Professional Documents
Culture Documents
Fluxborn
Fluxborn
A Cycpops! creation
Writer
Lassi Ahti
Editor
Sari Manninen
Art Director
Heikka Valja
ISBN 978-952-93-4316-4
Once there was a hare named Lucky. This hare was not like the ones you or I
would imagine, the furry little things that live in holes in the ground and chew
on carrots. Granted, she was quite little and a little bit furry, but she didn’t live
in a hole, nor did she particularly like carrots. She didn’t exist in the fleeting
moments that ordinary jackrabbits seem to exist in. The moments wherein
those peculiar, almost magical creatures only appear in reality for a few sec-
onds, until they realise they have been spotted, and promptly disappear into
planes unknown. In fact, she existed in a world much stranger than the one
we know.
No, Lucky was a proper hare. In the world of dreams, hares are essential. They
exist as a manifestation of cosmic energies, of which there are exactly two.
Dreams, in all their complexity, are really quite simple when it comes down
to it; they are created by simple people after all. Wild and Logic are the recog-
nised names of these two forces of dream, and sometimes this Flux of oppos-
ing energies coalesces within a newborn. Their influence shapes a babe who
dreams lucidly into a creature that is not quite human, but not quite made out
of the stuff of dreaming either. And so, these fortunate or unfortunate children
are born in a different world as Fluxborn. Exceptional individuals, for better
or worse, within the world of dreams.
This marriage of two opposite forces does not always result in a curious hare,
however. Fluxborn come in many different flavours, none of them exactly
alike. There are the boogeymen, formed out of the combined fears of human-
ity, and alongside them the heroic, glamorous fulfillments of hopes and am-
bitions. Frogkin are born, encompassing greed and the need to be accepted,
and still some Fluxborn come into being as one of the sic, bringing balance
between the two forces. They all exist in a state where the world itself is their
plaything, standing above ordinary dreamers. Sometimes they are feared,
sometimes they are loved, and sometimes they are completely ignored. The
world of dreams is anything but predictable.
The reader can shape the world in whatever image they may like, for the possi-
bilities are far too vast for a single mind to comprehend. Some things, though,
are constant. This book provides the rules necessary to run a roleplaying game
set within one world of dreams and impossibilities.
Chapter One details a default interpretation of the world, as well as the dif-
ferent Fluxborn that live within it.
Chapter Two delves more deeply into the continent of Everthere; A land of
adventure, wonders and horrors.
Chapter Three describes the rules and mechanics of the game, and also
includes guidelines for character creation and a vast array of reality-defying
Stunts for the Fluxborn and other dream beings to use.
Chapter Four is reserved for the bestiary, detailing different creatures and
adversaries, with readily available statistics and some tools to help you create
your own.
Dreamers live their lives as anyone in our world would, not knowing that their
existence is linked so deeply into our dreaming consciousnesses. They enjoy
or suffer their lives, working, travelling and mingling with others, forming
friendships or waging wars. Eventually, they grow old and die. This means that
the person sleeping has woken up, and that particular part of the dream has
ended. Dream-world does not end, however, for it is kept intact by the collec-
tive consciousness of all dreamers. Life goes on.
The world of dreams may be surreal and weird, but it does have its own rules.
It is the duality of chaos and order that clashes there, causing the world to
shake. Wild is the name of the chaotic, surreal and impossible aspect. It is raw
energy, Stuff of imagination and disorder, a random force of creativity that
follows no laws. Logic, on the other hand, is much like our own rules of na-
ture. Things follow a pattern and for every action there is a reaction. Logic is a
preserving, protecting and balancing force, a creator of rules. The world hangs
in a careful balance of these two forces that rush through the dreams. The Flux
of Logic and Wild.
Upon falling asleep, some of us dream so intensely that our dream-self is born
not as a normal dreamer, but a Fluxborn. A special being of dreams that is
somehow more in tune with the flow of the two energies. Their very bodies are
warped by the world itself into something else, something that can harness the
powers of Wild and Logic.
Just like the dreamers, the Fluxborn are individuals at heart. Some curse the
day they were born and some find their affinity for the energies of Wild and
Logic to be a blessing. Whatever the case may be, the world listens to them
and reacts to their actions. Even so, many strive for nothing more than to
fade to the background. But try as they might, one thing is clear: even if the
Fluxborn live their lives as normally as possible, integrating themselves into
the society of dreamers, they have the means to shape and change the world.
Upon the next night, a generation has changed. New dreamers are born and
start their lives in that surreal world.
The world of dreams is truly dependent on sleepers, and if every single human
on Earth would be awake exactly at the same time, the world of dreams would
shatter and end, never to exist again.
The last rays of the sun shone over the tiled roofs of a seaside village. It
was not a large town by any stretch of the imagination, although when
it comes down to it, stretches of imagination are exactly the stuff that
built it in the first place. Let’s just say that it was a small town because
we expect there to be small, picturesque towns located on the coasts
of great, raging seas. The villagers themselves, woefully unaware, or
uncaring, of this fact, just called it Home. There is a need for a small,
quiet town like Home in humanity’s collective dreams, and this one fit
the bill quite perfectly. On this particular afternoon, its tall buildings,
coloured or discoloured in shades of every hue imaginable in the light
of day, now all seemed to possess a warm, orange glow when illumi-
nated by a setting sun. The dreamer folk of the town scurried across
unevenly paved streets, eager to finish their daily work and return to
their homes or their favourite pubs, while dreams of seagulls, some
of them wearing faces of men, filled the air with their peculiar songs.
This mansion at the top of the hill had been a home for him and his
companions for a few days now, but it certainly didn’t feel like one.
It was an uncomfortable place for Ikaros, this house of the wealthy
and powerful, wherein poorly treated servants catered to their mas-
ters’ every decadent whim and everything was shrouded in draconian
etiquette. Ikaros took a deep breath and swept his hair back, closing
his eyes to let the smells and sounds of the village overtake him for the
last time. He imagined he was still a child, standing at the prow of his
father’s ship, the smell of cooked meat floating in the air, the rowdy
chatter of jolly crewmen filling his ears. Only there was no smell of
food, nor any voices. Just the wind. But still, it was nice to pretend.
The sound of slow footsteps behind him put a stop to Ikaros’ moment of
peace. He turned around, finding himself face to face with Lancaster,
the town’s merchant prince and the master of this house. The wealthy
man was dressed in flowing garments of fur and silk, dyed yellow and
purple, and a plain bronze crown teetered on his bald head lopsidedly.
If his station would allow him to dress even more ostentatiously, Ikaros
thought, Lancaster would surely do so. Sadly for the poor old man
though, proper social order was carefully enforced in towns so close to
the capital, and though wealthy as he was, the merchant prince was
far below an actual prince, or even a duke.
‘Nah, we’ve had enough of the old blue for now. We’re going inland
next, by the northern trail. Fresh adventures and all that guff ’.
‘Very good. Off you go, then, and good luck in your future... endeav-
ours. I’d have a word with my daughter, in private please. And there
are yet more representatives of the ungrateful citizenship to deal with
later. This town doesn’t run itself, you know’. He stopped for a second,
and visibly forced the next words out of his mouth. ‘I hope to see you
again soon, mister Ikaros’.
Ikaros laughed heartily, his thunderous voice booming across the town.
Ikaros strolled back inside without shaking any hands. Just as he had
pulled back the curtain, another voice called out to him from the ter-
race.
The red silk drapes fluttered in the wind, revealing only the silhou-
ette of the merchant prince’s daughter. Even her shadow looked afraid.
Ikaros paused for a moment.
Ikaros turned his back once more, knowing that he had made a promise.
At their core, the Fluxborn are effectively just like dreamers. They bleed if they
are stabbed, they must eat, drink and sleep and they can catch a cold. They can
form families with dreamers, give birth and die of old age. But what makes
them different, in addition to their appearance, is the fact that they can sense
and make use of the Leylines that exist on the surface of the world. The energy
that is stored within these places of power can be harvested and then be used
to perform miraculous Stunts or even powerful magic. This power grants the
Fluxborn a tool that makes them something more than just a dreamer.
Despite these differences, Fluxborn are a relatively common sight. Even small
towns usually have at least one or two Fluxborn, living within the dreamer
society. Most of these strange individuals bend towards extremes, either be-
coming great heroes or notorious villains.
The first step of creating a Fluxborn character is choosing one of the following
types, and then selecting one of three inherited abilities for that particular
type. This variation in itself allows the group to create a party of unique and
interesting characters.
Modifiers: +1 WILL
Den
Wilderness is a dangerous place. When
making any test to build a temporary shel-
ter or resist the elements, the hare adds a +2
bonus.
Heart
The hare is not easily shaken. There’s close
to nothing that causes the Fluxborn to shiv-
er in terror. Any rolls related to bravery or
resisting fear gain a +4 bonus.
Paw
Luck is something all hares are known for.
Some hares are luckier than others, though.
Once per game session the Player of the
hare can change result of one die to any oth-
er number.
Out of all the Fluxborn, the heroic resemble Their inherited ability is Infuse. Choose
regular dreamers the most. They look just one of the following effects:
like anybody else up until their early teens.
It is at that point when they start to develop Others
their amazing traits, and it becomes obvi- The shining aura of the heroic is so impres-
ous that a heroic has been born. Their eyes sive that she gains +1 to any social roll to-
acquire a golden or silvery glow, their hair wards dreamers. The heroic can also give
grows longer and thicker and their muscles any amount of stored Wild or Logic energy
start to ripple with power. A heroic can be to another Fluxborn.
slim or even obese, but they always have
an aura of physical superiority about them. Power
The very appearance of a heroic turns The heroic can summon great strength af-
amazed gazes towards their face. ter a brief concentration. By spending one
Action, the heroic can add +2 to one STR-
This inspiring aura doesn’t always reflect the roll made in the following turn (this applies
ideals of the heroic, though. Many heroics only to feats of strength, not damage rolls).
use their powers to destroy and cause pain
and suffering, their undeniable strength in Vessel
comparison to ordinary dreamers causing As beings of great potential, the heroic can
them to look at the world and think of it as store a total number of 12 energy.
a toy to play with.
Health: 14 + STR +
WILL
Speed: 4 + FIN
Modifiers: +1 STR
Deep under the currents of these forces of Wild and Logic lies an insidious
power known as Nightmare. A power that sometimes manages to slide its ten-
drils all the way up to the surface world, reminding the dreamers that other
forces of nature and beyond also exist.
Wild
“The chief enemy of creativity is good sense”
-Pablo Picasso
The energy known as the Wild is just what the name suggests. It is the wild
power of imagination and fantasy, of chaos and surreality. It is impulsive, un-
predictable, nonsensical and dangerous. Nothing can command it, but some
are able to borrow its strength, thus spreading the influence of the Wild further
and further. The Wild wants nothing more than freedom. Freedom from rules,
laws and rationality, and freedom from the notion of mercy as well. Nothing is
constant, and nobody is safe.
Most think that the Wild is not present in cities and towns, the man-made
rules and laws of a dreamer settlement being proof enough. The Fluxborn,
however, know better. The Wild certainly has its place in the cityscape, de-
liberately warping and changing the dreamer-built surroundings with such
subtlety that only a trained eye can perceive it. Wild is the reason roads get
bumpy and why even uniformly manufactured red bricks end up consisting of
different hues. No one thing is exactly like another.
Nobody can deny, though, that the Wild thrives in nature. Its influence colours
forests in a psychedelic coat of mismatched hues, and leads roads away from
their destinations. It makes waves crash against one another, and forces rivers
to run uphill. It is a spiteful force, motivated by a desperate need to disrupt all
order.
This surreal energy is responsible for many horrors and disasters, but it is also
the creator of wonderful things, responsible for such marvels as upside-down
mountains, fish that sprout wings and the mythical wilderbeasts; amalgama-
tions of living ideas. More than anything else, the Wild makes the world of
dreams truly a world of dreams.
