POWER PROFILE: DREAM POWERS POWER PROFILE: DREAM POWERS POWER PROFILE: DREAM POWERS
To sleep, perchance to dream... Dreams have been
omens and harbingers throughout history and power over dreams means near-omnipotence in that misty nighttime world of sleep and imagination. Dream powers range from crafting cunning illusions to nightmares able to traumatize, or even kill. DREAM DESCRIPTORS The following are important descriptors associated with dream powers. Dream: A series of images and sensations that occurs while asleep (see Sleep, following). Although there are numerous theories concerning the causes and purposes of dreams, apart from evidence of brain activity during certain stages of sleep, there is no definitive under- standing about them. Dreams may be anything from psychological processing of information and experi- ences to psychic insight into another layer of reality (see the Dream Dimension, following) or some measure of both, with other elements mixed in. The key elements of the dream descriptor are the internal imagery and their occurrence while asleep, although daydreams may occur when in a light waking trance (essentially the en- tranced condition, Heros Handbook, page 19). If a power requires dreamingeither on the part of the user or the subjectand that requirement is no longer fulfilled (the subject wakes, for example) then the power stops working. What that means may vary; for some, the power just stops, in other cases, a dream traveler might be lost in the depths of the dream di- mension or face other complications. Dream Dimension: In many comic book settings, the realm of dreams is an entire alternate reality char- acters may visit, complete with its own rules, native inhabitants, and dangers. The dream dimension is commonly thought of as a version of the collective unconsciousa psychic realm connecting individu- al dreamscapes at a deep, fundamental level. All dreamers might visit the dream dimension, at least at some level, although individual dreams- capes are often separate and distinct from the greater expanse of the dimension. Travel to the dream di- mension may be purely mental/sensory, and limited to effects like Remote Sensing and Mind Reading, or it may be possible to go there bodily using the Di- mensional Travel effect of Movement, translating the physical into a dream-stuff and back again as part of the transition. As dream dimensions are imaginary realms, even those lacking dream powers may have unusual abili- ties or options there. After all, the physical laws of a dream are arbitrary, and lucid or strong-willed dream- ers may be able to alter them. Gamemasters should consider loosening the guidelines for power stunts, editing scenes, and heroic feats (Heros Handbook, page 20) for characters in a dream dimension, allow- ing for anything the character can imagine (and the player can describe) perhaps using Will as a base rank for some power stunts, such as gaining an entirely new power, or non-powered characters exhibiting superpowers in the dream dimension! As with all in- stances of extra effort and hero point spending, these options are primarily limited by the characters avail- able fatigue and hero points. 11 POWER PROFILE: DREAM POWERS POWER PROFILE: DREAM POWERS For examples of dream dimensions, see Book of Magic (pages 3537), the Imageria from the Paragons sourcebook (pages 3241), and the Dreamtime from the Wild Cards sourcebook (page 45). Mental: Dreams are mental phenomena, making most dream powers mental in nature as well. See the Mental Powers profile for additional descrip- tors related to mental effects. In particular, dream powers are often Subtle, and perhaps Insidious, leaving no noticeable sign of their effects, and they tend to be Perception Ranged, often in conjunction with an accurate mental sense, able to influence sleeping targets from afar. See the Dream Touch power in Utility Powers for an example. Limited to Dreams is a suitable flaw for many mental powers, turning them into dream powers, usable only while the wielder is asleep. Similarly, Limited to Sleeping Targets can apply to mental powers that only work on sleeping subjects in their dreams. Nightmare: A nightmare is simply a dream with unpleasant, frightening, or traumatizing imagery or sensations. Nightmares often have fear or terror de- scriptors, working primarily through scary images. Thus characters with the Fearless advantage or other Immunity to fear effects may be able to ignore night- mares or their effects. Sleep: Asleep is a condition defined in the Heros Handbook (page 19) wherein a character is defense- less, stunned (unable to take actions) and unaware, however a hearing Perception check with three or more degrees of success can wake a character who is asleep, as can any sudden movement or any effect requiring