beginning of the game and gain +0/1/2 to that affiliation, or +1/2/3 for opposing affiliations.

Can temporarily give +1/1/2 to an ally's affiliation until next rest, or 1/2/2 for opposing affiliations.

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#### **Priest**

Devoted to a god of the pantheon. Has augmented capabilities in their affiliation, and are close to their chosen god.

+3 wis, 1 intuit

As a god emissary, you have a personal connection with one demi god, and extensive knowledge on your god and their affiliation. Gain +10/15/20 culture, dreaming, engineering (bio), foresight, insight, learning, and ritual when relating to your god or affiliation.

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Can learn 1/2/3 spell boosters that can be used on any spell of your god's affiliation (self or ally), so long as it meets a spell roll.

-increase radius in sequence (3 levels) single/splash/cone/aoe/aoe friendly/vast aoe friendly/vast slam friendly

-boost power 15/30/45%

-reduce dream consumption 15/30/45%

-boost range +2/3/4

-spell control +3/6/9

-induce cross-tier affiliation based affects

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#### **Prize Fighter**

Good at fighting multiple enemies, excellent under pressure and while disabled.

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+1 intuit, 1 cons, 1 dex, 1 str

Underdog: gains advantage defending against 3/2 adjacent enemies

Death match: gains advantage attacking against enemies below 25/40 percent hp

Life of battle: has 25/50/75 percent chance to avoid debuff modifiers in combat calculations.

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#### **Soldier**

Incredibly disciplined and consistent. Has basic anatomical knowledge, and good at squirreling items away.

+3 str, 1 cons

+2/4/6 medicine check

+2/3/4 roll for critical

+1/2/3 all rolls

(1/2)/(1/4) encumbrance for all items 2lb or less

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#### **Spirit Medium**

Communes with souls embedded in the dream cradle, and draws power from them.

+3 intuit, +1 wis

+4/7/10 insight check

can sense souls

can commune with spirits to gain help in spells and rituals

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#### **Tech Addict**

Experiences fewer negatives from tech enhancements. Has increased energy consumption, and more likely to become addicted to tech enhancements.

+3 dex +1 cha -1 cons

Begin with 4 additional serum injection nodes, 2 empty mechanical installments (choose location)

5% additional chance per day to become addicted to technology

Uses 25(base)/20/15/10% more charge for all technologies

Reduces side effects (including addiction) of either tech enhancements or serums (1 point investment each, 3rd point to have both active) by 25/33/50%.

#### **Technologist**

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### **Skills**

Skills are learned using skill points awarded at level up. Each skill requires time to master, and can be practiced at any time, although best suited for night when closest to the dream.

Skills scale 0-100, starting at 0, +1 for each attribute and bonus +1 for each starting attribute above 10. Must have +15 in order to use a skill without disadvantage and +5 to use any skill at all.

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#### **Athletics (physique, constitution)**

Useful for climbing, jumping, and feats of physical prowess. Also boosts move speed.

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Every 10 points gives +5 base move speed.

+2 athletics roll per point

+1 initiative per point

+1 physical damage per point

20/40/60 Sprint: +10/20/30 speed for 3/3/4 turns

25/50 Body Synergy: +10/20% learning, +5/10% reflex

80 Body Awareness: +20% intuition +20% willpower +10% physical.

#### **Commune (willpower, wisdom, intuition, charisma)**

Allows you to establish a link to other souls, enabling communication through the dream. Can be resisted using dreaming save.

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-Tiers 5/15/40/85 for landscape/being/ancient/god

40/60/90 Spirit Link: can link up to 4/8/14 souls together in communion

70 Medium: gain 10% insight 10% focus

85 Communion: gain 25% ritual bonus when performing with another being in the ritual

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#### **Culture****\***

Allows you to be familiar with topics internal to cities, tribes, factions, including medicines, cultural practices, and a number of other aspects of the chosen faction(s). High level understanding can lead to knowledge of powerful methods of dreaming, technology, and other discoveries native to each group.

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Can establish connection with any faction. To establish a new link, you must visit any cultural center and gain ten culture levels using the knowledge of that faction.

