Into Dreams

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Transcript of Into Dreams

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a role-playing game about dreaming version | ZERO

Written by Raphael SadowskiIllustrated by Basia Marek

logo & layout by Raphael Sadowskithanks goes to Szabel for language consultation

Tis work is licensed under a Creative Commons Attribution-Noncommercial-ShareAlike 3.0 Poland License. You are ree to copy, distribute and transmit the work, and to

create other works based on it. Click the Creative Commons icon above to learn more.

2010

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“What i you slept, and what i in your sleep you dreamed, and what i in yourdream you went to heaven and there you picked a strange and beauti ul fower,and what i when you awoke you had the fower in your hand? Ah, what then?” - Samuel Taylor Coleridge

WORLD OF DREAMS

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Dreamers,

I’m broadcasting theese words through the Radio o Death, even though I know only ew o you will hear.

Humanity is on brink o sel destruction. Te world o Day is becoming more, and more dark. For Humanity is a wicked beast with over seven bilionso heads, and it’s hunger is eternal.

For Humanity, Morality is a joke.Intelligence is a disadvantage.Soul is a myth.And Love is only old ashioned word or sex and tolerance.I nothing will change, the human civilization will cease to exist in

no more than one hundred years rom now. Hear me! We’ve doomed ourselves,

people! But ear not.For we are inside. And we ght! Every night, just under your shallow dreams and nightmares, brave

men, women and even children wage a war against this dark uture o ours. Every night some o us dive into that sticky ocean o Memoire, only to recover the Ideas. Te pearls o thought. Te diamonds o subconsciousness. Ideas, that are destined to change the course o our uture.

So ear not. We are inside. We ght. We Dream!

I’m inviting you into deeper planes o collective consciousness. Te Ra-dio o Death is broadcasting tonight. une in, and come with us.Let’s dive together with hope and pride.

Into Dreams.

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[ the Game ]

Into Dreams is a role-playing game about dreaming.Literally. Players are Dreamers - people, who are attuned tomysterious Radio o Death, and can dream special, uniqueDreams. Dreams, that, they believe, are the last hope o hu-manity.

Tey will ght against time, against mind-boggling puz-zles, against their own ears, and they will strive to nd Keys, thatunlock even deeper levels o human subconsciousness. Until all o

our mundane hopes are dispersed, our dull imagination strippedaway, and the only thing that’s le t is the Idea - the sole reason togo through all o this night a ter night.

Te Idea.Panacea or the humanity’s bleak destiny.

[ the Tragedy ]

“All the things one has orgotten

scream or help in dreams.” - Elias Canetti

Our modern world. Planet Earth.For some it’s a very

happy un place. We won’t be talking about

them. For some it’s dark enough as they see it.For some other, a deeper understanding o it’s

tragedy comes in sleep. People all over the world experi-ence a deep eeling o impending chaos and terror. Te ragedy. Te whole Humanity runs in it’s direction aster,and aster each day, blind olded and in amok o consump-

tion, unleashed science, and moral sewage. ruth is, thatour civilization has no more then 100 years o any uture.Don’t ask “What will happen?”, because no one knows it.

A meteor, a climate change that will boil your brain, a war with another civilization, a disease, who knows - maybe an at-tack o zombies. Call it ragedy and don’t think about it. It will

happen, and when it does, it will wipe out all humanity in amatter o days. Tose who know, look at other people, who livetheir insigni cant lives, trying to rip out some o the world’stime, and grind it into un burgers or themselves. And those

who know pity them or hate them.

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Tis is our world, planet Earth. Day by day. Day by day closer to it’s ragedy.

[ MemOire ]

What happens to a thought, a ter you think it? What happens with every new name humanity invents or some-thing? Where do great artists and writers get their ideas? Where does the basic knowledge o all Humanity dwell?

We believe there is such a place, one concrete place, whereevery though exists be ore and a ter being used. We believe in theMemoire. A collective Subconsciousness o Humanity.People can touch it. Some can draw upon it.

It consists o everyone’s streams o thought, rein orced with simple, logic thoughts, and layered in experience and expec-tations. Poems, book ideas, song lyrics, memory o your yesterday - it’s all there.

All human dreams are born in the Memoire, and that’s why we o ten call it the Dreamscape.

[ RadiO oF Death ]

“Dreams are ree, so ree your dreams.” - Astrid Alauda

Tere is... Something alive that dwells deep in the Mem-oire. Something intelligent and coherent. A voice that can beheard by the Dreamers.

We call it the Radio o Death. And once you’ll hear it you’ll know why. It will be like ten thousand whispers rom be- yond. Like a whistling, dead wind chilling your spine. Like a trailo warning scent you’ve never smelled yet.

You will know.Anyway, it’s there. Looks like it has always been. But it

spoke to us rarely be ore. Who knows, maybe it’s the impending ragedy, that allowed us to hear it better?

It reached or us. It spoke. And it told us about the rag-edy, and we elt that it spoke the truth. And then it spoke o theIdeas too, and we knew what we had to do.

What is the Radio o Death then? Tere are ew dozens o theories. Let me show these ew most common to you:

It’s the voice o our dying planet.•

It’s God or His angels.•

It’s some kind o neutral spirit.•

It’s the voice o everyone that ever died.•

It’s just a power ul, riendly Sprite.•

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It’s a broadcast rom an alien race.•

It’s a secret, governmental project.•

It’s the voice o our own instincts.•

It’s a cosmic coincidence.•

It’s a being rom another layer o real-•

ity.It’s Elvis. Yes. Te King.•

It’s an arti cial being that gained intelli-•

gence due to our brain activity during night.It’s a supercomputer AI rom the uture.•

It’s an illusion, and it just coincidentally warned us.•

It’s an intelligent V channel.•

It’s a message rom airies.•

It’s Satan.•

It’s good, old Morpheus. Te Greek god one, not Laurence•

Fishburne

So choose your version and stick to it, or not. Not thatI think anyone will ever know the truth. It’s alive, and it’sbroadcasting - that’s all you need to know. Tough... Tere are Dreamers, who keep talking they actually entered the RoD on their journeys through the dreamscape. Tey talk about some Valley o Voices, a place beyond the Dreams,

the very source o the transmission. Well, I’m doing thisor twenty years now. Never seen such a thing. Believe i n

what you want.It’s a act, that tapping into the RoD allows to enter

Dreams. Yes, the Dreams, not just any dreams.

[ DreameRs ]

“Now when I lay me down to sleepI will be dancing in my dreamsSeeking the way it all should be I will be dancing Dancing in my dreams” - ina urner “Dancing in my Dreams”

Forget all those ake, so called “oneironauts”. Tey are not even close to the sur ace o ocean we dive in.

We are pirates! We are riggin ninjas, hackers o the dream, power ul, smart and resource ul. Weswim in Memoire, we dream the Dreams, we talk

with the Radio o Death, every night we try to save Humanity. opostpone or avoid the ragedy.

We are also normal people.When we are not Dreaming, we are amily people, stu-

dents, businessmen, workers, priests o all kinds o religions. Weare rock stars, babysitters, tribal hunters in A rica. We might be your riends, neighbours, hated rivals - we might even be your

sons or daughters.

We counted that around one man per one hundredthousand can hear the Radio o Death. Which gives usaround 70,000 Dreamers on Earth. Now hal o them

are already too old or sick to Dream. Hal o this hal are chil-dren below the age o 6 (the age o the youngest Dreamer that

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[ thE DreaMs ]

“I dreamed I spoke in another’s language,I dreamed I lived in another’s skin,

I dreamed I was my own beloved,I dreamed I was a tiger’s kin.

I dreamed that Eden lived inside me,And when I breathed a garden came,I dreamed I knew all o Creation,I dreamed I knew the Creator’s name.

I dreamed - and this dream was the nest -

Tat all I dreamed was real and true,And we would live in joy orever,You in me, and me in you.” - Clive Barker

Tis is what it’s all about.So all human dreams come rom Memoire. Tey come

rom there, and they end up there too. What we believe, is thatimpending ragedy triggered a de ensive reaction rom Memoire.A part o it is the Radio o Death, and the Dreams are a producto this reaction.

Tere are the source visions, the Dream-skeletons. Every human can eel touching those universal stories, universal themeseven in their shallow, common dreams. Te alling dream, thedream where you are naked, the dream o insanely high tower, the

dream o whispers in the dark, the dream o a bad body double. Teese are the trails o Dreams we know, we name and we hunt

or.Te Dreams are such universal visions. Each and every one

- a test. A closed portal on the way to the Idea, that we must learnabout and open. Sometimes to gain the Idea right away, some-times to gain entrance to an even deeper and deeper Dreams. Weo ten dream the same Dream twice, or more, to search it morethroughoutly. We have our avourite ones. And less avourite onestoo. When you are planning to hunt or a speci c Dream, it wouldbe quite wise to take with you someone, who has already dreamedthat particular Dream once already. Tere are also Dreamers calledScribes, who love to catalogue and name Dreams, and they o tenserve as scouts and guides through Memoire.

Each Dream is composed o ew kinds o basic themesthat we call Colors. Four o them we know per ectly:

OneirosSubstance o pure imagination. Tis color consists o an-

tasy themes, swirling lights, unspeakable beauty, ragility and themost gentle o arts. Heavenly music, scent o uknown par ume,inhumanely elaborate carvings, gargantuan buildings.

In our symbolized Dreamer spectrum Oneiros is color

blue.

PrimalPrimal are animal instincts. Primal are deep, dark woods.

Primal is wilderness that our ancestors roamed in search or ood.

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Tis color is about nature and wild things. It’s the rememberanceo our animal heritage.

Each time you’ve dreamed o running in the dark orest,covered with sweat and blood, smelling thousand scents, all sensesscreaming at you with animalistic power - you were swimming ingreen uctations o Primal.

