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OF DREAMS AND MAGIC
Thank you for participating in this ODAM beta test. This is a very exciting time for us and your feedback is valuable. Within this beta kit you will find an introduction to ODAM’s setting and unique rule set. In addition we have included a short sample story containing three sample characters that are fully prepared to be used by your play group. We hope that you will enjoy reading this kit, and playing this system, as much as we have enjoyed developing and using it these past five years. In the back of the beta kit you will find two questionnaires - one for the Dreamweaver and one for the players. Your open and honest feedback will be a vital part of us completing development and ensuring that ODAM is the best game experience it can possibly be. Thank you again and never forget: 
Magic is real and dreams matter. 
ODAM Publishing LLC 
John Borgese 
Matthew Tarulli 
Credits 
Developed, Written and Designed by: 
John Borgese & Matthew Tarulli 
Art: 
Mateusz Katzig, Phillip Simpson, Patrick Tsao, 
Playtesters: 
Crista Ceribello, Gilbert DuRapau, Jonathan Edwards, Diana Muniz, Joleen Rega, Anna Svetlov, Chris Uhlig 
Special Thanks: 
Jonathan Edwards, James Ceribello, our families whose support has been essential and eternal, “the girl in the diner,” everyone who has ever downloaded, read, backed, listened to or commented on anything we’ve done, and anyone who’s ever had a dream. You are not alone. Our time is coming. 
© 2014 ODAM Publishing LLC 
Visit us at www.odampublishing.com 
Or say Hi at www.facebook.com/ODAMPublishing
3 
“Every night it’s the same damn thing. I get all panic stricken, toss and turn until I’m thoroughly frustrated, then before 
I know it, she’s leaning over my bed. Being afraid of my nightmares never seems to keep me from passing out, and once I 
do, it’s only a moment before I’m aware it’s a dream. 
I know it is because I feel her hair grazing my cheek as she leans over my bed. I lie perfectly still with dread in my 
belly because I know once I open my eyes, I’m going to be greeted by a pale, willowy teenage face, framed in long dark 
hair. She’ll claim to be my sister, even though I’m an only child. Yet even knowing she’s there every night, I still can’t help 
but flinch when I open my eyes and find her staring blankly a few inches from my face. 
She’s going to tell me something’s wrong with “Mom” and “Dad”. We’ll walk out of my bedroom and find two undead 
corpses eating at the dinner table downstairs. They’ll silently dine on empty plates and “Sis” will cackle about how ‘they don’t 
look so well’. The whole scene is just hysterical to my dream sister. She’ll just keep on laughing as dear old mom and dad 
silently rise from the table and with alarming speed turn to grab me. I’ll nearly jump out of my skin with a yelp, then try not 
to tremble visibly as they seat me at the table. Once everyone is seated, Sis will begin giggling and only stop to assure me that 
I’m going to ‘loooove’ what comes next. 
I never do though. I’ve yet to see what happens next. I always snap awake in a cold sweat with a pit in my stomach 
thinking of my dream “sister” and the malevolent gleam in her eyes. 
Every night it’s the same damn thing. 
That’s why next time when I feel her hair on my cheek, I’m going to open my eyes just to be sure I don’t miss when 
I punch her in the face. And once Sis goes down for the count, I’ll be ready to deal with the two creeps downstairs. 
One more notch in the belt – another nightmare down, and a new dream on the horizon. 
Every night it’s the same damn thing.”
4 
Of Dreams and Magic is a game where magic is real, 
and dreams matter. Anything is possible in dreams and the 
same would be true in our world if not for the oppressive 
force of the Doubt. The Doubt looms over mankind, forcing 
people to disbelieve anything that isn’t normal or mundane. 
Most people believe magic is nothing but fantasy, and dreams 
are little more than wishful thoughts. Anima, however, see 
things differently. 
In ODAM players assume the role of Anima - people 
who see past the Doubts’ influence. By experiencing dreams, 
Anima weaken the Doubt, allowing them to create magic in 
the real world. Unwilling to concede, the Doubt will endless-ly 
pressure Anima, even going so far as to use the Anima’s 
own nightmares against them. To do this, the Doubt will turn 
nightmares into physical manifestations called Reavers. The 
conflict between Anima, the Doubt, and the Reavers who 
serve it is the centerpiece of ODAM but by no means the only 
story element. 
By way of dreams Anima may experience any number 
of varied settings or “Dreamscapes” where the Anima can as-sume 
the role of anything from a dragon-slaying knight to a 
cybernetically enhanced soldier. Due to this, any type of story 
from a heart-warming tale of a family’s love, to an exciting 
space adventure full of alien threats can be covered when 
playing ODAM. 
Our dreams are limitless and now the stories we role-play 
can be as well. 
Beta Information 
The following pages provide all the needed information 
to play through the sample story “A Beast at the Door”. This 
kit includes three parts: basic truncated rules from the ODAM 
core rulebook, the story module “A Beast at the Door”, and a 
simple feedback questionnaire. 
Lexicon 
• Anima - People who have cast off the Doubt and 
can now wield magic. 
• Animus – The dream identity assumed by an 
Anima to defeat the Doubt. 
• Archetype – The types of dreams an Anima can 
make real. 
• Artifact - A physical item that is carried over from 
a dream into the Waking World. 
• DCMA - The Doctor Connor Marlowe Agency; the 
first organized Anima group that acts as both a 
governing body and a law enforcement agency. 
• The Doubt - Oppressive force that prevents man-kind 
from knowing that magic is real and anything 
is possible. 
• Dreamwalking - The act by which an Anima puts 
their body to sleep so they may traverse the world 
as their dream-self. 
• Magic - Powers Anima learn based on real-world 
traditions. 
• Reaver – The living embodiment of an Anima’s 
nightmare. 
• Remnant - A specific effect from a dream that an 
Anima can recreate in the Waking World. 
• Shaping - The act of an Anima affecting the Waking 
World through Dreamwalking. 
• Sleeper – An Anima slang term for people still con-trolled 
by the Doubt; non-Anima. 
• Waking World - The Anima’s term for our world/ 
reality. 
• Void - A former Anima who has succumbed to the 
Doubt.
5 
Character Composition 
Characters tend to be the centerpiece of most stories 
and thus it is both crucial and productive to record as much 
pertinent information about them as possible. For the pur-poses 
of playing Of Dreams and Magic, everything from a 
character’s appearance to their relative ability at performing 
tasks is given a value and recorded on a character sheet. 
While every character is more than a series of numbers 
and statistics, these values help define a character and their 
place in the world. The main aspects of a character that are 
measured on a character sheet are their Attributes, Skills, 
Traits, and Techniques. 
More arcane aspects of their character such as their 
Archetype, Nightmare, and Animus will be listed on the sheet 
as well. All of this information combined serves as a snapshot 
of not only what a character may do, but who they are. 
Attributes 
Attributes are a measurement of the inherent qualities 
of a character. In ODAM, there are six attributes which are 
rated from 1 to 10. A character’s attributes significantly affect 
how well they utilize any relevant skills. 
• Strength is a measurement of pure physical power 
and the level of intensity that can be applied to all 
physical feats. It affects how much a character may 
carry or lift, and is also factored in unarmed and 
melee combat. 
• Agility measures the flexibility, grace, accuracy, 
and speed of a character’s physical movements. 
Agility plays a role in physical forms of expression, 
like dancing and in a character’s Reaction score 
(which is used to respond to outside influences). 
• Endurance describes how much activity one’s 
body and mind can handle. It is used for the cre-ation 
and regeneration of Stamina for a character, 
resisting mental influences, and fighting through 
pain and exhaustion. 
• Intelligence accounts for one’s capacity for learn-ing, 
reasoning, and understanding. Intelligence 
plays a vital role in the use of knowledge-based 
skills such as Academics. 
• Charm is the measurement of a character’s appear-ance, 
personal magnetism, and persuasiveness. It 
plays a heavy role in all social interactions and skill 
use. 
• Perception is a measurement of one’s intuitive 
recognition of their environment and surrounding 
situations. It is used to generate the Reaction score 
for a character, and is an important statistic for 
searching and ranged weapon use. 
Generated Attributes 
In addition to the 6 basic attributes, there are some at-tributes 
that are not assigned a number by the player, but 
are generated either from existing scores or a preset value. 
Examples of such attributes are: 
• Stamina is a mutable value representing exactly 
how much energy the character possesses and the 
amount of non-lethal punishment they can take. 
Stamina starts at a base value of fifty. The charac-ter’s 
Endurance is then multiplied by five, and the 
result is added to the base value to determine their 
Stamina score. 
• Health is a number used to represent the amount 
of lethal or traumatic damage someone can take 
before they die. Health is set as a standard number 
by species. The Health value for a human is 100 
points. 
• Reaction is a measurement of how quickly a char-acter 
notices and responds to outside stimuli and 
is rolled to determine a character’s position in the 
order of actions within a phase. Reaction is gen-erated 
by adding the character’s Perception and 
Agility attributes together. 
• Conviction is a numerical measurement of how 
much will a character possesses with regards to 
fighting the Doubt’s influence. This number will 
frequently change, diminishing as the character 
exerts themselves against the Doubt, or raising 
when they become inspired by victory over it. 
• Nightmare tracks how willing the Doubt has be-come 
to use a character’s nightmares against them. 
As characters defy the Doubt, their Nightmare 
will rise causing negative effects referred to as 
Echoes to befall them. Additionally, whenever the 
Nightmare score increases, there is a chance that 
the Anima spawns a Reaver. 
• Doubt records how strong of a hold the Doubt has 
managed to reassert over the Anima. If an Anima 
acquires ten Doubt points, their Animus is perma-nently 
subsumed and they turn into a Void. 
• Armor shows how much protection from physical 
damage a character possesses. This value is nor-mally 
zero and is generated if necessary by adding 
the Armor rating of any outside sources such as 
equipment or magic. 
• Resistance shows how much protection from 
magical damage a character possesses. This value 
is normally zero and is generated if necessary by 
adding the Resistance rating of any outside sourc-es 
such as equipment or magic. 
• Rank is an overall rating of how experienced an 
Anima is at breaking the Doubt. 
• Shaping is a generated attribute demonstrating 
an Anima’s proficiency at breaking the Doubt to
6 
create specific effects. An Anima’s Rank dictates 
their Shaping score. Rank 1 Anima have a Shaping 
score of 7. Rank 2 Anima have a Shaping score of 
12. 
Skills 
In ODAM, almost everything a character can do or 
know is represented by base skills and advanced skills. There 
are nine base skills in ODAM. These base skills are rated from 
1 to 10, measuring a character’s understanding of the funda-mentals 
of those base skills. 
Advanced Skills are more specific, detailed, and focused 
than the nine base skills and are used to showcase more de-veloped 
knowledge or abilities. Advanced Skills are an exten-sion 
of base skills, meaning one cannot know an Advanced 
Skill without first knowing the applicable Base Skill. Since 
Advanced Skills have more depth and require more training 
or study to truly master, Advanced Skills are rated from 1 
to 40. This rating measures a character’s ability in that skill 
from basic understanding to absolute mastery. 
Listed below are the nine base skills, and several exam-ple 
Advanced Skills that extend from them. 
• Technology - The ability to effectively use and un-derstand 
technology. Downloading and installing 
an app, conducting a thorough internet search, 
and shooting a video on your phone would all 
use the Technology Base Skill. Example Advanced 
Skills: Computer Hacking, Programming, Cell 
Phone Spoofing 
• Social - Both the ability to socialize and the un-derstanding 
of social situations, the Social base 
skill covers all manners of interaction from mak-ing 
pleasant conversation at a business dinner to 
the fine art of seduction at a local pub. Example 
Advanced Skills; Flattery, Seduction, Intimidation 
• Creative - A measure of a characters artistic ability 
as well as their capacity for expression. Painting, 
stage performance, writing and similar activities 
all fall under the Creative base skill. Example 
Advanced Skills: Mystery Writing, Guitar, Fashion 
Design, Ballet 
• Fighting - Covers all manner of general unarmed 
combat, whether punching, kicking, or hitting 
someone with a bar stool. Example Advanced 
Skills: Boxing, Wrestling, Tae kwon do, Jui-jitsu 
• Weaponry - Accounts for skill with hand-held 
weaponry, excluding any form of firearm. Example 
Advanced Skills: Nightstick, Longsword, Spears, 
Throwing Knives 
• Firearms - Shooting and maintaining modern guns 
of all types. Example Advanced Skills: Handguns, 
Sub-machine Guns, Assault Rifles, Shotguns 
• Athletics - An overall measurement of practice 
in, and understanding of, athletic endeavors such 
as competitive sports, gymnastics, and strength 
training. Example Advanced Skills: Pitcher, 
Quarterbacking, Gymnastics Coaching 
• Manual - A measurement of the ability to perform 
any operation using tools with the hands such as 
electrical repair, replacing a flat tire, or stitch-ing 
a wound closed. Example Advanced Skills: 
Carpentry, Plumbing, Model Assembly 
• Academics – The general level of a character’s 
education or study. Example Advanced Skills: 
American History, Occult Lore, Surgery, Global 
Politics. 
Ability Score 
An Ability Score is the total summation of how good a 
character is at taking a specific action. An Ability Score takes 
multiple factors into account, such as the value of a base skill, 
the value of its advanced skill (if necessary) and the most rel-evant 
Attribute applicable at the time of use according to the 
Dreamweaver. Because of this, each base skill and advanced 
skill lists an Ability Score utilizing each of the six Attributes 
for ease of use. 
Traits 
Traits are specific defining components of a character 
that are not learned. These details of a character’s make up 
do not depend on a skill and can range from physical aspects 
such as having mismatched eye colors, to social characteris-tics 
like possessing a Disarming Smile. Traits are categorized 
as either physical, mental and social. Traits may be naturally 
gained or have a supernatural origin. 