a resistance check of any kind. Thus asleep differs from incapacitated (unconsciousness). Many dream powers require either the user to be asleep, the subject to be asleep, or both. Countering: Given the ephemeral nature of dreams, dream powers would not seem overly useful for coun- tering any effects other than their own. However, dreams are deeply connected with both the mind (particularly the unconscious or subconscious) and perception. Therefore, dream powers may be useful in countering some mental powers, particularly mind- or emotion control, or illusion powers. They awaken the subject from those effects, much like waking from a dream, pitting the power of the dreaming mind against the foreign power. Similarly, illusion and mental powers might be able to counter some dream powers, extending their influence past the conscious mind into the unconscious or dreaming self. DREAM FEATURES In addition to an Enhanced Trait version of the Trance advan- tage (Heros Handbook, page 88), potential Feature effects associated with Dream Powers include the following: Daydreamer: You need the Light Sleeper Feature (following) to have this one. You can enter the asleep condition while in a light trance state similar to the entranced condition (Heros Handbook, page 19), keeping your eyes open and maintaining your posi- tion (sitting up, even riding a walking mount, but not moving under your own power). Daydreamer fulfills the requirement for dream powers where you must be asleep. Fast Sleeper: You can go into the asleep condition at-will with just one round to prepare, and choose when you will come out of it (from one minute to several hours) barring some other circumstance waking you. Light Sleeper: You only need one degree of success on a hearing Perception check to awaken from the asleep condition, rather than three. Lucid Dreamer: When you sleep, you can choose what you dream and you remain conscious and aware that you are dreaming while you dream. Ad- ditionally, each rank grants you one use of Edit Scene (Heros Handbook, page 20) while dreaming. OFFENSIVE POWERS Offensive dream powers combine disturbing nightmare images with control over sleep for effects ranging from mental shock and fatigue to putting targets to sleep against their will. DREAM TRAP You cause a sleeping target to go into a coma, trapped in the dream-world and unable to wake. Although the tar- gets condition is asleep, until the transformed condition is removed, the target cannot awaken. A more gradual version of this power may have the Cumulative or Pro- gressive modifier. Dream Trap: Perception Ranged Affliction (Resisted and Overcome by Will; TransformedAsleep), Limited Degree (third only), Limited to Sleeping Targets 1 point per rank. NIGHTMARE BLAST Putting your target through a terrible nightmare, you are able to inflict psychic trauma so profound as to have real consequences in the waking world. The exact nature of the trauma and its effects depend on the nightmare imagery, ranging from the classic if you fall to your death in a dream, you die in reality to inducing coma (incapaci- tated), psychological conditioning (controlled), or even changes in personality (transformed). This power is nor- mally limited to affecting a sleeping targets dreams. If you remove the Limited modifier, you can project a Nightmare Blast into the mind of any target you can perceive, waking or sleeping. This power uses the Variable Conditions extra from the Illusion Power profile. Nightmare Blast: Perception Ranged Affliction (Resisted and Overcome by Will; conditions vary), Variable Conditions, Variable Descriptor 1 (nightmares), Limited to Sleeping Targets 1 point + 4 points per rank. 22 POWER PROFILE: DREAM POWERS POWER PROFILE: DREAM POWERS SLEEP You can place a target into a deep sleep, simply by looking at them. In addition to the usual resistance check to over- come the asleep condition, the target can be awakened by normal means (see Sleep under Dream Descriptors). This power may be both Subtle and Insidious, meaning the target is unaware you are causing sleep; they simply feel more and more drowsy until they finally drop off. Sleep: Perception Ranged Cumulative Affliction (Resisted and Overcome by Will; Fatigued, Exhausted, Asleep) 4 points per rank. SLEEP DEPRIVATION You leave a target unable to sleep, or at least unable to rest, their sleep troubled by disturbing images and night- mares such that it provides no recovery from fatigue. Sleep Deprivation: Perception Ranged Affliction (Resisted and Overcome by Will; Fatigued, Exhausted, Incapacitated), Progressive, Subtle, Limited to one check per day 1 point + 4 points per rank. DEFENSIVE POWERS Defensive dream powers primarily protect against other dream powers or the effects of fatigue or sleeplessness. DREAM DISSIPATION You can