Mara Tis stu is made o all humanity’s nightmares. Mara is

dark, seething, sweating, whispering ear. Do you need to know more?

We mark Mara with the color red. Red like resh blood.

ReflectioA mirror o our li e. Very common along ordinary people.

You know the dreams about coming home, or the ones that takeplace in your work place? It’s all known to you, yet somewhat...Di erent. Dead people might me alive. Walls may be painted yel-low instead o grey. Distances and places might be twisted, butthey are always recognizable.

Tis twisted, mock-up, re ected reality bears the color o silver mirror, or simply white.

We believe that each and every dream, and the Dreamstoo o course, is composed o di erent amounts o theese basiccolors, or notes, just the way a painting is composed o di erentpaint, and a master ul symphony is composed o simple melodiclines.

A little bit o Re ectio and some Mara, and you dreama dream about being chased by your zombie ed boss in a metro.Some Primal at the base, and Oneiros hanging in the air, and youdream o satyrs and magic in orgotten woods.

And guess what.Te Dreamers can tamper with theese colors. o add our

own brush strokes to this canvas we are actually in.

[ the hunT ]

“Deep into that darkness peering, long I stood there, won-dering, earing, doubting, dreaming dreams no mortal ever daredto dream be ore.”

- Edgar Allan Poe

How it’s all done, you ask?A Dreamer sleeps, and in his sleep, he nds a new, un-

known Dream. He wakes up in the mornig, and writes down whathe remembers. He contacts ellow Dreamers through internet,phone or, rarely, as we live spread quite apart, meets them ace to

ace. In ormation is spreading. Finally ew Scribes notes, that thisis a rare, precious Dream, or that it leads to one. Tat there might

be Ideas buried deep inside.A party is gathered. A hand ul o skilled Dreamers. Tey

are to sleep, and dream together this very one Dream. Tey ollow the ounder notes like a hunter ollows tracks. And nally, one by one, they emerge in the Dream.

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Did you know that each night every man dreams threetimes? Most dreams last only 5 to 20 minutes. And in most casesthe dream that is dreamed rst in this cycle contains most com-mon themes, while each next one is less and less coherent to ourmind.

Our Dreams work alike.We hunt or the rst one, we look or Keys or other ways

to unlock rst gate. We must watch the time, because once thetime’s up, the Dream ends. I we manage to unlock the gate, weenter next, deeper Dream. Tere it’s repeated, and though it’spossible to nd an Idea in the second Dream, it’s most commonto lead on, to the third, deepest layer o Memoire. Tose nalDreams, Dreams that contain Ideas lay very, very deep, and youcould not hunt or those right away. Tey are so entwined in the very core o Memoire, that you could hear the Radio o Deathlike i it was broadcasting straight into your ear.

How does a Dream look like?And how does your dream look like? Tey are same.Sometimes they are beauti ul. Sometimes, you eel

like i you were spending years in this another, one in-stance world. Sometimes you are a sh, sometimes you are yoursel . Sometimes they are black & white like some noir movie. Sometimes

they are wild, sometimes they are just sharp,short non coherent moments hanged indamp air.

But each and every time they arecon using.

Most o them tell some kind o story. And the whole pointo Dreaming, is to gure out what has to be done in every one. Be-cause it’s the only way to gather enough Keys and move deeper.

[ Keys ]

“All that we see or seemIs but a dream within a dream.”

- Edgar Allan Poe

Remember when I said that each Dream is madeas a test? And tests they are.

Dreams are landscapes and scenes set up with onepurpose only: to see, i we’ll be smart enough to

pop the puzzle. At the end o each Dream a gateawaits. And to open the gate, you’ll need keys.

Te keys can be anything. Not only any ob- ject, but also a word, a song, a task to per orm,anything. Quick example: You dream about be-

ing in a kitchen. Everything is calm, nearly pure Re ectio. And that’s it. Nothing morehappens. So what do you do? Open the

ridge. Check the cupboards. Who knows -maybe try to cook something? I you succeed,

you might just get a key or two.Another example. You’re in a dark orest, and it’s really

cold. You are trying to make re. Gathering dry sticks in the

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orest might grant you your keys, and burning re might just be aportal to the next Dream.

It’s very, very con using all right. O course you can alwaystry to Dream your way around, to “hack” the portal somehow. Or

orce it open. It’s hard, but not impossible. And since sometimesthe keys are really tough to nd, when the time is running up ev-ery other way to open the gate is good. Some Dreamers are calledKeymakers, or they know how to create some keys per dream.It’s always good to have one o them by your side. Saves a lot o

rustration.

[ thE IdEas ]

“Dreams are answers to questions we haven’t yet gured out how to ask.”

- X-Files

Let’s say you hunted, and you succeded. You are standingat the end o the last Dream, with a lot o keys. What then?

Te last gate has to be opened. And when it does... You will nd the Idea. Te sole reason o our struggle.

Funny, that the Ideas every time look like jewels. Some

may look like a shining pearls, others are rubies, other might bemade o silver or gold, and some look like a great diamonds. When you see one, you’ll know you came or this one thing.

A ter nding the Idea all remaining Dreamers must lay atleast one o their hand on the jewel... And it will all end.

What are the Ideas?Well, to put it short: Remember the words “I had a dream...”

spoken by Martin Luther King? I would say, that some group o Dreamers had to be very busy the night be ore.

All great Ideas are born in Memoire. And while some ge-niuses might peek into it and dig something out all by themselves,sometimes you need a team o specialists or that. In short, we areminers, who bring humanity the greatest o it’s thoughts. Pro-metheans, bringing humanity re to make li e better or ourselvesand our children.

Te Ideas gives hope. Te Ideas changes the world. And what’s more important, they are changing people. Night a ternight a ter night people around the world wake up with goodthoughts. With ideas about how to change things to better. Andthose ideas might postpone, or even stop the ragedy.

Tis is how we are saving the world.By sleeping in our beds.

[ rOles ]

“Yes, I am a dreamer. For a dreamer is one who can nd his way by moonlight, and see the dawn be ore the rest o the world.”

- Oscar Wilde

I spoke about di erent Role o each Dreamer be ore. It’snot a thing o choice though - each Dreamer can ul ll only oneo theese, and he is born with that ability. One cannot be a Fly-

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er and suddenly change into a Lullaby. At least I’ve never heardabout this kind o a situation.

Each Role is use ull, each is valuable, and each can help your group hunt or Dreams. It’s good to know at least one otherDreamer gi ted with each o theese 11 basic Roles:

Breaker Te Breakers are the strong willed rebels, breaking, bend-

ing and changing rules o the Dream to their liking.

Scribe (sage)Te Scribe knows names o many Dreams, he memoriz-

es and analyses them. Scribes are Dreamer’s scientists and o tenleaders.

MuseMuse is a Dreamer who can inspire others. His very pres-

ence li ts spirit and encourages others to work miracles.

Shifter Tey are masters o deception, capable o turning into

anything in a Dream on their very whim.

Flyer (bird, Ikar, glider)I you o ten dream about ying, you might be one o them.

No matter i you glide, jump, swim through the air or y like aSuperman - a Flyer is reedom incarnated, and can reach thingsunreachable to others.

Lullaby (siren)I the worst happen, and you are waking, you can always

count or your Lullaby, a Dreamer able to bring you back to sleep. Tey are the healers and soothers.

Suicide (kenny, lemming, dodo)Tis grim kin lives the darkest motiv - in nearly each

Dream they die. But they also suceed in any action taken, that willbe paid with the cost o their li e. Tey are rare, scary and sad tointeract with, yet other Dreamers could learn what sacri ce means

rom them.

Animator Tose prestidigitators o Dream can animate any object. Remem-ber Lumière the candelabra and Mr’s Potts the teapot rom Dis-ney’s Beauty and the Beast? Now imagine an Animator giving li eto a sword or a gun. Now that’s un.

Keymaker Te hackers o the Dreamscape. A ter looking at a “lock”

and having a little bit o time, they can cra t the keys needed toopen the gate.

Watcher (second)Tese olks hold a very use ul power: Te power o time.

Tey can make minutes eel like hours and hours like minutes.Very use ull, when your dream time is getting short.

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Lucid (Alice)Tose guys enters deeper than any other Dreamer. Be ore

you’ll get your where’s and what’s a ter entering a new Dream,they will already be there, ready to rock, and tough to wake up.Best Dreamers there are, though they risk coma’s and brain dam-age every time they Dri t away.

Teese are the 11 Roles that we call basic.Are there other Roles? Some say there might be many

more, rare talents. I heard Dreamers speaking o meeting at leasttwo Dreamers, who led other Roles:

WildcardWildcards are unpredictible individuals, who can do as-

tonishing wonders in Dreams, but they can also bring about de-struction on the heads o every other Dreamer.

CylixTeese strange olks are said to be able to change the color

o the Dream Sel uctations. In short, or example change Marainto Oneiros or Re ectio. A very use ull trick, especially when your’e about to wet your bed out o ear.

[ DenizEns of DreamscapE ]

“When the rst baby laughed or the rst time, its laugh broke into a thousand pieces, and they all went skipping about, and that was

the beginning o airies. And now when every new baby is born its rst laugh becomes a airy. So there ought to be one airy or every boyor girl.”

- James Matthew Barrie

spRitEsWhen you dream, and talk with your dead ather, who do

you talk to really?All the beings other then Dreamers that you meet in

Dreams are called Sprites. Tey are at, illusionary beings, gi ted with as little o intelligence as it needs to ul ll it’s role. o play your dead amily, to play animals, to play unnamed lovers and ip-ossible beings o human antasy.

