DA Tabletop System

This page details the sys­tem and rules of the Dream­ing Awake table­top game. As it is heav­ily based on White Wolf’s New World of Dark­ness (‘nWoD’) game, only the ways in which Dream­ing Awake’s sys­tem dif­fers from nWoD are present here. A ver­sion that assumes no prior knowl­edge may fol­low, but as that’s rather a lot of infor­ma­tion I rec­om­mend just buy­ing an nWoD core book anyway.


Imagery

Imagery is a new effect in Dream­ing Awake. It rep­re­sents the fact that char­ac­ters have par­tic­u­lar con­cepts, images or phys­i­cal things with which they par­tic­u­larly iden­tify. Char­ac­ters that are actively using their Imagery when per­form­ing an action receive a bonus. “Actively using” is not a par­tic­u­larly clear-cut thing con­sid­er­ing how wide a range of Images a char­ac­ter might have, so the fol­low­ing exam­ples are pro­vided to help.

  • Fire: Being a phys­i­cal, tan­gi­ble thing, the effects of hav­ing this Image are sim­ple. A char­ac­ter with ‘Fire’ as one of her images will receive the bonus when deal­ing with fire, either phys­i­cal or mag­i­cal. Cook­ing over a fire, com­bat­ing a for­est fire and throw­ing fire­balls are all things she will find slightly easier.
  • Win­ter: Whilst a phys­i­cal thing, ‘Win­ter’ is not quite tan­gi­ble. The char­ac­ter does not receive a bonus for every­thing she does when it is Win­ter. Rather, she must use the idea of Win­ter in her action, for exam­ple by dress­ing up warm, mag­i­cally caus­ing snow, etc.
  • Envy:Most tricky are images that aren’t phys­i­cal at all, such as emo­tions. A char­ac­ter with the ‘Envy’ Image receives a bonus not through being a gen­er­ally envi­ous per­son (if she has it as an image, that would prob­a­bly be all the time!) but rather when envy is the cause of her action, such as stealing.

When per­form­ing an action that actively uses one of a character’s Images, add the num­ber of dots in the rel­e­vant Image(s) to the dice pool for that action. For exam­ple, a char­ac­ter attempt­ing to remain hid­den in shad­ows would nor­mally be rolling a num­ber of dice equal to her Dex­ter­ity + Stealth. If she had the image ‘Shadow’, she would roll Dex­ter­ity + Stealth + Shadow instead.


Health

The char­ac­ter sheet con­tains boxes in which to record Health lev­els exceed­ing 10 dots. Due to the epic nature of the game char­ac­ters will even­tu­ally become some­what super­hu­man, in much the same man­ner as ancient heroes such as Her­cules or Odysseus — more cre­ations of mythol­ogy than of flesh and blood. Whilst 10 dots of Health may be the limit of human capa­bil­ity, a character’s increas­ing renown may cause these val­ues to rise above this value.

A char­ac­ter will receive extra health points as their Shiny value increases, or more quickly if one of their Fames implies that they are par­tic­u­larly healthy.

The character’s nor­mal 10 Health points are expended first when any injury is received. If the char­ac­ter has 10 or less total Health points, she will be knocked uncon­scious (bash­ing) or killed (lethal / aggra­vated) when they are all depleted. If she has more than 10 total Health points, she will not suf­fer this fate until all her addi­tional points over and above 10 are also depleted.

Assum­ing the char­ac­ter sur­vives the bat­tle her nor­mal Health points heal at the nor­mal rates for bash­ing, lethal or aggra­vated dam­age. To heal the dam­age to her super­nat­ural Health points, news of how much pun­ish­ment she took with­out dying will have to be spread. If an NPC wit­nessed the bat­tle, this should not be a problem!

Because the world of Dream­ing Awake phys­i­cally reacts to the will of its peo­ple, there is a spe­cial way in which death can be avoided. If a char­ac­ter would lose the last of her health points to bash­ing dam­age (and thus nor­mally would be knocked uncon­scious), she can choose to spend a point of Willpower to give her­self a tem­po­rary health point — and thus remain con­scious. If a char­ac­ter would lose her last point to lethal or aggra­vated dam­age, which would nor­mally cause death, the trauma involved causes the effect to hap­pen auto­mat­i­cally, assum­ing the char­ac­ter has at least one dot of tem­po­rary Willpower left.