Fluxborn who tap into the power of the Wild can perform reality-warping
Stunts that defy explanation. It allows one to create something out of nothing,
and to summon destructive strength that should not be.
Sometimes the energies of the Wild combine with currents of air into a vol-
atile cocktail, and form a devastating natural disaster known as Wild winds.
The roaring of such a storm can be heard from far away, and it is a cause
for panic wherever it appears. At first, anyone nearby can feel the tinge of
crackling electricity in the air. And then, suddenly, the merciless wind hits. A
colourful burst of laughter and pummeling hues spiral through the area and
warp reality. During the Wild winds, everything changes. The exact nature
of the storm is never precisely the same, but common effects include things
turning inside-out, gravity disappearing for a while, stone turning into water
or wildlife growing and growing at an incredible pace, covering entire towns
with vegetation.
Luckily, the Wild winds are just as brief as they are surprising, often disap-
pearing the moment after the damage is done, leaving chaos and confusion in
their wake.
Logic
“Contrariwise, if it was so, it might be; and if it were so, it
would be; but as it isn’t, it ain’t. That’s logic”.
-Lewis Carroll
Logic is the unflinching force of preservation, order, law and reason. It simply
exists, whether we can comprehend it or not. Without Logic, the universe it-
self would not be as we know it, as Logic governs the rules that all living things
must follow, at least to some extent. Air is breathable, tools work like they
should and things can be measured, calculated and analysed with regularity.
Knowledge would be impossible without Logic, as the energy of Wild would
warp everything too quickly for anyone to follow. Logic helps the world go round,
day after day, year after year. It protects the order of life, grants names, categorises
and builds.
The preserving, protective nature of Logic is reassuring to many. Without this cos-
mic order, normal life would end as soon as it started or be transformed into some-
thing else. With it, dreamers can go to sleep knowing that the sun will most likely
come back up when the night is done. The other side of the coin, however, is that
Logic is also a power of subjugation and control. It is a white sheet of paper with a
list of rules to follow and boxes to check out, and those living outside the rules have
no place in the world. Things must be smooth, neurotically preserved in order and
fixed to a predetermined reality. Precision and planning are Logic’s tools.
The rational energy of Logic is responsible for the force of gravity and the fact that
an autumn always follows a summer. It makes it possible for rain to fall down from
the clouds, giving sustenance to the people.
Fluxborn who tap into the power of Logic receive clarity and understanding. This
subconscious comprehension allows them to temporarily manipulate established
laws of the Universe to their advantage, enabling them to cheat reality itself and to
perform extraordinary feats.
And then, things go wrong. The blank storm exists only to suck out the
colour of everything it touches. Trees, buildings, plants and living beings
are all left pale white as the storm moves on. This immaculate whiteness
is unsettling to most people, even more so after learning that the colour
returns only to things linked to Wild. Thus wildlife, nature, wild-aligned
Fluxborn and most surroundings slowly, over the course of exactly a week,
gain their colour back, but ordinary dreamers are forever left white. This
lack of colour affects the mind as well, sapping the willpower of those
cursed by it.
Hiding from the blank storm might be possible if the Players manage to
perform well in a survival skill check. Victims of the storm are considered
to have their Willpower attribute lowered by one as long as the whiteness
remains. For dreamers, this curse lasts for a lifetime.
Leylines
The energies of Wild and Logic sometimes cross their paths, forming little
places of power called Leylines. They are invisible to normal dreamers, but
certain creatures of dream, as well as all Fluxborn, can sense and see these
magnificent phenomena.
Leylines look like a crack in the fabric of reality, a fissure that constantly
sprouts colourful energy, resembling the beauty of the aurora borealis. These
places appear and disappear all over the world and are the source of power
for many Fluxborn. Most often Leylines appear in places that hold special
meanings to dreamers, or in places of beauty or terror such as old battle-
fields, hidden caverns behind waterfalls, temples or old ruins, etc.
Unless the Game Master wishes otherwise, randomise the number of energy
points within the Leyline by adding the results of three six-sided dice for
Wild and three dice for Logic. This means that a Leyline might be sucked
dry of Wild energy but still store a hefty amount of Logic. Leylines should be
rather common, as many creatures and Fluxborn are eager to harness their
power.
Once the meter reaches 15, the character can no longer collect the oppo-
site energy from a Leyline. This might seem like a curse, but it comes with
benefits. Collecting energy of the preferred affinity is easier, turning one
point gathered into two.
Balancing the affinity meter can be a difficult and tedious chore for a
Fluxborn, but something to keep in mind. Of course, some choose to go
full on to either side.
The Nightmare
Under the highly saturated and life-filled crust of the world lies a realm of
different dreams. The Nightmare is a place of horror and madness, of terri-
ble beings and disgusting visions. It is a plane where negativity, humiliation,
violence and despair reign. No dreamer has successfully returned from the
Nightmare after entering. As a result, discovering areas where the Nightmare
has spread upon the world is of high concern, causing dreamers to either evac-
uate further away from the source, or to organise some sort of a militia to deal
with the threat. It is known that Nightmare-beings lurk and sneak around all
over the world during nighttime, but the sickly, slowly spreading taint of these
corrupted areas is a completely different thing.
Dreamers tend to believe that the Nightmare belongs to the world, is an ir-
removable part of it, and has its own role. It is a predator; something more
dangerous than the wilderness, a force to remind dreamers that somewhere
out there lurks something that even the greatest hunter should be afraid of.
Naturally, no one wishes that the number of these horrors would increase. The
Nightmare has its place, the common saying goes, and that place should be
somewhere far away.
No one knows if Nightmare is ruled by one or more powerful beings, but some
mad dreamers consort with creatures known only as the Barons of Night, hop-
ing to fulfill their fantasies in exchange for servitude. More often than not, the
story doesn’t end well for the madmen. The Nightmare does not need servants
in the dreamer world, and giving is not a concept it is familiar with.
The Nightmare is also the reason why most of the dreaming world is covered
in ocean. The fears of mortals gather in the deep, and no fear is greater than
the fear of being lost, forgotten and helpless. The fear of the unknown, the un-
imaginable, the undefeatable. All these things are embodied in the endless sea.
Islands and continents are nothing but secluded havens amidst all this roaring
terror, and within their hearts, all dreamers know that one day all will return
to the sea.
EVERTHERE
Wherein we take a look at the land at the centre of all dreaming,
and the many strange places and peoples it contains.
The world of dreams is vast and mostly unchartable, but in the middle of it all
exists a continent by the name of Everthere. More dreamers and Fluxborn live
here than anywhere else, and though Everthere too is susceptible to cataclys-
mic upheavals and reality-shattering storms, its geography remains mostly in-
tact. Everthere is divided into four greater lands, each with their own wonders,
peculiarities and dangers. First we will focus on the land known as Albion, the
seat of power and the promised land of adventure.
ALBION
Situated on the western coast and stretching all the way to the center of the
greater continent, Albion is a land of many islands, rolling hills, lush forests
and rainy days. The coastal area, largely bordered by the Bulwark mountains,
is sparsely vegetated and home to small fishing villages and quaint water mills,
with countless rivers flowing across the plains, some of them wide enough to
separate the area into different islands. Most of the mainland, however is locat-
ed in a massive valley, filled with misty swamps, faerytale woods and mirrored
lakes. There are a few large towns within Albion, but all pale in comparison to
Eden, the capital city of the continent of Everthere itself.
The people of Albion are a friendly folk, and they are renowned for their leg-
endary fishing and seafaring traditions. Though it is the largest of the four
lands of Everthere, Albion is not the most populated one. Its untamed wilds
are especially attractive for Fluxborn travellers, looking for adventure.
Due to the influx of settlers from other lands, Albionian culture is largely met-
ropolitan. Dreamers of Olympian or Elysian descent have brought their cus-
toms, traditions and cuisine into the towns and villages of Albion. Even some
Jade Islanders and Irkallans have made homes in Albion, although most of
them are seen as rare curiosities, and are yet to integrate themselves fully into
the population.
Eden
The seat of power in Everthere resides at the crossing of four rivers in
the middle of Albion; Graceflow, Upward, Downward and the Great Vein.
Built on inhospitable swampland, it has stood for untold years, each gen-
eration building and building on top of the sinking houses of those that
came before. Eden is constantly being claimed by the hungry swamp, that
is true. But it is the people who raise it up again, constructing monuments
to honour the efforts of those who came before, keeping the spirit of the
city alive generation after generation.
The so-called Overcity that can be seen from ground level today is but
a fraction of the incredible vastness of this ancient place, with older dis-
tricts sinking below the ground just as quickly as they are forgotten, the
lower levels edging closer to the realm of Nightmare each night. Eden is a
place of constant change. Many lives begin each day, and just as many end.
Deals are made, fates are sealed, nothing stands still. Eden is a bustling
metropolis, each citizen trying to make something of themselves in the
barely ordered chaos. It is truly a melting pot, Wild and Logic existing in
carefully maintained balance, neither gaining the upper hand, and none
of the ordinary dreamers paying much attention to either force. For the
Fluxborn, it is a place to recuperate from travels beyond the known world,
to share stories and, most importantly, to enjoy the fruits of their adven-
tures. Anything one can imagine can be bought in Eden, and in the black
markets below ground, some things are sold that go beyond imagination
itself. Or so they claim.
For centuries, doomsayers have proclaimed that the city is destined to sink
below the swamp and be forever forgotten. And for centuries, the people
of the city and the offspring of those citizens have fought against these
prophecies, constructing greater and greater structures to testify their be-
lief in Eden. But despite their best efforts, everything drowns one day,
eventually serving as refuge for only those who operate in shadows.
As to be expected, most of the city’s streets are not paved in stone, but serve
as waterways. There is nothing more telling of the status and position of
a citizen than their canal glider. Prosperous people travel in ostentatious
boats, filled with servants and fitted with gilded ornaments, while the less
fortunate have to resort to humble rafts made with only practicality in
mind. In any case, the greatest pride of a Eden citizen is the figurehead of
their glider, each one crafted with the utmost care to reflect the profession
and personality of the owner.
Eden is home to many guilds and academies, ranging from the practi-
cal to the mystical and downright bizarre. Esteemed buildings like the
Watchmakers’ Guild and the University of Twin Energies are important
landmarks, and the fruits of their labour are seen throughout the city in
the form of awe-inspiring clock towers and magical constructs. More hum-
ble organisations like the various trade unions, such as the Carpenters’ and
the Blacksmiths’ keep the city running on a day-to-day-basis.
Stowton-By-The-Downward
Like the name implies, the town of Stowton was built around the Downward
river. It serves as the most important producer of food for the capital city
and is located on the coast of the High Sea. Stowton-By-The-Downward
takes full advantage of the flood of fish flowing downward from the sea
along the river, and the fishermen of Stowton are traditionally renowned
throughout the realm, their skills deservingly legendary. The town is not
a large one, and could be described as quaint were it not for the imposing
fish processing facility that is considered essential for the survival of the
capital city. Small cottages along serpentine roads dot the grassy hills de-
scending ever downward towards the lower mainland, and the colourful
leaves of the Frail-limb trees shake in the never-ending wind unceasingly.
The Bay of Mists used to serve as the busiest port in all of Albion and
the headquarters of the navy of Eden. Some decades ago, however, it suf-
fered a devastating pirate raid by the infamous captain Blackbrand and
his crew. The ensuing battle consumed the whole town, burning it down
to a charred shambles, leaving barely anyone alive. Pirates and royal navy
soldiers both died in their hundreds that day, including the leaders of both
factions. Blackbrand, however, wasn’t done with his greed. The captain and
his Skeleton Crew and their flagship, the Tarred Queen have made the Bay
of Mists their home. Aided by some forbidden magics, their ships travel
upside down in the clouds, striking unseen at unprotected towns around
the western coast and making no sound but the chattering of their skeletal
teeth. They always return to the Bay of Mists with the spoils of their raids,
and at night the nearby towns shiver in fear as the sound of cheerful mu-
sic carries over the hills from the haunted bay. Few dare to set foot in the
Skeleton Crew’s headquarters, and even fewer return. It is said, though, that
the treasure they have amassed must be one of the greatest in the world.