A Sprite cannot orget his role. A Sprite will never show he’s something else. With the little intelligence they have, they re-ally believe they are what they look like. And like the Dream, they consist o the our basic colors mixed into a sentient being. Still, anormal squirrel met in a Dream is pure Prime. Same squirrel thatcan talk, will be Prime with a hint o Oneiros, boldly seasoned with Re ectio. And the same squirrel, thrice as big, with blood-shot eyes, and vicious angs will be Primal layered with plenty o Mara.

Sprites can be dangerous. Some will attack you, while oth-er’s role will be to help you. Te trick is to get their game ast, andplay with their rules to win.

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NEmEsis“Beware your own, personal horrors

that dwell deep in your mind, shackled. For in dreams your mind is open.”

- Unknown

Sometimes Sprites become some-thing... More.

Due to Dreaming, or a Dreamer tam-pering with the Sprites role it may gain a levelo sel -consciousness. Enough or it to makeit’s own decisions. Such Sprite uses the willo a Dreamer that “changed” it, and sustainsit’s existance eeding on one’s Dream Sel .

A Dreamer might understand that hecreated a Nemesis only when he meets sameSprite in another Dream, or the Nemesis willalways go a ter it’s creator. o observe, to learn, totry to understand, or to ll it’s mind with hate. Formany o the Nemesis percieve their awakening asa curse. Te sudden realization o one’s minority and arti ciality might drive a Nemesis mad.

A Nemesis is an unpredictible, dangerous

enemy, and not every Dreamer who happened tocreate one and ght with one was able to succeed.

acEdians“Acedia (gr.) - a word rom ancient Greece describing a state o listless-

ness or torpor, o not caring or not be-ing concerned with one’s position or con-

dition in the world.”

Imagine your’e a Dreamer. But you can’thear Radio o Death, or that you pretend youcan’t. Tat you’ve never met another Dreamerin your li e. What would you do?

You could end up as an Acedian. Tat’s how we call Dreamers that use their power or

un, dreaming their Dreams only to ul lltheir most aw ull, dark desires. Tey con-sider themselves gods o the Dreamscape.

Acedian tread on the verge o sanity in Dreams, capturing them, and sail-

ing on them through Memoire, not evenknowing what is it. Tey dwell in rare Dreams,changed, twisted by themselves, turned intotheir private little worlds lled with thingsthey love.

You might want to be care ull when youenter a domain o such Dreamer. Teir power,unbalanced by training and power o otherDreamers might be quite devastating.

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RiDERs“You have to know who you are, i you don’t, you have night-

mares.” - Stephen Rea

Listen now, or what I will say is not only important butterri ying as well. Tink o it as a warning, an example o what may happen i you loose ocus while Dreaming.

Tere are Dreamers who got lost in the Dreamscape. And who seem to work very hard to tamper our e orts. Tey surely are agents o some greater orce, yet we do not know it’s name ororigin. And we hope we may never need to.

We call them Riders, because, not unlike we do, they travelthrough Dreams in packs like hunters riding the waves o theirchosen color uctations.

Each Rider was once an Acedian or a Dreamer, just like you and me. But his ephemera, his dream-sel consisted too mucho one color. And slowly he was dri ting away, his mind reezedin one Dream note, his soul drowning in visions o pure Primal,Oneiros, Re ectio or Mara. His ephemera was soon o one coloronly, and he reaked out.

No, seriously. His ephemera reaked out, giving him abili-ties much greater than those o a human being. His mind reaked

out, splicing itsel onto Dream, making him a wicked hybrid, hal human - hal Sprite. But it was not end yet.

When you are past that line, you crave or only one thing- to loose human shell, and roam in Dreamscape orever andever. Ever woke up to weep or a lost, hal remembered, beauti ul

dream...? It happens o ten to us. Because we know we are not tocross the line, ever. Because we could stay there orever, and we won’t, cause we have job to do.

But a Rider does not hear his conscience anymore. Sothey hunt or Dreams, alone, to get Ideas, or only such power ulchunks o Dream can have the power to keep splicing Dreamersmind and soul into Dreamscape. Tey leave their bodies to rot andstarve, as they sleep, and sleep, and sleep and Dream, until they simply die. And when they do... Something inside the Dreamso ers them a new li e.

We really don’t know how many Riders are out there. I’vemet our in my li e, and three o them were a band o PrimalRiders, power ul creatures o wild, but not extremely harm ul asNightmare Riders can be. Tere are not many o them, but they Dream all the time, not only during night. And they gather intobands, as i they could sense themselves. Tey can travel throughDreams with such ease, as we are walking the streets o our cities.

Riders are our rarest, and most dangerous adversaries. Notonly because they are power ul, smart and wicked zombies, butbecause they hunt or Ideas, just like we do. And each one they

nd, is one less or Humanity.And we can’t allow that to happen.

[ Artifacts ]

Teese are human Dreams we are talking about, and hu-mans are not per ect. And so aren’t the Dreams.

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Sometimes something werid happens in a Dream. Sprites melttogether, Dreamers ght one antoher until waking, Riders twistthe very abric o Dreamscape... And in such extreme conditionsan Arti act might be born.

Arti acts are objects or sights, that become solid in theDreamscape. Tey never disperse. It’s hard to tell how Arti actslook like, but you might want to think they are more like com-puter screen “arti acts”, visual objects that were never meant tobe, rather than some golden chalices o old. Arti acts are riddles.Arti acts are mistakes, bugs, errors in the abric o Dream.

Tey can just be there, every time in the same Dream, stoic,static and indestructible, not doing anything, just puzzling yourmind. Some can move. Others might have strange powers. You see, each Arti act is a mistake, that should never happen.No one created them according to some plan. Tey can con-nect things that should never be connected. Tey can do things noone thought possible in Dreamscape. Tey can hurt you, they cangive you power, they can create unspeakable, new possibilities...

And that’s why you should avoid them. Tat’s why youshould approach each one with greatest care.

I’ve heard about Arti act imprisoning minds o Dreamers.I’ve heard about Arti act that gave cancer to a Dreamer. And I’veheard about Arti act, that made a guy levitate. A ter he woke up.

But I’ve also heard about a Scribe wearing an Arti act “ring” inDreams, which allowed him to do some really crazy tricks.

Believe the tales or not - watch out or the Arti acts. Tey are rare, each one is unique and they may look like normal objects,but you will always know i you’ll ever meet one. Tey are ex-

tremely dangerous, and all are to avoided i possible, and reportedto all o us.

Please don’t make mistake, and do not try to keep thisobelisk, gauntlet, strange yellow light dots, a distorted clap, sound-less thunder or whatever orm it will have or yoursel .

You may just be risking your li e.

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“You cannot dream yoursel into a character; you must hammer and orge yoursel one.”

- James A. Froude

CREATING A DREAM ER

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As an Into Dreams player you will have to create a char-acter known as the Dreamer. o begin, prepare a clear charactersheet, a pencil and a six sided die. You can create character alone,or together with ellow players and your game master. Te secondidea is quite good or rst timers - you can easily create a good,multitasking team. Creating characters alone, not knowing whoplays gives the team more “real” tone though. Just like in real li e, apack o pro esionals doesn’t have to “run along” rom the beggin-ing...

[ ChaRactER ] First comes an idea, o course.Who would be your Dreamer in real li e? German bus

driver, who has two daughters? Japaneese student in Warsaw who

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likes to party? A ro-american National Geographic photographer?A housewi e in sweden? A tribal hunter somewhere in a rica?

O course you could try and create a character similar to yoursel , but where would be un in that? ry to think o somereality that could gain something when mixed with the world o Dreaming.

Ask yoursel , where does your Dreamer come rom? Wheredoes he live now? What age is he? What about his relatives? Doeshe work? Does he learn? Is he rich or poor? For how long does heDream? Does he know any other Dreamers? What adventures didhe have in his joruneys through Dreamscape? Does he rememberabout his duties during the day, or does he wait impatiently to diveinto Memoire again...? What does he like, and what doesn’t?

Answer theese questions, and create your Dreamer. Youdon’t have to ll out every little in o about him, just a hand ul o

acts rom his li e. Leave yoursel some place to improvise. Givehim a name. No matter i it will be a noble name and a surname,or just a nickname - make it eel good. Make it sound like i it wasto give away your idea or the person behind that name.

Now get a clear Into Dreams character sheet and startshaping your Dreamer.

[ agE ]

Age is important or Dreaming.For example kids have more vivid imagination, so their

Dream Sel is greater. Old people use their experience to ndKeys more quickly, but their sleep is more shallow... And so on.Each age class have it’s highs and downs, so choose the age o yourDreamer care ully.

Child Abilities: 18 Dream Self : 10 Bonus: While dreaming a child can acvhieve a critical suc-cess when rolling 6, and a critical ail when rolling 1. Te e ect o

this critical should be discussed among the players and the gamemaster, but it should always play along with the situation.

Teen Abilities: 17 Dream Self : 9 Bonus: eens are the most passionate dreamers. Tey canburn away a die rom the Dreampool to reroll last test. Tey mustaccept new roll then.

Adult Abilities: 16 Dream Self : 8 Bonus: Adult dreams are most stable and predictable. While dreaming they earn success also on “pairs” o 1’s, 2’s and3’s.

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Mature Abilities: 17 Dream Self : 8 Bonus: Matured Dreamers are more ocused during theirHunts. Tey begin each Dream with one Key already in theirpocket.

Old Abilities: 18 Dream Self : 7 Bonus: Lacking in abilities and Dream Sel Old dreamersare best attuned to the Radio o Death. You can buy new DreamSel dice or 1 RoD point less then others. You also start eachDream with 1 attunement point, that you can spend to enchancea roll, just like RoD points can be spent.