counteract the effects of dream powers, either al- lowing a subject to return to wakefulness (if something prevented them from doing so) or slip into a normal asleep condition. This power affects a single subject by default but the Area modifier allows it to affect multiple subjects at once. The GM may allow an area use of this power in the dream dimension to affect a group within the designated area there, regardless of how far apart their sleeping physical forms may be. Dream Dissipation: Nullify Dream Powers, Simultaneous 2 points per rank. DREAM IMMUNITY You are unaffected by dream powers, either due to some sort of shielding or protection or simply because you do not dream (see the Sleepless power, following, if you also do not sleep). Dream Immunity: Immunity 2 (Dream Powers) 2 points. HEALING TRANCE While you sleep, you quickly recover from any damage or injury. Healing Trance: Regeneration, Source (Sleep) 1 point per 2 ranks. SLEEPLESS You do not ever need to sleep or dream, although you may choose to do so, if you wish (as a descriptor of the Immunity effect). If you are incapable of dreaming, then you also have the Dream Immunity power (previously). Note that this power does not grant immunity to physical fatigue: you still tire from exertion and need to rest, you simply do not sleep or tire from mental activity. Sleepless: Immunity 1 (Sleep) 1 point. MOVEMENT POWERS Most dream movement powers are concerned with shift- ing in or out of a dreaming state or the dream dimension. In addition to those powers, characters in a dream may possess movement capabilities they do not in waking lifeas anyone who has experienced a flying dream knows. It is up to the GM whether the ground rules of a particular dream grant characters additional movement abilities or if they are best handled as power stunts (see the Dream Dimension under Dream Descriptors). DREAMPORT You can bodily transport yourself over great distances in the waking world by traveling through the dreams of sleepers. You must be within about arms reach of a sleep- ing dreamer and you emerge into the waking world about the same distance from another sleeping dreamer within range of your Teleport effect. Other Teleport modifiers, particularly Extended, are common for this power. Dreamport: Teleport, Accurate, Medium (dreamers) 2 points per rank. DREAM PROJECTION You project a mental image of yourself into another per- sons dreams. You cannot perceive the content of the dream unless you also have Dream Reading (see Utility Powers) but you can communicate with the dreamer and anyone else present within the dream. You will tend to blend into the context of the dream, although with a modest effort of will you can exert your normal appearance. If the power is Insidious, then your dream projection fits into the dream and is taken as just another element of it, granting you a circumstance bonus to use the projection for interaction checks like Deception against the dreamer. Dream Projection: Communication (Mental), Limited to Dreamers 3 points per rank. DREAM TRAVEL You can travel bodily into the dimension or realm of dreams. If you can bring others along with you, apply the Increased Mass extra, or the Portal modifier from Teleport to the power. See Dream Dimension under Dream Descriptors for details about what to expect at your destination. If the 33 POWER PROFILE: DREAM POWERS POWER PROFILE: DREAM POWERS setting features multiple dream dimensions, you can travel to any of them with two ranks of Dimension Travel. Note that traveling bodily into a subjects dreams allows you to perceive them and communicate, but also exposes you to whatever is happening in that dream, since you are actually there rather than just perceiving or communicating. Dream Travel: Movement 1 (Dimensional Travel) 2 points. UTILITY POWERS The power over dreams has many potential uses, from learning about a persons innermost thoughts to influenc- ing them or even controlling the otherworldly realm of dreams itself. DREAM CONTROL You have the ability to control the content of a persons dreams, dictating what they dream, creating nightmares, or soothing them, and so forth. If you can draw images from the subjects own mind, apply the Psychic modifier (see the Illusion Powers profile). Dream Control: Illusion (All Senses), Limited to Minds, Limited to Sleeping Subjects 3 points per rank. DREAM MASTERY You are virtually omnipotent in the world of dreams, limited solely by your imagination and willpower in terms of what you can accomplish. This power is significantly limited, in that both you and anyone you interact with must be asleep and dreaming, but otherwise it is capable of achieving real effects in that any- thing affecting dreamers on the mental level is reflected in the waking world, including damage and other