Lost Wood
To the east of Eden, there lies a forest, shrouded in mist. Lost Wood is
haunted and unwelcoming, filled with misleading paths that seem to ap-
pear randomly, easily fooling unwary travellers. Frail growths of moss hang
from the branches of countless trees, like so many tatters of a rotting wed-
ding dress. Nachtkrapps make their homes in the hollow trunks of ancient
oaks, cawing ceaselessly into the night, hungry for carrion.
Lost Wood is the first obstacle for an adventurer heading out to the greater
world from Eden, if they cannot afford a boat ride across the safer Upward
or Great Vein rivers than run across the forest. The Grand Eastern Road
stretches out from the capital, dividing into two trails at the very center of
the forest. The northern trail leads directly to the Olympian city of Nidaros
in the north, while the southern road heads towards the Elysian city state
of Argus. However, following the road is more easily said than done, for
the forest has warped it into a deceitful entity. It seems almost as if Lost
Wood itself actively tries to keep intruders out. As such, the services of
skilled cartographers are almost essential for trade caravans that brave the
forest.
There are rumours of old settlements within the forest, long since claimed
by the encroaching nature. These lost places are said to be filled with rich-
es, but only a fool would set out off the beaten path to try and find one of
them.
Tortuga
Also known as Smugglers’ Den, Tortuga is an infamous town, located with-
in a petrified turtle-leviathan’s back. It is anchored on the northern coast
of Albion, and serves as a safe haven for thieves, smugglers, pirates and
other misfits. It welcomes all visitors, but individuals who are discovered
to be working for authorities of the law are dealt with swiftly and merci-
lessly. Those without the strength, smarts or powerful allies to make it in
the town are quickly eaten up and spat out, stripped of their belongings
and their pride.
Despite its dangers, Tortuga can be a lucrative place for those with ques-
tionable goods to unload, although a fair deal is a mostly unheard of phe-
nomenon in the town. If one has the coin to spare and the common sense
to realise when he’s being swindled, Tortuga has much to offer. The selec-
tion of rare and illegal items that can be found for sale there rivals even
the reputation of the fabled black markets of Eden, without the risk of city
guard raids.
The climate of Olympia is just as fickle, and the weather doesn’t necessarily
get colder the further north one travels, but instead follows mystical currents,
creating pockets of freezing cold or relative warmth in the most unexpected
of places. Vast fields of ice dot the land, perpetually shining with the glow of
azure-hued pockets of liquid fire raging beneath the frozen surface. The roots
of the great pines stretch far beneath the surface, some of them reaching all the
way down to Nightmare itself, colouring the trees purple and black. In the fur-
thest reaches of the north, massive glaciers glide across the Sea of Lost Souls,
housing cities of white-feathered nachtkrapps, their nests built within the ice.
Massive icebergs raise their heads from beneath the waves, and sometimes, it
is said, down from the clouds.
The people of Olympia are a hardened folk, standing tall and imposing. They
are family-oriented and fiercely protective, riding great bears into battle
against invading tribes of ogres, giants or worse.
Despite all this, the city is far from perfect. A merciless hierarchy exists within
the Great House, chiefly perpetrated by the matriarch Olga and her extended
Skyberg
There are rumours of a mythical mountain in the clouds. It moves erratically,
appearing in random places. It emerges without warning and tears the sky
apart, piercing the clouds like an iceberg from the ocean, the vast majority of
the mountain remaining invisible. Impossibly long ropes and ladders descend
downwards wherever it appears, bringing with them raiders from the sky.
Dreamers, ogres and stranger creatures still, the inhabitants of Skyberg share
a strange brotherhood. They attack towns and villages, stealing what supplies
they can, only to return to the clouds with their bounty. No outsider has ever
reached Skyberg, and its true nature remains one of the great mysteries of
Everthere.
The Elysian region is flat and fertile, consisting mostly of golden plains. In
rural areas, forests of cypress trees spread across the land, and majestic rock
formations, resembling the faces of dreamers, decorate the sides of mountains.
The craggy archipelago that extends across the Sea of Sapphires, to the south
is collectively referred to as the Jade Isles, a place of colourful jungles and
One fateful day, a cataclysmic disaster befell the island, its cause unclear.
Perhaps the hubris of the proud citizens drove them to some unspeakable ex-
periment, gone terribly wrong. Perhaps it was the wrath of the heavens that
did it, or simply a natural disaster caused by either Wild or Logic. Whatever
the cause may have been, the cataclysm shattered the Jade Island into a thou-
sand pieces, and sunk the palace. It has remained abandoned ever since, a
cursed tomb rarely approached by anyone.
The ruins of Yomi are a dangerous place to visit. Most of the palace-city is
submerged, and the parts above water level have been overtaken by nature. It
is said that the the lost souls of the ancient inhabitants still wander the streets,
and the tribes living in the neighbouring isles stay well away from the cursed
palace.
The palace can only be accessed by boat, and the waters around it are dark
and muddy, filled with hungry beasts. Even predatory lizards and fish, how-
ever, avoid the ruins proper, and the area itself can seem almost peaceful at
first glance. The longer one stays, however, the more obvious it becomes that
there is something wrong about the place. There is an air of unease and dread
everywhere, and the splashing of water against ancient stone is the only sound
one can hear.
The areas of the palace-city that remain above the water have more or less
been picked clean by ambitious adventurers, and there is little treasure to be
found there. Few, however, have ever dared to descend deeper into the watery
halls of Yomi, and there is no telling what prizes or threats await down below.
Some means of breathing underwater is practically necessary when exploring
these dark corridors, although curiously there are pockets of dry areas here
and there. It may be the remnants of some forgotten magics that protect these
rooms from the water, or the cataclysm may have left concentrations of pow-
erful energies scattered about the place, warping reality itself and blocking the
flow of water.
The greatest dream of any ambitious treasure hunter, the emperor’s throne
room, is yet to be discovered. Survivors of expeditions into the depths of Yomi
have reported seeing living statues of stone that patrol the lower levels, slowly
walking across the flooded halls, ready to intercept any intruders.
Old Irkalla was once the seat of power in Everthere, but now, only ruins re-
main. Remnants of vast cities of stone litter the landscape, reduced to un-
dignified rubble. Statues of ancient kings and queens stand in forlorn plazas,
their noble features swept away by the unrelenting sands. Mythical oases that
change their location on a whim are the only means of survival for an ill-pre-
pared traveller, though even the best maps available cannot reliably predict
their locations. The Wild reigns in these lands.
Old Irkalla is the least populated of all the lands, and the dreamers who do
live there often gather in nomadic groups, rarely staying in one place for long.
They make excellent traders and are renowned for their hospitality, as well as
their swordsmanship. Most people who call Old Irkalla home today are de-
scendants of refugees from the Jade Isles, but the traditions they brought with
them have been warped by their new home, generation by generation. The
Irkallans are a people of their own, with unique customs and traditions.
The Irkallan lifestyle is shaped by the concepts of honour and respect, for one
cannot hope to survive in such a harsh environment on their own. Travellers
and adventurers often struggle with communication with the locals, as proper
social conduct is expected of everyone, whether they know the rules or not.
Winding stairs is constructed in many layers in a round shape, each one nar-
rower than the last and culminating in a tall, crumbling tower at the top.
Whatever colour it once might have had has long since been swept away by
the vicious sandstorms of the desert, or discoloured in every shade of psyche-
delia by the Wild. Most of the city is built from the same kind of rough stone,
with elaborate reliefs still visible in places where the sand hasn’t reached, or
where the Wild hasn’t warped them beyond recognition. Oddly enough, some
dreamers still call Winding Stairs home, though life in the Impossible City has
driven most of them quite mad. Some claim to be descendants of the people
who built the city, while others came for treasure and adventure, only to find
themselves hopelessly lost and unable to find a way out. A few even insist they
were born from the mechanical heart of Winding Stairs itself. There’s even
talk of someone living at the very top, in the grand spire, who fancies himself
a king.
FACTIONS
The Free Ones
The world is chaotic, random and wild. The Free Ones embrace these ideals
and dedicate their lives to the purpose of bringing the world closer to the
Wild. These dreamers would cast down the influence of Logic entirely, and
usher in an era of untamed imagination, madness and lawlessness. They revel
in anarchy and live to tear down the barriers of so-called civilisation. The Wild
has no patterns, and neither do the Free Ones. Living in the moment is their
ethos, and stagnation means death to them. Unbridled creativity, ecstatic en-
joyment, unlimited excess. These are the virtues of the Free Ones. As long as
they feel like it, anyway.
The cult of the Free Ones has many cells throughout the world, and their ex-
istence is anything but a secret. Their excessive revels and parties are famous
throughout the land, and everyone willing to embrace the Wild is invited. As
to be expected, the Free Ones pose a danger to the established order of what-
ever town or city they might reside in, and as such are always hunted. Society’s
fear of these rowdy individuals is rarely unfounded, as they have been known
to commit terrible crimes in order to bring the world closer to their ideal. The
Free Ones, however, do not care, and they will stop at nothing in their quest
for a perfect world, free from the shackles of Logic.
The ministers of the White Council believe that their way is the only way. The
world is much too unpredictable for their tastes, and everything that is be-
yond their salvation must be eradicated. The Wild complicates things, and the
ministers have no time for complications. Utopia can only be achieved when
everything that exists in the world is understood and controlled. In addition
to being a hidden and powerful political force, the White Council seeks to
understand the secrets of the Universe. Some of the greatest scientists in the
world serve the council, and their expertise is used to conduct experiments on
unpredictable wilderbeasts, as well as the powerful Agents of Logic, trapped
in symmetrical cells.
Smaller Factions
The Abandoned
Sometimes a child in our world infuses much of their entire being into an in-
animate object. These toys usually manifest in the world of dreams as fleeting
images, and do not possess a will of their own, but sometimes this changes.
When a child with the potential to be born as one of the Fluxborn dies in their
sleep, an extension of their self may live on in a toy. These strange, tragic crea-
tures are born into the world of dreams as the Abandoned. Usually resembling
a stuffed animal with black buttons for eyes and stitches all over, or a mechan-
ical toy with a single, unnerving expression, they are treated as outcasts. Not
quite dreamer, not quite Fluxborn, they can only find company amongst one
another. The Abandoned gather in peculiar communities and treat outsiders
with mistrust, just like most outsiders tend to treat them.
MECHANICS
Wherein we delve into the rules that make the world of dreams tick.
Fluxborn uses a rather simple system to simulate situations where the differ-
ence between success and failure is important. When a character needs to over-
come a challenge, an attribute score is paired with a skill score, and then one or
two six-sided dice are rolled, depending on the character’s skill rank (one die
for Untrained and two for Trained or greater). You then add the score of your
attribute and possible bonuses from the skill or other effects. Add everything
together and check if it is the same or over the DIFF set by the Game Master.
If the result is lower than the difficulty, the character fails in whatever is attempt-
ed. In some situations the Game Master might rule that no retry is possible.
Sometimes a check is made without any skill, but to test only an attribute. In
these situations, throw two dice and add the attribute stat as a bonus to the
result. Effectively, it is just like throwing a Trained skill test. For example, re-
sisting fear or intimidation might call for a Willpower check.
If you only have one die, due to rolling an Untrained skill check, you get to roll
a second die and add the result to your total if you score a 6. If you score a 1 on
your first die, however, you must roll a Drama die.
Drama die
The world of dreams is weird and chaotic, thus anything can happen. When
your character fails, there is a chance of failing miserably - something goes
catastrophically wrong.
When rolling two dice and scoring snake-eyes, or when rolling 1 on one die,
you must roll a Drama die. If the result of this die is 1, your failure is of epic
proportions. The effect is determined together with the Game Master but
should cause more harm than just failing in whatever you attempted.
Critical success
When you throw two dice and score a double 6, you succeed automatically at
what you were attempting. Thus, any character with at least Trained rank in a
skill can succeed in amazing feats if they are lucky enough.