Techniques 
Techniques represent specific feats or tricks a character 
is capable of due to their level of proficiency in an appropri-ate 
skill. These specific techniques can be passive or require 
active use. Every technique has a skill requirement and may 
carry additional requirements such as a specific attribute rat-ing 
or a specific trait.
7 
Animus 
When an Anima first defeats the Doubt in their dreams, 
the identity or role they assumed during the process becomes 
known as their Animus. This Animus, or dreamself, can then 
be recalled when needed in the Waking World, granting the 
Anima extraordinary abilities. 
Archetypes 
An Anima’s archetype tells what kind of dream their 
Animus comes from. Each Archetype represents a specific 
setting or concept which immediately identifies what type of 
magics the character will have access to. 
Exulmus, Dreams of Transcendence 
Anima of the Exulmus archetype have broken the 
Doubt by transcending the limitations of their known world 
and doing or becoming the impossible. An Exulmian Animus 
will have come from a setting that is extremely similar to 
the Waking World, with the significant difference being what 
the Anima themselves was capable of. This can lead to an 
Animus that is a superhero flying over the city skyline, a mu-tant 
capable of throwing cars, or even a high school kid who’s 
a powerful telepath. 
Astea, Dreams of Fantasy 
The Astea archetype covers any Anima whose Animus 
comes from a place so wildly different from the Waking 
World it could only be considered fantasy. This is often a 
place where the rules are totally different and magic is com-monplace. 
Their powers could be the sorcery of dragons, or 
the bestowed power of a mythical deity. 
Vellora, Dreams of Vision 
To be of the Vellora archetype is to have an Animus that 
comes from dreams based on a possible future, or evolution, 
of our own Waking World. This can lead to magics ground-ed 
in impossibly advanced science or alternate futures. An 
Animus from such a dream could have battled aliens across 
the stars, or seen the human body become host to incredible 
cybernetics. 
Arliman, Dreams of Nightmare 
Unlike other archetypes, Arliman does not clearly 
indicate the actual setting an Animus came from. Instead, 
being of the Arliman archetype indicates that the Animus has 
come from an actual nightmare. The negative traits that fuel 
most nightmares take center stage regardless of setting. This 
can produce many varied kinds of Animus , but they will al-ways 
be of a dark nature. From their dark dreams they might 
conjure dreadful powers much like a Reaver, or even become 
a monster themselves.
8 
GAMEPLAY 
RULES
9 
Of Dreams and Magic not only presents a unique set-ting, 
but also supplies a set of rules to help groups of play-ers 
tell their stories. The two main components of ODAM’s 
rule-set are the Over/Under Die System and Competitive 
Advantage Points. 
The Over/Under Die System provides a controlled 
method of die rolling so as to ensure that a character’s tal-ents 
and abilities are the star of the story rather than the luck 
of the dice. The Over/Under Die System allows players to 
feel the thrill of over-achieving and the distress of under-per-forming 
while also keeping the results in line with their char-acter’s 
abilities. This allows the storyteller (referred to as a 
Dreamweaver) to have confidence that any scene or chal-lenge 
they write will not be undone by pure random chance. 
In ODAM, all die rolls are made using two ten sided 
dice. One die, referred to as the “Over” die, represents how 
far above (or Over) a character’s base level of ability they 
can perform. Similarly, the second die (the “Under” die) rep-resents 
how far beneath (or Under) a character’s base level of 
ability they can perform. 
Competitive Advantage Points (or CAP for short) work 
in tandem with the Over/Under Die System to allow players 
to measure their level of success rather than simply knowing 
if they succeeded or failed at a given task. CAP measure the 
amount of advantage a player has gained over a competitor 
or situation. They allow a player to be more proactive and 
involved in the actions their characters take and the results 
achieved by these actions. 
Ability Tests 
Any time a character takes an action where the out-come 
is in question or the specific level of success requires 
defining, an Ability Test (also referred to as an AT) must be 
made. 
To make an Ability Test, a player rolls their Over die 
and Under die simultaneously to achieve a result that ranges 
from -9 to +9. It is important that these dice are distinguish-able 
from one another (such as being different colors) and 
each die is identified as the Over or Under die before being 
rolled. When making an Ability Test, the numbers on the face 
of the Over die are POSITIVE, and the numbers on the face of 
the Under die are NEGATIVE. To determine the result of this 
roll, the player simply combines the two values (one positive 
and one negative) and the result is referred to as their Over/ 
Under. Keep in mind that if the number on the Under die is 
larger than that of the Over die, your Over/Under will be a 
negative number. 
Example: Tom is asked to make a Technology (Intellect) Ability 
Test. Tom has declared that his white ten sided die will be his 
Over die and that his black die will be his Under die. Tom rolls 
a 7 on his white Over die, and a 3 on his black Under die. Tom 
then combines these values (7 and -3) to determine his Over/ 
Under for this Ability Test, which is a 4. Had Tom rolled a 3 
on his white Over die and a 7 on his black Under die, the result 
would be a -4 (3 + -7). 
Once an Over/Under has been generated by the die 
roll, this number is added to the appropriate Ability Score 
chosen by the Dreamweaver to achieve a final Ability Test 
Result (ATR). 
Example: Continuing the previous example, Tom has rolled his 
dice and generated an Over/Under of 4. This Over/Under is 
added to his Technology (INT) Ability Score, which is 15. This 
produces an Ability Test Result of 19. 
After the Ability Test Result is calculated, this ATR is 
compared to the difficulty of the test to determine how suc-cessful 
the attempted action was. 
Difficulty 
When a character’s only opposition is the inherent dif-ficulty 
of what they are attempting to do, the difficulty for 
that Ability Test is a set number. In these cases, there is not 
a second party attempting to stop, slow, or prevent their suc-cess, 
and the only challenge is to see if their ability is strong 
enough to succeed at what they are trying to do. 
Examples of Ability Tests that use a difficulty are try-ing 
to re-build a carburetor, practicing running a marathon 
route, or shooting a firearm. The number that is chosen as 
the difficulty represents the general ability level one must 
have to complete the chosen task consistently. 
Example: Marco is practicing a 3 minute heavy bag drill in the 
gym. The Dreamweaver decides the difficulty for this task is 8 
- keeping your punches consistent and accurate over 3 minutes 
takes some ability, but can be done by someone without ad-vanced 
training. Marco’s Fighting (Strength) ATR is a 9, which 
is then compared to the set difficulty of 8. 
Shatters and Chokes 
Normally, the values of the Over die and Under 
die are combined to produce an Over/Under. But what 
if the Over and Under dice turn up the same number? 
When this happens, there are three possibilities. If both 
dice show a ten, a “Shatter” has been produced. This 
represents a character going above and beyond their 
normal level of ability and achieving fantastic success. 
When a shatter is rolled, the Over/Under for that roll is 
a 12. Conversely, if the Over and Under dice both show 
a one, the character has choked - a disastrous result 
which sets the Over/Under for that roll to a NEGATIVE 
twelve (-12.) Finally, if the face value of the Over 
and Under dice are the same, but not a one or a ten, 
the character has performed exactly in line with their 
ability and their Over/Under is zero.
10 
Defensive Ability Test 
When a character’s attempt at doing something is be-ing 
contested by another character, the difficulty is not a set 
number. Instead, it is determined by a Defensive Ability Test 
made by the target. 
A Defensive Ability Test is in most ways identical to 
a normal AT, with the exception being that it’s ATR serves 
the sole purpose of setting a difficulty for another character’s 
Ability Test. This demonstrates how a character’s active op-position 
is determining how difficult a given action is. 
Example: Marco has decided to step up his training and start 
sparring with his gym-mate Brian. When squaring off, Marco 
makes a Fighting (Strength) Ability Test against Brian. Brian 
then makes a Defensive Ability Test to set the difficulty for Mar-co. 
Brian makes his Defensive AT and gets an ATR of 12. This 
means the difficulty for Marco’s Fighting AT is now 12. 
Most of the time, a character’s Defensive Ability Test 
will use the same skill as the ability being used against them, 
but this is not always the case. For instance, if one character 
has only the Fighting Basic Skill, but gets into a stand-up 
fight with a boxer, that boxer would be using their Boxing 
Advanced Skill. Similarly, a Defensive Ability Test in a sword 
fight may make use of a character’s Shield Advanced Skill 
rather than their Longsword Advanced Skill. 
Chance Test 
A chance test is a special test made to determine if a 
particular event has taken place. For this purpose, both the 
Over and Under die will represent different values in an ef-fort 
to yield a result between 1% and 100%. To do this, the 
Over die will represent the tens column and the Under die 
will represent the single digit column. These values are com-bined 
to produce a percentage value. This value is then com-pared 
to the chance of the event in question taking place. If 
the value is equal to or below the percentage chance of the 
event taking place, then the event has occurred. If the value 
is above the percentage chance of the event taking place, the 
event has not occurred. 
Generating Cap 
CAP is a unit of measurement that measures how well a 
character has performed at an Ability Test. CAP is generated 
by comparing the final result of an Ability Test to the difficul-ty 
for that test. 
When these two numbers are compared, any positive 
difference between the ATR and the difficulty is converted to 
CAP and awarded to the character making the Ability Test. 
Bonus CAP 
In addition to the positive difference that is converted 
to CAP, bonus CAP is awarded in accordance to the following 
chart. 
Example: While sparring, Marco and Brian have both made 
their relevant ATs, with Marco’s ATR being a 15 and Bri-an’s 
ATR being a 12. Marco has gained 6 CAP from this ex-change: 
3 for the difference and 3 bonus CAP for winning. 
Had Brian’s ATR been 15 and Marco’s 12, Marco would 
only gain the 1 bonus CAP for losing by less than five. 
Spending CAP 
After a player has generated CAP from an Ability Test, 
they may then spend this CAP to show how their efforts paid 
off. Players will spend their CAP on two things: base success 
and CAP Adjustments. Technically speaking, the results of an 
action do not actually take place until the player spends CAP 
to purchase base success. 
If a player decides to spend their CAP, it is always spent 
after making an Ability Test. It is not required for the player 
to have actually gained CAP on an AT in order for them to 
spend CAP after it. 
Base Success 
Base success indicates that a character has accom-plished 
just enough of their intended action for it to be con-sidered 
successful. 
For example, a character may make an AT to swing at a 
pitch thrown their way. Purchasing base success will ensure 
they hit the ball (their intended action) but will not indicate 
if it’s a single or a home run. 
For any particular Ability Test, it is the Dreamweaver’s 
discretion to decide exactly what base success represents. 
Regardless of the nature of the Ability Test that is being 
attempted, or its level of difficulty, base success always costs 
three CAP. This means that by beating a difficulty, a charac-ter 
is automatically granted enough bonus CAP to achieve 
base success. 
Example: Marco has gained 6 CAP on his Fighting AT. Marco 
decides to spend 3 of his CAP to achieve a base success. Since 
he is sparring, the Dreamweaver decides that this base success 
means that Marco has landed a punch. 
Bonus CAP 
3 CAP 
2 CAP 
1 CAP 
Ability Test Result > Difficulty 
Ability Test Result = Difficulty 
Ability Test Result < Difficulty 
by 5 or less. 
Difference between 
ATR and Difficulty 
Ability Test Result < Difficulty 
by 6 or more. 
0 CAP
11 
CAP Adjustments 
The CAP system is used to allow players and 
Dreamweavers to not only determine success or failure at an 
attempt to use an ability, but also to measure how success-ful 
the attempt was. This is done through the usage of CAP 
Adjustments. CAP Adjustments are used to explain exactly 
how a character uses his or her advantage in a situation to 
obtain a desired result. 
While every Ability Test requires 3 CAP to be consid-ered 
a basic success, Ability Tests can have a myriad of dif-ferent 
CAP Adjustments, each with different costs. Most of 
the time, the Adjustments that can be purchased on an AT is 
determined by the skill being tested or the equipment that is 
being used to conduct the test. 
The six most common kinds of CAP Adjustments pre-sented 
in ODAM are: 
• Strength Adjustments alter the base result of an 
Ability Test’s magnitude – how “strong” of an ef-fect 
is created. 
• Duration Adjustments make the results of an 
Ability Test last longer. 
• Speed Adjustments reduce the amount of time it 
takes to perform a base success. 
• Damage Adjustments cause attacks to do more 
damage. 
• Range Adjustments extend the physical range 
that a success can cover. 
• Weapon Adjustments represent unique effects 
created when landing an attack with a specific 
weapon. 
These CAP adjustments usually have a cost from 1 to 5 
CAP each. As long as CAP is available, multiple Adjustments 
can be purchased when spending CAP, and the same 
Adjustment can be purchased multiple times unless the 
Adjustment in question (or the Dreamweaver) states other-wise. 
Example: Tom is attempting to find his personnel files on a 
laptop his HR Manager has left unattended. Tom makes a Tech-nology 
(INT) Ability Test, and has produced an Ability Test Re-sult 
of 19. The Dreamweaver sets the difficulty of this Test at 
16 - while the files are foolishly not password protected, the HR 
Manger uses a strange naming scheme, and Tom’s character 
does not know when the manager will return. The Dreamweav-er 
also tells Tom that it would take 5 minutes of searching to 
find his file. Tom compares his Ability Test Result of 19 to the 
difficulty of 16, and is awarded 3 CAP. Additionally, since Tom 
has won this roll (his ATR is greater than the difficulty) he is 
granted a bonus 3 CAP, giving him a total of 6 CAP. For this 
Technology (INT) Ability Test, a base success costs 3 CAP, leav-ing 
Tom with an extra 3 CAP to spend. Prior to the AT being 
made, the Dreamweaver decided that Tom can choose to either 
speed up his search at the rate of 1 minute per CAP (a 1c Speed 
Adjustment), or he can choose to dig deeper into the files to gar-ner 
more information(a 3c Strength Adjustment). Tom’s char-acter 
is really only interested in how large of a raise he’s being 
considered for, and is more concerned with not getting caught 
than anything else. Tom decides to spend his extra 3 CAP to be 
able to find this information in 2 minutes instead of 5, with 
each CAP purchasing the Speed Adjustment which reduces the 
amount of time spent searching by 1 minute. Tom gets the info 
he wanted, closes the file, and exits the office with no one the 
wiser. Had Tom decided to instead spend the 3 CAP to discover 
more information, he would have seen that he won’t be getting 
a raise at all, since his name is at the top of the list for the next 
round of personnel cuts. Yikes! 