conditions. There may even be psychosomatic or mystical physical re- percussions of your powers, depending on descriptors. Dream Mastery: Variable (dream powers, Free Action, Limited to while asleep, Limited to while in dreams) 7 points per rank. DREAM READING You can connect to a sleeping subjects dreams and per- ceive them as they occur, as if they were happening to you, but with a degree of psychological distance insulat- ing you from their effects. You can even direct the dream to a degree to uncover particular information the subject knows, ranging from direct questioning of the subjects dreaming self, to revealing imagery, such as revisiting old memories. The subject may (with an Insight check versus DC 10 + power rank) perceive you as a presence in the dream, perhaps cloaked in appropriate imagery, unless your power is Subtle. The subject gets the usual Will resis- tance check to prevent you from perceiving anything or from increasing the information you receive. Dream Reading: Mind Reading, Limited to Sleeping Subjects 1 point per rank. An occasional Feature for Dream Reading is Dream Viewing: the ability to project the subjects dreams as a visible and audible playback others can perceive. This is a rank 1 Feature added onto the cost of Dream Reading. DREAM TOUCH You can reach out with your mind to touch the sleep- ing mind of another being known to you, sufficient for you to connect with their dreams and use other Percep- tion Ranged dream powers on them. This is a particularly useful power, in spite of working only on sleeping minds, and Gamemasters should be careful about allowing player- controlled characters to have and use it, since it can poten- tially unbalance the game and may leave other characters largely out of the activity that occurs on the dream level. Dream Touch: Remote Sensing (mental), Senses 4 (Accurate Ranged Detect Dreamers, mental) 4 points + 1 point per rank. PRECOGNITIVE DREAMS You receive visions of the future in your dreams. These may be couched in symbolic dream imagery and require inter- pretation, but you always know the difference between a vision and an ordinary dream. This power is often Un- controlled in addition to only occurring while you dream, meaning the visions come unbidden, and only when the Gamemaster chooses. Precognitive Dreams: Senses 4 (Precognition), Limited to Dreaming 2 points. SLEEP SUBSTITUTE You can provide the benefits of sleep to someone without them actually needing to sleep for any length of time. Sleep Substitute: Healing (Energizing, Limited to Energizing) 1 point per rank. OTHER DREAM POWERS Considering the stuff of dreams Illusion Powers are a natural outgrowth of creating or controlling dream images and dreamweavers may have dream powers in the sleeping world and illusion powers in the waking world, mixing the two to great effect, even to the point of victims wondering if they are truly awake or asleep! Similarly, dream powers are essentially Mental Powers of a sort, and many characters with one also have the other. Some mental powers can double as dream powers when used on sleeping minds: Dream Reading and Dream Pro- jection, for example, are just aspects of Telepathy with particular limitations, so a capable telepath could achieve the same effects. Dreamsand especially the dream dimensionare also associated with Magic Powers. Sorcerers plumb the depths of the psyche and the mysteries hidden there, and venture into the realm of dreams to confront nightmare creatures 44 POWER PROFILE: DREAM POWERS POWER PROFILE: DREAM POWERS and protect sleeping innocents. As with mental powers, some magical powers may double as dream powers, allow- ing access to sleeping minds and their dreams. Lastly, depending on how dreams and the dream dimen- sion work in the setting, some Summoning Powers could also be dream powers, calling servants or minions from the depths of the dream dimension or out of a targets own worst nightmares. DREAM COMPLICATIONS Dreams can be fickle and mysterious, and characters dealing in them can face certain complications, like those described here. ACCIDENT Its one thing for a hero to cause collateral damage in the real world, but what do you do when you accidentally break something in someones mind? An accident in the dream world could have serious psychological or even physical consequences in waking reality, giving heroes good reason to be careful when adventuring in others psyches and to return to clean up or repair any damage they might have done (an adventure unto itself ). ADDICTION Plenty of fiction has speculated about addiction of dream games or similar recreational uses of lucid or directed dreaming. Characters might become addicted to living in a dream world where all of their fantasies seem com- pletely real and fulfilled, particularly if reality