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The Great Ones' Call: Dreaming PDF Print E-mail
Written by Adam Crossingham   
Saturday, 03 June 2006

Here are some Dreaming rules that again didn't make the final cut of Nemesis becuase I was too late in submitting them. I'll happily admit they were inspired by questions posed by Agent Donald on the DGML and Yog-Sothoth.com.

The Great Old Ones' Call

Cthulhu CallingPsychics, dreamers and others with an artistic temperament are more susceptible to the psychic sendings of Cthulhu and the other Great Old Ones. The Great Old Ones don’t deliberately find and recruit most of their worshippers this way, dreamers become cultists as a by-product of the psychic emanation the great Old Ones emit. At night these individuals are subject to attacks of dreams and visions of an alien existence with an ever increasing intensity; they either succumb to this psychic onslaught or they resist.

The Great Old One makes a Command 10d roll (Great Old Ones don't have stats as this would be meaningless, but can be assumed to have a 10d dice pool for most rolls). The width of the roll becomes the Intensity of the Madness Meter check. The height of the roll is the number of nights the Great Old One's psychic assault continues.

The victim has to make a Helplessness check (Empathy+Equilibrium). The first night's dreams start low and gradually increase in Intensity. On the penultimate night the Helplessness check's Intensity equals to Great Old One's width result. On the last night of the dream sendings the victim has to make an Unnatural check (Mind+Equilibrium) against the maximum Intensity rolled by the Great Old One. If the victim scores more than five Helplessness Failures during the dream sendings then they suffer a mental breakdown. The dreams will continue but the victim will have to face increasingly intense Unnatural checks until the final night.

For psychics the Intensity of the Helplessness and Unnatural checks are increased by 2. For dreamers and individuals of an artistic temperament (who these are is the GM's discretion) the Helplessness and Unnatural Intensities are raised by 1.

Example: Great Cthulhu rolls 5w6h. His psychic assault has an ultimate Intensity of 5 and lasts for 6 nights. On the first night the Helplessness Intensity check is 2. On the second night it is 3, on the third night it is 4 on the fifth (and penultimate) night it is 5. On the last night of the sendings the dreamer must be resist an Unnatural Intensity of 5.

Derek Whately the dreamer experiences Cthulhu’s dreams of vast underwater cyclopean cities. He has experienced bad dreams before. He fails the first two nights Helplessness checks and completes five Failures. Suffering a nervous breakdown Derek develops a form of paranoia. The third night he suffers an Unnatural check of Intensity 4 (3+1). He makes and gains a Hardened. The fourth night he again succeeds an Intensity 5 (4+1) Unnatural check. On the last night of dreams Derek dreams of a vast tomb with a huge door. He again makes an Intensity 6 (5+1) Unnatural check. The dreams stop but Derek is half-way to becoming a cultist of Cthulhu.

 

New Trait

Dreamer (4d)

Prerequisite: None
Effects: You experience vivid dreams whilst asleep. With a little bit of knowledge you could traverse the Dreamlands or other alien dimensions and gateways. To enter these dream lands you must make an Empathy+Dreamweaving roll with a difficulty of 3. Alien realms may have a difficulty of 5 or higher. With this trait comes a skill, Dreamweaving, which starts at 1d. Use this skill to affect things whilst you are dreaming. This skill may be increased normally.

 

New Skill

Dreamweaving (Empathy skill)

Your dreams are exceptionally vivid. You are adept at dreaming and manipulating your dreams. Use this skill to enter Earth’s Dreamlands, create and manipulate things there, and to hard to reach and inaccessible places, and to travel to other planets’ Dreamlands such as Saturn. Your roll has a difficulty level:

Difficulty
Dream
1
Vivid dreams
3
Earth’s Dreamlands
5
Other planets’ dream lands
7
Unknown Kadath
9
Alien dimensions, fourth and higher
10
Through the Gates of the Silver Key (beyond time and space)

Use this skill to astrally project yourself across time and space. Some spells and books may help you prepare to do this. The GM may assign a Difficulty level to astral projection.

Alien encounters whilst dreaming still have Unnatural checks but the intensities are less (at the GM’s discretion) because “…it’s all a dream”.

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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