[ REasOn ]

Reason is one sentence o your Dreamer’s choice that an-swers the question “Why do I dream?”. It’s your Dreamers char-acter and avour shortened to one sentence. It can point at yourcharacter’s most distinct eature or aims. Use one o the answers

below, or simply write your own:

• “Because it ’s un” “Because someone has to do this” •

“Becuase God gave me this ability to help humanity” •

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“Because dreaming makes me eel power ul” •

“Because I can’t stop” •

“Because I think it’s better than reality” •

“Because I got to know what is the Radio o Death” •

“Because I need to help other Dreamers” •

“Because humanity is crap, and I can make it better” •

“Because it’s better than drugs” •

“Because it’s un to play a hero, and kill and destroy unsentient •

beings” “Becuase I can do something good without hurting anybody” •

“Because in Dreams I can nally make my most wicked ideas•

come true” “Because I want to con ront my nightmares” •

Re er to Reason every time you won’t know how yourcharacter should react, and try to just roleplay the reason. It shouldhelp you to think “what would errence do now” or to nd an idea

or Dreaming.

[ abiLitiEs ]

In Dreams each Dreamer’s body and mind is changed into

something called a dream-sel , a host or his knowledge, skills andphysical abilities. O course Dreams may change your size, race,even sex, or turn you into a sheep. But the base remains. Te abili-ties are:

Body •

Strength, endurance and all the other physical traits o yourDreamer

Lore•

All your knowledge, inteligence and other psychical traits

Skill•

Skill symbolizes all kinds o manual works and abilites based ontraining, rom operating cars to long distance running

Insight•

Insight is the ability to invent new answers on the run. It’s a God’sspark in human being

Now look at your chosen age class. It contains a numberor your abilities. Tis number indicates a total o points you can

distibute among any number o abilities, scoring rom 1 to 6.Be warned though.

Te less points you put in an ability the better.

1 is awesome

6 is weak

And you have to use all points. Tink i you want to put six points into your less avourite ability,

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to save some low scores or better ones, or that you want to keep your character moderate? It’s up to you. Put those numbers in the

rst rame rom the le t.Next rame is or modi cation that nearly each Dream

will impose on your dream-sel . And the last rame is or yournal score per Dream.

Tis nal score must range rom 1 to 6 only, so each timeit would be less then 1, just write 1, and each time it would gobeyond 6, just write 6. Final score indicates rom what number up your dice rolls will be a success.

[ Dream Self ]

Dream Sel is your Dreamer’s ability to Dream turned intoa number. You can nd that score under your age class.

Tis also shows how many points you can distribute among your Ephemera and Pigments. You have to have at least 2 pointsin Ephemera, and at least 2 in your Pigments, so choose wisely.

EphEmERa Ephemera is the substance o your dream-sel . Te more

Ephemera o any color you have, the more substantial your dream-

sel will be.It is also the number o dice o each color that you might

use when Dreaming.When per orming Dreaming, you might roll some, or all

dice rom your Ephemera, so i you plan to Dream a lot, you might

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want to put many points rom your Dream Sel pool into it.You must also be care ull not to have an Ephemera con-

sisting o only one color. I you do, you will instantly change intoa Rider, and loose control over you character. Te more colors youhave, the weaker your Dreaming will be, but you will not be soprone to Dri ting.

PigmentsAll Dream Sel you got over your Ephemera is called Pig-

ments. And theese are also the number o dice o each color. Tey are merged with the Pigments o other Dreamers at the beginningo each Dream to create the Dreampool.

So each dice you deny to yoursel is a great contribution to whole party. ough call, ain’t it?

[ ROlEs ExplainEd ]

Into Dreams is a game where teamwork is essential. You just can’t “go solo” here. Tat’s why most o the Roles are abouthelping your team. Choose one or your Dreamer. Look or onethat sounds most un or you, or the one that could help yourteammates a lot.

One important thing:

You can’t have two same Roles in a Party. wo Breakers will neverenter same Dream.

Now let me explain the rules behind every Role:

Breaker “Te Breakers are the strong willed rebels, breaking, bending

and changing rules o the Dream to their liking.” Breaker can swap two ability modi cators between any

two abilities o any two Dreamers, including himsel . Each “break-ing” costs one die rom the Dreampool, or one o the Breaker’sEphemera dice ( or the rest o the Dream).

For the same cost he may also move a Compulsion or E -ect rom one Dreamer to another.

Scribe (sage)“Te Scribe knows names o many Dreams, he memorizes and

analyses them. Scribes are Dreamer’s scientists and o ten leaders.” Scribe is the only player allowed to have a clear sheet o

paper and a pencil while playing. Tis means that only he can write notes or each Dream, draw maps and write down the scenes with test difculties described in details.

Scribe can also move party rom scene to scene inside oneDream or the cost o two dice o his Ephemera.

Muse

“Muse is a Dreamer who can inspire others. His very presence li ts spirit and encourages others to work miracles.”

A Muse can ocus on another Dreamer. When she does,target can roll additional die or every 6 he rolls. Te additional diemust be o the same color that the one that scored 6.

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Muse can be ocused at only one Dreamer other than her-sel at any given time.

Shifter “Tey are masters o deception, capable o turning into any-

thing in a Dream on their very whim.” For the cost o one die rom Dreampool or his Ephemera

a Shi ter can take shape o anything. He gains looks and mass o the desired object, but not it’s abilities. For example, he can turninto a tree, but he can’t make ruits grow on him. He can turn intoa bird, but he won’t be able to y. He can turn into a bomb, but he won’t explode. He can turn into a computer, but it won’t work, andso on.

He can turn into a wol , and will have it’s angs and mane,but he will run only with human speed, and his sense o smell won’t be like o theese predators. He may gain theese abilitiesthrough some Dreaming though.

Shi ting back into human orm costs another die.

Flyer (bird, Ikar, glider)“I you o ten dream about fying, you might be one o them. No

matter i you glide, jump, swim through the air or fy like a Superman- a Flyer is reedom incarnated, and can reach things unreachable to

others.” For one die o the Dreampool or his own Ephemera Flyer

can start ying. His ight lasts until he lands anywhere, or un-til the Scene ends. I he does, he must spend another die to y again.

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Each Flyer may have another rules regarding his ying.For example some y through gliding, while others must ocus tolevitate. Apply these “triggers” to your character too.

Lullaby (siren)“I the worst happen, and you are waking, you can always

count or your Lullaby, a Dreamer able to bring you back to sleep. Teyare the healers and soothers.”

Lullaby can bring a waking Dreamer back into Dream.For one die rom the Dreampool or her own Ephemera she canraise target’s Dream State by one level. It won’t work on Dreamers who are already Awake, and it won’t raise Dream State to “Lucid”level. Lullaby also can’t use this e ect on hersel .

Suicide (kenny, lemming, dodo)“Tis grim kin lives the darkest motiv - in nearly each Dream

they die. But they also suceed in any action taken, that will be paid with the cost o their li e. Tey are rare, scary and sad to interact with, yet other Dreamers could learn what sacri ce means rom them.”

Suicide holds one great power, and one only.I he sacri ces his li e in a Dream, his last action under-

took be ore death will always succeed. No matter i it is a ght,a Dreaming, or anything else. His Dreamer vanishes rom the

Dream, and does not appear until his party enter next one.

Animator “Tose prestidigitators o Dream can animate any object. Re-

member Lumière the candelabra and Mr’s Potts the teapot rom DIs-

ney’s Beauty and the Beast? Now imagine an Animator giving li e toa sword or a gun. Now that’s un.”

Animator can use his Ephemera to give hal -conscientli e to any object he touches. Te animated object gains it’s ownEphemera according to the number o dice assigned to it romAnimator’s pool.

Te more Ephemera the object has, the more consciousthe object become, and the more abilities it has. On each level o Ephemera object gains theese abilities:

1 Ephemera - Object can talk directly into a Dreamer’smind using simple words.

2 Ephemera - Object can speak aloud and orm com-

plicated sentences. It’s sel aware. When used in any action thatmatch the object’s purpose it grants one reroll o any ailed die.

3 Ephemera - Object can now move on it’s own. It sproutslegs or any other appendages that allow it to walk, run or climb. Itallows to reroll two dice instead o one. It also listen’s to it’s Ani-mators orders.

4 Ephemera - Object can y. It allows to reroll three dice.

5 Ephemera - Object gains abilities o it ’s own, that mustgive a total o 20.

6 Ephemera - Object becomes ully conscious, and be-

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comes a ree Sprite with a will o it’s own, though it still won’t doanything against it’s creators will. It can also turn into a Nemesisby accident.

It’s Ephemera consists o 2 points and it’s Pigments o 1.

7 and more - No one ever saw an animated object createdo 7 or more Ephemera. It could be quite catastrophic.

While animating an object Animator’s Ephemera is splitbetween them, and the Dreamer can only Dream using what’s le to his Ephemera.

Keymaker “Te hackers o the Dreamscape. A ter looking at a “lock” and

having a little bit o time, they can cra t the keys needed to open the gate.”

o create a single Key the Dreammaker must spend onedie o his own Ephemera. He must create a key rom some exist-ing matter in the Dream, and the key retains all the abilities o thematter it was created rom. I it was created o a stone, it’s cold andhard. I it was ice... It can melt. I it was a squrrel - it will bite. Andso on.

A Keymaker can’t create a key without seeing the “lock”

rst.

Watcher (second) “Tese olks hold a very use ul power: Te power o time. Teycan make minutes eel like hours and hours like minutes. Very use ull,

when your dream time is getting short.” A Watcher is the only player who can hold a timer during

play. He always knows how long the Dream will last, and once inevery Dream he can stop the time or three minutes. Players can’ttake action during that pause, but they can talk and plan.

Lucid (Alice)“Tose guys enters deeper than any other Dreamer. Be ore you’ll

get your where’s and what’s a ter entering a new Dream, they will already be there, ready to rock, and tough to wake up. Best Dreamersthere are, though they risk coma’s and brain damage every time theyDri t away.”