Helping
It is usually beneficial to use teamwork, for example lifting an iron portcullis
together or trying to persuade a bouncer to let you into an prestigious inn
with combined charm. In such a case, decide a primary actor and one or more
helpers. The helpers make the same skill-test, but with one DIFF-degree lower,
that the primary actor is trying, and each one who succeeds grants a +2 bonus
to the skill test made by the primary actor.
Continuous roll
From time to time an action takes a long time to perform, such as navigating
through a thick jungle, reading a book or searching for an item in a vast junk-
yard.
The Game Master decides a DIFF for the task, how long it takes to make one
roll and then a Target Number (TN). This number is generally considered to
be equal to the DIFF, though this can be increased or decreased when the task
at hand is particularly easy or challenging.
Difficulties
Easy DIFF = 4
Simple, easy tasks with next to no possibilities of failing.
Breaking a rotten door, tying a knot.
Average DIFF = 6
Normal, easy tasks that require some thought to perform.
Striking a reasonable deal, building a proper campfire.
Challenging DIFF = 8
Slightly difficult tasks that can take effort to accomplish.
Climbing a tree, picking an easy lock.
Insane DIFF = 12
Tasks that only those with specialisation can achieve.
Finding a hidden door, steering a ship through a storm.
Epic DIFF = 14
Amazingly hard, nearly impossible tasks.
Riding on a nightmare, hiding when someone is staring at you.
Impossible DIFF = 16
Things that normally cannot even be attempted.
Picking a magical lock with normal lockpicks, running on water,
intimidating an agent of Logic.
Step 1
Choose a Fluxborn type and mark down the chosen inherited ability. Decide
a name for your character and other flavour such as age, appearance and per-
sonality traits. (Starting from page 8)
Step 2
Spend a total of 9 points on attributes. Remember that all attributes start at 0
(and it is possible to leave some of them at 0 as well) and the maximum value
is 3. Each Fluxborn type also affects one or more attributes, so calculate that
before spending any points. (p.40)
Step 3
Spend 10 points to skills. Each rank costs one point, and must be purchased
in order (From Untrained to Trained. From Trained to +One. From +One to
+Two). After a total of five skills are in the Trained rank, the cost to purchase
more skills from Untrained to Trained costs two points instead of one. The
prices of further rank-purchases (to +One and to +Two) are unaffected by this
increase. (p.42)
Step 4
Spend 4 points to Boons. One rank costs one point. Most Boons have two
ranks available. (p.43)
Step 5
Mark down the Coin value (which is 3 unless the character has the Rich Boon)
and purchase starting equipment. Then determine the character’s speed, maxi-
mum Health (see the Fluxborn types for their natural speed and Health statis-
tics) and Initiative (FIN + INT). Mark down the character’s Guts value, which
unless otherwise stated, is always two.
Step 6
Choose one of the following: three lvl1 Stunts or one lvl1- and one lvl2 Stunt.
It is often useful to write down the details of these Stunts on the back of the
character sheet as notes, to avoid intense rulebook-checking. (p.62)
Step 7
Choose more defining traits for your character. Decide the history, possible
family relations, situation in life and such. These additional details really help
to flesh out an interesting character.
Character Creation
Alex is tasked with creating a character for an upcoming Fluxborn campaign.
He has decided that he wants to play a character who is physically strong and
socially gifted, but rather blunt, recklessly ambitious and simple-minded. Alex
decides that this character will be one of the heroic, and chooses Infuse Others
as his inherited ability in order to represent the easy-going and likeable nature
that he has in mind for this character. He names the character Ikaros, after the
Greek legend of a boy who disregarded his father’s advice and flew too close
to the sun on wings of wax, causing him to fall into the sea and die. The heroic
often have names that correspond to myth and folklore; they are formed out
of dreams of grandeur and fame after all.
Next, Alex determines Ikaros’ defining attributes. He has nine points to dis-
tribute among the qualities of Strength, Finesse, Intelligence, Willpower,
Charisma and Trickery. Ikaros should be a formidable combatant, so Alex
allocates two points to both Strength and Finesse. Because Ikaros is one of the
heroic, he receives an additional free point to Strength, raising it up to three.
Alex is left with five points, two of which he spends on Charisma, to repre-
sent Ikaros’ likeable personality. The remaining three he distributes among
Willpower and Intelligence, with scores of two and one respectively. Ikaros’
Trickery attribute remains at zero, but Alex figures that this is a character who
deals with problems either by honesty or brute force and has no need for sub-
terfuge.
Now Alex has ten points to spend on various skills. He first chooses the skills
that Ikaros should at least have a Trained rank in: Meleé, Hand-to-Hand,
Persuade, Mingle and Athletics. He has raised five skills to Trained, which
means that any other Untrained skills that he wishes to increase will cost
two points instead of one. He opts to upgrade Ikaros’ Meleé skill to +1, and
spends the remaining four to raise the character’s Notice and Empathy skills
to Trained.
It is then time to flesh out the character some more in the form of Boons,
which represent special things that have shaped Ikaros’ past. Alex has four
points to spend, and he first decides to take the Tough Boon and immediately
upgrades it to the second rank. This raises Ikaros’ Health by four points, mak-
ing him a veritable tank of a man. He uses one of the remaining two points to
buy the Resistant Boon in order to improve Ikaros’ hardy nature even more,
and spends the last point for Smooth, emphasising the character’s way with
words.
With attributes, skills and Boons decided, Alex can now mark down the sec-
ondary statistics of the character. Ikaros’ Health is a respectable 23 (a heroic’s
base Health is 14, with an additional five from Ikaros’ Strength and Will at-
tributes, and another four from the upgraded Tough Boon). His Speed is six
(a heroic’s base four + Ikaros’ Finesse of two), and his Initiative is three (a
Finesse of two + an Intelligence of one). Ikaros’ Guts value is two, as with any
new character.
Alex then writes down the character’s Coin value on the Character sheet. This
Because Alex has bought a weapon with a Coins cost of three, which equals
Ikaros’ total value of Coins, this value goes down by one. He chooses not
to purchase anything else, Ikaros doesn’t need armour. Alex chooses to add
things like various maps, regular clothes, a hammock and a teapot to his in-
ventory, but these things aren’t very costly, and as such do not affect his Coins
value. This leaves it at two, enabling him to afford ordinary goods and services
without worrying about money too much.
Now, it’s time to choose a number of spectacular Stunts for the character.
Ikaros is a fighter, so Alex wants to give him abilities that will help the charac-
ter in combat. He has the option to get either three level one Stunts, or a single
level one Stunt and a level two Stunt. Alex studies the list and chooses Ravage,
a level two Wild Stunt. This enables Ikaros to deal a devastating blow, adding
1d6 worth of damage to an attack, while also damaging Ikaros for one point
of damage when it’s used. Since Ravage is a level two Stunt, there’s only room
for one additional level one Stunt. Alex goes for Hastening, a level one Logic
Stunt. This enables Ikaros to move and react more quickly, and even run on
walls and water.
With the mechanical aspects of character creation now complete, Alex only
has to flesh out the character some more with details about Ikaros’ past, ap-
pearance, personality etc. The Game Master reviews this information and
makes sure that it makes sense within the confines of the game she is planning
to run, and with that, Ikaros is ready to enter the world.
EXPERIENCE
The World of Dreams can be a dangerous place. During their adventures,
characters should grow stronger and learn new skills and Stunts in order to
overcome new challenges. This advancement is handled via the use of experi-
ence points, which are awarded after each game session.
As a rule, each character gains one point of experience at the end of a session.
Two points or more can also be awarded at the Game Master’s discretion, in
special circumstances; for example, in the case of a particularly long or impor-
tant game session. Generally, experience points should only be spent at the be-
New character’s generally start with no experience points, but this doesn’t al-
ways have to be the case. Seasoned adventurers may be awarded some experi-
ence before the game begins, if the Game Master so wishes. These points can
be spent after the regular character creation process has been completed.
Keep in mind that in order to advance a statistic from nil to the highest possi-
ble value, all ranks in between must be bought. A character cannot, for exam-
ple raise a skill from Untrained to +2 for just 4 experience points. The Trained
and +1 ranks must be achieved first.
Experience Costs
Skills Stunts
To Trained Level One Stunt
3 points 2 points
Attributes
Next rank times 3 points.
Raising an attribute from rank 0 to rank 1 costs 3 points of experience.
Seasoned Boon
4 points
These attributes help to flesh out the character from a roleplaying perspective
and they are instrumental when making skill tests. Keep in mind that raising
attributes is very expensive, so when making a character, plan well. Each type
of Fluxborn also receives a bonus to one or more attributes, in addition to the
points gained in character creation.
Finesse Intelligence
Finesse measures the dexterity, nimbleness The Intelligence attribute determines the
and reflexes of the character. The higher the quickness of one’s mind. It represents the
attribute, the faster and more agile the char- memory capacity, knowledge and wits of
acter is. A person with Finesse of 0 might be the character. An Intelligence score of 0
rather clumsy, or he might have stiff joints. might mean that the character is slightly
A Finesse of 3 means the character has the slow, or perhaps uneducated. A score of 3
pinpoint dexterity of a surgeon or the aim is reserved only for the greatest thinkers;
of a master sharpshooter. world-renowned scientists and philoso-
phers.
Strength Willpower
This attribute is linked with physical pow- Willpower is the measurement of men-
er and stamina. The bigger the Strength, tal fortitude, resistance and bravery. The
the more the character can lift and jump. higher the score, the higher the character’s
Physical attacks also benefit greatly from self esteem and force of will. Willpower is
Strength and even Health is affected. High used mostly to resist mental attacks and to
Strength doesn’t always mean the character control one’s behaviour in social situations.
is bulky or large. He might instead be full of A character with a Willpower score of 0
firm, sinewy muscles. will succumb to demands easily and run
away from danger, while a strong-willed
Fluxborn can face any foe without flinch-
ing and control themselves in an exemplary
fashion in any situation.
Charisma Trickery
This attribute measures the charm and Trickery is reserved for the sneakier side
the power of a character’s personality. The of social situations. It affects the skills of
higher the attribute, the easier it is for a seduction, lying, striking good deals and
Fluxborn to make friends, mingle in par- hiding emotions. Trickery comes in handy
ties, reassure and inspire. A Charisma when a character wishes to manipulate an-
score of 0 indicates bluntness, a lack of other or has some sort of hidden agenda.
empathy and general social awkward- A high score in Trickery doesn’t necessarily
ness. A character who has a Charisma of mean that the character is a total bastard,
3, on the other hand, is a person who can but it does help in gaining the upper hand
charm anyone and force their will on any- in any negotiation.
body easily.
When making a trained level skill-test, you get to throw two dice instead of
one. The +One means that you get +1 bonus to the result of the test, and +Two
means a bonus of two points.
Thus, a character that has one skill at +Two and an Attribute score of 3 gets to
throw two dice and add 5 to the result, which is the natural, unbuffed maxi-
mum.
When creating a new character, you get 10 points to distribute among the
twenty skills. One point equals one level of rank in that skill. After 5 skills are
at least Trained, the cost to upgrade one skill from Untrained to Trained is two
points instead of one.
Aiming Hand-to-Hand
The skill of accuracy, archery and throwing. The skill of brawling or martial arts.
Athletics Intimidation
The physical skills of acrobatics, swimming, The skill of striking fear, whether it be by
jumping, running, etc. words or force.
Craft Magic
The skill of creating art, fixing, building The knowledge of magic, mystical energies,
or even farming. Craft needs to be taken the occult and eldritch monstrosities. Often
separately for each area of expertise. used to activate Stunts.
Crime Medicine
Skills related to the wrong side of law such The art of first aid, medical knowledge, sur-
as burglary and pickpocketing. gery, etc.
Education Meleé
Knowledge of the sciences and the world. The skill of close combat weaponry.
Generally acquired in schools.