After studying a faction, you will gain basic knowledge of their society and culture. You can use a culture check to see if you have knowledge that would affect a situation, with several tiers of familiarity involved with most factions.

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For full details on different factions, visit the culture page.

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#### **Deception (intelligence, charisma)**

Allows you to give untrue information or introduction, or conspire against someone with another character. Also boosts chance to convincingly lie, or extract information from character(s) through deception

Useful for introductions, quests with multiple factions, extracting information, and maneuvering conversations

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40 Calculating Persona: on a failed attempt, you can easily prompt a second attempt and gain a second roll.

75/90 Twist Reality: can roll to alter a being's perception of reality to a chosen reality. / gain advantage.

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**Dexterity (physique)\***

Allows you to make movements over difficult terrain, execute more complicated combat maneuvers, and avoid terrain based crowd control

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gain +1 defense dice per point, +2 to acrobatics roll per point

40/70/90 Vault: can vault over adjacent objects/ to scale up to 10 meters instantly, or 20 for a full turn/ or as a free action to avoid attacks

70 Maneuver: dodge one instance of physical or projectile attacks by moving forward into a nearby square.

90 Body Shield: switch places with an adjacent unit, they can resist with physical save

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#### **Diplomacy (wisdom, intelligence, charisma)\***

Can be used to formally align with a faction in the dream cradle. These alliances can range from mercenary work to sacred unions between species, but exist under pre-established parameters. Your diplomacy skill and personal standing will determine the terms presented, which you can attempt to change.

Allows you to form alliances with other characters, negotiate peace with hostile entities, and initiate quests with non-aggressive characters and factions.

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30 Seasoned Diplomat: you gain the ability to present your own terms of diplomacy

50 Know Your Worth: can negotiate (bonus) rewards for quests

70 Emergent Paragon: can initiate faction quests to gain the respect of the faction

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#### **Dreaming (willpower, wisdom, intuition, charisma)**

Grows your soul's connection to the infinite dream and improves ability to manipulate dreams stored in the dream cradle. Contributes to soul size.

No skill cap

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Boosts dream regeneration by .5 per level

Boosts dream capacity by 10 per level, and soul size by 25

Gain +1 to dreaming roll when attempting to manipulate dreams and souls, and defending from dream attacks

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35 Lucid Dreamer: Can use dreaming roll to complete actions while dreaming, using foresight, or using insight

50 Dream Link: Can establish one link to another character through the dream (+1/ 50 levels), which can be changed at any time (can be resisted). Enables free communication through linked characters, as well as other character specific abilities.

80 Dream Walker: removes dreaming related de-buffs inflicted inside the infinite dream. Gain +1 to your non-dominant affiliations while within the dream.

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#### **Engineering (Bio)\***

Allows for construction and installation of biological technologies. Enables administering of dream medicines and injections.

No skill cap

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Speeds the rate of learning and construction for biological technologies by 1% (diminishing returns)

50 Spirit Doctor: can develop one schematic that can be used to construct a new biological technology. You maintain ownership of your invention.

100 Apothecary: create one biological artifact schematic that you can construct in a library workshop

150 : Learn to combine bio-based and mech-based technology (minimum 50 engineering [mech]). can create syngergistic technologies at 100 (mech) and a synergistic artifact at 150 (mech)

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#### **Engineering (Mech)\***

Allows for creation and installation of mechanical technologies

No skill cap

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Speeds the rate of learning and construction for mechanical technologies by 1% (diminishing returns)

50 Inventor: can develop one schematic that can be used to construct a new mechanical technology. You maintain ownership of your invention.

100 Dream Artificer: create one artifact schematic that you can construct in a library workshop

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#### **Focus (willpower, wisdom)**

Lowers dream usage, speeds cast time, improves maximum study and ritual time

Base learn time is max 1 hour

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-1% dream usage/level

-1% cast time/level

every 5 focus levels, max study/ritual time increases by .5 hours

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#### **Foresight (wisdom, intuition)**

Gain the ability to see glimpses of the future through your dreams

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+1 to defense rolls per level

+1 to physical save per level

30 b: foresight now boosts +1 dreaming save per level

55 Precognition: avoid up to one attack or crowd control effect at any point during the next 10 turns. Every 20 levels of foresight increases your instances during precognition by 1.

