This here class was made on specific request by another player in an ongoing GLoG campaign i'm part of. It's basically a classic Sorcerer as per Skerples, with the suspension jacked up and a dream theme mounted in place of the usual engine. It was a bit of a feverish rush job, but hey, if you've ever wanted to spend an entire GLoG campaign asleep, this is the class for doing just that! Yes, its a little bit homestuck.
Also fair warning, it's a stupidly wordy one. Terribly sorry about that
SOMNAMBULIST
Some people say you can dream your life away, if you don't pay enough attention to the real world. You've decided to do just the opposite, and bring your dream right back into life.
SKILLS: Manners, plus 1d3: Courtier, Soothsayer, Therapist
EQUIPMENT: A weird weapon, a comfy pillow, a really good bedroll, a spare set of pyjamas.
A: SLEEPTALK THE TALK, SLEEPWALK THE WALK, +1 SD
B: DEEP DIVE, +1 SD
C: DREAMBEAST, MIND’S EYE, +1 SD
D: SAVIOUR OF THE DREAMING DEAD, +1 SD
You have SD, standing for “Somnus Dice”, totally not Sorcerer Dice. They happen to function identically to Sorcerer Dice (Don't exhaust, roll Mishaps on doubles, triples, and quadruples, add instability dice for more power or per use per day, specified in each ability). You can use these when unconscious, and in fact only when unconscious. When you use them, use things from the list at the end of this document
You gain a +1 to saves VS emotions and emotional effects for each template you have
SLEEPTALK THE TALK
While asleep, you can communicate with friendly and allied creatures within [templates]*100 feet, manifesting as a faint voice and lingering presence in their mind. If they allow you, you can perceive what they perceive (through any or all of their senses that they choose) , albeit through the very strange filter of their perception. You can’t notice things that they haven’t through their vision, but you can perceive through as many friendly senses as are present in your radius.
A sleeping creature always counts as friendly for this, and you can choose whether they perceive your communication as a natural dream or an intentional message.
SLEEPWALK THE WALK
While asleep or otherwise unconscious, you don’t lose your defence, as you toss and turn in ways that prophetically avoid blows. You can also stand and move while unconscious, albeit at half speed and with rubbish precision (not too likely to be able to dodge tripwires or navigate a balance puzzle or whatever). You have no senses of your own while unconscious, and can’t attack or take any physically strenuous actions.
You can fall asleep or wake up at any time (including when sent to sleep by external effects (not when knocked unconscious by damage etc)), and can choose not to be woken up despite any external attempts.
DEEP DIVE
You can plunge into the subconscious mind of a single dream-capable creature that you are aware of and is within the range of SLEEPTALK THE TALK as an action. You get an immediate understanding of the creature’s current mood and its opinion of other creatures it can perceive. It does not notice you unless you start pulling levers and whispering into their brain.
You also gain the benefits of SLEEPTALK THE TALK against it, with all senses open. If the selected creature perceives no threats, you can roll SD to try to force it to sleep, affecting [sum]*2 HP. You can add ID to increase the multiplier by 1 per ID. It gets a save against this.
DREAMBEAST
With a saucer of honey, a long nap, and a good chat, you gain the services of a Dream Beast. This is an immaterial spirit that can only interact with dreams, dreaming people, and all that sort of thing. It’s loyal, and follows your orders as best it can.
MIND’S EYE
You can determine at a glance the presence of a dreaming mind in an area, and with a moment’s focus, whether a specific thing harbours one. You can see the outline of the mind itself. This allows you to guess the approximate location of invisible dream-capable creatures. You can also immediately tell if a person is possessed or otherwise under any kind of external mental effects, as well as the nature of those effects.
SAVIOUR OF THE DREAMING DEAD
You can whisk away the soul of a mind you’re connected with by SLEEPTALK THE TALK into the realm of dreams at the instant of their death. The reaper does not come for them, or well, cannot find them.
The soul is accommodated comfortably in their own dreamscape, bubbled from the side of your own, and can freely communicate with you there (but cannot harm you or themselves without your permission). If their body is repaired to living function, you can send them back into it as an action as long as you are unconscious. While they live in your dreams, you can temporarily bring them (and really them, not a facsimile) back with Manifest, recreating them with full autonomy and free will. If this is an enemy you took using Deep Dive, this probably won’t end well for you unless you’ve negotiated with them at length.
When you die, you can choose to fold yourself away into your own dreams, and can restore yourself to your body if it’s repaired. Otherwise, you are now a creature of dreams only, and exist as a spiritual parasite piggybacking off the dreams of your friends, or journeying into the depths of the dreamscape in pursuit of new things.
SOMNIFEROUS ABILITIES
MANIFEST
Create something in a dreamscape (your own or someone else’s) or within the perception of someone you’re connected to with SLEEPTALK THE TALK. In a dream, the object/creature functions as normal. In a waking person’s perception, the object exists and functions for them and them alone.