Lucid always begins each Dream on Lucid Dream State.

Other roles:

Wildcard“Wildcards are unpredictible individuals, who can do aston-

ishing wonders in Dreams, but they can also bring about destructionon the heads o every other Dreamer.”

Tis one’s simple: Each time a Wildcard rolls dice, i herolls more 6’s than 1’s something good happens to whole party. I there are more 1’s then 6’s... Something bad suddenly happens.

Cylix“Teese strange olks are said to be able to change the color o the

Dream Sel fuctations. In short, or example change Mara into Onei-ros or Refectio. A very use ull trick, especially when your’e about to wet

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your bed out o ear.” Cylix can rearange the colors o dice a ter any roll to their

liking. Te cost o such action is one die rom the Dreampool, orhis own Ephemera.

[ ROD pOints ]

Here you will note each Radio o Death point your char-acter earns. You will be able to spend it to improve rolls, or yourcharacter. Rules to award players with RoD points are easy to ol-low:

For each Idea ound (and touched at the end o the Dream) by •

your Dreamer you get three RoD points

For nishing and surviving a Dream - one RoD point•

A ter each Dream players and GM choose the best player in•

that one Dream, and award him or her with one RoD point. You cannot vote or yoursel , and you have to tell why exactly do you want to award chosen player

Players can use RoD points to enchance their Dreamers

according to the table below: Adding a point to your Ephemera 4 RoD

Adding a die to your Pigments 3 RoDLowering an Ability score by 1 point 5 RoD

1 RoD point can be also burned during Dream, a ter a roll,to buy and roll two additional die o chosen color.

dream recording

Players can also spend RoD points to Record a eatureo a Dream. Recorded eatures await, written on your charactersheet, until needed. Dreamer can Unleash those recorded pieceso Dreams into Dreamscape.

Only by using Recording, players can move items or ellow Sprites between Dreams. Te cost o Recording rises with impor-tance o the eature. While 1 RoD point will sufce to Record agun, dozen mice or a person, Recording a power ul dragon couldcost 3 RoD points.

Once Unleashed, the Record is dispersed, until you are willing to pay the cost o Recording again. Want that sexy siren tostick around? Pay up!

Unleashed Record does what lies in it’s nature: Gun shoots,cop protects and serves, dog barks, ship sails, scary music scares,banshee’s wail makes people crazy, and Recorded re - burns. Arecorded Evil Genius will still be evil and still genious, and prob-ably still an adversary to Dreamers.

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“When we are dreaming alone it is only a dream. When we are dreaming withothers, it is the beginning o reality.”

- Dom Helder Camara

PLAYING INTO DREA MS

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[ IntROdUctiOn ] “Do you know the place in the morning? Right a ter awakening? Te place, where you remember dreams? Tat’s where I’ll always be wait-ing or you.” - inkerbell to Peter Pan

Into Dreams is a little di erent kind o RPG.First o all this game is great or both short and longer

meetings. Each Dream is 15-45 minutes long in the real time,so depending on the amount o Dreams you are planning to play during one session you can spend an hour, an evening or wholenight in the world o Dreams.

Second, Into Dreams lets players take things in their ownhands, and create all kinds o stu . Tis is called Dreaming. Youcan together create objects, events, places, just anything you want.It may be a little con using or players who never had occasion toplay such game.

Tird, Into Dreams does not have one mood, one setting.

Or, more concrete, it’s setting allows or all kinds o adventures,leaving players twisting around in a kaleidoscope o moods, a- vours, scents and colors. One dream may be nearly pure antasy, while other will be a psychodelic horror, and next will be aboutcopying papers in a bureau.

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It is possible to create a stunning, epic campagin in the world o Dreams too. Tere are campaign hooks described in thenext chapter o this book: Te Book o Dreams. But i you arenot planning to play a lot, think o Into Dreams as o setting torole-play your most werid ideas, or to rest rom your typical epic

antasy campagins. Also it provides with easy rules that you canadapt to other games. Give your mainstream characters a Dreamersheet and set your space cadets/detectives/warriors into the ever-shi ting Memoire.

Dreams are con using and ever-changing, and so, thegame about Dreams is too.

[ what yOu will nEEd ]

You will need many six sided dice. It would be per ect,i they would be color-coded in our colors, our colors o theDream substance: Oneiros, Primal, Mara and Re ectio. 9 dice o each color should be enough, although it is not a big problem toplay with even one dice - you’ll just need to make notes on poolsizes.

You will also need one character sheet per each player andsome pencils. Also make sure that everybody read this manual,

and that they understand rules. For rst game or rst campaginit’s strongly advised to create characters just be ore rst session,together. Tis will help you create a competent team.

[ Playing IntO Dreams ]

Each game session (also called a Dream Hunt) consistso a series o one to three short games (the Dreams). Everythingthat is happening in the “real world”, or World o the Day is put

beyond the gameplay, during which player characters are already in the Dreamscape.

Dreamers communicate with eachother during day, col-lect in o about Dreams they hunt or, and assemble a crew that will try to dive into them or the Idea.

Game starts, when all the characters are already in therst Dream.

[ a Dream ]Each Dream consists o an amount o scenes. Scenes, not

“places”. Dreamers will move rom scene to scene just like they would move rom north to south. Tere can be as many scenes as you like and need, to make the Dream challenging.

Dreamers search Dreams or keys, that unlocks the gateinto next Dream, or search or Ideas. A key can be practically anything: an item, a word, something to do, a song, a gesture -

anything. Since each Dream cosists o a series o scenes, play-ers will have to gure out “what is this Dream about” and try to“complete” it with their behaviour in each scene.

While they interact with sprites and scenes, they will o -ten stand against an obstacle.

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[ ObstaclEs ]

Each obstacle (which can be a ght, a riddle, a eat o dex-terity or agility, or anything else, really) has it’s di culty levels:

Oneiros, Primal, Mara and Refectio. o overcome an obstacle,players will roll dice rom their Dreampool.Now, depending on the nature o the obstacle, rolling

player will use one o his Abilities. Ability class points at numberrom which the roll is success ull. Also only a die o same color as

a di culty level can score. Rolling 6 on a die o any color thoughallows to use it as a substitue success or any other color.

A ter the roll, you remove all success ul dice rom theDreampool.

Exemplary roll:

John jumps over the magical ence in a Dream about gi-ants. Te obstacle consists o 2 Refectio di culties, and 1 Onei-ros. John looks at his Body ability: it’s 4’th class. Not that bad,but John wants to make sure he does jump over on the rst try.So he takes 5 dice rom the Dreampool: 3R (Refectio) and 2O(Oneiros) to have more chances.

John rolls the dice and gets theese results:

O4 ,O1, R3, R3, R6

Since John’s Body equals 4, all rolls that are 4 and up scorea success. Un ortunately he rolled low, only two successes: one

Oneiros and one Refectio. Actually John decides to use the 6that he rolled on Refectio die to use as a substitute success orOneiros. He removes the two success ul dice rom the Dream-pool.

A ter the roll, John is le t hanging on the ence. He stillneeds to get 3 Refectio successes to get through.

Tere are also shared obstacles, ones that can be beatenby whole team, taking rounds. For example a ght with a giant.Such an obstacle will have many di culty levels o all colors, andplayers will try to reduce them round by round.

Obstacles can guard keys, gates or Ideas, or simply block the way to another scene.

a round : time in which all Dreamers declare theircurrent actions, ollowed by the reaction o the Dream (led by Game Master)

[ DreAming ]

“I have spread my dreams beneath your feet;Tread softly because you tread on my dreams.”

- William Butler Yeats

Since the Dreampool quickly melts away while player aretrying to overcome all the obstacles, they need a way to get theirdice back. Tat’s where Dreaming come in.

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When a player wants to Dream, he takes his Ephemeradice into hand. He declares what is he trying to imagine, androlls the dice. Now, the rules or Dreaming are simple: Changecosts, creation earns. I your aim is to change somthing in theDream ( or example changing a revolver into ice cream) you notonly have to score some successes, but also to pay some dice romDreampool. But i you want to truly Dream, andadd new eatures, items, creatures, objectsand situations to Dream, you may gainPigments (that are instantly added toDreampool, and do not modi y yourbasic Pigments score).

For Dreaming you getsuccesses on 4’s, 5’s, and 6’s.

Changing

Declare what do you want to change and in what way. Don’t be exact, rather say “I want to change his revolverinto something harmless” than“I want to change his revolverinto a hedgehog”. Decide to-

gether how many successes will you need. Roll the dice. See i yousucceeded. Pay amount o dice rom the Dream-pool that equal the number and color o successes.Add avour to your vision, depending on the color o your suc-

cesses. For example one Oneiros successand two Mara may change revolverinto some wicked, oul insect, that will y out o the owner hand. Haveun while inventing the avour togeth-

er. Te more successes, the greater thee ect. I you ail to achive target numbero successes, you have to pay one die, but

your Dreaming brought no e ect.

Creating

Declare what you want to create.Don’t be very specifc. Rather say “I want to create a tree” than “I wantto create a tree made o blood thatbear eyes as ruits”. Decide togetherhow many successes will you need.Roll the dice. See i you succeeded.Add avor to your vision, depend-ing on the color o your successes.

For example two Primal, one Maraand one Re ectio may create a tall,

power ul tree, ripe with li e, but one that

is in ested with talking, vicious ants that canbite through skin. Have un while inventing theavour together. Te more successes, the greater the

e ect. I you ail to achive target number o successes yourDreaming brought no e ect. Finally add the number and color o

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dice to your shared Dream Sel equal to the number and color o your successes.

And that’s it.Players can o course alter or urther enchance the e ects

o another’s Dreaming, changing and adding stu as they like.All the objects, entities and situations created while Dreamingare solid (i they weren’t created otherwise) and are to stay in theDream, changing it’s eatures, maybe in uencing existing obsta-cles or even adding new ones, until Dreamers that created it leavethe Dream.

