Dreaming
From the campaign Game of Chance, Chance Davis has the Jumper(Dreams) ability and Dreaming(Will) skill.
Current Uses
- Against his will, Chance has fallen into random dream realms.
- Chance used the ability to enter the dreams of a dying man IOT communicate.
- Chance felt the presence of what can only be described as a Dream Portal and jumped his horse into it.
- Attempt to bring items from the Dream back to Reality
Brainstorm of future uses
DreamVision
- Ability to close eyes, then open eyes and see the world with DreamVision.
- Maybe see auras
- See invisibility
- See defensive spells
- Identify supernatural creatures
- See in the dark?
This could be a leveled advantage or skill or maneuver. See below for example of maneuver implementation.
DreamVision maneuver defaults to Dreaming-2 and can be bought up to Dreaming+2 takes 5-X turns of concentration where X is how much the roll is made by.
- Level 12 -- allows seeing auras, spells, dark vision
- Level 14 -- ID supernatural creatures, more detailed aura information
- Level 16 -- See invisible
Or companion maneuvers like DiscernAura (level 14 equivalent), and SeeInvisible (level 16 equivalent) based off of DreamVision-(2/4) respectively.
All maneuvers would cost Fatigue and last for a certain amount of time?
Enter the Twilight
Inspired by Nightshift and also The Shadow.
- Ability to partially enter the dreamworld while still tied to reality
- Insubstantial (The Shadow)
- Hasted (Nightshift)
Could either be a skill, maneuver, or advantage. Could have fatigue cost and limited amount of time in Twilight.
Dream Manipulation
- Manipulate someone elses dream IOT scare, cause harm, elicit information, kill, etc.
Probably just a contest of sleeper's Will (Or Dreaming if they have it) and the dreamer's Dreaming skill.
Could make actual maneuvers for the above based off of Dreaming.
"The Twilight Discipline"
- Based on Vampire the Masquerade 3rd Edition Disciplines (with 4th edition comparable skills)
- "Twilight" is a type of discipline similar to VtM Disciplines
- One way to think about "The Twilight" is that it is its own discipline that is only open to people like Chance that can trespass into the twilight realm
- pg. 96 in VtM of Fatigue Cost, Concentration, and Duration are all the same except the "Blood Pool" is replaced by the "Twilight Pool" (the Twilight Pool is based off Will and gets recharged with a good night's sleep (every 24 hours) or at a rate of 1 point per hour of rest)
- There are three branches of the Twilight discipline (1. Altered Time Rate, 2. Enter the Twilight, and 3. the Mind's Eye.
- Both Altered Time Rate and Enter the Twilight must be used at the same time to work (e.g. it is impossible to have an altered time rate unless Chance has entered the twilight, and it is impossible for Chance to enter the twilight and not have an altered time rate).
- The Mind's Eye can be used by Chance separately than the other two branches
- Altered Time Rate
- Costs 1 Twilight point per second of use, but does not require an action to invoke
- Adds the first level of Altered Time Rate Advantage
- Enter the Twilight
- Costs 1 Twilight point per second of use, but does not require an action to invoke
- Adds an edited version of the second power of Obfuscate (Unseen Presence in VtM 3rd Edition p. 104 - See below)
- With this power the caster can effectively cause himself to disappear and remain hidden from unilluminated beings as he enters the Twilight. All Illuminated beings will see (if they are looking at him) or sense the caster become illuminated for the duration of the use of the power. Unilluminated beings will move about in ways that cause them to avoid the caster and will even take actions to remove themselves from his vicinity. They will do nearly anything to prevent themselves from getting in his way.
- The Mind's Eye
- Costs 1 Twilight point per second of use, but does not require an action to invoke
- Adds an edited version of the second power of Auspex (Aura of Perception in VtM 3rd Edition p. 99 - See below)
- With this power the caster can see the auras of other beings, the colors of which indicate their moods, identities and levels of hostility. This power also allows him to recognize all illuminated beings by their noticeably more vibrant auras than uniluminated beings (although using this power does not make the caster illuminated in the process). Even the most shallow, transparent person usually has several different colors composing his aura. The aura may shift between the different colors in a predictable cycle, or it might shift completely at random. The colors change along with the current emotional state of the character, and because people so often have mixed feelings, the aura is often mixed in color. The player will roll when attempting to use the power. A failed role gives random or misleading information for uniluminated beings, but a failed role still gives information on which beings are illuminated (this information is so apparent it would be hard for the caster to miss). A critical failure gives random or misleading information for both uniluminated and illuminated beings (meaning the caster might think an uniluminated being is in fact illunimated). Success by 2 can distinguish color, by 3 or 4 can distinguish patterns and subtle shifts, by 5 can identify mixtures of color and pattern, critical success can determine the basic thoughts and intentions. A particular subject's aura may be read clearly only once per 6 hours. Multiple attempts to read it by the same person within that time are at cumulative -3.