Declared Adjustments 
There is a modified type of CAP Adjustment that may 
also be purchased – a Declared Adjustment. Any Adjustment 
labeled as “Declared” has an additional stipulation to its use 
beyond its cost. 
A character must declare their intent to use a Declared 
Adjustment at the same time they declare their intended ac-tion. 
This represents a character building advantage towards 
creating a specific effect, rather than capitalizing on the ad-vantage 
he has already built. 
When initially stating the intent to use a Declared 
Adjustment, any CAP previously generated by the relevant 
AT is normally lost unless the Dreamweaver decides other-wise. 
Once a character has stated they intend to use a 
Declared Adjustment, they may not change to a new Declared 
Adjustment without losing all of their previously accrued 
CAP. Non-declared Adjustments may still be used, but have 
their CAP cost raised by one until the Declared Adjustment is 
purchased or canceled. 
Phase 
Regardless of the type of story being told, measure-ments 
of time are necessary to keep track of events. This 
becomes especially important during combat or other com-petitive 
scenes. For scenes of this nature, ODAM uses a basic 
increment of time call a Phase. A Phase is a non specific mea-surement 
of time, generally ranging between approximately 
5 to 15 seconds. This range can be altered significantly to 
satisfy the needs of the Dreamweaver. This mutability allows 
for better control by the Dreamweaver to narrate the story 
in the most appropriate manner possible. Phases are broken 
up into 3 basic parts used to help keep track of the order of 
events during crucial portions of the story. 
Part One: Reaction Order 
The first part of a phase is the establishment of Reaction 
Order. The Reaction Order notates what order the actions of 
a phase occur in. To do this, characters will be using their 
Reaction Score to make a unique form of Ability Test. 
Any time where the sequence of events is significant 
and in question, a Reaction Ability Test is made to start a new 
phase. Making a Reaction AT is similar to a normal Ability
12 
Test, with the differences being that CAP is not generated 
and the ATR is not compared to a difficulty. Instead, the ATR 
is compared to the Reaction ATR of all other participants in 
the phase. 
A Reaction order is then established by declaring the 
highest Reaction ATR as first, followed by the next highest 
ATR being declared second, and so on until all ATRs are as-signed 
a position in the Reaction order. Once a reaction order 
is determined, it remains the same unless there is a need to 
reestablish the order of events. A new combatant entering a 
battle is a good example of why Reaction would be re-tested. 
Part Two: Declaration of Actions 
Once Reaction order is established, all characters must 
declare all their intended actions for the phase, starting with 
the character who has the lowest position in Reaction order 
and working up the list, ending with the character who had 
the highest position in the Reaction order. 
Before declaring any actions, a character may choose 
to delay their actions. If they do so, they may choose any 
position below their own in the Reaction Order. This remains 
their position until the end of the phase. 
Part Three: Resolution 
Finally, all actions being taken are resolved according 
to Reaction order, starting with the character that has the 
highest position and ending with the character that has the 
lowest position. Resolving a character’s actions can include 
making any applicable ATs or accounting for the effects of 
any untested actions being taken. Once all actions are re-solved, 
and each character has had their turn in the Reaction 
order, the Phase is considered over. 
Action Types 
Different situations call for specific types of actions, and 
each type of action has a different set of conditions when it 
comes to making Ability Tests and spending CAP. 
There are two types of actions pertaining to the time 
required to complete them. 
Instant Actions are just as they sound - instant. An 
instant action takes place at a specific moment during one 
phase. If necessary an Ability Test is made at the moment the 
action takes place, CAP is gained from that Ability Test, and 
then that CAP is immediately spent to determine the success 
of the action. Any CAP gained by the AT but not spent is lost. 
Persistent Actions take place over the duration of a 
phase and can possibly continue on into subsequent phases. 
This allows a player, when necessary, to make an AT and 
have the CAP carry over from phase to phase. CAP does not 
have to be spent immediately. Instead, it can be built up 
through a series of ATs over several phases. A persistent ac-tion 
is considered to be ongoing throughout the entirety of 
the phase from the moment the action begins until it is con-sidered 
completed, or ended, upon resolution of its relevant 
Ability Test. 
Both action types can also possess one of the following 
three subtypes. These subtypes pertain to the actions’ level 
of difficulty. 
Tested actions requires an AT to determine their out-come. 
Untested actions are considered so easy or basic as to 
not even require an ability test. These actions still require 
some effort or focus. Because of this, untested actions count 
towards any multiple action penalties incurred in a single 
phase. Anything from opening a door to reloading a weapon 
my be considered Untested. 
Free Actions are considered to be so simplistic that 
they require no AT and barely require the concentration of 
the character. This means that the action is close enough to 
effortless as to not impact the outcome of other actions taken 
within the same phase. 
Multiple Actions 
If a character wishes to take more than one action in a 
single phase they may do so. Splitting your attention this way 
is challenging and causes each Ability Test taken during that 
phase to be subject to a penalty. This penalty is -5 for every 
Tested or Untested action declared and is applied to any AT 
taken in that same phase. 
ATs taken in the same phase must be made against a 
different target, or use separate abilities. When making mul-tiple 
ATs, CAP is gained, accrued, and spent separately for 
each. It is important to also remember when declaring mul-tiple 
actions that the Dreamweaver must decide if it suitable 
for the character to even do so being that the most significant 
limiting factor is time. Any given phase is only a few seconds 
long so regardless of incurred penalties, there simply may not 
be enough time to do everything desired in a single phase. 
Combat 
All great stories revolve around conflict of some kind, 
whether it be a young woman trying to make a life-altering 
decision, two rivals fighting to gain the affections of a lover, 
or nations clashing in a great war. 
In most stories, these conflicts are resolved through 
some sort of direct competition – many times violent. In or-der 
to resolve these violent contests, ODAM has a system of 
Combat Rules that are used to adjudicate over many types of 
possible physical conflicts. 
Engaging/Disengaging 
Whenever two or more characters are making persistent 
Ability Tests against each other, they are said to be Engaged. 
Any Ability Tests taken while engaged are assumed to be di-rected 
towards the other participants that the character is 
currently engaged with. Any time characters are involved in 
hand-to-hand or melee combat, they are said to be engaged 
with one another. While engaged in combat, a character may 
not travel far distances or avoid CAP being accrued against 
them by other engaged characters. 
You may attempt to disengage in lieu of making an
13 
Ability Test against the combatant you are currently engaged 
with. 
Disengaging allows any party currently engaged with 
you to immediately make an Ability Test against you. This 
test represents their attempt to either keep you engaged or 
press their advantage. This Ability Test’s difficulty is set by 
making a Defensive AT using your Reaction score rather than 
the ability you had previously been engaged in using. After 
making the Ability Test, they may also spend any CAP they 
have available. They may spend 3 CAP to cancel the disen-gagement 
and force the conflict to continue. 
If you successfully disengage, you may move as you 
would normally be allowed in your phase, any CAP built 
against you in the previous engagement is cleared, and you 
may make any additional Ability Tests declared that phase. 
You may not, however, decide to re-engage in the same en-gagement 
you just disengaged from. 
Damage 
The ultimate goal of any kind of attack is to cause 
damage to an opponent. The base damage and damage ad-justments 
done by an attack are determined by the weapon 
or method used. When damage is done it is immediately re-moved 
from the opponent’s Health Total. 
In ODAM there are two types of Damage - Physical and 
Magical. 
Physical damage refers to any type of damage created 
by natural means. Whenever the source of damage is native 
to the Waking World it is considered to be physical. 
Magical damage refers to any type of damage created 
by unnatural means. Whenever the source of damage is not 
native to the Waking World it is considered to be Magical. 
Armor 
There are many situations where a character may pos-sess 
a piece of equipment or be the recipient of a magic ef-fect 
that offers them protection from potential physical harm. 
This may be the case for a modern day law enforcer wearing 
a bullet proof vest or a medieval knight wearing a magic ring 
for protection. Regardless of the forms they take, these pro-tective 
items that reduce physical damage are classified as 
armor. Every armor item has an Armor value which contrib-utes 
to a characters Armor Rating. This value is a numerical 
representation of how much physical damage is ignored from 
each individual source. No damage source may be reduced 
below zero in this manner. Additionally, any armor that only 
covers certain parts of the body only provide their damage 
reduction to the areas that are protected. 
For example, a Flak Jacket may possess an Armor value 
of 20. This would indicate that any Physical damage from a 
single source is reduced by 20 before being applied to the 
target’s health. However if an attack were to strike the wear-ers 
leg, the Flak Jacket would provide no damage reduction. 
Resistance 
While functionally identical to Armor, Resistance offers 
a means of protection against any magical sources of dam-age. 
It is important to note that the type of damage done is 
irrelevant so long as it’s source is of an unnatural nature. As 
a general rule, any damage created by breaking the Doubt is 
considered a magic damage. 
For example, an Anima who conjures a blade and stabs 
a target is dealing magical damage because the blade only 
exists because of a break in the Doubt. 
Alternatively, should an Anima telekinetically lift a 
blade and stab a target, that target will suffer physical dam-age 
because the source is a blade that already existed in the 
Waking World. 
Attack Priority 
Sometimes situations in a conflict may cause a character 
to be more discriminating with their attacks. While generally 
attacks made as a result of CAP expenditure have their ex-act 
effects decided upon and narrated by the Dreamweaver, 
there are certain situations where a character may want more 
specific control over their attacks. The most common circum-stance 
is an attack to a very specific location on a target. A 
bowman may decide for flare or necessity that only shooting 
their target in the eye will suffice. In this case the character is 
targeting such a specific area that they would need to use a 
Declared CAP adjustment such as Called Shot: 
(15c) Declared Adjustment: Called Shot - Target is 
struck in the exact chosen location 
Gaining the CAP to accomplish this goal is no simple 
feat. There are times where such extreme precision is not 
necessary, rather a simple prioritizing of target areas is whats 
called for. 
For example, a medieval knight may be facing down an 
armored troll. He sees that the monster is wearing a crude, 
thick chestplate and decides he shouldn’t bother wasting his 
efforts trying to cut his way through it. 
To represent this, the character is considered to be using 
Attack Priority. For the purposes of Attack Priority, a Normal 
target is one of comparable size to the attacker. Using Attack 
Priority will have the following effects depending on the size 
of the area it is being using on. 
Minor Area – Any area less than half of a total Normal 
target is considered minor. In this case using Attack Priority 
on a minor area increases the CAP cost of base success and 
all CAP Adjustments by 3. 
Major Area - Any area more than half of a Normal tar-get 
is considered Major. In this case using Attack Priority on 
a major area increases the CAP cost of base success and all 
CAP Adjustments by 1. 
To continue the example, the medieval knight has cho-sen 
to use Attack Priority on the trolls arms, legs, and head – 
essentially choosing to attack anywhere other than the trolls 
chest. The Dreamweaver decides that while smaller than a
14 
Wound Penalty 
0 
-2 
-5 
-10 
-20 
81-100 
61-80 
41-60 
21-40 
0-20 
Current Health 
normal target, the area the knight is using Attack Priority on 
is still more than half of one, so it is considered Major. This 
means that any attack the knight spends CAP on will now 
have a base cost of 4 instead of three. Any additional adjust-ments 
purchased will also cost 1 more CAP than normal. The 
good news for the knight is that now any attacks he makes 
will be sure not to clink ineffectively off the trolls breastplate. 
Evading 
There are times when a character may need to avoid 
an incoming attack yet possesses no applicable Ability score 
to use. This could be due to circumstance, such as a knight 
not having his trusty sword or due to a functional need such 
as dodging a shoe thrown by an older sibling. In these cases, 
a Defensive Ability Test may be taken using the character’s 
Reaction Ability Score. Using this method of evading pre-vents 
the character from being considered engaged with their 
opponent. 
Movement 
During a phase a character can move a single meter as 
a instant free action. A character may choose to run during a 
phase in order to move an additional distance but this counts 
as a untested persistent action. The character may move a 
maximum additional distance in meters equal to their Agility 
score within a single phase. A character can choose to forsake 
all other actions and run as fast as possible during a phase. 
Doing this prevents them from taking any other actions, but 
allows them to move an additional distance equal to double 
their Agility score. 
Health and Wound Penalties 
Getting injured in combat does more than simply de-creasing 
a character’s Health total. Enough injury can bring 
additional penalties to any AT the character may make. These 
penalties represent the distracting effects of pain as well as 
the physical limitations some injuries create. The following is 
a chart showing the penalties incurred at certain Health to-tals. 
These penalties replace one another. They do not stack. 
Healing 
A character losing health represents that character 
taking a noticeable and significant amount of damage and 
as such restoring health is a slow process. A character who 
spends their recovery time strictly resting will naturally re-cover 
one point of health per day. This recovery time must be 
spent while under a suitable amount of medical care - a stab 
wound will assuredly require stitches and antibiotics, while a 
broken bone may require a substantial amount of time spent 
in a hospital. 
Multiple Targets 
Combat is not always a one on one affair. There may be 
times that a group of characters must team up to face a supe-rior 
foe, or a character finds himself surrounded by enemies. 
When facing off against multiple enemies, the only way to 
accrue CAP against each enemy is to take multiple ATs. 
For the purposes of determining the proper multiple 
action penalties, each AT made against a separate target is 
considered a separate action. 
Defensive Ability Tests against Multiple Tar-gets 
Defending yourself against multiple targets is challeng-ing. 
To represent the increasing difficulty of dealing with 
multiple attackers, each time an additional Defensive Ability 
Test is made beyond the first in a phase, a -5 penalty is ap-plied 
for each Defensive Ability Test already taken. 