All intelligent or semi-intelligent entities created duringDreaming are considered Sprites, and all items are just items, notarti acts.

[ DRiFting ]

Sometimes it’s hard to stay ocused during Dreaming. ADreamer starts looking at someone’s hand, and suddenly he real-izes, that the hand has six ngers instead o ve. Humans doesn’thave six ngers. So maybe it’s not human hand at all? Maybe it’san alien hand. Evil hand. It means that owner o this hand has

to be evil too. So you should run, but you can’t. Your imaginationstarts running wild, you start creating lots o new things, you arechanging the Dream, while still staring at one object.

Tis is called Dri ting.Dri ting is a state o stupor, when a Dreamer does not act

physically, but their imagination is unleashed, set loose, to change,create, harm or twist the Dreamscape.

When Dreamers may start Drifting:

Every time players will start talking about things not con-nected to the Dream they are Dreaming right now, Game Mastermay consider them Dri ting.

When a Dreamer stubbornly tries to add some meaningto a meaningles detail o a Dream.

Whenever a Dreamer meets an obstacle that tries to play with his mind.

Whenever a player starts thinking aloud that some eatureo the Dream might be something more.

Te trick is, that whenever a Dreamers starts to think thatsomething is more than it seems... It becomes more than it seems.So a Dri ting may not always be just a way to bring a twist into aDream, or to stall players, but also a way around obstacles.

Mechanics or Dri ting depend entirely on one’s Ephem-

era. Whenever a Player wants to stop his Dri t he gets amounto dice equal to the number o his Ephemera colors. He needs toroll 6 on any dice to stop. He can try to roll once per every minuteo Dreaming, but in the meantime things created by his imagina-

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tion, intentional and not, are ree to roam.Remember to raise level o your Dream State whenever

you are Dri ting!

[ spliCes ]

A splice is a modi cation to a Dremer’s dream-sel im-posed by the Dream itsel . It may change you into a sh or thetime o the dream, or a god, i you dream an Oniric version o olympians.

A splice might give you new abilities or the time o Dream. Everything, rom breathing re to creating new worlds.Splice is a part o Dream, and it a ects all Dreamers present inthe same way. Tere are two basic kinds o Splice:

CompulsionWhen the Dream makes you behave in a concrete way. For

example it may make you want to compete with other Dreamersin a Dream about arena ghts. Or to save as many lives as you canin a Dream o a sinking ship.

Compulsion always takes orm o one sentence with a words “you want” or “you do not want” that apply to whole party.

For example:

“You want to become a loved demigod”“You don’t want to be seen by any human”“You don’t want to speak”

Compulsions are always to be honored. Players have to actaccordingly to the Compulsion until the Dream end. Behaviouragainst Compulsion costs one dice rom Players ephemera.

EffectWhen the Dream gives you some kind o special powers,

or when it modi es your basic Abilities.E ect will never change Dream Sel or Dreampool

though.

[ ArTifacts ]

Like it has been said be ore, Arti acts are not to be tri ed with. And it’s your job, as a Game Master, to make sure your Play-ers understand that.

Arti acts are rare. So don’t stick one into every Dream, orthey will become boring. Arti acts are bugs, errors, so don’t makethem power ull items that make their owner a god o Dreaming without any price. And nally, Arti acts are not “Magical Items”that will add +2 to players Dream State or anything else.

Each Arti act has to be unique with unique look (unique

in a wider meaning, than just “jewelry” or even “solid item” class)and unique abilities (and not all o them even use ull).

So think thrice be ore creating an Arti act. And make sureit’s bizarre enough, be ore showing it to your Players. Here aretwo examples:

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Obelisk of Magenta It’s an obelisk made o gray stone, warm to touch. It’s a

static object, always twice higher than the observator, no matterhow big. From the top o it, a wide triangle o pure magentacolor extends upwards, as high as one can see.

I ones comes closer, he can hear the Obelisk hum-ming, like an air conditioner.

I anything sentient touches the obelisk, it createsa solid, exact copy o it. And the copy is so per ect, ithas to be treated like another original. For example,i a Dreamer would touch it, he would create an-other dream-sel rom o the same person. Sincethe dreaming body in the World o Day canhold only one dream-sel ... What will happento the other one...?

Outer BubbleIt looks like a small, per ectly black

ball, hovering over a current’s host’s head. When touched, it binds to the toucher andmakes it’s new host out o him.

When the host touch it, it removes

him out o the Dream, into a dark, warm place, where he stays until the next scene, restoring all o his Ephemera, but Mara.

[ Dream States ]

Dream States show your Dreamers status in real world, ashe’s sleeping. All players have to track their Dream State all the

time. A ter entering each new Dream, eachDreamer’s Dream State is set at the middleREM phase (except or the Lucid Drteam-ers, o course).Whenever a Dreamer is dealt any kind o serious damage during a Dream, both phys-

ical and mental, he moves down one levelo Dreamstate, which indicates a path

to awakening, and vanishing orm theDream.Each time a Dreamer Dreams, Dri ts, orotherwise enter deeper into Dream, hemoves up one level on the Dream Stateladder.Now every level o the Dream State except

the middle three REM phases do some-thing to your Dreamer.

waking and awakeWaking is a state, where a Dreamer’s mindexists in both worlds. When your DreamState enters Waking level, you have to

roll all your Dream Sel dice. I you roll any-

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thing, but 6, you are Awake, and your Dream Sel disperse. You vanish rom the current Dream, and you will not rejoin your party till the next Dream.

I you will roll any 6, you keep Waking, but you are notAwake yet, and you have to roll in the next turn again, with onedie less.

I your State goes up, and you are no longer Waking, dueto your waking recollection o the Dream, you will be granted one

ree Change o any eature o the Dream that will always be suc-cess ul.

lucidWhen you enter this level, you gain an incredible insight

into Dreamscape. You never discard any dice rom the Dreampool,nor when testing Abilities against Obstacles, nor when Dreamingand Changing.

Tis is a state, where you are the master o Dream. Be warned though! Many Dreamers who entered Lucid state endedup in Coma. A moment o con usion, a moment o Dri ting, and you may su er a serious brain damage.

coma Tis is the price o the risk.

Many Dreamers entered too deep into Dreams on their joruneys. Tey entered a state, where “waking” isn’t really an op-tion anymore.

During coma you can still play and aid your riends inthe Dreamscape. You never enter Waking state though, instead

becoming Dispersed until the end o the Dream. You can see ev-erything, and you can talk, but you cannot act in any way. You area ghost in the Dreamscape or the rest o this Dream.

Whenever you enter a state o coma, roll a die:

1 - You su er serious damage. Roll twice on the table o Brain Damage. You cannot wake or a month.

2 - You su er moderate damage. Roll once on the table o Brain Damage. You cannot wake or two weeks.

3 - You su er light damage that a ect’s only your ability to Dream. You loose one chosen Pigment or Ephemera die. Youcannot wake or a week.

4-5 - You su er slight damage, but do not really enter acoma. You loose all Dream Records, and all RoD points you have,and you return to middle REM Dream State.

6 - You luckily avoided any brain damage. You return tothe middle REM Dream State.

Brain damage is a nasty thing, but most o the time it isn’ttragic. O course you can turn into a vegetable, or even die, orloose eeling in your legs, but most o the time entering a shortcoma isn’t that atal.

You’ll loose things. Pieces o your body, memories, brain

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connections, small stu . You might not even eel it, when you do.

Brain Damage:

1 - You die.

2 - Fried nerves. Add 1 to your Skill.

3 - Fried brain connections. Add 1 to Insight.

4 - You lost control over a small part o your muscles. Add1 to Body.

5 - Small memory loss. Add 1 to your Lore.

6 - Luckily, you damaged the part o your brain you neveruse. Nothing bad happens.

I a Dreamer, who entered Coma would ever have to add 1point to an Ability that’s already on 6, he enters permanent coma,and will probably never awake.

[ Example of Play ]

Characters

Eddie (Scribe): Young student o literatue. Cocky, alwayslooking or action.

Reason:“Because it ’s un”.

Lisa (Lullaby): Lisa is a teenage girl, more o a bookworm.She gets scared easily.

Reason:“Because I need to help other Dreamers”.

Zachary (Keymaker): An old pro essor, a widower, tryingto lecture everyone around, truly ascinated by Dreamscape.

Reason:“Because someone has to research the Dreams”.

Annah (Flyer): She’s a lively, mature lady with britishmanners. She ies by changing her arms into wide wings.

Reason:“Because I can”.

Dreampool : 17 (Oneiros 5, Primal 3, Mara 4, Re ectio 5)

First Dream

“Giants Garden”

Scene 1 “the Garden”Dreampool : 17 (Oneiros 5, Primal 3, Mara 4, Re ectio 5)

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Players nd themselves in a giant garden at the sunset.Grass grow high as small trees, and they hear a constant buzz-ing o thousands unknown insects. Far away they can see a smallabode, where a Giant sleeps. Sky is violet ared with red and yel-low, the light is dimmed, but they can still see quite well.

Eddie, a Scribe notes this as a rst scene o new Dream.“I think that it will be a logic assumption, i I’ll say that we

should move closer to the Giant” says Zachary. “I bet that he gotthe Keys”.

Annah laughs, and spends one die rom the Dream Sel (1R) without asking anyone, and raises into air, just above thegrass. “Shame that you can’t do the same... Well, see you at thespot!”

“Nice! Do you see anything else rom there?” asks Eddie.Annah looks around. Game Master raises an obstacle o

2 Primal or Body. Annah’s Body (and sight) is 5’th class only,so she decides to use 3 Primal dice rom the Dream Sel (3P).Surprisingly, she rolls P5, P5 and P6, that’s three successes. Gamemaster decides to grant extra in o or extra success.