Mingling
Empathy The skill of proper etiquette, performance
A social skill of reading emotions, detecting in social situations and seduction.
lies, understanding and calming others.
Perform Stealth
Skills related to the performing arts, such as The skill of staying out of sight. Sneaking,
playing instruments or dancing. hiding, etc.
Persuasion Subterfuge
Social skill of striking deals, persuading The skill of misdirection, lying and deceiv-
and convincing. ing.
Politics Survival
The knowledge of how society works. Laws, The skill of making campfires, building a
bureaucracy, titles, etc. shelter, hunting and tracking.
BOONS
In addition to attributes and skills, there is one more step designed to add
variation and uniqueness to a Fluxborn character. Boons are merits and abil-
ities learnt and acquired through the course of life. They represent things like
wealth, innate traits, useful relationships and sometimes special items. Some
qualities balance out weaknesses, and some fuel the strengths of a character
even further.
When creating a new character, the Player can spend a total of four rank
points into Boons. Any given Boon can be chosen only once, but most can
be upgraded further by using additional rank points. Keep in mind that these
bonuses are bought within the confines of character creation only, and cannot
be raised with experience points.
Healer
The character heals one extra point of Memory
Health per day. This Boon doesn’t have a The character gains +2 bonus on memo-
second rank. ry related rolls. The bonus is +4 at second
rank.
Quick Smooth
The character gains +1 speed. The bonus is The character gains +1 bonus to all Mingle
+2 at second rank. skill checks. This bonus is +2 at second
rank.
Resistant
The character takes one less point of ele- Tough
mental damage. This Boon doesn’t have a The character gains 2 extra Health. This bo-
second rank. nus is raised to 4 at second rank.
Seasoned Boons
These Boons cannot be acquired when creating a character, but instead repre-
sent the experience and general hardiness a character has acquired during his
or her adventures during the course of the game. Each Boon can be purchased
with experience once a character has fulfilled the necessary requirements.
There is only one rank in each Seasoned Boon.
Adventurer Battlemage
Requirements Requirements
Must have spent Guts to both save the char- The character must have used spell-like
acter from dying and to change the value Stunts in combat so many times that a total
of rolled dice. The character also must have of five or more snake-eyes has been rolled
been on the road for at least a year of in- in activation.
game time. Description
Description After puchasing this Boon, snake-eyes are
The character has the maximum Guts in- considered to be critical successes when us-
creased by one point (thus with affinity over ing spell-like Stunts.
10 and this Boon, the total Guts can be 4).
GUTS
Guts is the force that separates the Player characters from just any Fluxborn or
dreamer. They are the protagonists, after all, and possess the ability and force
of will to survive great dangers and perform impossible feats. These characters
truly are hardy adventurers and adepts at pushing that one extra metre when
the situation so calls.
The Player characters are not necessarily the only ones to possess a Guts score,
however, and some key non-Player characters such as long-term adversaries,
or amazingly skilled experts, can also have some Guts in them. Generally,
however, Guts is reserved for characters important to the story.
Each starting character has a maximum Guts of 2, and regains a point of spent
Guts at the start of a new game session. Another way to gain Guts is by ful-
filling quests and objectives important to the story. In these cases the Game
Master can grant a point of Guts to the character.
Spending Guts
You can spend a point of Guts in two situations: When struck by a blow that
would lower the Health of the character to 0 or less, or just after rolling the
dice on any skill check.
If the point is spent when struck by that killing blow, instantly change the
Health of the character to 1 instead of 0, leaving the character alive, even if
battered, bruised and bleeding. If the Player of the character wishes, the deadly
strike might cause the character to move a metre or two away from the attack-
er.
If you spend Guts just after a skill check, you can change the values of one or
two dice by two points in total, up or down. You could, for example, change
those rolled double 5’s into a critical success or upon rolling a 4 and a 6, use
both points to raise the 4 into another 6. As the actual value of the dice is
changed, using Guts can even prevent critical failures and Drama die.
During the course of the game, the Players should encounter multiple scenes
wherein dramatic action happens. These situations are usually filled with so
much tension, that it would be too chaotic to just let everyone scream at the
same time how their are characters reacting.
Thus, to make things simple, those scenes are divided in turns. Each turn lasts
about 5 seconds in total, and all the actions take place within that small time
frame.
If two Initiatives are the same, it just means both actions happen at the same
time during that turn, thus making it possible that two opponents kill each
other at the same time. In case of a battle, it might be a good idea to decide (or
randomise by rolling dice) which party, the Player characters or their adver-
saries, acts out first in the same Initiative. This does not change the value of
their Initiative, but might have strategic advantages.
You get one Action and one Move per turn. Actions are attacks, readied de-
fences, searching, picking locks and all sort of processes that need concen-
tration to perform. Moves are moving the amount listed in character sheet,
jumping, drawing a weapon, standing up, climbing etc. A Move can basically
be anything that involves changing your physical position in any dramatic sit-
uation. You can always use your Action as another Move, thus moving a total
of two times the listed value in the character sheet or standing up and drawing
a weapon in the same turn. You can’t use your Move as an Action, though,
unless some special effect states otherwise.
Medium range is always two times longer than Short range, and Long range is
two times longer than Medium. Thus, a weapon with Short range of 4 metres
has a Medium range of 8 metres and a Long range of 16.
If both the attacker and defender roll snake-eyes, only the attacker needs to
roll a Drama die.
Damage
Next, it’s time to calculate how strong the attack was and how much damage
the defender took. Roll one die and add the STR of the attacker (only when
in close combat). Then add the Damage of the weapon used and subtract the
defender’s Armour Value.
This is the total amount of damage that is subtracted from the Health of the
defender.
Sometimes a character does not wish to deal lethal damage, but instead
wants to knock the target down or grab a hold of the defender. In these
situations, do not roll for damage, but instead decide with the Game
Master what the effect might be.
For example, Initiating a grapple might force the two combatants to use
STR + Hand-to-Hand in their subsequent turns, as they wrestle for vic-
tory.
HEALTH
Every creature in the world has its own Health value. It represents how
much damage and physical stress one can take before dropping dead.
Each type of Fluxborn has its own number of Health listed in their de-
scriptions. Temporary effects on either STR- or WILL-attribute do not
affect the Health total of the character.
Once Health drops to zero, the character is dying. Unless successful first
aid is performed within the number of turns equal to the STR + WILL
of the dying character, it’s time to shred the character sheet.
Keep in mind that even if we know the characters are just manifesta-
tions of dreaming humans, the world is very much real to them. Dying
means that the life of one being has ended.
Healing
A character heals two points of Health per day, unless resting, when
the healing is increased to five points. During resting, the character can
not participate in any stressful or harsh physical action - effectively just
taking it easy.
First aid
Using first aid on any wounded character can save lives. It represents
tying up wounds, using bandages and performing as good a medical
operation as possible within the dramatic scene.
First aid is handled as a continuous roll, FIN + Medical. The task DIFF
is usually Challenging, but some conditions might either lower or raise
it. The TN of this roll is the amount of damage taken within the scene. If
the extended check is successful, the character is stabilised and does not
bleed anymore. This also means that a dying character can start to heal
normally and isn’t going to die in a few turns.
As they get nearer to the monster’s supposed location, the Game Master calls
for a Notice check of challenging difficulty. Ikaros’ notice skill is Trained,
while Mortimer and Lucky both have a +1 level of training in this particular
skill. In this instance, the wit of the characters is tested, so they must use their
Intelligence attribute with the skill. Mortimer has an intelligence score of 3,
Lucky and Ikaros having scores of 1 and 2 respectively.
Mortimer rolls two dice, resulting in scores of 3 and 5. He adds his Intelligence
(3) and his Notice skill (+1) to the roll, resulting in a final score of 12. The
score is well beyond the “challenging” difficulty set by the Game Master, which
is 8. Lucky also succeeds, while Ikaros rolls 1 and 2. His Intelligence score of 2
is not enough to make the roll successful, and because his Notice skill is only
Trained, he receives no additional bonuses. This means that he has failed, and
while Mortimer and Lucky have both spotted the fairly obvious trap in front
of them, Ikaros walks right into it. A noose tightens around his ankle, and
yanks him up to the trees while setting off a discordant symphony of various
warning chimes.
Mortimer and Lucky can only watch as Ikaros is dangling upside down from
a tree branch, cursing profusely and waving his arms around. They can hear
rumbling from somewhere deeper inside the forest, and quickly realise they
must act before it is too late. Lucky scans the area, trying to find some sort of
flaw in the trap in order to lower Ikaros down safely. She tries to use her brain
to accomplish this task, and employs her Survival skill in order to dismantle
the trap. The Game Master decrees that this task takes more than a few seconds
to accomplish, so it is treated as a continuous roll. In this instance, one roll
represents a single minute of work, with an Average level of difficulty (DIFF
6) due to the shoddy craftsmanship of the trap. The Game Master decides that
the Target Number to succeed in the task is equal to the Difficulty rating, with
no additional modifiers. Because Lucky’s Survival skill is +2, she will roll two
dice and adds 2 as an additional modifier of to the result. She’s trying to figure
out how the trap works in order to dismantle it and bring Ikaros down safely,
so in this instance she must use her Intelligence attribute in conjunction with
the skill. Lucky’s Intelligence is 1, which adds an additional +1 to the dice roll.
She rolls two dice, which come up as 4 and 3. With the additional bonuses
from her Survival skill and her Intelligence, the final result is brought up to 10.
Lucky has scored four points above the Difficulty of 6, which is then reduced
from the Target Number (also 6). The TN is now 2, and thus calls for another
minute of work. The next Survival roll by Lucky only needs to exceed the dif-
ficulty of 6 by two or more in order to finish the task.
While Lucky is trying to dismantle the trap, Mortimer hears the earth-shaking
footsteps advancing closer and closer. He decides that there is no time to wait
for Lucky, and draws a throwing dagger. Mortimer takes aim, and attempts
Ikaros barely has enough time to get on his feet and call Mortimer a number
of unpleasant names, when the ogre Gnasher crashes through ancient trees to
intercept the party. He is a hulking brute, with a crude suit of armour made
out of the bones of dreamers, and a cruel-looking wooden club with metallic
studs. The monster’s intentions are anything but peaceful, and so it is time to
roll for Initiative. The Game Master rolls for the ogre, scoring a two. Gnasher’s
Initiative modifier is also a two, resulting in a final score of four. Ikaros rolls a
one, continuing his streak of bad luck. He has a modifier of four, which brings
the score up to five, with an additional -1 modifier from his weapon bringing
it down to four, equal with the ogre. Mortimer rolls a three, with a modifier
of five, which brings his Initiative up to eight. Lucky, in accordance with her
namesake, rolls a six, and she has an Initiative modifier of four. This results
in a final score of ten. Her weapon of choice, like Ikaros’, has the Big quality,
which reduces her Initiative by one, but Lucky still goes first. Out of the three
Fluxborn, she’s the furthest away from the ogre. The Game Master decrees
that Gnasher is seven metres away from her, while Ikaros and Mortimer are
both five metres away from the beast. Lucky readies her trusty slingshot, and
loads a wicked stone. She wants to buy some time for the other two to collect
themselves, and chooses to use a Stunt in conjunction with the attack in order
to get the ogre’s attention. She uses Splintershot, a level two Wild Stunt, which
enables her to roll three times, while reducing the damage of each successful
hit by one. The ogre is within short range, and so the difficulty for this roll is
Average (TN 6). Lucky pulls back the string of her massive slingshot, steadily
placing its shaft on the ground, and takes aim. She releases the string, and the
stone goes flying, shattering into multiple, lethal shards fueled by energies of
the Wild. Lucky’s Aiming skill is +1, so she rolls two dice, scoring four and two.
