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ORE Horror
The Great Ones' Call: Dreaming | The Great Ones' Call: Dreaming |
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| Written by Adam Crossingham | ||||||||||||||||||||
| Saturday, 03 June 2006 | ||||||||||||||||||||
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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
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 TraitDreamer (4d)
Prerequisite: None
New SkillDreamweaving (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:
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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