Dream
← Death ✧ Forestcliffs →
Origin: Zordin
Calling: Messenger
Starting ability: ✪Unweave
Language: Antediluvian
Literacy: –
Starting items: –
What portents from the Chaos has my dreaming mind sensed?
Who here has been touched by the Chaos?
Has the fabric of ordered reality been weakened here?
Mark of SPIRIT
The power of Unweaving can cause some surprising effects … like transforming into a kulu!
Mark of SPIRIT
1. Another Person. Suffer -2 awareness. You take on the personality of another character of your origin. The Guide tells you this character’s name, a brief outline of their life story, and their ideals, which replace your own. You truly believe you are this character, though you otherwise retain your own stats and abilities. Other characters don’t initially doubt your identity, though fuzzy or contradictory details may emerge that indicate something is amiss. This experience fades after you sleep.
2: Another Place. Suffer -2 awareness. You, your allies, the characters opposing you, and your conveyances (if any) appear in another location of the Guide's choosing.
3: Another Time. Suffer -2 awareness. Day becomes night, night becomes day, dawn becomes dusk, dusk becomes dawn. The clouds and tides of the Skysea rise or fall accordingly.
4–5: Antenna. Suffer -3 awareness and gain a single antenna that droops from your forehead. On a 5, you can choose to take -1 spirit and -1 strength to gain the ✪Luminescence lesser blessing of Yom (see Zordin).
6–7: Antlers. Suffer -3 awareness and gain antlers fringed with coral skeletons. On a 7, you can choose to take -1 spirit and -1 strength to gain the ✪Stinging Touch lesser blessing of Yom.
8: Armor. Gain +10 life, or overflow life if you’re at max.
9: Awareness. Suffer -3 awareness and gain a mark of Awareness.
10: Banality. All characters nearby, including your allies, become wary but nonviolent toward all other characters and accept their current situation, however heated or dire, as completely normal and uneventful. Only you know the truth. You can maintain this banal overlay by Deceiving other characters, but once the truth comes out, this dreamshape dispels instantly and everyone’s memory of it fades like something from a dream.
11: Betrayal. Your nearest ally Attacks you as a reaction with a +3 bonus. Nobody but you remembers this happening afterward.
12–13: Boneless. Suffer –3 awareness. Your arms become boneless, like tentacles. On a 13, you can choose to take -1 spirit and -1 strength to gain the ✪Suction Cups lesser blessing of Yom.
14: Child. You transform into a toddler. Your current and core Spirit remain the same, but your other core attributes drop to 2 and your Weight becomes 1 (adjust your max Life and action dice accordingly). You can’t use any of your abilities, and your eloquence of speech devolves accordingly. You return to your original form after you sleep.
15–16: Claw. Suffer -3 awareness and your dominant hand transforms into a lobsterlike claw. Fortunately, any armament or implement you hold with this hand melds its shape so that it still fits.
17: Cleverness. Gain 3 stratagem-focus (see the Mastermind ✪Stratagem).
18: Collapse. Your grace and awareness drop to zero.
19: Confidence. You regain all your spirit and gain 1 overflow spirit.
20: Confusion. Suffer -3 awareness, and you understand no languages or writing systems until after you sleep.
21: Death. You lose all your life, grace, and awareness, and you gain 10 deathmarks. On your next turn, you must Survive.
22: Diminution. You suffer -3 awareness. Your core Strength and Weight decrease by 1, and your core Grace increases by 1. If your Weight is already 1, this dreamshape instead transforms you into a polymermaid (retain your nonphysical characteristics).
23: Disorientation. Suffer -3 awareness, -2 grace, and a -1 penalty to Maneuver and Move. The penalty lasts until you sleep.
24: Downfall. The island or conveyance you’re on falls toward the Sea of Death. An island begins falling gradually, while a conveyance plunges suddenly into the depths.
25–26: Entropy. Suffer -3 awareness. Henceforth, the things you touch have a tendency to unravel, spill, or break.
27: Exchange. You and a nearby character of the Guide’s choice swap bodies. You retain your ideals, abilities, memories, and self-concept, but gain the other character’s action dice and their current and core attributes and life. The other character likewise retains their ideals and abilities but gains your action dice, attributes, and life. Both of you are aware that you have switched bodies. After you sleep, you and the character exchange back and wake up in your original bodies, wherever they've ended up.
28: Exhaustion. Suffer -5 strength.
29–30: Eyes. Suffer -3 awareness. Your pupils become W-shaped. On a 30, you can choose to take -1 spirit and -1 strength to gain the ✪Second Sight lesser blessing of Yom.
31–32: Fae. Suffer -1 awareness. Your ears become pointy.
33: Falling. Suffer -3 awareness and -1 grace. You rise and float on high, but awkwardly. You have Maneuver disadvantage on all Moves, and you can only reposition by punting yourself off of solid surfaces, or if someone pulls you along like a balloon. You stop “falling” after you sleep.