Adding the +1 from her Aiming skill and her Finesse of two, the final result is
nine, which exceeds the TN of six. She then performs two additional Aiming
rolls, due to the effects of the Stunt, both of them hitting the mark. Lucky now
rolls for damage three times. These three damage dice come up as four, six and
one. The Big quality of her weapon would add one additional point to these
values, but the Splintershot Stunt negates this. Gnasher is equipped with bone
armour, with an AV of two. This reduces the damage from each attack by two
points, resulting in a total of six damage. The ogre is bombarded with sharp
splinters of shattered stone, and he roars in pain. Gnasher is far from being
finished, however. Lucky must now reduce two points of Wild energy from
her reserve, and move her affinity one point toward Wild.
Gnasher and Ikaros act simultaneously, but it is the Player’s prerogative to de-
cide who rolls first. With Mortimer and Gnasher locked in a dangerous duel,
Ikaros senses an opportunity. He grabs his warhammer and runs toward the
ogre, his battlecry leaving no room for subtlety. Ikaros’ Movement score is six,
and as stated by the Game Master, Gnasher remains five metres away from
him. This distance is more than enough for Ikaros, and he leaps high up into
the air, channeling his rage into the crude weapon. He chooses to use Ravage,
another level two Wild Stunt, and rolls to hit. His luck finally turns around,
and Ikaros rolls a double six. This is an automatic success, and Gnasher can
only counter it by rolling a double six himself. He fails in doing this, and
Ikaros’ blow strikes true. In addition, the automatic success allows Ikaros to
refund one point of energy used by the Stunt in question. Ikaros replenishes a
point of Wild, effectively making the Ravage Stunt only cost a single point of
that energy. His affinity still moves one point toward Wild, though. The Stunt
allows Ikaros two roll two dice for damage instead of one, resulting in a three
and a four. His Strength attribute of three and the hammer’s damage of three
adds an additional six to the roll, resulting in a total damage of 13. Gnasher’s
Armour rating of two reduces this to 11, but the blow is still crushingly ef-
fective. Splinters of bone fly off violently as Ikaros’ hammer crashes into the
ogre’s chest with devastating force, pulverising vital organs. Gnasher coughs
up blood, trying his best to stay on his feet. The Stunt leaves Ikaros exhausted
as well, and the unpredictable energies of Wild cause him to suffer one point
of unpreventable damage.
Gnasher sees Ikaros coming. He strikes at the exact moment that the heroic
does, and he is angry. Mortimer tries to back away silently as Ikaros stares at
the ogre with unblinking eyes. Gnasher raises his club high, desperate to assert
his dominance, and strikes at Ikaros at the same moment when he is hit in the
chest with the heroic’s hammer. The Game Master rolls two dice, resulting in
a five and a three. Gnasher’s Finesse is one, which brings the final score up to
nine. Ikaros tries to dodge, using his Athletics skill, which is Trained, and his
Finesse attribute. Ikaros fails spectacularly, still reeling from his bone-crush-
ing attack, and rolls snake-eyes. He must now roll a Drama Die to determine
whether this is a dramatic failure with additional consequences, but safely
avoids it by rolling a three. Nevertheless, Gnasher’s club comes down on him
mercilessly. The Game Master rolls a damage die and scores a four. The ogre’s
club has a damage rating of three, and the beast’s Strength attribute is four. The
total damage dealt is 11, and Ikaros wears no armour. He is sent flying by the
devastating blow. He’s still alive, but just barely.
Everyone has now acted out their turn. It’s time to roll for Initiative once more,
and continue the battle.
Please keep in mind that the system can be rather easily abused, and the
Game Master should keep an eye out for Players who, for example, first buy
everything they can of a lower value and only then buy the one expensive
thing. Common sense is recommended, and when buying large amounts of
individual items, the Coins value should drop at a reasonable point, when the
combined value of items bought would equal that of a single, more expensive
item.
The character can also lose Coins when they are robbed or lose money by
gambling excessively. This should make it more rewarding when work does
pay off, and the character earns some riches, adding one or more points to the
Coin value.
Selling items can sometimes merit a point of Coins if the Game Master sees
it fit. Otherwise it should just affect the game from a roleplaying perspective.
Tool set
coins 3, durability 3 Stormlantern
coins 1, durability 5
Fine china
coins 2, durability 1
Blanket Waterskin
coins 1, durability 1 coins 1, durability 2
1 Coins
Backpack, Tent, Torches, A chair, A night at an inn,
Normal everyday services.
2 Coins
Grand meal, A night at a fancy inn, A rented steed,
armour repairs, etc.
3 Coins
Pocket sundial, A caravan ride, Occult books, Monthly
apartment rent.
6 Coins
A horse, Private bodyguard, Golden watch, A wagon,
Custom tailored clothing
9 Coins
Large house, Royal clothing, A small piece of land, etc.
Object durability
Sometimes things break and need to be repaired. Inanimate objects have a
value called Durability in place of Health. When this Durability is reduced to
0, the object is unusable until repaired.
When an object is hit, roll for damage normally, and then subtract the damage
from the Durability. If a blow is strong enough to push durability to -5 or less,
the object is beyond repair.
Game Master should decide on the amount of Durability the object has, but
below you can find some examples.
Durability 1
Glass window, a blanket, hourglass.
Durability 5
Bone dagger, thick rope, wood log.
Durability 15 Storybook
Steel sword, wooden door, small shield. coins 1, durability 5,
Durability 20
Wooden full plate, two-handed axe, marble
statue.
Irkallan spellblade
coins 6, durability 15,
Durability 30 damage 2, occult, parrying
Reinforced door, small cart, steel scale-
mail.
Irkallan shortbow
coins 3, durability 10,
damage 1, ranged x 2
Olympian hatchet
coins 5, durability 10,
damage 2, masterwork
Lumbering broadsword
coins 6, durability 20,
damage 4, big, knockback
Weapons
Weapons in Fluxborn are handled in a rather vague manner, to allow as much
freedom of design and characteristics as possible, letting a group of adventures
equip themselves in a wide variety of interesting, fun and cool armaments.
The weapons are categorised by damage and qualities, and the building rules
for a weapon follow two easy steps. You choose the damage type of the weapon
and then choose optional qualities to personalise the weapon. Some qualities
are meant to be more common than others, whereas magical qualities should
not be found on items bought from normal stores or blacksmiths. When buy-
ing weapons, the qualities also add to the cost of the weapon.
Damage Coins
1 1
Knives, Hatchets, Staffs, Clubs, Short bows,
Brass knuckles, Sickles, Whips, etc.
2 2
Swords, Spears, Longbows, Axes, Picks,
Flails, Morningstars, etc.
3 3
Two-handed swords and axes,
Warhammers, Crossbows, Polearms, etc.
It might be a good idea to let some weapons gain some qualities more than
once, for example a punching dagger might have more than one instance of
Piercing quality or a truly long spear might have Reach x 2.
Olympian armour
coins 3, durability 15,
AV 3, SP 1, wood, padded
Elysian shield
coins 4, durability 15,
AV 2, SP 0, wood, spiked, shield
Armour
Basically, armour follows exactly the same rules as weapons; they are
categorised by their Armour Value (AV), and are equipped with quali-
ties that add more rules and details to the armour in question.
Armour also slows down those wearing it. Subtract the Speed Penalty
value of the armour from the Speed of the character.
2 1 1
Light armours, Small shields, etc.
3 2 2
Scale armours, Large shields, Chain-linked armours.
4 3 4
Half-plates, Splint armours, Layered armours.
5 4 5
Full plates, Juggernaut armours, etc.
Zweihänder
coins 4, durability 20,
damage 3, piercing
Magical items
There are many mystical and magical items scattered in the world of
dreams. These items are touched by the twin energies, filled with qual-
ities unique and powerful. There are no proper rules to create magi-
cal items and equipment (except for the Wild, Logic and Occult item
qualities), but the Game Master is encouraged to invent new, powerful
qualities that are infused with the item in question. Most common qual-
ities on those items are just Wild or Logic, though,
as a number of these items are forged from one of
the two.
Watcher’s fullplate
coins 8, durability 40,
AV 5, SP 5, metal, Logic
Damage: 2 Durability: 15
Every time a Fluxborn uses a Stunt, stored energy is released and rushes out,
fueling the feat and usually manifesting in a magical fashion. It is a wonderful
experience for most Fluxborn, as they feel their link to the world grow strong-
er momentarily. It makes most feel like they belong, that the forces of nature
are one with them.
There are as many Stunts as there are Fluxborn, but a few have found a univer-
sal place among those that hone their skills. These Stunts help and aid in many
areas of life, making a kind-hearted Fluxborn really the perfect friend to have
around. Also, keep in mind that most Stunts can be used outside of combat,
making the ones that first seem like attacks actually useful tools as well.
If a Player wishes to perform a Stunt that uses a contested roll between the
Stunt user and a target (such as Stunts with Attack roll as activation check),
but does not wish to actually deal damage or choose a target, the Game Master
should allow the Player to roll against an Average DIFF. These situations might
happen if a character uses a Stunt to boast, to move around or to add flavour
to roleplay. Possible examples might be using Rush-Stunt to dash over a gap,
Falling Meteor to jump up to a ledge or activating Crushing blow only to strike
at a tree in anger.
Each character can perform only one Stunt per turn, unless otherwise stated.
When using a Stunt and rolling a double-6 on the activation roll, one point of
used energy is refunded after the Stunt is performed. This energy is gained in
addition even if the Stunt is an attack and both the defender and attacker roll
a double-6 (thus meriting two points of energy that can be different types).
Spells
Some Stunts are more magical than others, and are considered as spells. These
Stunts deal mystical damage, and cause a bonus or penalty to some statistics or
alter the scene greatly in some other metaphysical way. A large bulk of Stunts,
however, are considered physical techniques, fueled by the energies to make
impossible possible and do not count as spells.
Sometimes a group of Fluxborn are so in tune with each other that they can
perform powerful combos, combining their Stunts and taking down threats
far bigger than they normally could. Every time in a dramatic scene two or
more characters end up with the same Initiative number, they can activate
their Stunts as one, performing a combo. The rules of a combo are simple
enough:
A combo that alternates between Wild and Logic is perfectly balanced and
follows normal rules for Critical failure.
For example, a four-Fluxborn combo with Wild-, Logic-, Wild- and Wild-type
Stunts in that order would be out of balance. If the combo would end after the
second Wild-Stunt, it would not suffer the effects of unbalanced combo.
Level 2 Logic
Command target, curving to strike what ever lies be-
Time: Action hind it. Thus, all damage from the attack
Roll: CHA + Persuasion vs. WILL-attrib- hits anything standing directly behind the
ute skill check. character, be it a tree or another person.
Flux: Logic (3) Combo: -
Description: Logic energy fuels a
one-sentence command barked by the char- Magnetism §
acter. This order must be swift and simple, Time: Action
spoken in loud and clear tone. The target ofRoll: WILL + Magic vs. Challenging DIFF
this Stunt feels compulsion to obey, acting or STR + Meleé skill check*.
before thinking and using his next action toFlux: Logic (1)
Description: By extending her hand, the
fulfill the order as properly as possible. This
character forms a powerful magnetic link
Stunt fails instantly if the order puts the tar-
get clearly in mortal danger, such as order-between one target within 10 metres and
ing a person to stab himself or to jump intoherself. If the target is made out of metal
a pit of spikes. or other substance with magnetic proper-
Combo: - ties, it flies through the air straight into the
opened hand of the Stunt user. The object
Logic Gate § must be small enough to be easily grasped
Time: Instant by the character.
Roll: INT + Magic vs. Hard DIFF This Stunt can also be used to disarm a tar-
Flux: Logic (2) get, thus stealing a weapon (or other held
Description: The character can acti- object). In this scenario, the activation roll
vate this Stunt reflexively when he is hit is a contested skill check.
with any physical attack. The damage of Combo: -
the attack is redirected around the initial
Level 3 Wild
Frenzy
Time: Action
Roll: Attack roll Roll: WILL + Magic vs. Hard DIFF.
