...to sleep,
perchance to dream...
Ay, there's the rub
for in this sleep of death
what dreams may come?
- Hamlet
Distribute 8 points across Willpower, Imagination, Intelligence, and Dreaming.
Choose one Downside per skill (the greater the skill, the more dangerous its Downside):
Willpower invites Vice
Imagination breeds Phobia
Intelligence hides Secrets
Dreaming shelters Irresponsibility
Calculate your Dreamworld abilities:
Dexterity = Dreaming * Intelligence
Strength = Dreaming * Willpower
[*]Legerdemain = Dreaming * Imagination
Health = Intelligence * Willpower
Perception = Intelligence * Imagination
Charisma = Willpower * Imagination
[*] dream abilities: flying, breathing underwater, summoning objects...
To use an ability, flip a coin. Heads is +1, tails is -1. Flip until you get the other side: Heads, Heads, Tails is a +2; Tails, Heads is a -1. Add that to your ability, and compare it to either the difficulty of the situation (from failproof 0 to impossible 16), or by comparing your roll to the target's: racing Dexterity vs Dexterity, punching Strength vs Health, bluffing Charisma vs Perception.
As Dream Weaver, your job is to narrate the Dreamworld. Use Downsides against them to bring their nightmares to life - complete with running in slow motion.
A dream you dream alone is only a dream.
A dream you dream together is reality.
- John Lennon
This game is based on a work-in-progress by yours truly, a rules-light game of dreams, nightmares, and the strange, interesting escapists who inhabit them.