34–35: Familiar face. Suffer -1 awareness. Your appearance subtly shifts so that you look hauntingly familiar, even to people you’ve never met
36–37: Fangs. Suffer -3 awareness and gain long fangs.
38: Fate. Gain 10 dark-focus (see Dark Sorcery) and can cast ⧨Curve, ⧨Dark Grasp, ⧨Fall, and ⧨Rise, or dark magic spells you know from other abilities. You can’t regain awareness while you hold any dark-focus.
39–40: Fin. Suffer -3 awareness and gain a dorsal fin.
41: Fire. You burst into flames and suffer –10 grace. All flammable armaments you carry are destroyed, inflicting an additional -1 grace for each one. If anyone is close to you, Attack them with Compel advantage as a reaction (roll once); inflicting –10 grace to them on a hit.
42: Flimsiness. All the armaments you carry break. If you're unarmed, your nearest armed ally’s armaments break.
43: Float. You float on high. You can continue floating, moving through the air about as fast as you might swim through water—as long as you hold one finger against your nose with a free hand. This form of movement is awkward: you can Rush in any direction, but you have Maneuver disadvantage. This boon fades after you sleep.
44: Fly. You fly on high. You can continue flying as fast as a bird, can Rush or Evade in mid-air, and can Attack foes on the ground with Maneuver advantage— as long as you can beat your arms like wings (this prevents you from wielding a shield or two-handed weapons). This boon fades after you sleep.
45: Grace. Suffer -3 grace and gain a mark of Grace.
46: Growth. You suffer -3 awareness. Your core Strength increases by 1, your Weight increases by 3, and your core Grace decreases by 1. If this dreamshape increases your Weight to 8 or higher, you gain the ✪Big greater blessing of Yom (see Zordin).
47–48: Hair. Suffer -1 awareness and gain free-floating hair that subtly shifts colors.
49: Hidden. You become invisible, can Evade with a d20 advantage die, and don’t need cover to hide. This boon fades after you sleep.
50: Hollowness. Suffer -1 awareness. Lose your ideals, and suffer a -2 penalty to Compel. These effects dispel after you sleep.
51: Humiliation. Suffer -3 awareness and -3 spirit.
52: Impotence. Your core Spirit and Strength drop to 1. Recalculate your action dice, life, and damage accordingly. Your original attributes are restored after you sleep.
53: Inception. You realize the situation thus far has been unreal. Start the battle or other situation over from the beginning, with attributes and life restored (to the best of players’ knowledge). You automatically act first.
54: Insight. Suffer -3 awareness. Gain a revelation for a randomly-determined Zordin lore. Roll a d20 and count down from the list on the Zordin origin chapter. If you gain a revelation for a lore you already know, choose another revelation from any lore instead.
55: Light. Gain 10 light-focus (see Light Sorcery), and can cast ❍Flash, ❍Golden Arrow, ❍Illuminate, and ❍Refract, or spells you know from other abilities. You can’t regain awareness while you hold any light-focus.
56: Lightning. You are struck by a bolt of lightning. Suffer -10 life, -2 awareness, and -3 grace.
57: Loss. Suffer -3 awareness and –1 grace, and d6 of your teeth fall out. (If you don’t have teeth, a similar calamity befalls your beak, speaking hole, or other orifice.)
58: Lost. Suffer -3 awareness. Until you sleep, moving to a new position or location requires taking -2 grace, -2 awareness, or 1 of each—unless you hold an ally’s hand (requires free hand).
59: Lucidity. Gain d10 awareness, or overflow awareness if you’re at max.
60–61: Mellifluousness. Suffer -1 awareness. Henceforth, other characters find your voice indescribably beautiful.
62: Metamorphosis. Suffer -3 awareness, and you transform into a large insect. You gain two greater blessings of Yom (see Zordin): ✪Chitin Shell and ✪Hexapod (if you already have one, you gain the other). However, your core Grace and Strength are both reduced to 2—recalculate your Life and action dice accordingly—and you lose your ability to speak except in chittering, screeching Antediluvian. Any armor you wore falls to the wayside and no longer fits. Your appearance is frightening and repulsive to most people. You can return to your original form and restore your core attributes by molting, as described in the ✪Chitin Shell ability. Alternately, you can keep one or both of the greater blessings after you molt, but your original core attributes are not restored this way.
63: Meteor. A meteor falls from the sky, or (if you're indoors) the ceiling collapses. Roll a d8 and a d10 and take the highest as a Ranged Attack against you and anyone close to you. Hit –10 grace.
64: Might. Gain +2 strength, or overflow strength if you’re at max. Also, your next Attack is a ✪Mighty Blow (see Champion).
65: Monster. You transform into a kulu (see following statblock) with full life and attributes. You retain only your ideals from your original form; you can’t use your abilities or communicate, nor can you use your equipment, which falls to the ground beside you. If you see something edible that fits in your mouth— including any ally or character whose Weight is 2 or less—you must Compel yourself; on a 3 or lower, you succumb to your impulse and try to eat it or them. You return to your original form after you sleep.