Example: Eric has finally said the wrong thing to the wrong 
person at the bar he frequents. Having offended multiple peo-ple 
throughout the night, three bikers decide they’re going to 
teach Eric a lesson. They all make Fighting (STR) Ability Tests 
against Eric. Eric is fully aware of all three bikers and is pre-paring 
to defend himself against their attack. Eric’s Defensive 
Fighting (AGI) AT against his first attacker is made normally, 
the second is made at a -5 penalty, and the third is made at a 
-10 penalty. Eric can only focus enough to use the entirety of his 
ability to fend off one attacker, and each subsequent attacker 
finds it easier and easier to build CAP against Eric. 
Unarmed Combat 
One of the most common forms of violent conflict there 
is, Unarmed Combat makes use of the Fighting Base Skill and 
its Advanced Skills. 
The Fighting Base Skill covers all the basics of unarmed 
combat - being able to successfully throw a punch, avoid in-coming 
blows, and keeping yourself at a proper range are all 
covered by the Fighting Base Skill, while the fine details of a 
specific discipline such as boxing or karate would fall under 
their own Advanced Skills. Unarmed strikes, regardless of the 
skill being used, do damage against a character’s Stamina 
rather than against their health.
15 
When a character’s Stamina is reduced to 0, then the 
damage is applied to Health instead. Listed below are the 
basic statistics for an unarmed strike. Advanced Skills or 
Techniques may have different strikes that produce different 
effects. 
Unarmed Strike 
Requirements: Strength 1 
Damage: Strength Score 
(1c) Damage Adjustment: +1 Damage 
(3c) Strength Adjustment: Knockout Chance 
Grappling 
Beyond using simple unarmed strikes, another basic 
option in unarmed combat is to grapple with an opponent. 
Grappling an opponent allows a character to physically hold 
on to an opponent and prevent that opponent from disen-gaging. 
Certain Advanced Fighting Skills may have special 
Techniques that require a grapple to be initiated before be-ing 
used. Being grappled may also prevent certain Advanced 
Fighting Skills from being used. 
It costs 3 CAP to initiate a grapple. Breaking a grapple 
costs 3 CAP and may be done after taking the appropriate AT. 
Knockout Chance 
Regardless of the reason for its occurrence, when a 
player takes a Knockout Chance Test, they make a chance 
roll to determine if they are rendered unconscious. 
The base chance to be rendered unconscious when tak-ing 
a Knockout Chance Test is 1%, plus 1% for each point of 
damage received by the triggering attack or mechanism. 
Melee Combat 
The usage of any sort of melee weapon falls under the 
Base Skill of Weaponry and its associated Advanced Skills. A 
melee weapon can range from something as simple as a pool 
cue or a broken beer bottle, to a weapon requiring special-ized 
training to wield effectively, such as a rapier or a nun 
chuck. 
For this reason, every melee weapon has a set of re-quirements. 
If you do not meet these requirements, you can 
still use the weapon, but you will not be able to effectively 
leverage its threat rating. 
Threat Rating 
Just as it sounds, the Threat Rating of a weapon mea-sures 
how much threat the weapon poses to an opponent 
when being used. Many factors make one weapon more 
threatening than the other - its size, how easily it can inflict 
major damage, and the overall danger the weapon itself pres-ents 
all contribute to the weapon’s threat rating. If a char-acter 
meets the requirements for using a weapon, they add 
this Threat Rating to all ATs made using the appropriate skill 
while wielding the weapon. 
Weapon Effects 
Beyond just dealing damage, each individual weapon 
may cause specific effects such as a baseball bat increasing 
the likelihood of a knockout or a dagger causing a puncture 
wound that bleeds heavily. These weapon effects are applied 
via CAP adjustments, each of which are listed as part of the 
weapon’s statistics. 
Here are a few of the most common weapon effects: 
• Bleed – While many types of damage can cause 
incidental blood loss, the bleed effect refers specif-ically 
to a potentially life threatening occurrence. 
When listed as a weapon effect the term bleed will 
be followed by a number in parenthesis. This num-ber 
is the amount of health damage the recipient 
suffers each phase due to blood loss. Once created, 
a bleed effect will continue to cause damage until 
the wound is either properly tended or healed. 
• Knockout – This weapon effect indicates a trigger 
causing the victim to make a Knockout Chance Test. 
When listed as a weapon effect, the term knockout 
will be followed by a number in parenthesis. This 
number represents the additional chance added to 
the Knockout Chance Test. 
• Amputation – This weapon effect will cause a 
non-essential limb to be removed from the victim 
if the weapon is physically large enough to do so. 
Amputation causes tremendous bleeding giving 
the victim a Bleed (10) effect. In addition, missing 
a limb may cause penalties to any ATs made where 
this loss is a factor. 
• Decapitation - This weapon effect will cause an 
essential limb to be removed from the victim if 
the weapon is physically large enough to do so. 
Typically for humanoids this refers to the head, 
but in cases where the victim may be something 
other than human – this effect will remove the 
most significant limb possible, if one even exists. 
In most cases this effect renders the victim dead. 
• Crush – A limb or body part targeted by this weap-on 
effect is physically crushed and beyond normal 
repair. Wounds created in this manner may re-quire 
magical healing to restore the area to func-tional 
order. If conventional medical treatment is 
deemed possible, the wound takes triple the nor-mal 
amount of time to heal and is permanently 
damaged. The exact nature or extent of the linger-ing 
damage is determined by the Dreamweaver.
16 
Longsword 
Requirements: Strength 5 
Damage: Strength + 8 
Threat: 6 
(1c) Damage Adjustment: +4 Damage 
(3c) Weapon Adjustment: Bleed (3) 
(7c) Weapon Adjustment: Amputate 
(10c) Weapon Adjustment: Decapitate 
Ranged Combat 
Whether it is firing a bow or a bazooka, any weapon 
that is aimed and results in a projectile being fired is consid-ered 
to be a ranged weapon. 
Unlike unarmed or melee combat, ATs for a ranged 
weapon are made against a difficulty, and are always instant 
actions. The difficulty to use a ranged weapon is determined 
by the weapon itself, and the range at which it is being used. 
Ranged weapons have three range levels: short, medi-um, 
and long. Each range level lists a minimum distance and 
a maximum distance a target may be from the shooter to be 
considered within that range level. All three distinct range 
levels have their own difficulty. To determine the difficulty of 
a ranged AT, determine what range the target falls into and 
use the corresponding difficulty. 
Firing into Cover 
Firing a ranged weapon at a target behind some kind of 
cover is much more difficult than doing so when the target 
is out in the open. Whenever making an AT to use a ranged 
weapon against a target in cover, the difficulty used for the 
AT is increased based on how much of the target is obstruct-ed. 
Small cover: +2 difficulty 
Medium cover: +5 difficulty 
Large cover: +8 difficulty 
Speed 
In addition to its range levels, ranged weapons have 
Speed ratings. This speed rating is used to check if it pos-sible 
for the projectile to be evaded or dodged. If a target’s 
Reaction score is higher than the weapon’s Speed, the target 
may make a Defensive Ability Test using their Reaction score. 
The ATR of this Reaction test is then added to the difficulty 
of the attacker’s AT. While mostly a factor when avoiding 
strength-propelled projectiles such as stones from a sling or a 
brick being thrown from across the street, there can be occa-sions 
when the speed of a firearm is just as relevant. A human 
may not be able to dodge a bullet, but the dark corners of 
ODAM can contain more than just humans. 
Rate of Fire 
Beyond single fire, there are two additional rates of fire 
available when using a ranged weapon – semiautomatic and 
fully automatic. 
Firearms that have semi or fully automatic firing are 
designed with the intent of firing large numbers of bullets in 
a short amount of time. While the chances of any one indi-vidual 
bullet striking a target may lessen, the overall chance 
of the target being hit at all increases. 
To represent this, when a character using a ranged 
weapon is actively using semi or automatic fire for an ability 
test, two modifications are made. 
The first modification represents the ease of hitting a 
target with so many projectiles, granting them a bonus to 
their Ability Score. This bonus will be listed in the weapon’s 
description under Rate of Fire. 
The second modification represents the likelihood of 
being struck more than once, leading to increased damage. 
For this purpose, the weapon’s relevant Rate of Fire will have 
its own CAP adjustment pertaining to damage output. 
A firearm must have at least half a clip of ammo re-maining 
for full auto to be used. 
Assault Rifle 
Range: 0-50m/51-150m/151-300m 
Difficulty: 15/25/35 
Damage: 20 
Speed: 40 
Rate of Fire: Single, Semi (+4), Full (+8) 
Ammo: 30 
(1c) Damage Adjustment (Single): +10 Damage 
(1c) Damage Adjustment (Burst): +13 Damage 
(1c) Damage Adjustment (Full): +17 Damage
17 
Being Anima 
Becoming an Anima thrusts a person into a new life of 
equal parts wonder and danger. On one hand, you are able 
to break the Doubt and do some pretty spectacular things. 
On the other, the Doubt is a relentless enemy that will try its 
hardest to conquer you. Walking the line between dreams 
and nightmares is an every day battle for an Anima. Here are 
some of the key elements that make an Anima who they are. 
Channeling the Animus 
Possibly the most significant tool in the Anima arsenal 
is their ability to channel their Animus in the Waking World. 
This act allows a character to become their dreamself for a 
short time, giving them access to powerful abilities. 
Each Animus is made up of two primary components: 
an Aspect and its Remnants. The Aspect is a defining charac-teristic 
that indicates how the Animus physically manifests as 
well as what passive benefits are gained when it is in use. As 
an Anima rises in Rank the benefits granted by their Aspect 
grows stronger, allowing more of their Animus to be brought 
into the Waking World. 
The Remnant component of an Animus is a series of 
individual abilities, one selected for each potential Rank an 
Anima may achieve. These Remnants are only accessible 
when the Animus is actively in use, representing specific 
things that the dreamself is capable of. 
How it Works: For a character to channel their Animus, 
they must spend 10 conviction. This is considered to be an in-stant 
free action. They are then immediately granted all lev-els 
of their Aspect up to the same level as their Anima’s Rank. 
For example, a Rank 3 Anima who activates their Animus 
would gain the benefits of Levels 1,2, and 3 of their Animus’ 
Aspect. 
Likewise, they gain access to all of their Animus’ 
Remnants, up to the same level as their Anima’s Rank. The 
Animus is considered to be active for the duration of a scene 
or ten minutes, as chosen by the Dreamweaver. Once made 
available by activating the Animus, all Animus Remnants are 
used in the same way that a Magic of the equivalent Rank 
would be. Unlike Magics, Remnants do not have a Conviction 
cost to use. 
Magics 
In addition to bringing dreams to life in the Waking 
World, Anima can also create specific breaks in the Doubt 
called Magics. These particular powers can be learned in 
dreams, or may draw upon the Waking World’s historical 
magic traditions in order to assist the Anima in fighting the 
Doubt. 
How it Works: Magics each have a rank that the Anima 
is required to achieve before learning them. To use a Magic, 
a character makes a Shaping AT with the difficulty being set 
by the Rank of the Magic that is being used. The cost of a 
Magic is also determined by its Rank. 
Rank One: 5 Difficulty, 3 Conviction Cost 
Rank Two: 10 Difficulty, 5 Conviction Cost 
Dreamwalking 
Using their Animus and Remnants in the Waking World 
is not the only way Anima have influence over dreams. By 
concentrating and spending conviction, all Anima are capa-ble 
of putting their bodies to sleep and pulling the waking 
world into their dreams through Dreamwalking. 
When Dreamwalking, Anima may invisibly travel the 
Waking World as their dreamself, seeing the world through 
the lens of a dream. The world looks much as it normally 
would, but as with most dreams, things can be slightly al-tered 
or distorted. Seeing the world this way will show more 
clearly any strong ramifications dreaming may have had on 
the Waking World. 
Anima can not in any way physically interact with the 
Waking World while dreamwalking. They will simply pass 
through anything they make contact with. 
A key purpose for Dreamwalking besides simply view-ing 
the Waking World with a new perspective is to enter oth-er 
people’s dreams. An Anima who dreamwalks and touches 
the sleeping body of another person may immediately step 
into that person’s dreams. 
This process is not without risks. Once entering another 
person’s dream, the Anima is subject to the rules and will of 
that dream. They will assume an identity, sometimes very 
different from their own, that allows them to “fit” into that 
dream, as indicated by the Dreamweaver. While there are 
many reasons for entering another person’s dreams, con-fronting 
Reavers is certainly the most common one. 
How it Works: While it is a natural ability that all 
Anima possess, Dreamwalking is an exhausting task. It re-quires 
a great deal of Conviction to break the Doubt enough 
so that the Anima may experience the Waking World as a 
dream. Dreamwalking is an Untested Action that costs the 
Anima 20 Conviction and puts the Anima’s physical body to 
sleep.
18 
Nightmare 
At the heart of being an Anima is dealing with the 
Doubt. The most direct and immediate consequence of being 
an Anima is having the Doubt give life to your nightmares as 
beings called Reavers and set them upon you. 
Inevitably, Anima will have to face Reavers and fight 
them off if they hope to survive. When a Reaver is created, it 
is bound to the Anima who it is created for. This means the 
Reaver will direct all hostilities towards the Anima it’s bound 
to. Unfortunately, this does not stop innocent bystanders 
from getting hurt in the process. 
Because of the threat they pose to both Anima and out-siders, 
many Anima group together to help one another fight 
off these creatures and ensure the Doubt doesn’t grow stron-ger. 
The Reavers themselves take varied shapes and pur-poses 
much like the Anima they come from. Some are living 
embodiments of violence and savagery, while others take the 
form of a cunning, cruel nemesis using power and wit to tor-ment 
an Anima. This makes dealing with reavers a difficult 
and unpredictable task. 
Ultimately, for a Reaver to be completely defeated, the 
Anima must stop the monster in the waking world. After this 
is done, the Anima it is bound to can choose to dreamwalk 
and enter their own dreams. 
