Dream Travel

Dream travel is a powerful but unreliable means of getting from here to there. The traveler journeys in his dreams, and awakes wherever his nocturnal wandering carried him. The psionicist can even take other characters with him, although it's more difficult than traveling alone. (See "Passengers" below.)

To use dream travel, the psionicist must be asleep. Once asleep, he begins fashioning a dream that involves traveling from his present location to his intended destination. At the beginning of the journey, the DM secretly makes a power check for the character. If the check succeeds, the psionicist will reach his destination. If the check fails, the character will fall short 10% for each point that the die roll exceeded the power score. If the DM wants, this power check is all that's required to handle dream travel during a game. However, it is far more satisfying to actually role-play the dream. The player creates the setting and describes his intentions, with the DM interrupting to change things arbitrarily and throw obstacles in the character's path. If the player overcomes the obstacles and solves problems inventively the DM is justified in giving a bonus to the character power check. If the dream is dull and lifeless, the DM can also penalize the power check.

The DM should remember that this is a dream; terrain on the Journey may not resemble actual terrain, the character may be completely different, and the world may be completely strange. The length of the dream journey should be approximately the same as the real distance, however, and the final destination should be at least similar to the real destination. Such dream adventures should minimize combat and maximize problems, puzzles, and surreal atmosphere. If combat does occur, it has no effect on the character physically, but if he is killed, he wakes up, right where he started.

All dream journeys take approximately eight hours to complete, successful or not.

Passengers: The psionicist can bring other characters along with him in the dream. His power score is reduced by one for each passenger he carries. Passenger must also be sleeping. A single power check launches everyone on the dream journey. If the check fails, they still attempt the dream journey but fall short of their target. The psionicist must pay the PSP cost of the trip individually for each character accompanying him in the dream. Intelligent animals can also be drawn into the dream, but normal animals (horses, dogs, falcons, whatever) are very difficult to bring along. The psionicist must make a separate power check to draw in each animal and his power score is halved, rounded down, when making this check. When the dream travelers reach their destination, they awaken. In the place where they lay sleeping, their bodies and any equipment carried or worn fades away. At the same time, they fade into being at their new location, still in sleeping posture, but fully awake.

Type
Devotion
Field
Psychoportive
MAC
7
PSP (Initial)
1
PSP (Ongoing)
1 25 miles
Range
500 miles​
Area of Effect
Personal
Prerequisites
Power Score
Critical (20)
The dream is nightmarish. The psionicist must save vs. paralyzation or appear dead until violently struck. ​

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