
Uses
for
rules with some modifications.
Character Generation:
Players are given 10 dice with which to create their character. At this time the player may trade dice to Glimmer at the rate of 1 die for 2d6 Glimmer. So if a player were to start with only 7 dice in Clichés, he would start the game with an additional 6d6 of Glimmer. This Glimmer can be used to purchase Artifacts, Avatars, Mooks, Props or Realms. It can even be kept as Glimmer (raw Glimmer looks like gemstones in almost all Realms).
Glossary of terms:
Area: A room or section of a Realm. Realms are composed of multiple areas. An area can be of any size or dimension and can have other areas within it, such as a house having rooms inside itself. An area can be as detailed or as sparse as it's creator decides.
Artifact: An
item created using Glimmer that gives one or more bonus dice to specific tasks.
An example would be a Magic Sword that gives +1 die in melee combat or a Cutting
Edge Space Fighter that gives +1 die in combat and +2 dice in
agility/maneuvering. Artifacts
can be sacrificed by their user in place of taking a die of damage, the Artifact
being destroyed in the process. Artifacts cost is 5 Glimmer for +1 die, 15
Glimmer for +2 dice and 45 Glimmer for +3 dice. An Artifact can give bonuses to
more then one type of task and have different levels of dice with each, these
being bought seperatory. This means the Magic Sword would cost 5C and the Space
Fighter would cost 20G.
Avatar: A Dreamscape being created by a Dreamer to be a follower or assistant. They will typically be loyal to their creator unless abused. Avatars cost the square of their Clichés in Glimmer but each Cliché is paid for separately, so a Busty Amazon Avatar with the Clichés of Amazon (3) and Bimbo (2) would cost (3x3) + (2x2) or 13 Glimmer. Any special physical or personality traits might also cost one or more Glimmer, depending on the trait. Avatars require one Glimmer per night after they are created or they will start to slowly fade, losing one die of Clichés per night.
Dreamer: Used to refer to any real world being that is in the Dreamscape. Dreamers will tend to have between five and fifteen dice (5 to 15 dice) of Clichés and some personal Glimmer. There are two types of Dreamers, conscious and unconscious. Conscious Dreamers have memories of their dream adventures, friends and travels. Unconscious Dreamers have no recollection of their dream activities when awake, but remember everything when asleep. Being an Unconscious Dreamer can be a Hook if there is contact and/or adventures in the awake or real world.
Dreamscape: This is the lower order reality that exists beneath the real world. This is where imagination can become real and dreams live. Areas of the Dreamscape that have not been influenced by Dreamers or Entities are flat, gray and lifeless. Realms appear as huge colored spheres, squares or other simple geometric shapes on the flat plane of the Dreamscape. In general, spheres are the simplest Realms (i.e. with the fewest areas and rules), with more complex shapes showing a more complex interior. The color is the overall attitude of the Realm (and it's creator), blue being calm, red being violent, think mood ring or aura colors.
Entity: A free
willed and free roaming Dreamscape being. It's sense of self and will to exist
is so strong that it doesn't require Glimmer or the safety of an active Realm to
stay alive. Its origin can be a Remnant that lived
long enough to evolve or a real world being that died sleeping and crossed over.
Entities tend to be very powerful dream creatures, usually with fifteen to
twenty dice (15 to 20 dice) of Clichés and lots of personal Glimmer. Most
Entities are peaceful however, since they can create whatever they need or want
from the Dreamscape.
Fount: These are small rips in the fabric of the Dreamscape where the real world drips through. A Fount is a source of naturally occurring Glimmer, usually 1d6-1G per night. They most often take the form of a small spring or fountain with small crystals replacing the water. Founts are often guarded by Remnants and Dreamers coveting power.
Glimmer: The energy that is used to create Artifacts, Realms, Rules, etc. in the DreamScape. Each Dreamer brings an amount of Glimmer with them when they enter the Dream (personal Glimmer). Glimmer can be gathered from other Dreamers (by having them live in your Realm, their giving it to you or Leaching it from them) and some naturally occurring sources in the DreamScape (raw Glimmer). It can be stored indefinitely while bound into a Dreamer or in it's raw state. Glimmer in its raw state tends to resemble large glowing gemstones. Large amounts of Glimmer can be used to cause minor changes in the real world.
Keypoint: The heart of a Realm, which if destroyed will cause the Realm to shatter and die. A Keypoint is easy to destroy, but hard to find, since it could be anywhere within a Realm. Once touched by a Dreamer, he will know it is a Keypoint. The last Dreamer to touch the Keypoint is the controller of that Realm.