“Te abode is really ar away. Te best way is by the appletree, and that’s the next scene.”

“Great job, Annah!” eddie quickly notes down secondscene o the Dream. Now, knowing it and having it written down,

he decides to use his Scribe ability, and move whole party be-tween Scenes. He discards two dice rom the Dream Sel (2R),and they blink to next scene, saving a lot o time.

Scene 2 “the Apple Tree”Dreampool : 11 (Oneiros 5, Primal 0, Mara 4, Re ectio 2)

Characters stand between roots o a giant apple tree. An-nah uses one Oneiros die (1O), and decides to y up, to look atthe branches.

“Well, any ideas, anyone?” Eddie is impatient.“I it’s a ruit tree, it’s quite obvious, isn’t it?” silent Lisa -

nally speaks up. “We’ll probably need the apples or something.”“Annah?! ry to get us an apple!” Screams Eddie.Game master raises an obstacle o 5 Primal or Body.

Tat’s waaay to much or weak Annah. Not to mention that it would be 5 Primal dice, and they got none. He also says that eachapple can be obtained by using three Keys.

“No way! Tey are the size o a big van!”“We’ll need to climb up, or do something else to get them.”

says Lisa.“Well... Annah’s got one Key already, since she’s Mature...”

says Zachary. “Who are you calling mature, old art?!” ScreamsAnnah rom above. “So we need two more... Maybe I should...”he continues.

Teir talk is interrupted by an attack o great, red insects, who live in the tree, and who got annoyed by their screaming. At-

tack o Insects is an Obstacle o 4 Primal or Skill and 4 Mara orBody. Each sucess saves one character rom damage.

Eddie, Zachary and Lisa try to ght them, while Annahis still deciding what to do.

Eddie has the highest Body (3rd Class), and Lisa’s Skill is

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2nd Class. But they already lack Primal dice in their Dream Sel .So Eddie decides not to roll. Lisa uses her Skill, and rolls all 4Mara dice (4M).

She gets: M4, M2, M6, M2. Tat’s our successes! Lisadescribes hersel throwing sharp stones at the insects. She actually decides to use the 6 she rolled as a substitute success or one o the Primal obstacles. She covered her riends with her successes,so no damage is dealt.

Te Insect Attack has now 3 Primal Body, 1 Mara Skilldifculty. Vicious insects, scared o hard stones hitting their rag-ile heads, renew their attack. In the meantime Zachary decidesthat they have to move, and ast, since they can’t win this ght. Te keymaker uses two dice rom his Oneiros Ephemera, spits onhis hands, and creates two Keys rom his own saliva.

“Annah, come and get this!” he screams waving with theKeys in air. Annah dives or it.

Eddie and Lisa are still trying to stall the insects. Sincethey can’t Dream during ght, they decide to try their luck androll 2 Oneiros each (4O) hoping or 6.

Eddie rolls: O6, O4Lisa rolls: O1, O5

Eddie gets one success, and decides to use it or protectingLisa rom harm. Eddie is wounded, his Dream State goes downone level. He’s still on REM.

Annah gets the keys rom Zachary and quickly rises tothe branches. Ten she uses three Keys, and hits an apple with her

st. Apple alls.Fruit breaks in our pieces on the ground, and insects

scatter away or ew seconds. From the apple a beauti ul, glowing worm emerges, o ering so t seats or the Party. Everyone climbup on his back, and the Worm races onward, to the Abode, butthe angry insects ollow.

Te scene ends.

Scene 3 “Tiny Chase”Dreampool : 2 (Oneiros 0, Primal 0, Mara 0, Re ectio 2)

Characters run away carried by the worm, while evil in-sects race just an inch behind them. It’s still Insect Attack obsta-cle, with 2 Primal Body and 1 Mara Skill difculty. Players nearly

ran out o Dream Sel . Lisa declares she’ll try to start Dreaming.She says she’ll try to create a trap or the insects.Lisa rolls all her ve Ephemera dice (3O and 2P): O2,

O4, O2, P5, P1. wo successes. Dream Sel increases by two dice(1O and 1P), and together players describe a carnivorus plant thatgrows nearby. Tey turn their worm to the plant, trying to out-manouver insects.

Eddie tries to ght nearest insects, using one Primal diethey just got.

He rolls P3. With his Body 3rd class it ’s a success. Te dieis used, and he lands a power ul kick on the ragile eye o one o the insects, slowing their advance, and saving Lisa’s skin again.

All others get one damage. Teir Dreamstate is still onREM, though Eddie is near Waking now.

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Insect Attack obstacle is 1Primal Body and 1 Mara Skillnow.

Annah takes up Dreaming where Lisa le t it.She rolls her 4 Ephemera dice (2P 1R 1M) and gets P6,

P3, R4, M5. Tree successes!Tey get 1P 1R and 1M. Annah with the help o others

describe how the plant is sentient, and help ul, and will gladly eatall the insects they will provide. Tey will soon get there.

Lisa uses her power as a Lullaby, and using two Re ectiodice (2R) soothes Eddie or two levels o his Dream State. He’sback to normal.

Eddie tries his Skill and Body against the insects.He rolls M6 and P4 scoring the nal 2 successes! Te

beaten insects turn around, and the Obstacle is no more. Every-one is very happy. But not the game master. He decides, that theplant they Dreamed out got angry, not getting all those tasty in-sects... So it will attack them. He rises an Obstacle consisting o all the dice used to create it: 1 Oneiros Lore, 2 Primal Body and1 Re ectio Insight. Tey get two rounds be ore it will eat their Worm, and it will eat one o themselves each next turn.

Players get scared.“Lets Dream away rom here!” shouts Zachary. He means

to use all their Dreempool dice to Change something, that will

help them avoid the Obstacle. Teir Dream Sel now consists o 1 Oneiros 1 Primal and 1 Re ectio.

Annah, who has 5 dice in her Ephemera declares that she wants to Dream a Change. She wants their worm to y. GameMaster decides she will need 3 successes.

She risks waking, and rolls all 5 dice. I they would allscore a success, she would have 0 dice in her Ephemera, and wouldbecome dispersed. She would leave the Dream and wake up.

Luckily she scores 3 successes they need, and discards only three dice rom her Ephemera

ogether players describe thier worm changing into a but-ter y on the run, and they all y away rom the carnivourus plantthey Dreamed into existence.

Te scene nally ends.

Scene 4 “the Giant”Dreampool : 0

Teir butter y carries them on to the abode. Tey can now see that the monstrous, naked giant sleeps by the table. Tere isa plate on the table, but it’s empty. Te giant has really terry ying

eatures, he’s lipless, with bare, sharp teeth, his limbs unnaturally long.

A ter a short debate players risk landing on the table. Tebutter y ies away.

“Well, we’re here, nally...” says Eddie.“We should move. I don’t think we have much time le t”

states Zachary.

“Any ideas where might be the Gate?” Annah is impatientto y.

“Or keys? I think we should Dream anyway” Lisa startsdeclaring what she want’s to Dream.

“Wait!” holds her Eddie. “Won’t that wake the Giant?”

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No one knows. Tey debate or a minute on what they willtry to do next. Finally, Zachary has a risky idea.

“Look around. Tere is nothing here on the table. Justthe clean plate and the naked Giant. One has to be theGate.”

“Hm... Allright. Let’s try the plate.” Eddie slowly walks on the plate.

“Nothing” he’s dissapointed.“Even i the Plate is a Gate, we don’t have the

Keys” says Lisa.“Whatever they are, we should move. Probably

only ew minutes le t” Zachary is not very optimistic.“Te Giant is sleeping. Now this is something that

we can change, do something. It might be a Key, it mightalso be an Obstacle. Lets see.” says Annah.

“ wo things at once. I’ll Dream o something loud,and you help” sais Lisa.

She declares to Dream about loud music.She rollsall her ve Ephemera dice (3O and 2P): O4, O2, O4, P1,P6. Tree successes, three dices or the Dream Sel (2O,1P).

Lisa describes loud, oniric music withsome primal drums.

No one has time to do anything else. Giant wakes with a scary roar, and notices them standing on his platein an instant with his tiny red eyes, like two bloody beads. Platedoesn’t change into Gate.

“Bad idea” comments Eddie.

Be ore any o them have time to react, Giant clos-es his hand on their bodies, and throws them into himouth.Screaming Dreamers see Giant’s mouth closing

behind them... And then, they notice they are in aparking lot lled with a mist.

“What is it? Next Scene?” Eddie dusts o his shirt.

“No. I think we changed Dreams.” SaysLisa silently.

“I see... So we were the Keys, and Giantsmouth was the Portal.” Zachary sighs. “Just wait till others learn that they have to be eat-en to get here...”

Players gather themselves and nally enterdeeper.

Deeper into Dreams.

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“Every great dream begins with a dreamer. Always remember, you have within you the strength, the patience, and the passion to reach or the stars to changethe world.”

- Harriet Tubman

BOOK OF DREA MS

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[ Additional Ideas ]

Use theese ideas to design your own Into Dreams cam-pagin, or to simply enrich your experience. Tey can, but doesn’tever have to become a part o your Into Dreams setting.

DreamshiftA Dreamshi t happens, when players don’t know that they

have entered next Dream. It happens, when the keys and the Por-tal are too abstract or them to know that they have opened theGate. Te trick is - don’t in orm them, they just changed Dream.Dreamshi ts may be quite con using and rustrating or Dream-ers, and quite un or Players.

CollectingA “Collecting” is a variant o a game, played without Game

Master. Be ore each session players take turns in describing whatkind o Dream is it going to be, just like i they would be theDreamer scouts reporting back to the society.

