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Wake V1.1 - A5
Wake V1.1 - A5
WAKE
TIM ZEE
Version 1.1
This work was conceived and created on the land of the Anishinabewaki ᐊᓂᔑᓈᐯᐗᑭ,
Haudenosaunee, Mississaugas of the Credit and Wendake-Nionwentsïo. The creator of this
work recognizes the historical and contemporary abuses suffered by these nations, at the hands
of Canada’s governments, and commits to creating work that is anti-colonial and anti-racist.
You may not play this game if you are a fascist or a bigot or someone who values capital
over community.
This work’s sections on Drifters and Observers includes content from the Cairn System
Reference Document Version 1.0 (https://cairnrpg.com/cairn-srd) developed and authored
by Yochai Gai. Cairn is also licensed under the Creative Commons Attribution 4.0 License.
WAKE is also licensed under the Creative Commons Attribution 4.0 License. Third party
materials for WAKE are permitted and encouraged. Any compatible material made for
WAKE should clearly state that the material is an independent production and is not
associated with or endorsed by Tim Zee.
Films: Total Recall (1990), The Matrix (1999), Paprika (2006), Inception (2010), Flatliners
(2017).
Special Thanks: Josh Boykin, Cabbagehead, Tadhg Lyons, Matthew Nevers and Kate W.
Fonts: Nasalization by Typodermic Fonts Inc. (headings and subheadings), Malgun Gothic
by Sandoll Communications (body text) and Window Command Prompt by McFood (chat
log).
ISBN: 978-1-7775803-6-0
CONTENTS
Introduction 2
Safety 4
Drifters 4
Observers 5
Faculté 7
Checks 8
Tour de Force 8
Cynosures 10
Telesmas 10
Strain 11
Keys 13
Nightmares 13
Missions 16
Glossary 17
Character Sheet 20
00:01 Fox has entered the chat.
00:01 <Cutter> Are you ready?
00:01 <Fox> Yes.
00:01 <Cutter> Are you certain?
00:02 <Fox> Yes.
00:02 <Cutter> Let’s begin.
00:02 <Fox> What’s TDP?
00:03 <Cutter> I can’t tell you that, yet.
00:03 <Fox> Then this is a waste of time.
00:03 <Fox> ...
00:04 <Fox> ???
00:05 <Fox> Are you still there?
00:05 <Cutter> You have to learn how to walk before you can run.
Imagine what you need to know before you can fly.
00:05 <Fox> Ok.
00:05 <Fox> What does that mean?
00:05 <Fox> Cutter?
00:05 <Cutter> What do you know about the Wake?
00:06 <Fox> ?
1
INTRODUCTION
The physical world, or ‘THE NORM’, is just one side of a coin. The
other side, ‘THE DREAM’, is where we go when we sleep.
When a Drifter enters the Wake their physical bodies remain in the
Norm, monitored by an OBSERVER, while their UM (a Drifter term for
the mind, ego, soul and/or spirit) enters the Dream.
Drifters face down these challenges using a set of tools that can
generate tremendous impact, and violence, within the Dream:
FACULTÉ, CYNOSURES, TELESMAS.
To play WAKE you need one player to perform the role of Observer
and one or more players to play the roles of Drifters (3-4 is optimal).
You’ll also need character sheets (found at the end of this booklet),
writing instruments and set of polyhedral dice (d4s, d6s, d8s, d10s
and d12s).
2
00: 32 <Fox> Who or what is MERIDIAN?
00: 32 <Cutter> You know exactly who they are. You watch them.
You listen to them. You pay them. You might have voted
for them.
00:33 <Fox> Ok. And they got that way because of the Dream?
00:34 <Cutter> The Dream is the window to the mind. What the
mind encounters there, it carries with it into the Norm.
When MERIDIAN discovered this they devised a way to fill
the Dream with a persuasive force that can drive the
masses in any direction they wish.
00:35 <Fox> That’s hard to believe.
00:36 <Cutter> Is it? Then how do you explain an entire
population willing to look away while MERIDIAN burns
this planet to a crisp? Billions being just fine with
suffering, while the few pursue what exactly? Wealth?
