After Awakening
200-500 years ago, various dream-based powers appeared. The catastrophic aftermath forever changed the world. Ten percent of the population died in the first month due to the effects of nightmares on their bodies. Several victims woke up mangled in various ways. Some woke with their bodies fundamentally changed in ways that failed to live in our world. Others woke riddled with bullets or other weaponry.
This particular roleplay follows the events in an in-person GURPS campaign. The party will most likely be a team of professionals sent to stop the "Unmoving Alliance" (the party from the campaign).
200-500 years ago, various dream-based powers appeared. The catastrophic aftermath forever changed the world. Ten percent of the population died in the first month due to the effects of nightmares on their bodies. Several victims woke up mangled in various ways. Some woke with their bodies fundamentally changed in ways that failed to live in our world. Others woke riddled with bullets or other weaponry.
The dream powers were cruel to people in all walks of life, equalizing most of the population in danger. Several critical people fell from places of high power in government and infrastructure. Great fountains of knowledge dried up overnight.
Economies were destroyed by rogue Transferrants, people that can take items in and out of dreams. In an effort to maintain power, most governments that survived the initial wave of death attempted to gather powered individuals into their own care. Twisted individuals retaliated by releasing designer plagues upon the world, made possible by the unlimited wealth and material available to Transferrants and their allies.
As they woke in the bodies of their dreams, the Changing found themselves often used as soldiers for their forms were stronger than some war machines and smarter than any drone.
Jumpers, when able to be swayed to any side, served as spies and found their way beyond any wall with the ability to appear at the location where their dreams ended.
Over the next century, the environment was quickly twisted by the aftermath of nuclear war and Transferrant meddling. The equator now stands unpassable, a boiling ring around the planet, hot enough to melt any metal. The poles swirl with ravaging storms full of ice and lightning. Few plants and animals remain in the harsh environment and people have dwindled into the millions.
Most children that find themselves with powers die to their first few nightmares. Jumpers prove themselves particularly rare as early manifestation of the power often places a person in a wall or other dangerous location.
One person survives from the original Awakening of power. The Overlord has paved over nearly every major city from the time before. He has destroyed the majority of technology from the old time and erased much of its evidence. He controls the powerless Mundanes through chemical pacification. His signature drug, Nocturn, can grant anyone a dreamless and restful sleep. Every powered person within Derograd knows its taste well. However, it comes with a dependence and its withdrawals are often nightmarish. No Transferrant has been able to recreate the concoction to date.
“Useful” individuals, namely those with powers or with particularly high aptitude in science and population control are kept in high regard in Derograd. The rest are mere breeding stock, kept in hope of drawing more power to his cause. Nobody seems to know his exact motivations, but keeping the world’s people under control must be high on the list.
Economies were destroyed by rogue Transferrants, people that can take items in and out of dreams. In an effort to maintain power, most governments that survived the initial wave of death attempted to gather powered individuals into their own care. Twisted individuals retaliated by releasing designer plagues upon the world, made possible by the unlimited wealth and material available to Transferrants and their allies.
As they woke in the bodies of their dreams, the Changing found themselves often used as soldiers for their forms were stronger than some war machines and smarter than any drone.
Jumpers, when able to be swayed to any side, served as spies and found their way beyond any wall with the ability to appear at the location where their dreams ended.
Over the next century, the environment was quickly twisted by the aftermath of nuclear war and Transferrant meddling. The equator now stands unpassable, a boiling ring around the planet, hot enough to melt any metal. The poles swirl with ravaging storms full of ice and lightning. Few plants and animals remain in the harsh environment and people have dwindled into the millions.
Most children that find themselves with powers die to their first few nightmares. Jumpers prove themselves particularly rare as early manifestation of the power often places a person in a wall or other dangerous location.
One person survives from the original Awakening of power. The Overlord has paved over nearly every major city from the time before. He has destroyed the majority of technology from the old time and erased much of its evidence. He controls the powerless Mundanes through chemical pacification. His signature drug, Nocturn, can grant anyone a dreamless and restful sleep. Every powered person within Derograd knows its taste well. However, it comes with a dependence and its withdrawals are often nightmarish. No Transferrant has been able to recreate the concoction to date.