Players write down Scenes, descriptions and Obstacles,and then use their own notes to lead their characters through theDreamscape.

Invent your own variants i you like games without Game

Master - the best ones might just end on the ofcial site.

Chimera How many times did you dream about having sex? Now

imagine it wasn’t a dream, but a Dream. And that you had sex with

a Sprite. Or even worse - a Nemesis. What would happen, i theentity made o Dream would become pregnant...?

Chimera are hal people - hal Sprites. Tey might haveincredible abilities and unclear moti s. Use Chimera as a story hook, an adversary or your Dreamers, or even as some kind o reward or Dreamer, who ell in love with a Sprite or Nemesis.

the Valley of VoicesDoes the place, where Radio o Death is solid as a stone

really exist? Is there a route through Dreams to get there? Maybeeach and every one is connected to it? What do you have to do toget there?

And i you do, will you be able to actually meet Radio o Death ace to ace...?

BabeloniumSome Dreamers say that there is a place, a special Dream,

where Sprites and Nemesis live, whenever no one Dreams theirDreams.

Tey say it’s a huge city, impossible construcion, lled withincredible sights and weirdest entities. How valuable would be

nding a way into this Babelonium city? So much in ormation,so many new Dreams to be ound... A real Eldorado o Dream-scape.

The Lord of the RidersWhat stands behind the power o the Riders? What kind

o power ul, twisted entity? What are it’s aims? Is it part o Radioo Death, or is it it’s greatest enemy?

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[ DreambOOk ]

Dreambook is lled with short descriptions o randomDreams. Tey might give you a good start or designing your own.Each one consists o a name, and short, puzzling description, thatmay become a base or Obstacles, Sprites and Scenes. Use themanyway you like.

Create your own Dreams, and share them with other IntoDreams players all around the World. We will gather them into a

ull- eature Dreambook in the uture.

interpretation is everythingYou’ll quickly see how you could create many di erent

Dreams out o one description. Tey are made to tickle one’s mind,to suggest a theme and ew details, but the rest belongs to you, and your imagination.

Each Dream is titled, or nothing exists until it’s proper-ly named. Each Dream consists o some Teme Coloros, 1 (rareDreams), 2 (uncommon Dreams), 3 and more (common Dreams). While each Dream is build o all our colors, the Teme Colors areto show the main tune you and your players should be tampering with while role-playing this Dream.

Last important thing is the length o the Dream. Tey are

short (5-10 minutes), medium (10-20 minutes) or long (20-45minutes). Use those length suggestions as you wish, either literally or not.

Finally, some Dreams are based on other kinds o works:music, videoclips, comic books, paintings - be sure to google it!

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Canine Lavatory Reflectio Mara Primal common, medium

You are naked.Run along claustrophobic, white tiled corridors and avoidthe Skinless Dogs. Check the lockers and solve the riddle o RavenHaired Girls in the showering rooms to escape rom this lthy compound.

White Tower Oneiros Primal

uncommon, medium, Idea

Get the key rom the Watcher and climb up the TousandStairs to the White ower. Avoid all traps and de eat the Ivory Angel. Run to the top o the tower to speak with the Albino Whaleand try not to drown in the sunset.

Thornwood Primal Mara Oneiros

common, medium

Tere are hungry Goatmen dwelling in theese woods. Runor your li e to the Abandoned Shack and don’t get distracted by

the magical re ies, but watch your step! Torns o this orest shearnot only your skin, they can also rip your very soul!

Millenium of a God Oneiros

rare, long

You are gods.You dwell on top o the World Spire. Around you lies the

barren Flat World. With your omnipotence, you have one thou-sand years to create li e, ll the World with sentient beings, andmake them love you, or hate you. You can do everything, but youcan’t tamper with their ree will. But watch the time! You have only one thousand years to Armageddon, and what is a thousand years

or eternal gods?

What Else is There? Reflectio Oneiros

uncommon, medium

Te world has changed.Will you nd your way under ying homes? Will you nd

It, that dwells somewhere in the cloudy, warm night? What is it?

Te streets are empty and so are your hearts. Use the Milk Blood tond the Road out o the Dream, but be care ul. Who knows what

else is there?[based on “What Else is Tere?” by Röyksopp]

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Spider Scars Primal Oneiros

uncommon, short

Interested in some bondage? She is.You are in the power o the Pink Widow. angled in her

dripping web you live only or her pleasure. Free yoursel rom hersticky threads and kill your lovely host be ore she ties you up again. Just don’t wake up her esh-eating children.

Deep Well Oneiros Primal Mara common, medium

You are a group o children who ell into the Well World.Listen to the advice o Old Wizard and learn the Rules to survive.Collect all the Bleeding Jewels and then dive even deeper, to nd your destiny.

Red RubiesOneiros Primal Reflectiocommon, long

Te map says the truth. All three levels o this world holdhuge veins o priceless Rubies. You are to gather your Clan andstart digging. Just watch or other Clans, and don’t let them gathermore! Dig, kill and steal to nally pay or your reedom to the Ruby Lord to escape his plane o constant mining.

The Island of HerOneiros, Primaluncommon, long, Idea

Row until you reach the Island. Watch the Dancing Girlsas long as you like, just make sure you won’t get caught by the Cy-clopean guardians. Gather the Crystals, and ride the huge Peacock in search o the priceless Mother o Pearls.

[based on “the Isle o Her” by Klaxons]

Blindead Mara

rare, medium

You were all blinded. Your eyes removed, teared out.Save your li e by escaping your prison, but watch or theInhuman Wardens. Te Seeing Martyr may help you, but how will you convince her to stand against what terri es her the most? Andhow many limbs you will keep, be ore you reach sa ety o the Un-derground unnels? Use your smell, hearing and touch to survive.

Disonance Dew Primal Mara Oneiros

common, medium

Watch your step as you stride through the Musical Valley.Not all tones are made to be heard by human beings. Some can cutto the bone. Play the right tunes to speak with the Human Flowers,and avoid the carnivorous Daisies.

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Dog’s DreamsReflectio Primal Oneiroscommon, short

You are a pack o dogs. Run the yellow lit streets o yourneon city. She, Tat Calls is somewhere near, and you have to ndher, be ore the Re ection Demons do. Tey want to hurt Her. imeto shatter some glass!

Voodoo GangstersReflectio Mara uncommon, long

It’s 1950, and Al Capone is back.Help old Elliot Ness to once again get rid o Capone and

his zombie army o stitched Gangsters. An action packed dreamo the dim streets o Chicago in used with Voodoo magic. Shootand kill, and then kill again. But watch out. Capone has his peopleeverywhere, even among you. Will you check everyone or seams?

Egyptean NightsReflectio Oneiros Mara common, medium

Lay down on your bed o pillows and breathe in the sweetscent o incense. But don’t get your guard down, or tonight Anepu,the god o the dead stalks your palace. His steps can be heardthrough the walls o your chambers. Make sure he kills all o yourenemies, and none o your riends.

Te night is hot, sticky and sweaty. Tere will be blood.

Mountain of SwordsOneirosrare, medium, Idea

Dri ting reely in the Dreamscape stands the Mountain o Swords.

Climb to the top to nd the Amber Orb, guarded by theImmortal Fencer, but watch out or his sword wielding Silent Min-ions. Find your own swords and your own ate, as you unleash themusic o dancing steel!

Candelight MarketReflectio Oneirosuncommon, medium

Find the Lion Man among hundreds o the Market dealersand clients.He has a promise o a new Dream or you all, so stick

around, and help him ree all the Freaks. Illusionists, gypsies, magi-cal par ume, smoke and mirrors - use everything you see or youradvantage. Just try not to anger the Shadow Cats, or their bite at-tracts bad luck.

Duels of the Roof Rideres Reflectio

rare, short

Choose your car and your weapons and boldly duel in theHighway Competition.

One drives, while others ght with other competitors. Ev-erything is air, everything is possible. Make up your own rules and win!

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Mothmen Reflectio Primaluncommon, medium

Citizens o Dim own has been in ected with theMoth. Under their skin they are giant Moths. What will you do, i you’ll discover that a person you know isn’t hu-man anymore? Can Moths and people live peace ully to-gether? And i not, would you purge the unclean?

Whatever you do - do it ast, be ore angry, ull-edged Mothmen start to lay eggs.

Spiral of Blood Mara

rare, long, idea An Ebon Diamond awaits or the champion,

who will descend to Hell and survive the series o in-sane, torturing traps. Nails will be ripped out, your esh will be cut, and you will scream or the pleasure o Grinning Devils. Push through the orturing Path, orchange plans and make them pay or your pain.

Planet of the Bird-Headed People Primal Reflectiouncommon, medium

You are a group o castaway’s rom a small cosmic reighter. You landed on the wild, weird, but habitable planet. Will you try to get help rom the primitive Bird-Headed People tribes, who are

scared o you, or will you try to wipe them all?Whatever you do, you better pay homage to Haki-

Motu, the living god o the volcanoes. His lava-madeFluid Embers can’t wait to reduce your bones to ash.

[ Share a Dream ]

Create your own Dreams and send them to Proud Works with “Dream” on the beggining o topic. Youmay see your work on the Into Dreams website, andmaybe in a ull- eature, downloadable Dreambook

in the uture?

[ Thanks ]

Tank you or downloading and reading my game. I wish you many exciting adventures in the world o Into Dreams.

Also, eel ree to share this game with anyone you like, by mail, p2p, and any other means. You are ree to copy it, according

to appropriate Creative Commons license.Make sure you drop by www.proud-works.com to check incoming projects, get some news or contact the authors.

Raphael Sadowski

8/6/2019 Into Dreams

http://slidepdf.com/reader/full/into-dreams 50/50

Coming Soon

www.proud-works.com

adventure fate passiona Responsive Role-Playing Game about Faeries

by Raphael Sadowski