In both of these cases — both delib­er­ate and auto­matic — a San­ity check must be rolled. As in the sec­tion on ‘Actions using Fame’, the abil­ity to impose your will on the world in such a direct man­ner does not come with­out its consequences.


Willpower

As with Health, a character’s Willpower can also rise above the nor­mal human limit of 10 dots. A char­ac­ter will receive extra willpower points as their Shiny value increases, or more quickly if one of their Fames implies that they are par­tic­u­larly strong-willed.

There is noth­ing par­tic­u­larly spe­cial about these super­nat­ural Willpower points — they are used and regen­er­ated just as ordi­nary willpower.

In Dream­ing Awake, Willpower is regen­er­ated by rest­ing, at a rate of approx­i­mately 1 willpower dot per two hours of rest or sleep. Cer­tain activ­i­ties that char­ac­ters find par­tic­u­larly enjoy­able can also restore Willpower.

For more infor­ma­tion on how Willpower is used in Dream­ing Awake, see the sec­tion on Actions Using Fame.


San­ity

San­ity is the Dream­ing Awake ver­sion of Moral­ity in vanilla nWoD. Every time your char­ac­ter expe­ri­ences some­thing that prop­erly dis­turbs them, you must roll for a decrease in San­ity. Rolls, and the effects of decreas­ing Sanity/Morality, can be found in the nWoD core book.


Magic

There are two kinds of effects pos­si­ble in Dream­ing Awake that could be termed ‘magic’. This sec­tion explains the sim­pler of the two.

Magic is widely believed in in Avalon. No-one denies that witches, wiz­ards, spells, demons and all those man­ner of things exist. A char­ac­ter can cast a spell she knows — whether she’s learnt it or by read­ing it from a book, etc. — using a stan­dard roll such as Intel­li­gence + Occult.

Despite the widely believed exis­tence of magic, it is not easy to learn. With­out train­ing, even a sin­gle dot of Occult is hard to come by. This means that any user of this kind of magic likely has (or had) one or more teach­ers, or if not has put a great deal of effort over many years into soli­tary study.

Even once learnt, magic is not easy to use. Although one suc­cess on a magic roll is enough to make magic hap­pen, it takes mul­ti­ple suc­cesses (as decided by the GM) in order for the spell to occur exactly as intended with no side-effects. For this rea­son, hav­ing Fame as a magic-user is impor­tant to make things go more smoothly.


Actions Using Fame

If your char­ac­ter wishes to per­form a triv­ial action, she just does it.

If she wishes to per­form a more com­pli­cated, or a con­tested, action — you describe it and the GM tells you what to roll and how many suc­cesses you need.

How­ever, there will be times when your char­ac­ter needs or wants to do some­thing which is far beyond her nor­mal capa­bil­ity. It’s here that Fame comes into play.

Avalon is a dream world, a world where one’s thoughts and desires can take phys­i­cal form. Much like when we dream lucidly, a char­ac­ter in Dream­ing Awake can com­mand the world around her to con­form to her wishes. This is the real magic of Dream­ing Awake, and tutors and spell books are not involved.

When you wish your char­ac­ter to do some­thing above and beyond her nor­mal capa­bil­i­ties, describe the action to the GM. As usual, the GM will tell you which attribute and skill to roll, and how many suc­cesses you will need. This num­ber will be high, almost impos­si­ble to obtain rolling just your mun­dane attribute and skill — even with Imagery added in. This is where you rely on your fame.

Of course, your char­ac­ter knows what she’s capa­ble of — but she’s just one per­son. What every­one else thinks she’s capa­ble of has a real, tan­gi­ble effect on real­ity. That’s what Fame embod­ies — the actual effect on the char­ac­ter of what peo­ple believe she can do.

If you have 1 dot in ‘Good Pub­lic Speaker’ as a Fame, you can be bet­ter at speak­ing to peo­ple for the sole rea­son that your audi­ence is expect­ing it — a rel­a­tively minor effect. On the other hand, take the exam­ple of Her­cules. Vir­tu­ally every­one knows what he was famous for his strength. His char­ac­ter sheet might declare him to have 50 dots in ‘Excep­tional Strength’ — there’s prac­ti­cally noth­ing he couldn’t lift.

