The
Dreamlander
Fleeing to the material
plane from the imperious yoke of the cyclopean fortress-city of Kadath, the
surreal beings of the Dreamlands are often found among adventuring parties, who are
more permissive of the Dreamlander’s chimerical form and convoluted, remote
intelligence.
As a
Racial-Class
HD: 8
Saving throws: As Magic-User
Attacks: As Cleric/Thief
Base XP: 1800
Details on progression below.
Generating
a Dreamlander
A Dreamlander is formed from
the base ichor of the trances, delusion, fears and dreams of the mortal world, they
are composed of freakish amalgams of dream imagery threaded together in
increasingly bizarre combinations.
The procedure to generate a
Dreamlander is such; take 1 die of each type (d4, d6, d8, d10, d12, d00, d20) in
a clenched fist. Place your fist upright
against a flat sheet of paper and release your grip so the dice fall into a
small group. Draw around where each die
is positioned on the paper, noting both which die it is (d4, d8 etc) and the
number your rolled. Consult against the tables below and record the different parts
of Dreamlander, writing them onto your character sheet. Once this is done, you
can begin to work out the appearance of the Dreamlander, what is the body shape?
What way does the Dreamlander face? When you think you have a good grasp on
your character’s appearance it is advised that you sketch them out. You will
find some examples of this process in the PDF. When the
character is complete think of the many opportunities and talents your new form
allows (some examples are listed in the following tables in brackets).
The
Dice and their functions:
Each die governs a
particular body part or appendage while others apply effects to the Dreamlander
in part or whole. Some die will help define the shape of the body and will be
made of whatever substance you rolled on the body table.
D4: governs size and helps define
the shape of the body.
1
|
Halfling
(3 foot)
|
2
|
Tall
man (6 foot)
|
3
|
Man
and a half (9 foot)
|
4
|
Two
men (12 foot)
|
D6: governs legs
1
|
Legs
of a wild animal
|
2
|
Thousands
of spindly legs
|
3
|
Legs
of a strongman (+1 to leaping)
|
4
|
Writhing
serpentine tail
|
5
|
Formless
stumps
|
6
|
Lithe
women’s legs
|
D8: governs arms
1
|
Arms
of a strongman (+1 to lifting rolls)
|
2
|
Shrivelled
and saurian
|
3
|
Roiling
and rippling clods of whatever the body is made out of (1d6 unarmed damage)
|
4
|
Smooth,
dense tendrils
|
5
|
Scrawny
with long, grasping fingers
|
6
|
Svelte
feminine arms
|
7
|
Simpering
chimp arms
|
8
|
Pinstripe
tubes that coil and unfurl
|
D10: governs body type and
material, defines shape of the body
1
|
Mass
of damp shaggy fur
|
2
|
Alluring
feminine litheness
|
3
|
Bubbling
stew of blood and organs
|
4
|
Long
tangle of flesh, like bundled rope
|
5
|
Pillowy,
pliable flesh
|
6
|
Rippling
muscles (+1 to strength)
|
7
|
Shivering,
sharp, rigid quills ( does d4 damage)
|
8
|
Body
of a wild animal
|
9
|
Feathered,
vibrant fluffy plumage
|
10
|
Patterned
shell, natural, metal or stone (AC bonus)
|
D00: The d00 applies an
effect to another die it is touching (if it is touching multiple die, you choose
which die it effects) and defines shape of the body.
