{"version": "1.0", "type": "rich", "title": "That Dream, Time", "author_name": "kontextmaschine", "author_url": "https://kontextmaschine.com", "provider_name": "kontextmaschine", "provider_url": "https://kontextmaschine.com", "url": "https://kontextmaschine.com/post/154871004898/", "html": "<p><a href=\"http://geostatonary.tumblr.com/post/154796472068/that-dream-time\" class=\"tumblr_blog\" target=\"_blank\">geostatonary</a>:</p><blockquote>\n<p>You and your fellow players are time travelers living your lives in that dream, time.\u00a0 At any point in play you may declare that you dream a new dream of time to alter the course of events, and roll the relevant attribute to see if you may make it true.\u00a0 All time travelers will remember past events, but must respect your worldly changes should you succeed.\u00a0 At any point, you may declare your intention to physically travel (as opposed to notionally traveling as with typical Attribute use) to a past or future point; if half or more players agree to it, you may travel to that point.\u00a0 If a majority disagree, you are overruled.\u00a0 <br/></p>\n<p>Resolution is via rolling 1d6, with a target below or equal to the relevant attribute to succeed.\u00a0 A 6 is always a failure, and a 1 is always a success. To invoke an attribute, consider the scenario at hand, and propose a way things could be different that you may achieve your goals.\u00a0 Propose it, and if at least two other players think it sounds possible, roll to see if you may accomplish this change.<br/></p>\n<p>Characters have seven points to spend on Attributes.\u00a0 Attributes start at 1 and cost 1 point for every additional level.<br/></p>\n<h2>Attributes</h2>\n<p><b>Foresight<i>- </i></b>This is your ability to <i>justify causes</i>.\u00a0 Whenever you alter that dream, time, to retroactively <i>have a thing</i> or <i>be prepared</i>, roll your Foresight.\u00a0 If your roll below, the dream changes and you have the resources you need.\u00a0 If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of Wakening.\u00a0 On a 1, you may waive the normal benefits of the role to instead lose a point of Wakening.<br/></p>\n<p><b>Selfhood-</b> This is your ability to <i>be yourself</i>.\u00a0 Whenever you dream of being <i>some way other than you are</i> <i>now</i>, roll Selfhood.\u00a0 If you roll below, your life had always taken the course that had lead you to be as you wish to be.\u00a0 If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of Entanglement.\u00a0 \nOn a 1, you may waive the normal benefits of the role to instead lose a point of Entanglement.\n\n<br/></p>\n<p><b>Empathy-</b> This is your ability to <i>understand others</i>.\u00a0 Whenever you dream a new dream of time to change how a person would act or react, roll Empathy.\u00a0 If you roll below, they act in this new way.\u00a0 If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of either Wakening or Entanglement- if you are acting against the world at large, you choose; if you are working against another player, they may choose. \nOn a 1, you may waive the normal benefits of the role to instead make another player lose a point of any Menace; once per story, you may instead chose to remove a painful truth or an alienation from another player\u2019s sheet with their consent.<br/></p>\n<h2>Conflict</h2>\n<p>Whenever you would directly attack a fellow time traveler, in addition to the normal applicable rolls, the attacking player announces the Menace they wish to increase.\u00a0 If the attacked succeeds on their role, the defender chooses an Attribute to defend themselves with. Roll it; if the defender both <i>rolls a success</i> and that number is <i>equal to or lower than</i> the number the attacker rolled, the attacker\u2019s change fails and they gain a point of the Menace they chose.\u00a0 If the defender fails to do this, the change in time takes and they gain the announced Menace.<br/></p>\n<h2>Menaces</h2>\n<p>Whenever a Menace reaches 6, your character is no longer able to manipulate that dream, time, and leaves play.\u00a0 <br/></p>\n<p>Whenever a Menace is gained, the dream frays.\u00a0 Interpret this as you will.<br/></p>\n<p><b>Entanglement-</b> This is a measure of how entangled you are in that dream, time.\u00a0 When it reaches 6, you are so completely enmeshed in it that you can no longer choose a new dream for yourself.\u00a0 Every four points you gain, define a painful truth you cannot truly be rid of, and add it to your character sheet.</p>\n<p><b>Wakening-</b> This is a measure of how divorced you are from that dream, time.\u00a0 When it reaches 6 you are so completely separate from it that you wake up and cease to dream, vanishing.\u00a0 Every four points you gain, define something that alienates you from the world, and add it to your character sheet.<br/></p>\n</blockquote>"}