80 Resonant: you can add your foresight level for any calculations of resonant skills. You can add your resonant skill levels when calculating foresight abilities.

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#### **Insight (wisdom, intuition, charisma)**

Can gain insight into other souls in the waking world. You may reach through the dream to reveal the intentions of others. Can read the past of object to gain knowledge about facts or events that have impacted object.

Increases spell accuracy rolls

increases dream regeneration

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#### **Intimidate (physique, charisma)**

You use your presence to intimidate other characters, to coerce, steal, or induce fear

-lowers enemy hit dice in a radius

-lowers enemy initiative

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#### **Learning (willpower, intelligence, intuition)**

Indicates how quickly you learn new skills, decipher books, master schematics, and master affiliations.

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#### **Medicine\***

Enables use of serums, medicines, identifying disease and curses

Increases critical hit chance

Can roll to stabilize a fallen comrade.

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#### **Meditation (willpower, wisdom, intuition)**

Enable you to prepare spells before battle that can be used as reactions to battle.

Increases spell hit dice

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#### **Mercantilism (intelligence, charisma)**

All merchants have a quest available to establish a trade relationship.

Allows you to haggle with merchants, including a bartering option for increased item value.

Opens access to higher tier inventory and more established merchants.

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#### **Perception (charisma)**

With a discerning eye, you observe your surroundings

-increases initiative roll

-increases rolls for perception

-increases critical chance

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#### **Reflex (physique, intuition)**

You can generally react to events more quickly than others.

Gives chance to apply cross-tier effects on dodge

-increases your initiative roll

-increases defense roll

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#### **Research\* [edit needed]**

Covers fields of study: rituals, technology, gods, species/factions, geography (cities, maps) or others upon request

After hours of study, you have basic knowledge pertaining to your field of interest. This information may be useful for pursuing quests, aligning with specific factions, uncover ancient ritual magics, commune with gods, or gain material to study culture, technology, medicine, survival, or other skills.

You may use a knowledge roll to fact check or offer information in any situation pertaining to your fields of study. Specific knowledge can be further acquired through study and the learning skill.

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-Increases knowledge checks by +4 per point in a field of study

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#### **Ritual (wisdom, intelligence, constitution) [work needed]**

The ritual skill enables ritual magic, and requires a minimum level of 40 to use. For full details of the mechanics of ritual magic, visit the ritual page.

+1% (diminishing) ritual time reduction per level

+1% ritual effect per level

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#### **Sleight of Hand\***

Useful for hiding objects, or stealing while remaining unnoticed.

+boosts roll for reloading, replacing, swapping small items as a bonus action

+boosts stealing success rolls, and rolls to remain unnoticed while programming, stealing, lockpicking

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#### **Stealth\***

Enables you to remain unseen and unnoticed by probing through the dream.

-Boosts stealth rolls

-when defending against mental based magic, can take advantage by rolling a stealth check to avoid effects

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#### **Survival\***

Grants extensive botany, wildlife, geology, topography, and harvesting knowledge.

Grants ability to commune with wildlife through the dream.

+boosts rolls relating to either of these abilities

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#### **Technology\***

Allows the use of computers, and computer based equipment

Used for accessing information quickly, sending signals

\*These skills are not tied to any attribute, and must be learned through external means. Finding books, or becoming directly involved with the skill are the best paths for leveling.

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## **Gameplay**

### **Spellcasting**

The magic you can wield in the dream cradle is largely undefined, and unique to the uses you wish to envision. Magic is based on the control of the six affiliations outlined in the section above. Increasing your level in a particular affiliation will increase your chances at successfully casting spells, and shift the scope of magic you are able to cast. At low levels, you will only be able to cast personal or short ranged abilities, single target spells, and utilize simple effects. As you raise your control over the affiliations, you will begin to be able to extend the range, area, number of effects, power, and number of affiliations being used in your abilities, based on basic milestone guidelines. There are a list of likely spells below, but remember, you can use any form of magic that makes sense and your DM will allow.