is harsh or uncompromising. Those with dream powers may suffer from the same sort of addiction or to a need to interact withor even feed onthe dreams of others. DISABILITY Dream powers do not require anything more than the ability to sleep and dream, so they may allow a character who is physically disabled to actively adventure in both the dreaming and waking worlds. The characters physical body might even be completely paralyzed or comatose! In more extreme cases, the character could be a disem- bodied brain sustained by life support machinery, or a conscious dream completely unaware that he or she is not real, simply a figment of someone elses imagination. ENEMY Dream powered characters often pick up an enemy or two from the realm of dreams, anything from the living em- bodiment of nightmares or a rogue god of dreams to a manifestation of the heros own repressed shadow side or a rival dreamweaver with similar powers, but different motives for using them. PHOBIA Phobias tend to function like weakness complications for dream characters, since a deep fear of something can manifest as a very direct confrontation in a nightmare! Phobias provide ammunition for foes in the dreamscape, should they learn about them, and it is not unusual for an opponent to have the ability to sense or learn a charac- ters fears in some fashion. POWER LOSS The theme of powerless outside of dreams is largely handled by modifiers on dream powers rather than this complication. It might apply in unusual circumstances when the character suffers power loss while in a dream, due to the influence of the dreamer or some outside force. For example, the characterand any allies along for the tripbecomes trapped in a nightmare or the mind of a dying coma patient, and loses the ability to influence the dream, forced to find a means of escape that fits the logic of the dreams narrative and the hosts psyche. Additionally, characters might depend on something else to provide or recharge their dream powers, ranging from an experimental drug or exotic incense to a particu- lar bedtime ritual or talisman, maybe even a night-light! Deprived of the powers catalyst, the character suffers from this complication. The same concept applies to Re- movable devices granting dream powers (ranging from circlets and medallions to electronic helmets or sleeping chambers), save that they are also accounted for in the flaws cost modifier rather than as a complication. RESPONSIBILITY Characters with dream powers are sometimes healers of broken and scarred psyches. Day jobs as psycholo- gists, counselors, or other mental health professionals are common, and the character may feel a sense of responsi- bility to patients and those in need. SECRET Like illusions, dreams are a subtle power. Its just a dream is the mantra for warding off even their most frightening effects. Characters with dream powers also often have sig- nificant limitations in the waking world, giving them good reasons to keep the full nature and scope of their powers and identities secret. Its one thing to deal with the myste- rious Dream Mastera cloaked and hooded figure who appears in dreams and wields great powerand learning that the Dream Master is really a paraplegic mutant boy living in a shoddy apartment complex by day, only barely aware of his own nighttime activities. Indeed, given the nature of dreams, it is possible some aspects about the character are secret even from his or her waking self! It all seems like just a dream. 55 POWER PROFILE: DREAM POWERS POWER PROFILE: DREAM POWERS CREDITS & LICENSE OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document, Copyright 2002- 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Advanced Players Manual, Copyright 2005, Green Ronin Publishing, LLC; Author Skip Williams. Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble. Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing, LLC; Author Steve Kenson. DC Adventures Heros Handbook, Copyright 2010, Green Ronin Publishing, LLC; Author Steve Kenson. Mutants & Masterminds Heros Handbook, Copyright 2011, Green Ronin Publishing, LLC; Author Steve Kenson. Mutants & Masterminds Power Profile: Dream Powers, Copyright 2012, Green Ronin Publishing, LLC; Author Steve Kenson. MUTANTS & MASTERMINDS POWER PROFILE: DREAM POWERS Writing and Design: Steve Kenson Editing and Development: Jon Leitheusser Art Direction and Graphic Design: Hal Mangold Interior Art: Storn Cook Playtesters: Leon Chang, James Dawsey, Nathan Kahler, Jack Norris, Aaron Sullivan Publisher: Chris Pramas Green Ronin Staff: Bill Bodden, Joe Carriker, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz Mutants & Masterminds Power Profile: Dream Powers is 2012 Green Ronin Publishing, LLC. All rights reserved. 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