Doing this causes the Anima to enter a nightmare where 
they can confront the Reaver on its own terms, where they 
can hopefully defeat it. 
How It Works: Each day an Anima wakes and refuses 
to succumb to the Doubt, their Nightmare score increases by 
one. Additionally, every point of Conviction they spend also 
increases their Nightmare score by the same number. As this 
score rises, the likelihood for the Doubt to create a Reaver 
from their nightmare rises as well. 
When a Reaver is defeated in the dreams of its associ-ated 
Anima , the Reaver is destroyed and that Anima’s night-mare 
score is reset to zero. 
Doubting 
Anima believe that the Doubt’s sole purpose is to self 
sustain. To that end, the Doubt does everything it can to 
cause Anima to accept it and let go of their dreams. The most 
significant way it fights for this purpose is through the use of 
Reavers. 
By subjecting the Anima to their own nightmares made 
real, the Doubt creates suffering and pain of an intensely per-sonal 
origin. The Doubt does this in an attempt to force an 
Anima to willingly doubt what is happening. 
By choosing to consciously doubt something of a mag-ical 
nature, Anima surrender a small part of their dreams in 
exchange for undoing what magic has done. 
How it Works: Any Anima may choose to doubt a par-ticular 
magical effect. In doing so, they receive one doubt 
point and completely negate any damage or effects targeting 
them.
19 
Overview 
The Doctor Connor Marlowe Agency serves as the governing body and law enforcement agency made up by and for 
Anima. Part of the DCMA mandate is assisting newly awakened Anima in living their new lives and handling the challenges 
that being an Anima may present. For those who have the proper backgrounds or ability, employment in the DCMA can often 
be the next step towards fully participating in Anima society. 
Beast at the Door tells the story of three fledgling DCMA agents who are working together to complete their first field 
assignment. Under the remote guidance of a senior agent, the characters are sent to investigate the death of a teenager in a 
suburb of Chicago that features some tell-tale signs of the Doubt’s handiwork. 
If you intend to be a player in the Beast at the Door story, we ask that you stop reading here. Not only will you find 
it more enjoyable to play without any further information about the story, but part of the testing process includes allowing 
players to come up with their own solutions to the presented issues. In addition, it may add an extra level of fun to read over 
the story after you have played it. Did your group make the same Ability Tests and come to the same conclusions as the ones 
suggested in the written story? Or did you try to take a different tact – and how well was your Dreamweaver able to account 
for this? 
If you are a Dreamweaver, we suggest reading through the whole story first, then assisting your players in choosing 
their characters. You should also have a set of dice, a pencil, paper, and the full set of rules and story at the ready. 
Either way, we hope you enjoy playing Beast at the Door. If you are a player, look over your DCMA Field Guide handout, 
work with your group to choose characters, and grab that character’s sheet. Each character also has a reference sheet that 
includes a character history, some roleplaying tips, and full descriptions of their Traits, Techniques, Animus, and Magics. You 
will also need two ten sided dice, a pencil and some paper, and then will be fully prepared for your first steps into the world 
of Of Dreams and Magic. 
Please contact us with your feedback either through our website, www.odampublishing.com, our Facebook page 
(www.facebook.com/ODAMPublishing) or email us directly at odampublishing@gmail.com. 
“Beast at the Door” 
An ODAM Story Module
20 
Story Summary 
Several months ago, the DCMA started a program to 
give new Anima basic instructions on how to handle their 
new lives within Anima society. Three of those Anima were 
then selected and offered starting positions as fledgling 
agents of the DCMA. As new agents they would continue 
their education and learn how to form an effective team so 
as to investigate Anima related crimes. 
Beast at the Door tells the story of these three charac-ters, 
each from a different walk of life, working together to 
complete their first DCMA assignment in the field - investi-gating 
the death of a teenager in a suburb of Chicago. 
The trio’s senior agent gives them the assignment ex-plaining 
that the eye witness accounts, along with some oth-er 
case details, seem inconsistent in a manner that typically 
indicates the Doubt’s influence. 
The new agents arrive in the town of Norfolk and after 
a brief scene of settling into their hotel, head to a local school 
to dig for clues about the murdered teen. 
Their investigation leads them to a psychiatric ward 
where the victim’s ex-girlfriend is now being treated. There, 
they have a harrowing encounter with a Reaver. Clues from 
the ex-girlfriend and the presence of the Reaver cause the 
group to go searching for the boy who they suspect may be at 
the heart of the problem. 
James Baker is the inmate’s current boyfriend and also 
the source of the Reaver. He is a newly awakened Anima and 
the agents track him down at his parent’s home. Together, 
they convince James to let them help him. They enter his 
dreams to face down his nightmare in a climactic battle of 
angels and demons. 
The Death of Peter Koslov 
According to police files, Peter Koslov was killed by a 
stray dog attack 2 weeks prior to the start of A Beast at the 
Door. The attack took place on Sept 20th just off the corner 
of Willow Street and Emery Place. The DCMA’s suspicion of 
possibe magic involvement stems from the wild inconsisten-cies 
found in several of the eye witness testimonies. None of 
the children questioned described the attacking dog the same 
way, and several insisted it was not a dog at all, rather more 
like a wolf. While eye witnesses are rarely perfect in their 
recollection of violent events, the seemingly simple details 
regarding the dog were so unanimously different that the 
case got flagged by the DCMA for closer inspection. 
Besides the testimonies, the medical examiner made a 
report full of strangely incongrous details. Despite the absurd 
size and severity of Peter’s lascerations, the examiner illog-ically 
concluded a stray household breed of dog could have 
killed the boy. This flawed logic lead to the DCMA deciding 
to send agents to investigate. 
The Agent’s Mission 
While it is true the DCMA acts as a governing body for 
Anima society, it also serves as form of police force. 
Unfortunately, this police force is burdened with some 
difficult tasks. First, when on field assignment, agents of the 
DCMA are primarily trying to assess the situation and look 
for indication of Reaver activity. 
Reavers are always a danger to both Anima and sleep-ers, 
thus they must always be dealt with accordingly if dis-covered. 
The second part of their task in the field is to find 
if any Anima involved with a particular crime has knowing-ly 
violated local laws. If they have, the agents must make 
a judgement call to either admonish the offender and send 
them on their way, or apprehend them so they can be judged 
by a council of peers. 
Sometimes local laws cannot possibly account for the 
actions of Anima and the magic they wield. In this capacity, 
the DCMA enforces judgement on a case to case basis so the 
members of Anima society don’t abuse the power they pos-sess 
over Sleepers. 
Any text presented in this format is information that can be 
read directly to the players. It often contains descriptions of 
locations and pertinent pieces of dialogue. While you are free 
to add your own personal touches to the text, be sure that 
any points in bold are clearly delivered to the players. 
Dreamweaver Text 
What Ability Score Should I Use? 
In order to provide the most satisfying 
representation possible, ODAM allows for the 
Dreamweaver to choose on a case to case basis exactly 
which Attribute is most relevant for a character making 
an Ability Test. While this is helpful, it begs the question: 
What Ability Score should I use? 
Typically, the answer is simply the one that seems 
to make the most sense at the time. Using Firearms 
as an example, a sniper may be perched in perfect 
position, calmly watching as his squad performs a task. 
Should an enemy expose themselves in the area that he 
is covering, he will calmly track them and shoot them 
down. This can be represented by making a Perception 
Firearms Ability Test. Perception makes the most sense 
in this scenario because the Dreamweaver feels the 
sniper’s ability to aim is playing a larger role than any 
other attribute. 
In a later scene, this same character has been 
challenged to a duel – an old fashioned Western draw. 
In this case, the characters’ ability to aim is less of a 
concern, so the Dreamweaver may decide that his 
Agility should be used instead for his Firearms Ability 
Test because Agility better represents his smoothness 
and speed when it comes to the quick draw. By using 
this mechanism, Dreamweavers can ensure that their 
stories are represented with shrewd efficiency.
21 
CAP in your Stories 
CAP adjustments allow for a great deal of both detail and versatility. By using CAP a player has the ability to 
actively choose exactly how their efforts have come to fruition. Imagine a bold warrior locked in a swordfight with his 
evil nemesis. Traditionally the player of such a warrior would at best declare a type of attack they are choosing to make, 
and at worst, simply declare an attack and hope for the best. Using CAP, that same warrior is now locked in a much 
more realistic simulation where each feint of his blade, and misstep of his foe, is represented in his growing number of 
CAP (advantage). Now his level of leverage in the duel must be used intelligently. The player must actively choose to 
spend a large sum of CAP on a powerful blow in an effort to bypass his enemies thick armor or perhaps choose to take 
a basic, methodical strike in hopes of saving some CAP should his enemy have a surprise in store for him. 
This mechanism puts players in the driver seat as they steer their actions throughout a story. Strategy and depth 
can be a very real part of those key climactic scenes that so many great stories revolve around. 
This depth is not only for combat. The control and versatility CAP brings to battle can easily be carried over into 
any ability use, allowing Dreamweavers to enrich their player’s experience in scenes that may be far less violent but no 
less important. For these purposes, when a player takes an Ability Test, the Dreamweaver must consider the relevance 
and complexity of the task being attempted and use their basic judgment to assign makeshift CAP Adjustments and 
their costs. 
For example, imagine a cyberpunk story where a team of elite mercenaries have infiltrated a target building and 
allowed a notorious cyberhacker to plug into the building’s network. A thrilling affair could take place just by assigning 
basic CAP adjustments to the hacker’s persistent Ability Test. Say the player of this hacker is told that while his base 
success of three will grant him undetected access to the building network - that’s all base success in this case is. He gets 
in. 
Now the player is given the following information by the Dreamweaver: “This test will have the following CAP 
Adjustments: for 2 CAP you can successfully pull 1 important private file from the buildings system”. 
Already, the Dreamweaver has given the player something to think about they may not have normally considered. 
Suddenly the test isn’t a simple “I Passed!” or “I Failed!”. Now the player has to wonder how many files they can pull 
out before his teammates order him to evacuate. Additionally, should the Dreamweaver add another CAP adjustment 
by saying “If you spend 4 CAP you will learn how many important files there are total in the system”, things will get 
much more complicated for the player. Should they spend their first CAP earned to learn the total? Will it help them to 
know if there are only 4 files of significance in the system? What happens if they don’t take the chance and just decide 
to keep pulling all the important files they can until there are none left or are forced to evacuate? Should the team flee, 
the player may walk away with some useful files, but what if its not the right one? 
As you can see, with a small amount of ingenuity and fair judgment, CAP and its uses can be applied to any type of 
Ability Test giving an authentic and engaging representation of the drama that makes role playing stories great. When 
the hacker went to plugin, let’s hope he had a plan because with his team at risk he may not get everything he wants - 
but the player can be sure that whatever they got, they chose. 
Narrating CAP 
Since combat is usually a persistent action, it may take multiple phases for someone to gain enough CAP to 
produce an effect they want. For this reason, it is important to remember that in ODAM, the act of rolling an Ability Test 
is not what is determining what a player is doing. Instead, it is determining how much advantage a character is building 
towards accomplishing what they set out to do. The actual “action” does not take place until CAP is spent. For players, 
this means when describing what you are trying to do, you may want to describe how you’re trying to accomplish your 
end goal rather than just what your end goal is. “I want to find my punching range against my opponent, throwing 
out a jab or two,” is often a more accurate statement for your Ability Test than “I am going to punch him in the face.” 
Once you have built up the necessary CAP and are SPENDING it, “I’m going to punch him in the face” becomes the 
more accurate statement. For Dreamweavers, you will want to think of persistent Ability Tests as an ebb and flow of 
advantage and momentum rather than a tit-for-tat “I attack, I hit, He attacks, I block.” scenario. When someone gains 
CAP, describe what they’ve done to gain this advantage (“Throwing your jabs has revealed that your opponent is a bit 
slow to react to punches coming from their left,”) and then once the CAP is spent, you can describe how this advantage 
is being levied. (“You switch up your series of jabs to a right cross, taking your opponent by surprise and landing a solid 
punch to their face.”) While this style may be slightly different than what you are used to, it allows you and your players 
to experience much more cinematic scenes, where each phase the action is building and changing.
22 
Scene Two – School 
Should the agents arrive within 15 minutes of dismiss-al 
time (3:00pm), they will find a considerable amount of 
traffic as cars pull up to the entrance and along the blocks 
around the school yard. In addition to the traffic, there will 
be a crossing guard supervising the corner traffic and pedes-trians. 
If the players decide to speak to the crossing guard, she 
will not provide any truly useful information, but her under-standing 
of the local tragedy will obviously be very different 
from the information the DCMA has, showing how easily the 
Doubt can mask its presence in the minds of Sleepers. 
Should the players decide they want to find out more 
information about the case by chatting with the kids or par-ents 
outside, they should each make a Social (Charm) Ability 
Test against a difficulty of 10. This Social AT accounts for the 
limited period of time during which parents and students are 
lingering outside of the school after dismissal. 
The following circumstantial bonuses may apply to the 
Ability Test: 
If Nikki specifically inquires with the local parents, she 
will receive a +3 bonus to her Ability Score by leveraging her 
false position of authority against the rather gossipy locals. 
If Billy chooses to specifically question the local kids, he 
will receive a +1 to his Ability Score due to appearing more 
trustworthy as he is much closer in age to those he questions. 
Dreamweaver: It’s 2p.m. and what little luggage you have 
is already unpacked. The Chinese take-out you picked up on 
the drive to the motel has since been eaten and you all are 
now gathered around Billy’s laptop. The video-chat notifi-cation 
goes off and Senior Agent Eric Masters comes to life 
on screen. Not a day over 30, Eric wears a pin-stripe char-coal 
grey suit. His neatly cut brown hair is swept to the side 
helping him epitomize the modern male business look. He 
nods slightly at you all, but avoids giving his signature grin. 
Its absence reminds you of the somber reason you are all in 
Norfolk. 
