Dream Travel
3-level Telepathic
PSP Cost
5
Time to Invoke:
8 hours
Range:
5000 miles
duration:
permanant
Perceivable Actions:
Psychic (P)
Dream travel is a powerful but unreliable means of
getting from here to there. The traveler journeys
in his dreams, and awakes wherever his nocturnal
wandering carried him. The psionicist can even
take other characters with him, although its more
difficult than traveling alone. (See "Passengers"
below.)
To use dream travel, the psionicist must know the location either personally or shown on a acurate map and must be asleep.
Once asleep, he begins fashioning a dream that
involves traveling from his present location to his
intended destination.
At the beginning of the journey, the DM secretly
makes an Intelligence power check DC 12 for the
character. If the check succeeds, the psionicist will
reach his destination. If the check fails, the
character will fall short 10% for each point that
the die roll failed the Roll 20. If the DM wants, this
power check is all that's required to handle dream
travel during a game.
However, it's far more satisfying to actually roleplay
the dream. The player creates the setting and
describes his intentions, with the DM interrupting
to change things arbitrarily and throw obstacles in
the character's path. If the player overcomes the
obstacles and solves problems inventively, the DM
is justified in giving a bonus to the character's
power check. If the dream is dull and lifeless, the
DM can also penalize the power check.
The DM should remember that this is a dream;
terrain on the journey may not resemble actual
terrain, the character may be completely
different, and the world may be completely
strange. The length of the dream journey should
be approximately the same as the real distance,
however, and the final destination should be at
least similar to the real destination. Such dream
adventures should minimize combat and maximize
problems, puzzles, and surreal atmosphere. If
combat does occur, it has no effect on the
character physically, but if he is killed, he wakes
up, right where he started.
All dream journeys take a long rest to complete,
successful or not.
Passengers: The psionicist can
bring other characters along with him in the
dream. His Roll 20. is reduced by one for each
passenger he carries. Passengers must also be
sleeping.
A single power check launches everyone on the
dream journey. If the check fails, they still attempt
the dream journey but fall short of their target.
Intelligent animals can also be drawn into the
dream, but normal animals (horses, dogs, falcons,
whatever) are very difficult to bring along. The
psionicist must make a separate power check to
draw in each animal and his Roll 20, has
disadvantage when making this check.
When the dream travelers reach their destination,
they awaken. In the place where they lay sleeping,
their bodies and any equipment carried or worn
fades away. At the same time, they fade into being
at their new location, still in sleeping posture, but
fully awake.
At higher levels:
When you use this science at
higher level, you can bring along 3 additional
creatures for each level above 3.