Power? Pleasure?
00:37 <Fox> Ok.
00:37 <Cutter> How do you explain war?
00:37 <Fox> Ok.
00:37 <Cutter> How do you explain people sacrificing their
time, their lives, their everything... Very truth itself, to
feed these monsters?
00:37 <Fox> I get it!
00:38 <Cutter> Perhaps.
00:38 <Fox> And you’re immune to this?
00:38 <Cutter> Once you see them for what they are, you can
resist.
3
SAFETY
Before you play WAKE, define lines that should not be crossed. Pause
or rewind the game if something uncomfortable happens. Always
make sure everyone is comfortable with the direction of the story.
Check in after sessions to make sure everyone is having fun.
DRIFTERS
Drifters come from all possible backgrounds. Their path towards The
Dawn Patrol usually starts with lucid dreams, where they witness
battles between TDP and MERIDIAN. That path winds through coded
pamphlets, darknet blogs and underground safe houses until an
Observer finally brings them into the fold.
• Don’t ask only what your character would do, ask what you would do, too.
• Stay on the same page about goals and limits, respecting each other and
accomplishing more as a group than alone.
• Asking questions and listening to detail is more useful than any stats, items, or
skills you have.
• Take the Observer’s description without suspicion, but don’t shy away from seeking
more information.
• There is no single correct way forward.
4
OBSERVERS
The Observer is both a role within the group of players playing WAKE
and a character within the game-world. As a player the Observer,
describes the world that exists around those who are playing as
Drifters. The Observer listens to Drifters and reacts to their ideas, and
rolls, to create a stimulating story for all involved.
Most often, Observers (aka OBs, Old Bones or Originals) are older or
elderly. Observers have a tremendous amount of experience traversing
the Dream. Many of the founders of The Dawn Patrol are now
Observers. They administer the pharmaceuticals needed to enter the
Wake. They are also proficient with life support and monitoring
systems.
Observers fit drifters with EEG caps to view a live readout of their
brain activity. They understand what Drifters are seeing and hearing in
the Wake, thanks to their expertise at deciphering this data. Observers
use the VOX OBSCURA (a special form of speech) to communicate
with Drifters while they are in the Dream.
Observers still visit the Dream, though only when they sleep. Their
experience in the Wake permits them to be especially lucid in their
dreams and thus they are able to conduct brief recon missions there.
5
00:55 <Fox> So once you're in the Wake, and you or your essence
(?) is in the Dream, how does it feel?
00:55 <Cutter> It feels like you’re awake. Except, if you want a
gun you don’t need to go to a store. You just imagine one is
already in your hand.
00:56 <Fox> Would it work? Could you shoot someone in the
Dream?
00:56 <Cutter> It depends on your faculté.
00:56 <Fox> That’s the power you use in the Dream, right? Your
mind’s eye?
00:57 <Cutter> It has many names. Faculté is used to create and
change things within the Dream, something you can only do
when in the Wake.
00:57 <Fox> And everyone can do this?
00:58 <Cutter> To a degree. You get better over time. Some people
are better at some aspects than others.
00:58 <Fox> Aspects?
00:58 <Cutter> There are many things you can use your
faculté for. We call them aspects. For example, the
manifest aspect is how you summon a gun. The contact
aspect is used to fire it. The reject aspect is used to stop
a bullet from hitting you in the head. And so on.
00:59 <Fox> So you can just do anything in the Dream?
01:00 <Cutter> You can try.
01:00 <Cutter> But it isn’t easy. And it takes a toll.
6
FAC U LT É
Faculté is the term Drifters have coined for a source of power that can
be utilized while in the Wake. By tapping into these reserves of
mental or spiritual energy Drifters can manipulate the Dream in a
variety of ways. A Drifter’s faculté is used to perform different
ASPECTS.
There are six different aspects Drifters can perform: Audit, Construct,
Interact, Manifest, Reject and Subvert.
Drifters use audit to study the world around them and gain insight
into a subject’s condition, function, or potential.
Drifters use construct to move, rotate and join inanimate objects that
are already present within the Dream.