66: Pinch. Part of your body seems to implode. Roll a d10 and suffer the result as grace damage.
67: Plague. You become infected with a mysterious disease that inflicts a -1 penalty to all your actions. In addition, your current life and max Grace are reduced to 1. Also, any allies who have been near enough to speak with you in the past hour must Brace themselves. On a 3 or lower, they too contract this disease. If you’re on a populated island or a skyship, the plague spreads to others as determined by the Guide. The penalties inflicted by the disease can be healed during rest, 1-for-1. Using ✪Treat Wounds from the Medicine lore automatically removes all the disease’s negative effects in addition to its usual healing effect. Alternatively, you can forego healing when you next rest and gain the ✪Regeneration greater blessing of Yom. Shinarians are immune to this effect and can neither contract the disease nor gain the Regeneration ability.
68: Quickness. The next time you take any Move or Maneuver action, roll a d20 advantage die.
69–70: Scales. Suffer -3 awareness and gain skin clad in iridescent fish scales.
71: Secret. The Guide reveals a hidden truth to you.
72–73: Shells. Suffer -3 awareness and gain barnaclelike growths encrusting your knees and elbows. On a 73, you can choose to take -1 spirit and -1 strength to gain the ✪Shelbow lesser blessing of Yom (see Zordin).
74: Silence. Suffer -3 awareness. You lose your voice until you sleep.
75–76: Smell. Suffer –2 awareness. You gain a distinct smell, which 25% of Kananites and Mazrians find strangely attractive and 75% find mildly repulsive.
77: Spirit. Suffer -3 spirit and gain a mark of Spirit.
78: Storm. Dark clouds rise suddenly and envelope you in rain and wind. The Guide gains a d6, d8, d10, d12, and d20 and can roll each die once to Shove you and all characters around you with blasts of wind.
79: Strength. Suffer -3 strength and gain a mark of Strength.
80–81: Tail. Suffer -3 awareness and gain a prehensile tail.
82: Tall Tale. Gain 1 story (see the Wanderer’s ✪I Know This Place).
83–84: Tattoos. Suffer -1 awareness and gain softly luminous patterns on your face and skin. On an 84, you can choose to take -1 spirit and -1 strength to gain the ✪Camouflage lesser blessing of Yom (see Zordin).
85: Terror. A frightening assailant stalks you, visible only out of the corner of your eye. Your spirit and awareness drop to zero. Until you sleep, you can’t regain awareness.
86–87: Threads. Suffer -2 awareness and gain colorful byssal threads clustered like patches of fur on your body.
88–89: Tongue. Suffer -3 awareness. Your tongue becomes long and forked.
90: Translation. You gain literacy in all writing systems. This boon lasts until you sleep.
91: Understanding. You can speak and comprehend all languages. This boon lasts until you sleep.
92: Unreadiness. You forget how to use all your abilities. You remember after you sleep.
93: Untouchable. Gain the Wanderer’s ✪Leaf on the Wind ability. This boon lasts until you sleep. If you already know this ability, you gain a +2 bonus when you use it, which also lasts until you sleep.
94: Vertigo. Suffer –3 awareness. You develop an aversion to high places and can no longer climb or ascend on high. If you’re forced into a high place against your will, you suffer -1 spirit. This effect dispels after you sleep.
95: Visitor. A life-in-death wraith appears, wearing the guise of a dead person—perhaps a strange-looking human from the ancient world, someone close to you who died, or someone who you killed. The Guide determines the wraith’s guise as well as its regard for you. The wraith is not bound and loses 1 life per turn.
96–97: Wet. Suffer –3 awareness. Henceforth, somehow, you’re always dripping wet. On a 97, you can choose to take -1 spirit and -1 strength to gain the ✪Gills lesser blessing of Yom (see Zordin).
98: Whispers. Take -3 awareness. Disturbing, hushed voices in Antediluvian echo through your mind, imploring you to remember forgotten things. The whispers prevent you from regaining awareness. Also, whenever you take any action, the whispers become suddenly harsh and painful, and you suffer -1 awareness and -1 grace. The pain is localized on either side of your forehead, where a pair of small nub-like horns grow. When you sleep, these effects end, and you gain the ✪Nets greater blessing of Yom (see Zordin). If you already have the ✪Nets blessing, this dreamshape grants you +1 overflow strength instead of the effects above.
99: Wind. Gain 10 breath-focus (see Messenger), and you can cast ༄Gale Strike, ༄Ride Wind, ༄Shielding Wind, and ༄Windwave, or breath-magic spells you know from other abilities. Lose 1 breath-focus each turn.
100: Wraith. You transform into a wind wraith with full life and attributes.
You retain your own ideals, language, and abilities, which you can use along with the wraith’s abilities. However, you have no more ability to interact with the physical realm than a steady breeze does: your clothes and armor fall through your fluid form, you can’t wield weapons, nor can you cast Sorcerer spells, which rely on using your hands. Unlike typical wraiths, you retain your life from turn to turn, without needing to be bound. You regain your original form when you rest.
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