Flux: Wild (2+)* Flux: Wild (2)
Description: The character enters into Description: Wild imagination forms a
a quick frenzy, attacking with great speed layer of thick scales on top of the skin of the
and excitement, delivering an attack after Stunt user. These large scales pulsate with
an attack. Ethereal streams of energy travel heat, in addition to offering a great deal of
behind each strike before vanishing again, protection. The hide lasts for 1D3 + STR
but for a moment the air looks as if full of turns before dissolving into nothing but
deadly trails. The Player spends 2 points of dust. Treat this armour as AV 5, Speed pen-
energy and makes an attack. After this Ini- alty of 1 and durability of 40, with qualities
tial attack (successful or not), the Player can like Wild, Stopper and Thick. Every meleé
choose to spend one more point of energy attacker that hits the character suffers 1D6
to gain one more attack. This can continue mystical fire damage as well, as burst of fire
as long as the Player wishes and is able to erupts from the scales hit. The Dragonhide
spend more energy. Each attack after the does not stack with other armour, overrul-
first one, however, suffers a -2 penalty to hit ing them for the duration.
and has damage lowered by one. Combo: -
Combo: Every Stunt after this one causes
the user of Frenzy to deliver one more extra
attack against the target, with the penalty of
-2 to hit and -1 to damage.
Dragonhide
Time: Move
Silvertongue
Time: Action
Roll: TRICK + Mingle vs. Hard DIFF
Flux: Wild (2)
Description: The Wild energy does not
manifest in any physical form, when using
this Stunt, but instead coats the words and
sentences uttered by the character. These
words warp and twist so that all those who
listen hear what they want to hear, words
that would work best. After the activation
of this Stunt, consider all social rolls to gain
critical success when rolling doubles. Even
snake-eyes succeed critically while this
Stunt is active. The duration of this charm
is one full scene.
Combo: -
CHAPTER FOUR
BESTIARY
Wherein all manner of creatures and adversaries are ex-
plored in greater detail.
This chapter is reserved for monsters and other non player characters, and
contains the rules and statistics for a selection of these. The chapter also con-
tains guidelines for Game Masters to create their own antagonists, with a list
of special qualities that can be mixed and matched to create unique adversar-
ies. These rules are effectively the same as those used for player characters,
although most creatures have access to abilities that the Fluxborn don’t, and
there are other key differences in the case of particularly strange beings. These
statistics, as well as any special abilities, are explained and presented in the
form of a compressed character sheet for quick reference.
Secondary attributes like Speed and Health are determined just like they would
be in the case of a Fluxborn character, but the “base value” of these statistics
varies from creature to creature (for example, the base Health of an ordinary
dreamer is 10. This is further amplified by the STR and WILL attributes of that
particular character, as per usual).
Skills
From Trained to +2, as with Fluxborn characters.
Speed
Base value (usually ranging from 4 to 8) + FIN-attribute.
Initiative
Always FIN + INT, unless otherwise specified.
Health
Base value (usually ranging from 6 to 16) + STR + WILL.
Energy
If the creature is able to use the twin energies, they might have
some of it stored up. The exact amount is left for the Game Master
to decide.
Boons
The same Boons that are available for Fluxborn characters can be
used to enhance a creature or NPC.
This section also describes any special qualities that the creature
might have, a general list of which can be found below.
List of Qualities
Powerful
The creature is large (or otherwise unnaturally strong) enough,
that its maximum Strength attribute is considered to be 5 instead
of 3.
Gigantic
Truly monstrous creatures may possess the Gigantic quality. This
raises their maximum STR-attribute all the way up to 15. Such
creatures are usually an insurmountable foe for any group of
Fluxborn adventurers, and as such should be used sparingly.
Supernatural accuracy
A creature with this quality has a maximum Finesse attribute of 5
instead of 3.
Epic
Every attribute can be raised up to a maximum of 5.
Multiple appendages
A monster with this quality can perform two actions in a single
combat turn. Truly monstrous beasts that would deserve more ac-
tions than this quality would give, such as giant kraken could be
handled in the way that each tentacle would be a separate oppo-
nent, with its own Health pool and actions.
Flight
A monster with this quality is capable of flight, and its Speed is
doubled when flying.
Venomous
A monster with this quality secretes a deadly poison. When dam-
aged by an attack by a Venomous creature, the victim must succeed
in a Challenging WILL test. If the victim fails, he or she suffers an
additional 1d6 worth of damage. Particularly lethal poisons may
inflict 2d6 worth of damage instead. This damage is not mitigated
by armour of any sort.
Below are a few examples of different dreamers to represents the average sta-
tistics of each archetype.
Craftsman
Attributes
STR (1), FIN (2), INT (1), WILL (1), CHA
(2), TRICK (1)
Skills
Athletics (T), Craft (+1), Education (T),
Empathy (T), Hand-to-Hand (T), Medicine
(T), Meleé (T), Mingling (+1), Notice (T),
Politics (T), Ride (T), Subterfuge (T)
Speed
4 + FIN (6)
Initiative
FIN + INT (2)
Health
10 + STR + WILL (12)
Energy
-
Boons
Smooth
Attributes Attributes
STR (2), FIN (2), INT (1), WILL (2), CHA STR (2), FIN (2), INT (2), WILL (1), CHA
(1), TRICK (1) (1), TRICK (2)
Skills Skills
Aiming (T), Athletics (+1), Education (T), Aiming (T), Athletics (+1), Craft (T), Crime
Hand-to-Hand (T), Intimidation (T), Meleé (+1), Hand-to-Hand (T), Intimidation (T),
(+1), Notice (T), Persuasion (T), Politics Medicine (T), Meleé (T), Notice (T), Ride
(T), Ride (+1), Survival (T) (T), Stealth (+1), Subterfuge (T), Survival
(T)
Speed
4 + FIN (6 - 2) Speed
4 + FIN (6 + 1)
Initiative
FIN + INT (3) Initiative
FIN + INT (4)
Health
10 + STR + WILL (14 + 2) Health
10 + STR + WILL (13)
Energy
- Energy
-
Boons
Tough Boons
Power nap, Quick
Equipment & attacks
Short spear (Damage 1, reach), Light scale Equipment & attacks
armour (AV 3, Speed penalty 2, AV 2 against Wicked dagger x 2 (Damage 1, penetrating,
mystical damage), Longsword (Damage 2, throwable), Reinforced hide armour (AV 2,
parry) Speed penalty 1, padded), Sling (Damage 1,
ranged)
Qualities & Stunts
- Qualities & Stunts
-
ANIMALS
Not everything in the world of dreams is fantastic and implausible. Ordinary
creatures from our world are reflected in the dreaming one, and don’t tend
to differ from their counterparts in any significant way. Indeed, animals may
have dream-selves and appear in the world of dreams just like humans do. Of
course, things like talking dogs or cats are not unheard of, but such creatures
are more likely to be a form of stranger dream beings.
The following examples list the statistics for a number of relatively common
animals.
Skills Boons
Athletics (+2), Hand-to-Hand (T), Quick x 2
Intimidation (+2), Notice (T), Survival (+2)
Equipment & attacks
Speed Bite (Damage 1, piercing, fast), Natural hide
5 + FIN (7) (AV 1, Speed penalty 0), Pounce (Damage
0, knockback, masterwork)
Initiative
FIN + INT (3) Qualities & Stunts
-
Health
15 + STR + WILL (20 + 2)
Vulture
Energy
- Attributes
STR (0), FIN (3), INT (1), WILL (1), CHA
Boons (0), TRICK (2)
Tough, Memory
Skills
Equipment & attacks Athletics (T), Crime (T), Hand-to-Hand
Claw (Damage 3, knockback), Natural hide (+1), Notice (+2), Stealth (T), Subterfuge
(AV 3, Speed penalty 0), Bite (Damage 2, (T), Survival (+1)
piercing x 2)
Speed
Qualities & Stunts 5 + FIN (8 + 1)
Powerful
Initiative
FIN + INT (5)
Wolf
Health
Attributes 6 + STR + WILL (7)
STR (2), FIN (3), INT (1), WILL (1), CHA
(2), TRICK (2) Energy
-
Skills
Athletics (T), Hand-to-Hand (+1), Boons
Intimidation (T), Notice (+2), Stealth (T), Quick
Subterfuge (T), Survival (T)
Equipment & attacks
Speed Talons (Damage 1, masterwork), Beak
7 + FIN (10 + 2) (Damage 0, piercing)
NIGHTMARE CREATURES
When night falls, dreamers lock themselves safely inside their homes. In the
world of dreams, fear of the dark is often a perfectly justified phobia, for it
is only after dark when the wretched spawn of Nightmare crawl out of their
holes to spread terror and despair among dreamers.
Black Aura: Those sleeping when a Baron is nearby do not dream normally,
but instead suffer dreams of horrible visions and mad omens. Some just stop
dreaming altogether, left with just anxious black screen. They wake up tired,
scared and unsure. This aura is a few kilometres in diametre, and can affect
any number of creatures. Those resting heal one point of Health less than nor-
mally, and sleeping causes a cumulative penalty of -1 to the WILL-attribute
(which can lower WILL to 0).
Slow Tread: Just like in nightmares, one cannot outrun the terror that fol-
lows them. Every non-nightmare being within 30 metres suffer the effects of
this horrible curse. If one tries to move away from the Baron, the character has
his or her Speed cut in half (rounded down).
Infusion: The Barons do not use Flux energy to fuel up their Stunt-like abili-
ties. Instead, treat all the Stunts they possess to be free of any costs. This means
that a Baron can, at will, use Stunts every turn.
Kiquruallach
Attributes Health
STR (4), FIN (3), INT (3), WILL (4), CHA 16 + STR + WILL (24)
(3), TRICK (4)
Energy
Skills -
Athletics (T), Craft (T), Education (+1),
Empathy (T), Hand-to-Hand (+1), Boons
Intimidation (+2), Magic (+2), Medicine Immunity
(T), Meleé (T), Notice (T), Persuasion (+1),
Politics (T), Subterfuge (+2) Equipment & attacks
Draining touch (damage 3, piercing, heals
Speed the Baron the amount of damage done),
5 + FIN (8) Black spear (damage 2, reach, occult)
Grim Reaper: Death is something the nightmare revels in. Every time some-
thing dies in the proximity of a nightmare, that particular nightmare instantly
heals 10 points of Health as the life that ended invigorates the beast.
Attributes Health
STR (2), FIN (4), INT (3), WILL (3), CHA 16 + STR + WILL (21)
(2), TRICK (1)
Energy
Skills -
Athletics (+1), Empathy (T), Hand-to-
Hand (+2), Intimidation (+2), Magic (+1), Boons
Medicine (T), Notice (T), Persuasion (T), Quick, Memory
Stealth (T), Subterfuge (+1), Survival (T)
Equipment & attacks
Speed Horn (damage 2, piercing, knockback), Bite
6 + FIN (9 + 1) (damage 3), Tail (damage 1, flexible, mas-
terwork)
Initiative
FIN + INT (6) Qualities & Stunts
Carrion Eater, Grim Reaper, Impale,
Supernatural accuracy
Sneaklings
Sneaklings are the footsoldiers of Nightmare. These small, unimposing crea-
tures are formed from the very stuff of darkness itself, gathering in huge groups
to cause mischief wherever they go. Sneaklings are small, shadowy creatures,
that skitter like rats in abandoned houses and dark cellars. They have long
arms and white, unblinking eyes, and often star in cautionary tales told to
unobedient children. Sneaklings are born in forgotten, shadowy places, and
though they might represent a mighty force, they are often seen as nuisances
by ordinary dreamers. A few sneaklings sometimes manage to crawl through
the cracks of cellar floors of any dreamer town, and such a threat is always
dealt with swiftly and decisively, as soon as it is discovered. Left unchecked,
however, sneaklings can act as the first troops of full-blown invasions. When
a horde of sneaklings has overtaken a town, it is only a matter of time when
actual nightmares, or worse, follow in their wake.