Drifters can create objects within the Dream. With great concentration
a Drifter can manifest an object into their hands or on their person.
Most commonly manifest is used to summon weapons. Drifters can
only manifest objects that they are familiar with in the Norm. A
manifested object will only work as intended if the Drifter has a
rudimentary understanding of how the object is constructed and
functions. This typically rules out complex machines and creations that
don’t exist in the Norm.
7
SUBVERT: Change things that are already in the Dream.
The most advanced aspect a Drifter can master is subvert. This aspect
can change the state of things within the Dream. It can freeze water,
heat metal and separate a Roach into billions of particles.
CHECKS
Drifters often use aspects without consequence, utilizing them as they
desire. The only time an aspect may not have the desired affect is
when a Drifter is in danger. If a Drifter wishes to use an aspect during
dangerous situations they must perform a check.
If a comrade helps, they also make a check, but share the same risks
as the initial Drifter. The highest roll represents the result of the
action.
TOUR DE FORCE
Drifters are highly skilled at operating within the Dream. On occasion
they are capable of pulling off incredible, mind-bending feats of skill
and voracity. Drifters call these special moves a TOUR DE FORCE.
8
01:23 <Fox> Ok, I’m going to need further explanation here.
01:23 <Cutter> Few things are as important as our
cynosures. Without them we would all be lost.
01:23 <Fox> What are they?
01:23 <Cutter> They are different for everyone.
01:23 <Fox> That doesn’t help me. What’s yours?
01:24 <Cutter> Vivaldi.
01:24 <Fox> Come again?
01:25 <Cutter> Nisi Dominus. At Massey Hall. Wet leaves
clinging to the steps outside. When I think about that, I
know where I am. I know who I am.
9
CYNOSURES
To reset all their aspects to their original rating, Drifters must use their
cynosure. Using a cynosure provides a brief break in tension. It can be
done at any time, even during combat.
Cynosures remind Drifters where they are and provide absolute clarity
on whether they are in the Norm or in the Dream. A cynosure can be
a representation of a physical object the character carries with them
(like a locket or prayer beads) or it can be a mantra, moment or
feeling that is locked into their memory. No matter what it is, it is
deeply personal to the individual Drifter and something that centers
them physically, emotionally and spiritually.
TELESMAS
Drifters encounter and manifest many objects within the Dream. At
any time they can ATTUNE to an object and make it their telesma.
This process takes around ten minutes. When a Drifter turns an object
into their telesma they unlock their ability to use the object to its full
potential.
A telesmas’ rating does not reset after a cynosure has been used. A
Drifter can only have one telesma at a time. A Drifter can break their
attunement to an object at any time. Doing so causes that object to
disintegrate.
10
STRAIN
When a Drifter sustains damage in the Dream, that damage is not
replicated on their physical body in the Norm. However, such damage
does cause strain on their um. And too much strain can lead to death.
Generally, if something would injure a physical body in the Norm, it
causes strain in the Dream.
11
01:49 <Cutter> So that’s the risk.
01:49 <Fox> Do you know anyone who has been untethered?
01:50 <Fox> From the Norm?
01:51 <Fox> ???
01:52 <Cutter> We all do.
01:52 <Fox> Do you ever see them again?
01:53 <Cutter> Of course.
01:53 <Cutter> In our dreams.
01:53 <Fox> Sounds awful.
01:55 <Cutter> Indeed.
12
KEYS
When the fiction allows it, Drifters can search for Keys.
NIGHTMARES
One of the few things Drifters and MERIDIAN agree upon is how
terrifying it is to encounter a NIGHTMARE.
13
02:11 <Fox> A key, you mean like a lock and key?
02:12 <Cutter> Sometimes. I’ve seen mundane keys, card keys,
dongles, even keys that move and talk. It depends what
door they can open.
02:13 <Fox> And these keys, did MERIDIAN make them?
02:13 <Cutter> No.
02:14 <Fox> Do we make them?
02:14 <Cutter> No. Well, maybe.
02:14 <Fox> ???