Leaching: If a Dreamer can be imprisoned in a Realm and somehow kept entrapped there, the Realm's controller will gain Glimmer at the rate of one point per four dice (1 per 4 dice) of the entrapped Dreamer's Cliches (rounded up) per night kept. Usually, only evil Dreamers do this.
Lode: A source of naturally occurring Glimmer, a one time occasion of 3d6 points that has to be mined or extracted from the surrounding area. It will have the appearance of small gemstones trapped in the ground or stone. This can be found almost any where on the DreamScape or even in a Realm.
Mook: An
inhabitant of a Realm that has little or no personality, and often no name. Most
of a Realm population will be Mooks. Mooks have limited vocabularies and are
more window dressing then people. They
are part of the Realm they live in and are summed up by their Chiche. Some
examples are; Burly Captain of the Guard (3), Lusty Tavern Wench (1), Village
Idiot (1), Foreign Cabby (2), Busty Bar Fly (1), Overweight Veteran Cop (2),
Fearless Ninja Minion (2), etc. In combat a single lost round vanquishes a Mook
no matter how high it's Chiche. A Mook that gets or is given some Glimmer will
become a Resident.
Prop: An item that is created as part of a Realm that gives one or more advantage dice. This is used to make the numerous items that Mooks and Residents use that are better then the run of the mill items. These are things like magic or well-crafted weapons, high tech stuff and other better then normal items. The prop will only function within the Realm it was created for and will dissolve in 1d6 nights if removed from there.
Realm: A location a Dreamer makes his own in the DreamScape. It can be almost any kind of setting, although most are fantasy settings of one kind or another. There are extensive rules for creating Realms, given below. Realms serve two purposes. One is being a familiar and favorite home territory of the Dreamer. The second purpose is to gain the creating Dreamer Glimmer, the Dreamer gaining Glimmer points equal to the square root of Dreamers spending the night in his Realm. So if three other Dreamer spend a night in a Dreamer's Realm the Realm's Creator gains one point of Glimmer, if four Dreamers spend the night, he gains two points, etc. Evil types often try to take over Realms, especially popular ones, so as to get this source of Glimmer. A Realm requires the presence of at least one Dreamer or Entity to keep it from slowly dissolving back into the DreamScape. Each night there are no Dreamers or Entities in a Realm it losses 1d6 point of the Glimmer that make it up, losing areas, mooks, props, etc. till it vanishes, leaving behind any Avatars, Residents and Remnants that lived there.
Remnant: Sometimes a Resident of a Realm or a Dreamer's Avatar has so strong a personality that they can exist for a while past the end of their Realm or Death of their Dreamer. They will fade slowly over time, losing one die of Cliches per night that they are either not in a Realm with an active dreamer or consume a point of Glimmer. Remnants that exist for a long time often become VERY twisted from their original form. Given long enough a Remnant can become an Entity.
Resident: An
inhabitant of a Realm with a personality, they have there own agenda’s and
goals. They believe themselves to be real and will obey the Rules of their
Realm. The draw their energy from their Realm and can exist as long as it does.
To the Resident, its Realm is a real place and all the Mooks seem to have
personalities and purpose, Dreamer's will appear to somehow fit in their world
view. A resident will tend to be built on 3 to 5 dice, unless they are a major
figure in the Realm, such as a King, Princess or Hero.
Rule: A special law that is set in place by the creator of a Realm. Everyone in the Realm is forced to conform to the Rule, unless they expend Glimmer to bend the Rule (A Dreamer must spend one point of Glimmer to bend the Rule for one night for himself). A rule can be almost anything, but tends to enforce the genre the Realm is a representation of. An example of a Rule in a Wild West Realm would be 'Things are always settled with guns or fists' or 'The good guys wear white and the bad guys black'. There are two classes of Rules, Realm Rules; which apply to the entire Realm and Area Rules; which are only in affect in their area.
REALM DESIGN RULES:
Realms are built like the old style text adventures, being composed of areas and items. An area can be of almost any size or appearance. Here are some sample areas; "A small cluttered lady's bedroom", "A large tavern hall with many tables and a serving bar with stools along the east wall", "A vast field of corn, several acres in area", "The empty space between the world of Zandar and it's moons". If not obvious, the possible directions a being could go in should be given. Any rules for that area should also be given in the description, like that empty space area should have a local rule that it is airless and beings traveling though or staying there need to take that into account.
In general an area will have the items that you would expect to find in them, like makeup in the lady's bedroom, beer in the tavern, corn in the corn field, etc. Special items are known as Props and they have to be created like an area. A Prop could be "Magic Makeup: +1 advantage die to appearance type tasks" or "Space Suit: the being inside the suit does not suffer from airless areas".