“Useful” individuals, namely those with powers or with particularly high aptitude in science and population control are kept in high regard in Derograd. The rest are mere breeding stock, kept in hope of drawing more power to his cause. Nobody seems to know his exact motivations, but keeping the world’s people under control must be high on the list.
Three primary powers exist (point values include reasonable levels of relevant skills) I have templates for these, but they’re handwritten at the moment:
The Changing - Wake up in the body they end their dream.
Transferrants - Pull items in and out of dreams.
Jumpers - Wake up in the location they end their dreams (and dream the real world).
It's fine to be a person without powers, in that case, consider being very skilled at something.
*”on person” means that the item’s location is at least 90% dependent on the person’s location
The Changing - Wake up in the body they end their dream.
Die if the resulting body doesn’t live in a world of our physics/environment
Often favor a few particular forms (specify at least two on your sheet)
It is possible to learn new ones in-campaign
It is unusual to not be under the Overlord’s thrall
Addiction to Nocturn is common.
Often favor a few particular forms (specify at least two on your sheet)
It is possible to learn new ones in-campaign
It is unusual to not be under the Overlord’s thrall
Addiction to Nocturn is common.
Transferrants - Pull items in and out of dreams.
Anything that is “impossible” evaporates on leaving the dream
Can do gadgeteering/inventing in the dream world at little to no cost
Can recall/produce signature gear much more easily than ad hoc things
Anything “on person”* is moved in either direction
Can do gadgeteering/inventing in the dream world at little to no cost
Can recall/produce signature gear much more easily than ad hoc things
Anything “on person”* is moved in either direction
Jumpers - Wake up in the location they end their dreams (and dream the real world).
Dream body may move at a flying speed, generally under the speed of sound
Teleportation within dream is possible if location is known/pictured well
They awaken where they end their dream
When Jumping, objects supersede their bodies’ location at the destination
This can be disastrous
Anything “on person”* at the time of waking jumps with the Jumper
Teleportation within dream is possible if location is known/pictured well
They awaken where they end their dream
When Jumping, objects supersede their bodies’ location at the destination
This can be disastrous
Anything “on person”* at the time of waking jumps with the Jumper
It's fine to be a person without powers, in that case, consider being very skilled at something.
*”on person” means that the item’s location is at least 90% dependent on the person’s location
This particular roleplay follows the events in an in-person GURPS campaign. The party will most likely be a team of professionals sent to stop the "Unmoving Alliance" (the party from the campaign).
Character Name:
Class: Transferrant/Jumper/The Changing/Mundane
Signature Item (if Transferrant):
Signature Form(s) (if Changing):
Major Skills:
Major Disadvantages:
Appearance:
Backstory:
Other Notes:
Class: Transferrant/Jumper/The Changing/Mundane
Signature Item (if Transferrant):
Signature Form(s) (if Changing):
Major Skills:
Major Disadvantages:
Appearance:
Backstory:
Other Notes:
Character Name: Kuro Shade
Class: Transferrant
Signature Item: Power Armor (speed-enhancing)
Major Skills: Mechanical Engineering, Acrobatics, Hand-to-hand combat
Major Disadvantages: Overconfident, Compassionate
Appearance: Pale Skin, Gray Eyes, Dark Hair, 5'8" height, wears a black cloak that covers most of his body.
Backstory: <example omitted for brevity>
Other Notes: Obsessed with learning about animals from before The Awakening
Class: Transferrant
Signature Item: Power Armor (speed-enhancing)
Major Skills: Mechanical Engineering, Acrobatics, Hand-to-hand combat
Major Disadvantages: Overconfident, Compassionate
Appearance: Pale Skin, Gray Eyes, Dark Hair, 5'8" height, wears a black cloak that covers most of his body.
Backstory: <example omitted for brevity>
Other Notes: Obsessed with learning about animals from before The Awakening