Back to your excep­tion­ally dif­fi­cult action. Assum­ing your attribute + skill + imagery roll isn’t likely to pro­duce any­where near enough suc­cesses, and the char­ac­ter is famous for some­thing rel­e­vant to the action, you can spend a point of Willpower to will the belief in your abil­i­ties into actual phys­i­cal effect. This adds to your result a num­ber of auto­matic suc­cesses equal to the num­ber of dots you have in the Fame.

Still not enough? You can use your own Willpower to try and force it. Since those around you seem to think the action is beyond you, you’ll have to prove them wrong — and it won’t be easy. You can use more Willpower points in addi­tion to the one already spent to add more auto­matic suc­cesses in order to achieve your tar­get. How­ever, if you do this you must then make a San­ity check. The abil­ity to impose your will on the world in such a direct man­ner does not come with­out its consequences.


Exam­ples of Super-Human Abilities

When play­ing Dream­ing Awake, your char­ac­ters will come across chal­lenges they can­not face with just their mun­dane capa­bil­i­ties — their Fame must be used to aid them. There is no set list of things that are pos­si­ble at cer­tain lev­els of Fame. Rather, there are things that are pos­si­ble and they have a num­ber of suc­cesses required to achieve them. A lot of these will require the use of Fame in nor­mal circumstances.

The fol­low­ing table con­tains brief descrip­tions of some actions that char­ac­ters may wish to do. The rows of the table give a guide to the num­ber of suc­cesses that should be achieved to make this action hap­pen. The columns of the table are headed with some poten­tial Fames that could be used to assist with the actions listed below them.

Suc­cesses Swords­man Magi­cian Pub­lic Speaker Healer
5 Attack twice per round Cast a fire­ball spell Con­vince a crowd Heal 2 Bash­ing immediately
7 Dodge arrows Cast an earth­quake spell Con­vince a crowd of some­thing they oppose Heal 1 Lethal immediately
10 Sin­gle instant-kill strike Alter the weather Con­vince a crowd to work for you Heal seri­ous wounds
13 Inflict dam­age 20 feet beyond the phys­i­cal length of your sword Sum­mon a spirit Rally civil­ians into an army Heal aggra­vated damage
15 Strike with a sword made of fire Sum­mon an angel or demon Cre­ate new memories Reat­tach lost limbs
20 Reform your weapon into any shape in combat Kill with a touch Erase mem­o­ries Cure hered­i­tary diseases
30 Slice a moun­tain in half Kill with a thought Cre­ate Fame Res­ur­rect the Dead
40 Cre­ate a leg­endary weapon (that has its own Fame) Cre­ate and destroy entire cities Mind-control a nation Mass Res­ur­rec­tion
50 Faster-than-light com­bat actions Cre­ate and destroy par­al­lel realities Unite the world in your worship Grant Immor­tal­ity

There are also some abil­i­ties par­tic­u­lar to the meta-plot of Dream­ing Awake that will become appar­ent as the game pro­gresses. Char­ac­ters will not have any idea that they are pos­si­ble until late in the game. These are, in gen­eral, the most dif­fi­cult things to achieve and con­se­quently have very high num­bers of suc­cesses required. One char­ac­ter is as likely as any other to acheive them, as they are based not on a spe­cific Fame but on Shiny — that is, the sum of all the character’s Fames.


Shiny

As men­tioned at the end of the pre­vi­ous sec­tion, Shiny rep­re­sents the sum of a character’s Fames. It is sep­a­rate on the char­ac­ter sheet merely for con­ve­nience rather than hav­ing to man­u­ally sum all your Fame val­ues every time you wish to know your Shiny value.

Shiny is a mea­sure of how much of a leg­end your char­ac­ter has become. The higher your Shiny rank, the more peo­ple around the world know who you are and what you are capa­ble of.

The player char­ac­ters’ Shiny is used by the GM to keep the meta-plot of Dream­ing Awake pro­gress­ing at a pace set by the char­ac­ters’ progression.

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