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True20 Nevermore: Designer Discussion Thread
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<blockquote data-quote="jaldaen" data-source="post: 2824936" data-attributes="member: 214"><p><strong>Nevermore Design Diary #4: Dreamers and the Dreams they Dream</strong> </p><p></p><p>There are dreamers among us. They are men and women with supernatural powers and they may not even know it themselves. However, one day they will enter the world of Nevermore and discover their latent and the surreal abilities. Have you ever wondered why some dreams can seem so real? Have you ever wondered how particular authors come up with their fantastic tales? Have you ever wondered why certain people disappear without a trace? The dreamlands are real and draw the dreamers of this world into Nevermore through their own imaginations. </p><p></p><p><strong>Mortal Dreamers</strong> </p><p></p><p>Mortal dreamers are those men and women who are enter the dreamlands in their sleep. They are only temporary residents of Nevermore coming into this world between the time their heads hit their pillows and their alarm clock goes off in the morning. They can also enter for brief periods of time in their daydreams and during naps. Some who enter the world fall into a coma and awaken days, months, and even years later. Then, there are the few who enter Nevermore, by choice or accident, through a dream door. Those who pass through these portals may never return, while some may spend what appears to be a lifetime of adventure in the dreamlands only to return with barely a second ticked off from the clock. </p><p></p><p><strong>Dreamborn and Reborn Fey Dreamers</strong> </p><p></p><p>Of course mortals are not the only dreamers in Nevermore there are the dreamborn and the reborn fey. Dreamborn are mortal men or beasts that have been born within the dream, while reborn fey are those fey who have left the mortal world behind in favor of the dreamlands. Both of these inhabitants of Nevermore have a natural affinity to becoming dreamers and innate abilities, which flow from this relationship. </p><p></p><p><strong>Dreamer Traits</strong> </p><p></p><p>Dreamers have a number of traits in common. First of all they are dream blooded, meaning they have a close connection to the dreamlands and thereby have more influence over them (i.e. more Dream Conviction). The second trait is that all dreamers have in common is a strong will. Thirdly, they have access to an amazing set of dreamer feats. Last but not least, dreamers can manifest powerful aspects through their Dream Conviction. </p><p></p><p><strong>What is an Aspect?</strong> </p><p></p><p>An aspect is the manifestation of a particular set of powers reflective of a character’s inner personality. These aspects are activated by the expenditure of Dream Conviction and range from ability-based aspects (Strength, Dexterity, Constitution, etc.) to totem aspects (bat, cat, dog, etc.). Every aspect chosen by a character reveals some inner characteristic, nature, or inclination that resides within their psyche. As dreamers grow in power they can improve their aspects and can even make them innate (no Dream Conviction expenditure to activate). </p><p></p><p><strong>Example Aspect</strong> </p><p></p><p>The following is just one of the aspects you will find in the Nevermore campaign setting and its supplements. </p><p></p><p><strong>Elemental Aspect, Physical</strong> </p><p>Choose one of the following elements: cold, earth, fire, water or wind. You can use the Elemental Aura power (earth grants you a +2 bonus to Toughness). </p><p>Elemental Strike (Fatiguing, Maintenance): As a standard action, you can imbue your unarmed attacks with damaging elemental energy. The damage is equal to 1 + 1 for every four levels of dreamer. Elemental Strike is fatiguing, with a Fatigue saving throw of 14 (+2 for every additional point of damage). </p><p>Elemental Movement (Fatiguing, Maintenance): As a move action, you gain a movement speed appropriate to your chosen element. Air grants you a fly speed equal to 5 feet with perfect maneuverability. Cold grants ice-walking, which allows normal movement and skill use on icy surfaces and grants you a bonus to your base ground speed on icy surfaces equal to 10 feet. Earth grants you a burrow speed through dirt and stone equal to 5 feet. Fire increases your base ground speed by 10 feet. Water grants you a swim speed equal to 20 feet. Add an additional 5 (air or earth), 10 (for cold and fire), or 20 feet to the granted movement speeds for every four dreamer levels. Elemental movement is fatiguing, with a Fatigue save Difficulty of 14 (+2 per four dreamer levels). </p><p></p><p>As can be seen from the above, dreamers can be fierce opponents and great allies. They have not only the ability to shape the world around them, but to shape themselves as well. They are adaptive, and at times unpredictable, which makes them more dangerous than they appear. So now that we have discussed many of the background concepts of the Nevermore campaign setting perhaps I will give a quick overview of the dreamland’s history in: <strong>Nevermore Design Diary #5: Nevermore the Untold Story</strong></p></blockquote><p></p>