Eric: “I forwarded you all my notes on the report we have for 
this open investigation. Remember what you’ve learned and 
I have no doubt I’ll be signing my recommendations for your 
full DCMA Agent status when this is over. You have 3 hours 
before your required check-in with me. I hope you have some-thing 
before that. Give me a call once you have made contact 
and established your first suspect. “ 
With that, the cam goes blank as SA Masters disconnects. 
Whitestone High School is a reasonably standard affair. It 
has a side yard area that is surrounded by chain linked fence 
and makes up the entirety of the block on the east side of the 
street. Despite being a public school, the main entrance is 
well kept and sports two long concrete benches on either side. 
(Sandy) - “I wasn’t actually there for what happened to the 
poor kid. I always hated that so many people leave these 
big mutts running loose - no leash, no way to control them. 
Everyone always looks at me cross eyed when I tell them it 
freaks me out, but I’m always worried one could just decide it 
doesn’t like me that day and run me down. Hell, they do it to 
the post office guys all the time! No surprise one eventually 
got a school kid. Maybe now they’ll start following the rules 
and keep them on a leash.” 
◊◊ Billy’s cover is as a consultant who survived a pre-vious 
crime, while Nikki and Jerry are federal agents 
◊◊ Use Eric as a tool to keep players on course 
throughout the story if need be 
◊◊ If asked or given a chance, Eric Masters will 
remind the agents not to bring unnecessary attention to 
themselves. Cover stories are for at-a-glance deception 
only. 
Scene One - Hotel 
Give the players a chance to settle in and feel comfort-able 
with their character’s personalities. If it is a group that 
enjoys heavy roleplaying, this is a good chance to allow the 
players to stretch their legs and explore the relationship be-tween 
the three characters. The limited amount of informa-tion 
the players have should compel them to head directly to 
the school to start asking questions. No matter how long the 
players take to discuss their plans, the characters should find 
themselves leaving at 2:30, so as to arrive at the school by 
3PM, unless the players specifically state they want to wait 
until after school is out. 
The group have a simple 4 door coupe that is registered 
to the DCMA to be used freely in the course of the investiga-tion. 
In the glovebox are three sets of falsified FBI IDs to help 
establish the character’s cover story. 
Conclusion 
The scene will end with the players deciding on a plan 
of action and leaving the motel to head to the high school. 
Key Details
23 
A base success will allow the players to learn that the 
locals truly do believe that Peter Kozlov was attacked by a 
dog two weeks ago, and their only real questions are whose 
dog it was, and where it has gone. If anyone has gained ad-ditional 
CAP, they may spend it on Adjustments to learn ad-ditional 
information. These Adjustments can be roleplayed 
as the locals fondness for gossip, or a classmate’s honest con-cern 
for everyone involved. 
School Investigation CAP Adjustments 
(1c)Strength Adjustment: Additional info - The boy 
was dating a pretty girl named Abigail, who is now 
being treated at Turis Psychiatric Hospital 
(2c)Strength Adjustment: Additional info - Recently 
got dumped by Abigail 
(3c)Strength Adjustment: Additional info - Dumped 
by Abigail and was known for being rough. A bit of a 
bully and rumors are - she wasn’t ok with it 
(5c)Strength Adjustment: Additional info - Abigail 
dumped him for a art student named James. James 
earned a few black eyes and a persistent bully for 
“taking” Abby 
For this particular Ability Test, the Dreamweaver should 
withhold all information related to the purchased CAP ad-justments 
until the player has decided how much of their 
CAP they are spending on it. Should a player decide to spend 
3 CAP for additional information, they would get not only the 
information for the 3 CAP adjustment, but any information 
for the lower adjustments as well. This functionality can help 
the Dreamweaver obscure the literal result of an Ability Test 
so that players must make realistic decisions on exactly how 
they are devoting their efforts in the investigation. Because 
of this, it is encouraged that the Dreamweaver indicate the 
players may also purchase CAP adjustments to shorten the 
length of time it takes to acquire this information. 
(1c)Speed Adjustment: Reduces time of 
Investigation by 1 minute. 
In addition to (or instead of) these conversations, the 
players may want to physically investigate the school itself. 
Whether this is accomplished by adhering to their cover sto-ries 
and using their fake authority to gain access or through 
literal methods of sneaking on the premises, the only signif-icant 
clue to be found is in the school’s boy’s locker room. 
Most people have already left the school or are in the 
process of doing so, and unless the players do something 
to draw undue attention to themselves, they will be able to 
walk the halls freely. 
An Academics (Perception) AT with a difficulty of ten 
will accomplish this objective and bring the players to the 
locker room. Only a base success is required. Failure of this 
AT leads to the players spending ten minutes wandering the 
halls aimlessly searching. 
The Dreamweaver may use this opportunity to help 
generate anxiety for the players by reminding them of the 
faculty members and students passing them by with quizzical 
looks. 
Locker Room 
This locker belongs to the murdered student Peter 
Kozlov. If the players decide to manually investigate the 
locker, they will find a leather jacket and several textbooks. 
There also hangs a creased photo of Peter and a young girl, 
signed in purple marker “xoxo Abby” 
If any of the players decide to Dreamwalk, they will see 
this scene unfold: 
Continuing the Investigation 
Whether it be through gossip or by studying the con-tents 
of the peculiar locker, the key people involved in this 
investigation have been named. Peter and Abigail are for 
now the most significant leads. Using these names, the char-acters 
may continue their investigation to help paint a better 
picture of who these teenagers are and how they may have 
played a role in Peter’s death. 
Finding Abigail Michaels 
In a relatively small suburban town gossip tends to trav-el 
fast. Even a small amount of simple questioning can con-vince 
most locals to tell how a murdered teen’s ex-girlfriend 
“went bonkers” and got admitted to a psychiatric hospital. 
Since Peter is no longer alive, Abigail becomes the most use-ful 
way to find additional information pertaining to Peter’s 
death. Once the players have learned of Pete’s ex-girlfriend 
Abigail, it should be a simple matter to discover that she is 
currently a patient at Turis Psychiatric Hospital. 
Conclusion: 
The scene ends once the players go to Turis Psychiatric 
Hospital to visit Abigail. 
The locker room lies empty and eerily quiet, but one locker 
in particular gives off a strange sensation, as if there is 
more to it than meets the eye. 
A semi-solid shadow clings to the locker and has spread in all 
directions to touch not only the floor, but also a three locker-wide 
radius. Whatever this locker contains, it is certainly 
fueled with negative emotions and clearly is growing in 
strength with time.
24 
Key Details 
◊◊ Agents should be looking for someone who knew 
Peter and was close to him. Eric would rather the parents 
not be contacted out of both resepect and so they don’t 
ask local authorities about the players. 
◊◊ Once players learn Peter had recently broke up 
with a girlfriend, they should have no problem learning 
she is currently at the hospital. It’s a small town and gos-sip 
travels quickly and freely 
◊◊ Use any conversation with locals as an opportuni-ty 
to expand on the player’s roleplaying. 
◊◊ Dreamwalking to find Peter’s locker should make 
it clear there is Reaver involvement. 
◊◊ James Baker is absent today. Should the players 
for some reason go to his parents home, they will not 
find him until after they have visited Abby later on in the 
story. 
Scene Three - Hospital 
Prior to arriving at the hospital, the player may choose 
to contact SA Masters to either fill him in or ask advice (or 
both). Eric will explain that as usual, keeping a low profile is 
wise, and by using their cover identities, they should be able 
ask to visit Abigail without much trouble, but will again stress 
that their credentials will not stand up to strong scrutiny. 
Dr. Chin will explain that Abigail was admitted two days 
prior to the murder. He won’t discuss the specifics of Abigail’s 
treatment or any of her personal or medical information, but 
will try to be helpful while giving general information. Dr. 
Chin will explain that Abigail is suffering from delusions and 
hysteria. She sporadically has psychotic episodes where she 
believes a demon is trying to kill her. She is medicated and 
spends a great deal of time in her bed, but Dr. Chin notes she 
has not exhibited any violence towards others and shouldn’t 
pose a danger to any visitors. Dr. Chin will bring the agents 
to Abigail’s room and remain just outside the door. 
When asked about what happened to her, Abigail will 
explain. 
Allow the players to ask some questions, enough to build 
the proper mood of fear and despair. The players should be 
somewhat horrified over what has befallen poor Abigail and 
possibly angered by it. Once the proper feel is established, 
use a quiet moment to have the Reaver attack. 
Dreamweaver (Hospital Entrance) - On the outskirts of Nor-folk, 
Turis Psychiatric Hospital is a quiet, sterile environment 
with a humble entrance. The building is reasonably well kept 
despite being at least half a century old. It seems to walk 
a fine line between quiet retreat and conventional medical 
facility. Inside, the receptionist pages Dr. Michael Chin - the 
supervising psychiatrist. Dr. Chin is a pleasant, serene look-ing 
man of Asian decent. His shirt, tie and sweater vest speak 
of a person who is always on the job, even when trying to be 
laid back. 
Dreamweaver (Abigail’s Room) - Abigail Michaels is a thin 
wisp of girl. Were it not for the relative calm of the building, 
the tortured and broken look on Abigail’s face would have 
been enough to unnerve you. Her eyes are dark with sleep-lessness 
and her arms sport bandages and bruising. A small 
portion of her blonde hair is missing over her left eye, leaving 
a crude bald patch. Prior to her current state she may have 
been your ordinary, vibrant, and even pretty teenage girl. 
Now all the remains is a hollow, tormented shell who seems 
too weak to defend herself from the shadows she obviously 
fears. 
Inside the room, from the foot of Abigail’s bed, you are re-lieved 
to see how much light the large window on the left 
wall provides. The room is stark, white, and nondescript. A 
few lonely “get well” cards sit on the desk to the right and a 
single unopened envelope lies beside them. 
(Abigail) - “My boyfriend James tried to warn me. He kept 
telling me about these crazy dreams he was having where one 
of the demons he painted had come to life and was trying 
to kill him. I was so worried that he had lost his mind, but 
now I know it isn’t his mind I need to worry about. Maybe 
it’s mine. Or maybe my soul is what it wants, and it will eat 
my heart to find it.” Abigail loses focus and stares mindlessly 
until questioned again. 
“I started having these nightmares, I’m still having them, but 
I can’t tell anymore what’s real. Sometimes I’m sleeping and 
the monster comes to toy with me, but sometimes I’m not 
sure. Not even sure if I actually was dreaming.”
25 
The Violence Reaver 
The Reaver is a mindless beast who will melee attack 
whoever is closest. It will choose a target (whoever is closest 
to the window) and mindlessly accrue CAP against them to 
try and kill them. The Reaver will remain focused on a single 
target, trying to eliminate them, unable to intelligently plan 
or respond in its rabid state. The Reaver will not lash out at 
Abigail, as it sees Abigail as its favored torture victim. 
The Reaver’s presence will cause the Doubt to convince 
anyone in the hospital to actively avoid Abigail’s room, and 
that any noises from the battle are just the usual sounds of 
hospital life. This allows the Anima to handle the situation 
without immediate fear of notice or interference of any kind. 
While the Reaver is a dangerous foe, the concept of 
strength in numbers does apply in this battle. Of particular 
note is the Reaver’s Mindless Assault Trait. Since the beast 
will only attempt to accrue CAP on one target, the additional 
agents will be free to accumulate and spend CAP at a rapid 
pace. This should result in devastating damage being dealt 
to the Reaver. 
Violence Reaver 
Str 10 Agi 5 End 10 Int 3 Per 6 Cha 1 
Sta 100 H 100 Reac 13 Con 13 N 13 
Ath 2 Tec 0 Aca 0 Fght 7 Weap 4 (Natural 
Weapons 13) Man 0 Fire 0 Soc 0 
Typical Attack Ability Score: 27 
Traits 
Growth (Violence): Any time the Reaver com-mits 
acts of this type against a person of some 
significance to their Anima, the Reaver is awarded 
Nightmare points. 
Indomitable: This character receives no wound 
penalties and will fight at full strength 
Mindless Assault: When in combat the Reaver will 
completely ignore all combatants except its current 
target. This means it will not make Defensive AT’s 
against anyone other that its current target. Once 
the Reaver has chosen a target, it will not chose 
a new one until the previous one is either dead, 
or physically beyond the Reaver’s reach. Any AT 
made against the Reaver that is not opposed by a 
Defensive AT is made against a difficulty of zero. 
(Reaver Attack) - There is a loud crash, quickly followed 
by a hail of glass shards as an obviously unnatural, inky-black 
skinned monster bursts through the window. Vaguely 
resembling a demonic wolf, it picks its head up and turns 
its gaze from Abigail to each of you. Snarling, it lunges in 
attack. 
Weapons 
Claws 
Requirements: Claws 1 
Threat: 4 
Damage: 6 
(1c) Damage Adjustment: + 3 Damage 
(3c) Weapon Adjustment: Bleed (3) 
Bite 
Requirements: Strength 7 
Threat: 1 
Damage: 8 
(1c) Damage Adjustment: + 4 Damage 
(3c) Strength Adjustment: Grapple & Bleed (3) 
When the Reaver is defeated, it will evaporate into a 
black mist that quickly disappears. Unlike everyone else in 
the hospital, Abigail will be fully aware of the conflict and is 
greatly appreciative of the agent’s assistance. While she will 
not be able to grasp the details of the situation, Abigail will 
seem almost relieved that someone else has seen and suc-cessfully 
fought off the Reaver. This will grant Abigail a small 
window of lucidity where she will plead for the agents to 
help her boyfriend James. If the players ask for more detail, 
Abigail will be able to mutter James’ address before falling 
into a deep sleep. 
Due to the Doubt’s influence, Dr. Chin will stand cata-tonic 
outside the room, waiting for the players to come out. 
If Dr. Chin sees the broken window or any wounds the play-ers 
may have, he will believe that Abigail broke the window 
while suffering from an episode, and blame the wounds on 
the broken glass. 