Sneakling
Attributes Health
STR (0), FIN (1), INT (0), WILL (1), CHA 8 + STR + WILL (11 + 2)
(0), TRICK (1)
Energy
Skills -
Athletics (T), Crime (+2), Hand-to-Hand
(T), Intimidation (+1), Magic (T), Stealth Boons
(+2) Healer, Tough
DREAM BEINGS
Many different and wonderful life forms inhabit the world of dreams. Magical
and mythical beasts roam the lands, skies and seas, and odd creatures form cul-
tures of their own, building towns and villages to live in. Many of these dream
beings are considered a threat to the dreamer society. Filthy Nachtkrapps wage
war against small dreamer towns and predatory Wilderbeasts appear out of
nowhere.
Still, as much of a danger as these creatures pose, they are also reminders of
how vast and magical the world can be. Below are only few examples of differ-
ent races and species of creatures, and Game Masters are encouraged to invent
strange dream beings of their own.
Nachtkrapps are a nuisance. They are, generally speaking, creatures that pos-
sess the features of both dreamers and black birds of bad omens. This dual-
ity isn’t shared equally between all nachtkrapps, though, and some are more
bird-like (or man-like) than others, a few even able to pass off as ordinary
dreamers.
Dreamers they are not, though. Nachtkrapps are beasts at heart, with beastly
urges. They hunt animals and dreamers, and have a particular fond-
ness for the flesh of children. They live in tightly-knit commu-
nities with a strict pecking order, exactly like a caste system.
There is always a matriarch at the top, with bred warriors,
hunters and workers below her, in that order. Nachtkrapps
also have their own language, which to dreamers sounds
like unintelligible clacking and cawing. They are in-
telligent, and are able to craft fine tools and
weapons out of the bones of their prey.
Nachtkrapp special
qualities
Strength in Numbers: The nachtkrapp
is a cowardly being, only fighting with full
frenzy when they outnumber their prey.
When there are less nachtkrapps around
than their adversaries, consider their
FIN-attribute to be 1 lower.
Nachtkrapp hunter
Attributes
STR (1), FIN (2), INT (1), WILL (1), CHA Energy
(0), TRICK (2) 2 points shared between Wild and Logic
Skills Boons
Aiming (T), Athletics (T), Craft (T), Crime Sharp eye
(T), Intimidation (+1), Meleé (T), Notice
(+1), Stealth (T), Subterfuge (T), Survival Equipment & attacks
(+1) Short bow (damage 1, ranged), Bone axe
(damage 2, fast), Light bone armour (AV 1,
Speed Speed penalty 0, AV against mystical dam-
6 + FIN (8) age 2), Talons & beak (damage 1, piercing)
Wilderbeasts
Incarnations of the Wild itself, wilderbeast is the catch-all term for strange
creatures that defy categorisation. They come in a multitude of shapes, but
most resemble insane combinations of different animals and plants, seemingly
fused together without rhyme or reason. The body of a deer with a lion’s head,
with yet another head of some long-beaked bird peeking out from its gaping
maw. A winged monstrosity with countless snakes sprouting from its back and
a wolf ’s face with man-like features. The possibilities are endless.
Some say that sighting a wilderbeast is a sign of good fortune. Getting too
close to one, however, is rarely a good idea. Wilderbeasts are as fickle and un-
predictable as the Wild itself, and become veritable forces of nature themselves
when cornered.
Beings of Wild do have a weakness, though. They take two more damage from
anything Logic-infused, be it a weapon or a Stunt.
Duckmouth Gazelle
Attributes
STR (3), FIN (2), INT (2), WILL (2), CHA
(1), TRICK (1)
Skills
Athletics (+1), Empathy (T), Hand-to-
Hand (+1), Intimidation (T), Magic (+1),
Notice (+1), Stealth (T), Survival (+2)
Speed
7 + FIN (9 + 1)
Initiative
FIN + INT (3)
Health
14 + STR + WILL (20 + 4)
Boons
Quick, Tough x2
Ogres possess a rudimentary intelligence, and are capable of speech, some even
learning the basics of dreamer language. They rarely integrate themselves into
dreamer society, though, and tend to either stick with others of their kind or live
their lives as hermits. For the dreamers, ogres are often archetypal monsters.
They savour the taste of human flesh, smell horrible and kill without mercy. That
is the stereotype, anyway. Sadly, most ogres live up to these expectations.
Thick fur: The ogre is covered in thick fur that allows protection from harsh
cold. The ogre takes only half (rounded down) damage from cold based effects
and environment.
Waterdweller: The ogre is adept at surviving under the water of rivers and
even salty seas. The ogre has gills or other way of breathing underwater as long
as it wants to.
Glutton: Feasting on huge quantities of food allows the ogre to heal some
of its wounds. Every hour spent eating heals the ogre by two points of Health.
Rockbody: The body of the ogre is so strong and adamant, that normal
strikes and attacks do very little harm. Half (rounded down) any damage from
normal physical attacks. Weapons with mystical qualities do normal damage,
though.
Woodland ogre
Attributes Health
STR (5), FIN (1), INT (0), WILL (1), CHA 16 + STR + WILL (22)
(1), TRICK (2)
Energy
Skills 4 points shared between Wild and Logic
Athletics (+1), Craft (+2), Hand-to-Hand
(T), Intimidation (+1), Magic (T), Meleé Boons
(+1), Notice (T), Subterfuge (T), Survival -
(+1)
Equipment & attacks
Speed Huge club (Damage 4, Big)
4 + FIN (5)
Qualities & Stunts
Initiative Powerful, Glutton
FIN + INT (1)
Agents of Logic
As mysterious as they are dangerous, the strange creatures known as
agents of Logic resemble a 7-metre tall androgynous dreamer with a
geometric shape for a head. They lack any facial features or genitalia and
are completely white all over, devoid of colour. No-one knows where
they come from, and they don’t seem to have any specific goal in mind.
None, that is, but the eradication of everything that is not neat and or-
dered. They wander aimlessly, destroying everything in their path and
leaving nothing but a flat wasteland in their wake. An agent fires beams
of pure Logic energy from their fingers, and wherever their influence
touches, nothing but perfect symmetry and straight lines remain.
Beings of Logic do have a weakness, though. They take two more dam-
age from anything Wild-infused, be it a weapon or a Stunt.
Harvestmen
Harvestmen are vaguely humanoid, tree-like beings that can be found in the
forests of Albion and some temperate areas of Olympia. They are called such
because they only leave their woodland homes during the harvest season, des-
perate to extend their natural lifespans. A harvestman only lives for a single
year, and during spring and summer they survive by draining nutrients from
the soil itself. When autumn arrives, however, a bloodlusty beast awakens
within them. They will gorge whatever offers them sustenance, their crooked
limbs suddenly coming alive. Harvestmen devour anything in their path, but
in their prime, nothing satisfies them as completely as flesh and blood. Driven
by this hunger, they will eventually leave their forest homes in search of juicier
prey. Urged further on by the fear of death, droves of harvestmen seek out
dreamer victims to satiate their hunger, often invading towns or even cities
in large numbers. There are legends of harvestmen who have even survived
several winters by devouring countless dreamers, growing stronger and more
monstrous with each passing year.
Wither: As time passes, the harvestman slowly withers away. After their first
autumn begins, they start to take two points of unpreventable damage at the
start of every day. During the winter (and each winter after that) the effect is
increased by an additional two points. So, the older the harvestman, the more
it needs to devour to stay alive.
Harvestman
Attributes Health
STR (3), FIN (1), INT (0), WILL (0), CHA 12 + STR + WILL (15)
(0), TRICK (3)
Energy
Skills 1 point of Wild energy
Athletics (T), Hand-to-Hand (+2),
Intimidation (T), Notice (T), Stealth (+1), Boons
Subterfuge (+1), Survival (+1) -
Skeleton Crewmen
Whatever brings the dead back to life is a mystery. It is considered an impos-
sible achievement, yet ghost ships that have been observed sailing on the seas
with their skeletal crews prove this assessment wrong. Whatever their origin
may be, these skeleton crewmen act surprisingly human. They aren’t uncaring
killers, or at least no more than the average pirate. The arrival of a skeleton
crew is not preceded by ominous mists, but the sound of their singing. They
seem to have an encyclopedic knowledge of sea shanties, and display their
talents with bubbly enthusiasm.
These crewmen are far from benevolent, though, despite their cheerful demea-
nor. They raid coastal towns with drawn swords, sacking and looting without
a care in the world. They do not need to eat, drink, or sleep, but yet they still
do, or pretend to. And they still yearn for treasure. They do not age, and they
are never satisfied. It is possible that they don’t even realise that they have long
since died.
Skeleton crewman
Attributes Health
STR (1), FIN (3), INT (2), WILL (2), CHA 10 + STR + WILL (13)
(1), TRICK (2)
Energy
Skills 2 points shared between Wild and Logic
Aiming (+1), Athletics (+2), Craft
(T), Crime (+1), Hand-to-Hand (T), Boons
Intimidation (T), Medicine (T), Meleé (+1), Power nap x 2
Mingle (T), Notice (T), Perform (T), Stealth
(+1), Subterfuge (T), Survival (T) Equipment & attacks
Cutlass (Damage 2, parrying)
Speed
4 + FIN (7) Qualities & Stunts
Bone Body, Erase Tracks or Wild Jump
Initiative
FIN + INT (5)
The man at the front was the one holding the torch. He was dressed
in weather-stained leathers and a traveling cloak of black fur. He
was skeletally skinny, with a sunburnt, narrow face and an impec-
cable posture. Blue lines that glowed in the dark criss-crossed his
skin, giving him an almost ghostly presence in the starless night. His
strides were long and full of purpose, but his black eyes were fixed on
a tattered map that he was holding in his hands.
Just a few paces after the thin man, someone else followed. A frog-
like creature, standing upright and dressed in full plate armour, fit-
‘My meaning is exactly that. I fail to see how one could possibly mis-
interpret that rather straightforward statement.’
The man did not look at her when he spoke. He kept walking for-
ward, dark eyes fixed on the map. This infuriated Lady Toadstool.
‘You what?’
‘I’ll fuckin’ eliminate you right here and now, you poncy arsehole!
Never trust a fuckin’ Sic, eh? Should’ve listened to me mum.’
‘Well stop fuckin’ talking then and let us turn around! See these for-
saken bloody woods from a different angle on the way back. A whole
new fuckin’ world, can’t bloody wait. Maybe the stars will even find
it in themselves to show up tonight. Fuck. Lead the way, you big
bastard. Nightmare swallow us both, I’d really fancy a bloody hour
or two of rest right now but I guess that’ll have to wait, eh? Why are
you still walking that way?’
The man stopped, and Lady Toadstool almost bumped into him. He
turned around, expressionless. The man circumvented Toadstool’s
imposing figure with a dancer’s grace and started to walk back, his
footsteps remaining utterly silent.
‘A while. We’ll have a few, precious hours to rest before the sunrise,
so I suggest we make haste. I know you need your beauty sleep, my
dear lady’.
Toadstool did not need to see the man’s face to know that he was
smirking. She would’ve loved nothing more than to slit his throat
right there and then, but she needed him. And he needed her, in case
any dangerous denizens of the forest appeared. This fact brought her
some comfort, to know that his useless life was in her hands. But she
was still tremendously pissed off.
Morning came, and to her surprise, Toadstool found the man still
sleeping soundly when she awoke. She headed off towards the direc-
tion of the crossroads for a well-deserved piss, but was greeted by a
very strange sight indeed. The further she went, the less colourful the
trees seemed to be, until they were completely blank. And then, there
were no trees at all. Just flat space, punctuated by sharp angles and
unnatural geometric shapes. Even smells and sounds had gradually
disappeared. The ground was hard and solid, devoid of nature, and
the vast emptiness seemed to amplify every sound she made.
The emptiness was so profound, in fact, that it could not even mask
the sound of the man’s footsteps, closing in from behind her. She did
not turn to look at him, for something far more alarming had caught
her attention. Somewhere in the middle of the trees up ahead a per-
fect, alabaster pyramid was rising through the canopy. And then a
neck, and shoulders, and an androgynous torso of a gigantic person.
ISBN 978-952-93-4316-4
Jon Landers (Order #6347804)