[QUOTE="jaldaen, post: 2824936, member: 214"] [B]Nevermore Design Diary #4: Dreamers and the Dreams they Dream[/B] There are dreamers among us. They are men and women with supernatural powers and they may not even know it themselves. However, one day they will enter the world of Nevermore and discover their latent and the surreal abilities. Have you ever wondered why some dreams can seem so real? Have you ever wondered how particular authors come up with their fantastic tales? Have you ever wondered why certain people disappear without a trace? The dreamlands are real and draw the dreamers of this world into Nevermore through their own imaginations. [B]Mortal Dreamers[/B] Mortal dreamers are those men and women who are enter the dreamlands in their sleep. They are only temporary residents of Nevermore coming into this world between the time their heads hit their pillows and their alarm clock goes off in the morning. They can also enter for brief periods of time in their daydreams and during naps. Some who enter the world fall into a coma and awaken days, months, and even years later. Then, there are the few who enter Nevermore, by choice or accident, through a dream door. Those who pass through these portals may never return, while some may spend what appears to be a lifetime of adventure in the dreamlands only to return with barely a second ticked off from the clock. [B]Dreamborn and Reborn Fey Dreamers[/B] Of course mortals are not the only dreamers in Nevermore there are the dreamborn and the reborn fey. Dreamborn are mortal men or beasts that have been born within the dream, while reborn fey are those fey who have left the mortal world behind in favor of the dreamlands. Both of these inhabitants of Nevermore have a natural affinity to becoming dreamers and innate abilities, which flow from this relationship. [B]Dreamer Traits[/B] Dreamers have a number of traits in common. First of all they are dream blooded, meaning they have a close connection to the dreamlands and thereby have more influence over them (i.e. more Dream Conviction). The second trait is that all dreamers have in common is a strong will. Thirdly, they have access to an amazing set of dreamer feats. Last but not least, dreamers can manifest powerful aspects through their Dream Conviction. [B]What is an Aspect?[/B] An aspect is the manifestation of a particular set of powers reflective of a character’s inner personality. These aspects are activated by the expenditure of Dream Conviction and range from ability-based aspects (Strength, Dexterity, Constitution, etc.) to totem aspects (bat, cat, dog, etc.). Every aspect chosen by a character reveals some inner characteristic, nature, or inclination that resides within their psyche. As dreamers grow in power they can improve their aspects and can even make them innate (no Dream Conviction expenditure to activate). [B]Example Aspect[/B] The following is just one of the aspects you will find in the Nevermore campaign setting and its supplements. [B]Elemental Aspect, Physical[/B] Choose one of the following elements: cold, earth, fire, water or wind. You can use the Elemental Aura power (earth grants you a +2 bonus to Toughness). Elemental Strike (Fatiguing, Maintenance): As a standard action, you can imbue your unarmed attacks with damaging elemental energy. The damage is equal to 1 + 1 for every four levels of dreamer. Elemental Strike is fatiguing, with a Fatigue saving throw of 14 (+2 for every additional point of damage). Elemental Movement (Fatiguing, Maintenance): As a move action, you gain a movement speed appropriate to your chosen element. Air grants you a fly speed equal to 5 feet with perfect maneuverability. Cold grants ice-walking, which allows normal movement and skill use on icy surfaces and grants you a bonus to your base ground speed on icy surfaces equal to 10 feet. Earth grants you a burrow speed through dirt and stone equal to 5 feet. Fire increases your base ground speed by 10 feet. Water grants you a swim speed equal to 20 feet. Add an additional 5 (air or earth), 10 (for cold and fire), or 20 feet to the granted movement speeds for every four dreamer levels. Elemental movement is fatiguing, with a Fatigue save Difficulty of 14 (+2 per four dreamer levels). As can be seen from the above, dreamers can be fierce opponents and great allies. They have not only the ability to shape the world around them, but to shape themselves as well. They are adaptive, and at times unpredictable, which makes them more dangerous than they appear. So now that we have discussed many of the background concepts of the Nevermore campaign setting perhaps I will give a quick overview of the dreamland’s history in: [B]Nevermore Design Diary #5: Nevermore the Untold Story[/B] [/QUOTE]
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