Abigail falls into a deep sleep, and you can see a small 
amount of peace come over her face. The Reaver haunting 
her dreams has been pushed back, at least for a moment, and 
the innocent girl has finally been granted a small measure of 
rest thanks to your efforts.
26 
Where’s James? 
If for some reason the players have not been given 
James’ address by Abigail (if, for instance, the agents or 
Abigail suffer from serious wounds,) here are some ways 
they could go about finding James: 
• Contacting SA Masters and have him locate a 
known address for James Baker. He will gently 
chide them for having him do their legwork, but 
will report the information back to the players in a 
timely fashion. 
• Conduct an internet search for registered addresses 
in the area associated with the name James Baker: 
A quick look at James’ public social media pages 
will list his parents as Michael and Laura Baker, 
whose phone number and address are listed. 
• Read the address off of the get well card that is still 
unopened on the desk. The Baker family sent it 
to Abigail when she was first admitted. She hasn’t 
worked up the courage to open it. 
Conclusion 
Having confronted a Reaver at the hospital, the agents 
now know that there is something much worse than a wild 
dog at work in Norfolk. Once they learn of Abigail’s boyfriend 
James Baker, locate his home, and take a trip to visit him, 
Scene 3 is complete. 
Key Details 
◊◊ The Doubt will cloud any Sleeper’s mind who 
witnesses magic. The result might make their recollec-tion 
of events odd, but it will eliminate any supernatural 
component. 
◊◊ Abby is deeply disturbed and haunted. Her por-trayal 
should make the players uneasy and mournful of 
what has happened to her. 
◊◊ The Reaver is very dangerous and the players will 
probably only succeed if they gang up on it. 
◊◊ Reavers can see and interact with Dreamwalking 
Anima. 
◊◊ Remember that Billy has an artifact which he can 
use to heal any serious wounds the player receive.
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)
ODAM Gameplay Rules (BETA!)

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ODAM Gameplay Rules (BETA!)

  • 2. Thank you for participating in this ODAM beta test. This is a very exciting time for us and your feedback is valuable. Within this beta kit you will find an introduction to ODAM’s setting and unique rule set. In addition we have included a short sample story containing three sample characters that are fully prepared to be used by your play group. We hope that you will enjoy reading this kit, and playing this system, as much as we have enjoyed developing and using it these past five years. In the back of the beta kit you will find two questionnaires - one for the Dreamweaver and one for the players. Your open and honest feedback will be a vital part of us completing development and ensuring that ODAM is the best game experience it can possibly be. Thank you again and never forget: Magic is real and dreams matter. ODAM Publishing LLC John Borgese Matthew Tarulli Credits Developed, Written and Designed by: John Borgese & Matthew Tarulli Art: Mateusz Katzig, Phillip Simpson, Patrick Tsao, Playtesters: Crista Ceribello, Gilbert DuRapau, Jonathan Edwards, Diana Muniz, Joleen Rega, Anna Svetlov, Chris Uhlig Special Thanks: Jonathan Edwards, James Ceribello, our families whose support has been essential and eternal, “the girl in the diner,” everyone who has ever downloaded, read, backed, listened to or commented on anything we’ve done, and anyone who’s ever had a dream. You are not alone. Our time is coming. © 2014 ODAM Publishing LLC Visit us at www.odampublishing.com Or say Hi at www.facebook.com/ODAMPublishing
  • 3. 3 “Every night it’s the same damn thing. I get all panic stricken, toss and turn until I’m thoroughly frustrated, then before I know it, she’s leaning over my bed. Being afraid of my nightmares never seems to keep me from passing out, and once I do, it’s only a moment before I’m aware it’s a dream. I know it is because I feel her hair grazing my cheek as she leans over my bed. I lie perfectly still with dread in my belly because I know once I open my eyes, I’m going to be greeted by a pale, willowy teenage face, framed in long dark hair. She’ll claim to be my sister, even though I’m an only child. Yet even knowing she’s there every night, I still can’t help but flinch when I open my eyes and find her staring blankly a few inches from my face. She’s going to tell me something’s wrong with “Mom” and “Dad”. We’ll walk out of my bedroom and find two undead corpses eating at the dinner table downstairs. They’ll silently dine on empty plates and “Sis” will cackle about how ‘they don’t look so well’. The whole scene is just hysterical to my dream sister. She’ll just keep on laughing as dear old mom and dad silently rise from the table and with alarming speed turn to grab me. I’ll nearly jump out of my skin with a yelp, then try not to tremble visibly as they seat me at the table. Once everyone is seated, Sis will begin giggling and only stop to assure me that I’m going to ‘loooove’ what comes next. I never do though. I’ve yet to see what happens next. I always snap awake in a cold sweat with a pit in my stomach thinking of my dream “sister” and the malevolent gleam in her eyes. Every night it’s the same damn thing. That’s why next time when I feel her hair on my cheek, I’m going to open my eyes just to be sure I don’t miss when I punch her in the face. And once Sis goes down for the count, I’ll be ready to deal with the two creeps downstairs. One more notch in the belt – another nightmare down, and a new dream on the horizon. Every night it’s the same damn thing.”
  • 4. 4 Of Dreams and Magic is a game where magic is real, and dreams matter. Anything is possible in dreams and the same would be true in our world if not for the oppressive force of the Doubt. The Doubt looms over mankind, forcing people to disbelieve anything that isn’t normal or mundane. Most people believe magic is nothing but fantasy, and dreams are little more than wishful thoughts. Anima, however, see things differently. In ODAM players assume the role of Anima - people who see past the Doubts’ influence. By experiencing dreams, Anima weaken the Doubt, allowing them to create magic in the real world. Unwilling to concede, the Doubt will endless-ly pressure Anima, even going so far as to use the Anima’s own nightmares against them. To do this, the Doubt will turn nightmares into physical manifestations called Reavers. The conflict between Anima, the Doubt, and the Reavers who serve it is the centerpiece of ODAM but by no means the only story element. By way of dreams Anima may experience any number of varied settings or “Dreamscapes” where the Anima can as-sume the role of anything from a dragon-slaying knight to a cybernetically enhanced soldier. Due to this, any type of story from a heart-warming tale of a family’s love, to an exciting space adventure full of alien threats can be covered when playing ODAM. Our dreams are limitless and now the stories we role-play can be as well. Beta Information The following pages provide all the needed information to play through the sample story “A Beast at the Door”. This kit includes three parts: basic truncated rules from the ODAM core rulebook, the story module “A Beast at the Door”, and a simple feedback questionnaire. Lexicon • Anima - People who have cast off the Doubt and can now wield magic. • Animus – The dream identity assumed by an Anima to defeat the Doubt. • Archetype – The types of dreams an Anima can make real. • Artifact - A physical item that is carried over from a dream into the Waking World. • DCMA - The Doctor Connor Marlowe Agency; the first organized Anima group that acts as both a governing body and a law enforcement agency. • The Doubt - Oppressive force that prevents man-kind from knowing that magic is real and anything is possible. • Dreamwalking - The act by which an Anima puts their body to sleep so they may traverse the world as their dream-self. • Magic - Powers Anima learn based on real-world traditions. • Reaver – The living embodiment of an Anima’s nightmare. • Remnant - A specific effect from a dream that an Anima can recreate in the Waking World. • Shaping - The act of an Anima affecting the Waking World through Dreamwalking. • Sleeper – An Anima slang term for people still con-trolled by the Doubt; non-Anima. • Waking World - The Anima’s term for our world/ reality. • Void - A former Anima who has succumbed to the Doubt.
  • 5. 5 Character Composition Characters tend to be the centerpiece of most stories and thus it is both crucial and productive to record as much pertinent information about them as possible. For the pur-poses of playing Of Dreams and Magic, everything from a character’s appearance to their relative ability at performing tasks is given a value and recorded on a character sheet. While every character is more than a series of numbers and statistics, these values help define a character and their place in the world. The main aspects of a character that are measured on a character sheet are their Attributes, Skills, Traits, and Techniques. More arcane aspects of their character such as their Archetype, Nightmare, and Animus will be listed on the sheet as well. All of this information combined serves as a snapshot of not only what a character may do, but who they are. Attributes Attributes are a measurement of the inherent qualities of a character. In ODAM, there are six attributes which are rated from 1 to 10. A character’s attributes significantly affect how well they utilize any relevant skills. • Strength is a measurement of pure physical power and the level of intensity that can be applied to all physical feats. It affects how much a character may carry or lift, and is also factored in unarmed and melee combat. • Agility measures the flexibility, grace, accuracy, and speed of a character’s physical movements. Agility plays a role in physical forms of expression, like dancing and in a character’s Reaction score (which is used to respond to outside influences). • Endurance describes how much activity one’s body and mind can handle. It is used for the cre-ation and regeneration of Stamina for a character, resisting mental influences, and fighting through pain and exhaustion. • Intelligence accounts for one’s capacity for learn-ing, reasoning, and understanding. Intelligence plays a vital role in the use of knowledge-based skills such as Academics. • Charm is the measurement of a character’s appear-ance, personal magnetism, and persuasiveness. It plays a heavy role in all social interactions and skill use. • Perception is a measurement of one’s intuitive recognition of their environment and surrounding situations. It is used to generate the Reaction score for a character, and is an important statistic for searching and ranged weapon use. Generated Attributes In addition to the 6 basic attributes, there are some at-tributes that are not assigned a number by the player, but are generated either from existing scores or a preset value. Examples of such attributes are: • Stamina is a mutable value representing exactly how much energy the character possesses and the amount of non-lethal punishment they can take. Stamina starts at a base value of fifty. The charac-ter’s Endurance is then multiplied by five, and the result is added to the base value to determine their Stamina score. • Health is a number used to represent the amount of lethal or traumatic damage someone can take before they die. Health is set as a standard number by species. The Health value for a human is 100 points. • Reaction is a measurement of how quickly a char-acter notices and responds to outside stimuli and is rolled to determine a character’s position in the order of actions within a phase. Reaction is gen-erated by adding the character’s Perception and Agility attributes together. • Conviction is a numerical measurement of how much will a character possesses with regards to fighting the Doubt’s influence. This number will frequently change, diminishing as the character exerts themselves against the Doubt, or raising when they become inspired by victory over it. • Nightmare tracks how willing the Doubt has be-come to use a character’s nightmares against them. As characters defy the Doubt, their Nightmare will rise causing negative effects referred to as Echoes to befall them. Additionally, whenever the Nightmare score increases, there is a chance that the Anima spawns a Reaver. • Doubt records how strong of a hold the Doubt has managed to reassert over the Anima. If an Anima acquires ten Doubt points, their Animus is perma-nently subsumed and they turn into a Void. • Armor shows how much protection from physical damage a character possesses. This value is nor-mally zero and is generated if necessary by adding the Armor rating of any outside sources such as equipment or magic. • Resistance shows how much protection from magical damage a character possesses. This value is normally zero and is generated if necessary by adding the Resistance rating of any outside sourc-es such as equipment or magic. • Rank is an overall rating of how experienced an Anima is at breaking the Doubt. • Shaping is a generated attribute demonstrating an Anima’s proficiency at breaking the Doubt to
  • 6. 6 create specific effects. An Anima’s Rank dictates their Shaping score. Rank 1 Anima have a Shaping score of 7. Rank 2 Anima have a Shaping score of 12. Skills In ODAM, almost everything a character can do or know is represented by base skills and advanced skills. There are nine base skills in ODAM. These base skills are rated from 1 to 10, measuring a character’s understanding of the funda-mentals of those base skills. Advanced Skills are more specific, detailed, and focused than the nine base skills and are used to showcase more de-veloped knowledge or abilities. Advanced Skills are an exten-sion of base skills, meaning one cannot know an Advanced Skill without first knowing the applicable Base Skill. Since Advanced Skills have more depth and require more training or study to truly master, Advanced Skills are rated from 1 to 40. This rating measures a character’s ability in that skill from basic understanding to absolute mastery. Listed below are the nine base skills, and several exam-ple Advanced Skills that extend from them. • Technology - The ability to effectively use and un-derstand technology. Downloading and installing an app, conducting a thorough internet search, and shooting a video on your phone would all use the Technology Base Skill. Example Advanced Skills: Computer Hacking, Programming, Cell Phone Spoofing • Social - Both the ability to socialize and the un-derstanding of social situations, the Social base skill covers all manners of interaction from mak-ing pleasant conversation at a business dinner to the fine art of seduction at a local pub. Example Advanced Skills; Flattery, Seduction, Intimidation • Creative - A measure of a characters artistic ability as well as their capacity for expression. Painting, stage performance, writing and similar activities all fall under the Creative base skill. Example Advanced Skills: Mystery Writing, Guitar, Fashion Design, Ballet • Fighting - Covers all manner of general unarmed combat, whether punching, kicking, or hitting someone with a bar stool. Example Advanced Skills: Boxing, Wrestling, Tae kwon do, Jui-jitsu • Weaponry - Accounts for skill with hand-held weaponry, excluding any form of firearm. Example Advanced Skills: Nightstick, Longsword, Spears, Throwing Knives • Firearms - Shooting and maintaining modern guns of all types. Example Advanced Skills: Handguns, Sub-machine Guns, Assault Rifles, Shotguns • Athletics - An overall measurement of practice in, and understanding of, athletic endeavors such as competitive sports, gymnastics, and strength training. Example Advanced Skills: Pitcher, Quarterbacking, Gymnastics Coaching • Manual - A measurement of the ability to perform any operation using tools with the hands such as electrical repair, replacing a flat tire, or stitch-ing a wound closed. Example Advanced Skills: Carpentry, Plumbing, Model Assembly • Academics – The general level of a character’s education or study. Example Advanced Skills: American History, Occult Lore, Surgery, Global Politics. Ability Score An Ability Score is the total summation of how good a character is at taking a specific action. An Ability Score takes multiple factors into account, such as the value of a base skill, the value of its advanced skill (if necessary) and the most rel-evant Attribute applicable at the time of use according to the Dreamweaver. Because of this, each base skill and advanced skill lists an Ability Score utilizing each of the six Attributes for ease of use. Traits Traits are specific defining components of a character that are not learned. These details of a character’s make up do not depend on a skill and can range from physical aspects such as having mismatched eye colors, to social characteris-tics like possessing a Disarming Smile. Traits are categorized as either physical, mental and social. Traits may be naturally gained or have a supernatural origin. Techniques Techniques represent specific feats or tricks a character is capable of due to their level of proficiency in an appropri-ate skill. These specific techniques can be passive or require active use. Every technique has a skill requirement and may carry additional requirements such as a specific attribute rat-ing or a specific trait.