02:16 <Cutter> The composition of the Dream, and the Norm
really, is unknown. Some say it is the work of God. Others
say it is the product of our collective mass
consciousness. Others say that this mass consciousness is
in fact God.
02:18 <Cutter> I used to think it was some kind of artificial
intelligence, but now I’m not so sure.
02:19 <Cutter> What matters is that the Dream is filled with
things that we can’t explain, some that help us and some
that harm us. It seems, to us, that whenever something is
manufactured in the Dream, like a beacon, there’s a
reverberation that causes other things to be created. So
for every door you create there, regardless how complex
it may be, a key will be made somewhere else.
02:20 <Cutter> We don’t make doors, though. We break them.
02:20 <Cutter> Even so, a key comes in handy sometimes.
14
T H E G A M E P L AY L O O P
WAKE is designed to be played using three phases and the following
sequence.
2. Mission: The Observer places the Drifters into the Wake and
communicates with them as they attempt to carry out their mission.
3. Debrief and downtime: After the Drifters are pulled out of the
Wake (usually via a pin prick on the finger) the mission is discussed.
Drifters then go about their lives before reconvening for another
briefing.
P L AY I N G I N T H E N O R M
WAKE is designed to be played with the vast majority of the
gameplay taking place within the Dream. Drifters’ activities in the
Norm are intended to be described briefly and involve inter-personal
role-play, not aspects and checks.
15
MISSIONS
To generate missions for Drifters, Observers can use the Mission Table.
To build a mission it is recommended that the Observer choose or
randomly select a single beacon as the target of the mission. The
mission is considered successful if the Drifters destroy that beacon.
The Observer should then select a single location. This location is
where the beacon is placed. The locations have been discovered and
scouted somewhat by the Observer. Drifters begin their missions close
to these locations.
Finally, the Observer should generate what defenses the beacon has.
The Observer may select as many options they wish from the
‘Defended By’ list. The more they choose the harder the mission will
be.
MISSION TABLE
D20 BEACON LOCATION DEFENDED BY
1 Ancient skull Amongst a winding network of caves. D4 squads of roaches
18 Perplexing mirror On a train that never stops moving. Squad of elite roaches
16
GLOSSARY
21 Gun Salute: The informal name for the drug cocktail Drifters take
in order to enter the Wake.
Drifter: A member of The Dawn Patrol. Someone who goes into the
Wake so they can fight MERIDIAN and destroy their beacons.
The Dream: A world people enter while they are asleep. Most
consider it pure fantasy. In reality, it is a living breathing world that
exists outside of all things physical.
Faculté: A source of power that Drifters carry with them into the
Dream. Drifters use this power to perform aspects.
17
Nightmares: Mysterious and extremely dangerous entities that roam
the Dream.
Observer: Retired Drifters who recruit new members for The Dawn
Patrol. They administer the 21 Gun Salute and monitor Drifters while
they are in the Wake. Observers have great knowledge and insight
when it comes to the Dream and how best to strike at MERIDIAN.
Um: A Drifter expression used as a catch-all word for the mind, ego,
soul and/or spirit.
18
02:30 <Fox> Ok, I’m in.
02:31 <Fox> Cutter? I’m in.
02:32 <Fox> Are you there?
02:32 <Fox> Cutter?
02:36 Babylon has entered the chat.
02:36 Mistletoe has entered the chat.
02:36 Pantera has entered the chat.
02:36 Scoundrel has entered the chat.
02:36 Snow has entered the chat.
02:36 <Cutter> Come outside.
02:36 <Cutter> We’re waiting for you.
19
WAKE CHARACTER SHEET
NAME:
NOM DE GUERRE:
PRONOUNS:
APPEARANCE:
GUISE:
Appearance Guise
ASPECTS
AUDIT d4 d6 d8 d10
CONSTRUCT d4 d6 d8 d10
CONTACT d4 d6 d8 d10
MANIFEST d4 d6 d8 d10
REJECT d4 d6 d8 d10
SUBVERT d4 d6 d8 d10
TELESMA( ) d4 d6 d8 d10
TOUR DE FORCE d12
CYNOSURE:
STRAIN: 1 2 3 4
DISORIENTED
18