A bit more on “Dream World”.
Self: The measure of your self-image, self-control, and self-confidence.
Compassion: Your ability to help others, aiding them or supporting them emotionally.
Insight: Understanding the emotions and symbols in the minds of others.
Courage: Your ability to stand against the horrors you find in the minds of strangers.
Manipulation: This is how good you are at altering people’s opinions, ideas, or beliefs.
General Terminology
Dreamer: the person whose mind you’re in
Avatar: the mental representation of the dreamer or the PCs
Demons: manefestations of the dreamer’s negative emotions or mental
Echos: the “inhabitants” of the dream who are not the dreamer, PCs, or Demons. Included minor bad guys.
Helping the Dreamer and defeating Demons
TBD. Treat like a front with a countdown clock? If the clock hits midnight, then the Dreamer is lost to madness, and the PCs are trapped in his mind forever.
Demons are NPCs with full stats; defeating them must be symbolic, and must involve the Dreamer himself somehow.
Defeating Demons with the Dreamer present, and helping the Dreamer confront his issues will cause the clock to tick down. Losing to Demons, or damaging the mindscape, will cause the clock to tick up.
Things you can do in someone’s dream (Basic Moves)
When you try to understand the symbolism in someone’s dreamscape, roll +Insight. On a 10+ ask 3, on a 7-9 ask 1.
• What does this dream object represent?
• What emotion is this object tied to it?
• How important is this symbol to the dreamer?
• What other symbols are connected to this object?
When you try to damage someone’s Demons, roll +Courage. On a 10+, you deal your damage to the Demon and your self-image is not damaged. On a 7-9, you still deal your damage, but the Demon manages to damage or corrupt your self-image.
When you attempt to alter the dreamscape around you, adding or removing details, roll +Manipulate. On a 10+ you can make a small change in your immediate area. On a 7-9, the dreamer’s subconcious resists; you either draw attention from his Demons or lessen your connection to the dreamscape.
When you try to create a piece of equipment from dreamstuff or alter your avatar, roll +Self. On a 10+, pick 2. On a 7-9, pick 1.
• You create the object or change your appearance
• You do not cause ripples in the dream that draws the Demons’ attention
When you try to convince a Demon you’re supposed to be here, roll +Manipulate. On a 10+ it buys it. On a 7-9, the Demon will need some sort of proof that you are part of the dreamscape.
When you face down the horrors of another’s mind be they demons or scenes, roll +Courage. On a 10+, you manage to keep your cool and are capable of acting normally. On a 7-9, you must freeze, flee, or fight.
When you communicate with the dreamer’s avatar, roll +Compassion. On a 10+,
The question is, will Playbooks be Jungian Archetypes?