The creature or object created exists for [dice] rounds. Without adding ID, the creature is person-sized or smaller and has 2 or fewer HD. Objects are person-sized or smaller. Objects can be as fucked up and weird and magical as you want, but can’t provide permanent tangible effects. Knowledge is fine though. It’s a dream, after all.
+1 ID for each prior not!sorcerous effect you’ve used today.
+1 ID per additional creature or object created.
+2 ID to create a creature of up to +4 HD
+1 ID to create an object the size of a wagon
+2 ID to create an object the size of a cottage
+3 ID to create an object the size of a village
+1 ID to make it last [dice] minutes
+2 ID to make it last [dice] hours
+3 ID to make it last [dice] days
+1 ID to make it a (fully sensory) illusion for all in the real world
+2 ID to make it completely real in the real world
CHANGE
Make a declarative statement affecting one creature you can see in a dreamscape, that is currently sleeping, or that you are connected to with SLEEPTALK THE TALK. This also works on objects in a dreamscape, or that a connected creature can perceive. This can’t cause damage directly, move a creature or object, or create new objects or effects. Creatures and magical objects can Save to avoid being Changed
In dreams or on a sleeping creature, this affects them fully. On a connected creature, the changes exist and function for them and them alone. Yes, this looks really fucking weird to an outsider if you make someone sprout wings and they start flying while everyone else sees that they *clearly* don’t have wings.
+1 ID for each prior not!sorcerous effect you’ve used today.
+1 ID per additional target
+1 ID to change an object the size of a wagon
+2 ID to change an object the size of a cottage
+3 ID to change an object the size of a village
+1 ID to make it last [dice] minutes
+2 ID to make it last [dice] hours
+3 ID to make it last [dice] days
+1 ID to make it a (fully sensory) illusion for all in the real world
+2 ID to make it completely real in the real world
SWAY
Make a declarative statement affecting the emotions of one dream-capable creature you can see in a dreamscape, that is currently sleeping, or that you are connected to with SLEEPTALK THE TALK for [dice] rounds. By default, this is a minor swaying that can affect a reaction roll by + or - 2, or generally mess with someone’s emotional association with a thing, when timed appropriately. When the effect wears off, the target knows they’ve been messed with. This does a great job of both emulating and countering charm, rage, fear, and most other emotion based effects
+1 ID for each prior not!sorcerous effect you’ve used today.
+1 ID per additional target
+1 ID to make it last [dice] minutes
+2 ID to make it last [dice] hours
+3 ID to make it last [dice] days
+1 ID for an effect strong enough to start or end an argument or a flirtation.
+2 ID for an effect strong enough to start or end a fight or a fuck.
+3 ID for an effect strong enough to completely and immediately fucking ruin someone’s worldview and/or life.
DRAIN
Straight up slurp a chunk of their consciousness. Deals [sum]+[dice] psychic/brain/whatever damage to a sleeping creature, one connected by SLEEPTALK THE TALK, or one present in a dream. You can damage objects too, though by default only in dreams.
+1 ID for each prior not!sorcerous effect you’ve used today.
+1 ID per additional target
+2 ID to affect an object in the waking world that’s perceived by a connected creature
+2 ID to inflict [dice] slots of fatigue, fear, or whatever else the GM says can clutter up someone’s brain
+2 ID to heal yourself for half the damage inflicted to creature/s (not objects)
SOMNIFEROUS CALAMITIES
Doubles
- Your eyes turn to brightly shining milky glass for a second.
- You jolt awake with a piercing scream.
- A cold fog drops from above and vanishes, smothering torches and candles within 20'.
- You act last in the next initiative round.
- You broadcast your current emotional state. Everyone in a 60' radius must Save or experience your emotional state.
- Take 1d6 damage.
Triples
- Effect targets adjacent target instead (harms next nearest person, alters wrong thing, creates related but not identical item).
- Fall through the floor, and reappear from the ear of a random creature within 60'.
- A dream of a random spell is also cast on your target (Real only to them).
- Wake with a searing cramp, taking 1d6 damage and stumble-hopping 10' in a random direction
- Add +1 ID to all rolls for the rest of the day.
- Take 2d6 damage. If reduced to 0 HP or below, your mind explodes. 3d6 damage in a 20' radius to anything with a soul.
Quadruples
- Lose 1d6 permanently from a random Stat.
- Effect is reversed (harm heals, alter in opposite manner, create the opposite of what was intended).
- Effect is maliciously altered (harm targets an ally, alter makes the target more dangerous, create something inconvenient).
- A dream of a random spell is also cast on yourself (Real only to you).
- Roll on the Death and Dismemberment table (1d6 for location, 1d12+previous injuries for severity). HP is not reduced. You swear you already had the injury.
- Take 3d6 damage. If reduced to 0 HP or below, your mind explodes. 5d6 damage in a 50' radius to anything with a soul.
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