An entry in the Discern Realities Shrine Contes.
Out of the corner of your eye you notice the texture on a nearby wall shimmer and move, like oil upon the tide. But when you focus your attention on the wall, all appears normal aside from the sounds of a babbling brook. If you pass through the wall you will find a boat just large enough for you and your companions. Once boarded, the boat moves of its own accord, flowing gently down the stream towards a landing where a small white obelisk sits among soft grasses. A glowing script on the obelisk invites you to sleep and promises great wisdom, but the text will if you glance away. Lying before the Shrine you see numerous creatures in peaceful slumber, of species and races mostly unknown to you.
Life is but a dream
When you fall asleep before the Shrine of Shakyamuni, roll 2d6 and add the number of times you have visited the Black Gates. On a 7+, describe your brief time within the world of dreams before you are visited by Shakyamuni. Choose 1 and upon awakening you remember nothing of Shakyamuni’s visage:
- Gain the Dream Signs move from The Oneironaut Compendium Class (reprinted below)
- You may always negotiate with Death from a position of strength
- You and your party may awaken in any known location within the waking world
On a 6-, Shakyamuni will offer you a bargain. Take it and awaken before the Shrine. Refuse and remain lost in the world of dreams forever, your sleeping body never to awaken.
The Journal of the First Yogi
The pristine pages of this journal describe your every visit to the world of dreams. Each morning new pages are added, written by your own hand. The bearer of this item cannot be deceived by any worldly illusion, and may add the following question to the Discern Realities list: What does this adversary most fear?
Level 5 Cleric Spell
You enter the dreams of a sleeping creature known to you. You may speak with the target and you may change any details of the dream. If you craft a nightmare with yourself as the object of your target’s horror, you may reroll your lowest die on any future CHA moves against the target.
This compendium class was first published in Codex - The Discern Realities Annual.
When you have spent a year in meditation with the yogis of the Shakyamuni mountain clan, you may take the following move when you level up:
When you witness something that would be impossible on Earth, such as magic, you may roll +WIS.
- On a 10+, hold 2 Lucid.
- On a 7-9, hold 1 Lucid.
You may never hold more than 3 Lucid at one time. Lose all Lucid and revert to your original form whenever you fall asleep.
At any time, spend 1 Lucid to:
- Change an established detail in a scene.
- Change something about yourself.
- Summon a simple object or weapon.
You may then select the following as class moves:
The waking world bends to your whims. At any time you may spend 2 Lucid to attempt something impossible in the fiction. Roll Defy Danger+WIS to find out what happens.
You have learned to use intention as a weapon. At any time you may spend 1 Lucid to Volley with WIS. Your damage die increases to d10 and you may choose to have either the forceful or the messy tag. If you would choose to reduce your ammo by one, instead spend 1 additional Lucid.
Only a Guest
You have realized that even the most fearsome foe is still just a creation of your subconscious. At any time, you may spend 1 Lucid to change an established detail of a hostile creature.