10
|
Wreathed
in fire
|
20
|
Body
part can fold inside of itself.
|
30
|
This
part produces slime
|
40
|
This
part retains its shape but is functionally liquid and occasionally bubbles
|
50
|
Body
part is full of tiny animals rather than blood
|
60
|
There
are deep, black holes in this body part that spew black smoke.
|
70
|
Sprouts
vivid flowers as a survival mechanism
|
80
|
This
part can be removed and disassembled.
|
90
|
Doubles
the body part it touches (doesn't apply to height)
|
00
|
Reroll
and apply the effect to two die rather than one. If rolled again, apply to a third die
and so on.
|
D12: Governs the head
1
|
Rotating solar vortex (produces
light)
|
2
|
Big baby face
|
3
|
Brilliant red rose
|
4
|
Head of a wild animal or
insect
|
5
|
Bleached grinning skull
|
6
|
Maw of massed teeth (can
chew through wood or anything softer)
|
7
|
Bulbous grey amphibian
with eyes like black saucers
|
8
|
2 glowing eyes in a mane
of wild fur (grants infravision)
|
9
|
Purse-lipped beauty
|
10
|
Hirsute, rugged man
|
11
|
Face of the observer’s
mother or father (you must pick if the Dreamlander has a mother’s face or a
father’s face. (effects reaction rolls)
|
12
|
Reroll and add a long neck
|
D20: Governs an appendage or
feature
1
|
Rubbery
black wings (enable gliding)
|
2
|
Flitting
insect wings (enables short bursts of hovering)
|
3
|
Large
grinning mouth
|
4
|
Throbbing,
spitting thing (spits a foul/acidic liquid, 10ft range - 1d4 damage)
|
5
|
Wild-eyed
infant clings to the Dreamlander, it cannot be removed
|
6
|
Prehensile
furred monkey tail
|
7
|
Large
colour changing sail or fin.
|
8
|
Dangling
human arm
|
9
|
Dangling
human leg
|
10
|
A
fused cage or a door into the Dreamlander
|
11
|
Big
mouthing gills (breathe underwater)
|
12
|
Many blubbery, aerodynamic fins and flippers (bonus to swim rolls)
|
13
|
D4
floating eyes
|
14
|
Common
inanimate object fused to the body
|
15
|
Dark
billowing membrane (+1 to hiding at night)
|
16
|
Gigantic
nose or nostril (eliminates smell in the immediate area)
|
17
|
Great
sleepy eye
|
18
|
A
clump of short sensitive feelers
|
19
|
Many
jointed limb with a blood-sucking proboscis on the end.
|
20
|
A featureless patch or flap on which ominous symbols, images, strange planets or writing sometimes appears. It is normally illegible but can display messages or prophecies from some other place.
|
Drawbacks
As the Dreamlander gains so
much at first level they begin with a significant drawback.
All Dreamlanders are out of
step with the magic of the material plane. The positive effects of spells are
halved for them and the negative effects (including damage) are doubled.
Drawbacks d12
1
|
At
0 HP the Dreamlander becomes a mindless indestructible, raging storm of
two-dimensional fractal ribbons. It will attempt to destroy everything in it’s
proximity, animal,
|
2
|
Fear
of death (roll against the systems appropriate save or become intensely afraid
until whatever is causing the fear is removed)
|
3
|
Fear
of sadness
|
4
|
Fear
of waking
|
5
|
Infatuation
of confusion (as fear)
|
6
|
Infatuation
of disgust
|
7
|
Infatuation
of anger
|
8
|
Allergic
to cold-iron, all damage from cold-iron weapons is doubled.
|
9
|
Reduce
Charisma by 6. The logic of the Dreamlander is so remote and alien, it’s
wending inanities verge on repulsiveness.
|
10
|
When
in the proximity of sleepers having nightmares the Dreamlander is sickened.
|
11
|
Take
1 HP of damage per death directly witnessed
|
12
|
Haunted
by a shadowy figure who attempts to destroy and hinder the Dreamlander
|
Author comments:
The Dreamlander is meant to
be a freakish, swiss-army knife character. I don’t know how playable
they are or if they would serve better as an NPC class. I have never made a class before so please let me know if I have excluded anything or if it is all just terribly wrong.
I am proud of the
method of generation, I think I came up with it myself! I also think it has a lot of
potential, the system can be used to generate many other monstrosities and
could be quite easily hacked into something more comprehensive (you could use
multiple d20’s of different colours for instance) although I do have another post
in the works using the same system for a different outcome.
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