  • 7. 7 Animus When an Anima first defeats the Doubt in their dreams, the identity or role they assumed during the process becomes known as their Animus. This Animus, or dreamself, can then be recalled when needed in the Waking World, granting the Anima extraordinary abilities. Archetypes An Anima’s archetype tells what kind of dream their Animus comes from. Each Archetype represents a specific setting or concept which immediately identifies what type of magics the character will have access to. Exulmus, Dreams of Transcendence Anima of the Exulmus archetype have broken the Doubt by transcending the limitations of their known world and doing or becoming the impossible. An Exulmian Animus will have come from a setting that is extremely similar to the Waking World, with the significant difference being what the Anima themselves was capable of. This can lead to an Animus that is a superhero flying over the city skyline, a mu-tant capable of throwing cars, or even a high school kid who’s a powerful telepath. Astea, Dreams of Fantasy The Astea archetype covers any Anima whose Animus comes from a place so wildly different from the Waking World it could only be considered fantasy. This is often a place where the rules are totally different and magic is com-monplace. Their powers could be the sorcery of dragons, or the bestowed power of a mythical deity. Vellora, Dreams of Vision To be of the Vellora archetype is to have an Animus that comes from dreams based on a possible future, or evolution, of our own Waking World. This can lead to magics ground-ed in impossibly advanced science or alternate futures. An Animus from such a dream could have battled aliens across the stars, or seen the human body become host to incredible cybernetics. Arliman, Dreams of Nightmare Unlike other archetypes, Arliman does not clearly indicate the actual setting an Animus came from. Instead, being of the Arliman archetype indicates that the Animus has come from an actual nightmare. The negative traits that fuel most nightmares take center stage regardless of setting. This can produce many varied kinds of Animus , but they will al-ways be of a dark nature. From their dark dreams they might conjure dreadful powers much like a Reaver, or even become a monster themselves.
  • 9. 9 Of Dreams and Magic not only presents a unique set-ting, but also supplies a set of rules to help groups of play-ers tell their stories. The two main components of ODAM’s rule-set are the Over/Under Die System and Competitive Advantage Points. The Over/Under Die System provides a controlled method of die rolling so as to ensure that a character’s tal-ents and abilities are the star of the story rather than the luck of the dice. The Over/Under Die System allows players to feel the thrill of over-achieving and the distress of under-per-forming while also keeping the results in line with their char-acter’s abilities. This allows the storyteller (referred to as a Dreamweaver) to have confidence that any scene or chal-lenge they write will not be undone by pure random chance. In ODAM, all die rolls are made using two ten sided dice. One die, referred to as the “Over” die, represents how far above (or Over) a character’s base level of ability they can perform. Similarly, the second die (the “Under” die) rep-resents how far beneath (or Under) a character’s base level of ability they can perform. Competitive Advantage Points (or CAP for short) work in tandem with the Over/Under Die System to allow players to measure their level of success rather than simply knowing if they succeeded or failed at a given task. CAP measure the amount of advantage a player has gained over a competitor or situation. They allow a player to be more proactive and involved in the actions their characters take and the results achieved by these actions. Ability Tests Any time a character takes an action where the out-come is in question or the specific level of success requires defining, an Ability Test (also referred to as an AT) must be made. To make an Ability Test, a player rolls their Over die and Under die simultaneously to achieve a result that ranges from -9 to +9. It is important that these dice are distinguish-able from one another (such as being different colors) and each die is identified as the Over or Under die before being rolled. When making an Ability Test, the numbers on the face of the Over die are POSITIVE, and the numbers on the face of the Under die are NEGATIVE. To determine the result of this roll, the player simply combines the two values (one positive and one negative) and the result is referred to as their Over/ Under. Keep in mind that if the number on the Under die is larger than that of the Over die, your Over/Under will be a negative number. Example: Tom is asked to make a Technology (Intellect) Ability Test. Tom has declared that his white ten sided die will be his Over die and that his black die will be his Under die. Tom rolls a 7 on his white Over die, and a 3 on his black Under die. Tom then combines these values (7 and -3) to determine his Over/ Under for this Ability Test, which is a 4. Had Tom rolled a 3 on his white Over die and a 7 on his black Under die, the result would be a -4 (3 + -7). Once an Over/Under has been generated by the die roll, this number is added to the appropriate Ability Score chosen by the Dreamweaver to achieve a final Ability Test Result (ATR). Example: Continuing the previous example, Tom has rolled his dice and generated an Over/Under of 4. This Over/Under is added to his Technology (INT) Ability Score, which is 15. This produces an Ability Test Result of 19. After the Ability Test Result is calculated, this ATR is compared to the difficulty of the test to determine how suc-cessful the attempted action was. Difficulty When a character’s only opposition is the inherent dif-ficulty of what they are attempting to do, the difficulty for that Ability Test is a set number. In these cases, there is not a second party attempting to stop, slow, or prevent their suc-cess, and the only challenge is to see if their ability is strong enough to succeed at what they are trying to do. Examples of Ability Tests that use a difficulty are try-ing to re-build a carburetor, practicing running a marathon route, or shooting a firearm. The number that is chosen as the difficulty represents the general ability level one must have to complete the chosen task consistently. Example: Marco is practicing a 3 minute heavy bag drill in the gym. The Dreamweaver decides the difficulty for this task is 8 - keeping your punches consistent and accurate over 3 minutes takes some ability, but can be done by someone without ad-vanced training. Marco’s Fighting (Strength) ATR is a 9, which is then compared to the set difficulty of 8. Shatters and Chokes Normally, the values of the Over die and Under die are combined to produce an Over/Under. But what if the Over and Under dice turn up the same number? When this happens, there are three possibilities. If both dice show a ten, a “Shatter” has been produced. This represents a character going above and beyond their normal level of ability and achieving fantastic success. When a shatter is rolled, the Over/Under for that roll is a 12. Conversely, if the Over and Under dice both show a one, the character has choked - a disastrous result which sets the Over/Under for that roll to a NEGATIVE twelve (-12.) Finally, if the face value of the Over and Under dice are the same, but not a one or a ten, the character has performed exactly in line with their ability and their Over/Under is zero.
  • 10. 10 Defensive Ability Test When a character’s attempt at doing something is be-ing contested by another character, the difficulty is not a set number. Instead, it is determined by a Defensive Ability Test made by the target. A Defensive Ability Test is in most ways identical to a normal AT, with the exception being that it’s ATR serves the sole purpose of setting a difficulty for another character’s Ability Test. This demonstrates how a character’s active op-position is determining how difficult a given action is. Example: Marco has decided to step up his training and start sparring with his gym-mate Brian. When squaring off, Marco makes a Fighting (Strength) Ability Test against Brian. Brian then makes a Defensive Ability Test to set the difficulty for Mar-co. Brian makes his Defensive AT and gets an ATR of 12. This means the difficulty for Marco’s Fighting AT is now 12. Most of the time, a character’s Defensive Ability Test will use the same skill as the ability being used against them, but this is not always the case. For instance, if one character has only the Fighting Basic Skill, but gets into a stand-up fight with a boxer, that boxer would be using their Boxing Advanced Skill. Similarly, a Defensive Ability Test in a sword fight may make use of a character’s Shield Advanced Skill rather than their Longsword Advanced Skill. Chance Test A chance test is a special test made to determine if a particular event has taken place. For this purpose, both the Over and Under die will represent different values in an ef-fort to yield a result between 1% and 100%. To do this, the Over die will represent the tens column and the Under die will represent the single digit column. These values are com-bined to produce a percentage value. This value is then com-pared to the chance of the event in question taking place. If the value is equal to or below the percentage chance of the event taking place, then the event has occurred. If the value is above the percentage chance of the event taking place, the event has not occurred. Generating Cap CAP is a unit of measurement that measures how well a character has performed at an Ability Test. CAP is generated by comparing the final result of an Ability Test to the difficul-ty for that test. When these two numbers are compared, any positive difference between the ATR and the difficulty is converted to CAP and awarded to the character making the Ability Test. Bonus CAP In addition to the positive difference that is converted to CAP, bonus CAP is awarded in accordance to the following chart. Example: While sparring, Marco and Brian have both made their relevant ATs, with Marco’s ATR being a 15 and Bri-an’s ATR being a 12. Marco has gained 6 CAP from this ex-change: 3 for the difference and 3 bonus CAP for winning. Had Brian’s ATR been 15 and Marco’s 12, Marco would only gain the 1 bonus CAP for losing by less than five. Spending CAP After a player has generated CAP from an Ability Test, they may then spend this CAP to show how their efforts paid off. Players will spend their CAP on two things: base success and CAP Adjustments. Technically speaking, the results of an action do not actually take place until the player spends CAP to purchase base success. If a player decides to spend their CAP, it is always spent after making an Ability Test. It is not required for the player to have actually gained CAP on an AT in order for them to spend CAP after it. Base Success Base success indicates that a character has accom-plished just enough of their intended action for it to be con-sidered successful. For example, a character may make an AT to swing at a pitch thrown their way. Purchasing base success will ensure they hit the ball (their intended action) but will not indicate if it’s a single or a home run. For any particular Ability Test, it is the Dreamweaver’s discretion to decide exactly what base success represents. Regardless of the nature of the Ability Test that is being attempted, or its level of difficulty, base success always costs three CAP. This means that by beating a difficulty, a charac-ter is automatically granted enough bonus CAP to achieve base success. Example: Marco has gained 6 CAP on his Fighting AT. Marco decides to spend 3 of his CAP to achieve a base success. Since he is sparring, the Dreamweaver decides that this base success means that Marco has landed a punch. Bonus CAP 3 CAP 2 CAP 1 CAP Ability Test Result > Difficulty Ability Test Result = Difficulty Ability Test Result < Difficulty by 5 or less. Difference between ATR and Difficulty Ability Test Result < Difficulty by 6 or more. 0 CAP
  • 11. 11 CAP Adjustments The CAP system is used to allow players and Dreamweavers to not only determine success or failure at an attempt to use an ability, but also to measure how success-ful the attempt was. This is done through the usage of CAP Adjustments. CAP Adjustments are used to explain exactly how a character uses his or her advantage in a situation to obtain a desired result. While every Ability Test requires 3 CAP to be consid-ered a basic success, Ability Tests can have a myriad of dif-ferent CAP Adjustments, each with different costs. Most of the time, the Adjustments that can be purchased on an AT is determined by the skill being tested or the equipment that is being used to conduct the test. The six most common kinds of CAP Adjustments pre-sented in ODAM are: • Strength Adjustments alter the base result of an Ability Test’s magnitude – how “strong” of an ef-fect is created. • Duration Adjustments make the results of an Ability Test last longer. • Speed Adjustments reduce the amount of time it takes to perform a base success. • Damage Adjustments cause attacks to do more damage. • Range Adjustments extend the physical range that a success can cover. • Weapon Adjustments represent unique effects created when landing an attack with a specific weapon. These CAP adjustments usually have a cost from 1 to 5 CAP each. As long as CAP is available, multiple Adjustments can be purchased when spending CAP, and the same Adjustment can be purchased multiple times unless the Adjustment in question (or the Dreamweaver) states other-wise. Example: Tom is attempting to find his personnel files on a laptop his HR Manager has left unattended. Tom makes a Tech-nology (INT) Ability Test, and has produced an Ability Test Re-sult of 19. The Dreamweaver sets the difficulty of this Test at 16 - while the files are foolishly not password protected, the HR Manger uses a strange naming scheme, and Tom’s character does not know when the manager will return. The Dreamweav-er also tells Tom that it would take 5 minutes of searching to find his file. Tom compares his Ability Test Result of 19 to the difficulty of 16, and is awarded 3 CAP. Additionally, since Tom has won this roll (his ATR is greater than the difficulty) he is granted a bonus 3 CAP, giving him a total of 6 CAP. For this Technology (INT) Ability Test, a base success costs 3 CAP, leav-ing Tom with an extra 3 CAP to spend. Prior to the AT being made, the Dreamweaver decided that Tom can choose to either speed up his search at the rate of 1 minute per CAP (a 1c Speed Adjustment), or he can choose to dig deeper into the files to gar-ner more information(a 3c Strength Adjustment). Tom’s char-acter is really only interested in how large of a raise he’s being considered for, and is more concerned with not getting caught than anything else. Tom decides to spend his extra 3 CAP to be able to find this information in 2 minutes instead of 5, with each CAP purchasing the Speed Adjustment which reduces the amount of time spent searching by 1 minute. Tom gets the info he wanted, closes the file, and exits the office with no one the wiser. Had Tom decided to instead spend the 3 CAP to discover more information, he would have seen that he won’t be getting a raise at all, since his name is at the top of the list for the next round of personnel cuts. Yikes! Declared Adjustments There is a modified type of CAP Adjustment that may also be purchased – a Declared Adjustment. Any Adjustment labeled as “Declared” has an additional stipulation to its use beyond its cost. A character must declare their intent to use a Declared Adjustment at the same time they declare their intended ac-tion. This represents a character building advantage towards creating a specific effect, rather than capitalizing on the ad-vantage he has already built. When initially stating the intent to use a Declared Adjustment, any CAP previously generated by the relevant AT is normally lost unless the Dreamweaver decides other-wise. Once a character has stated they intend to use a Declared Adjustment, they may not change to a new Declared Adjustment without losing all of their previously accrued CAP. Non-declared Adjustments may still be used, but have their CAP cost raised by one until the Declared Adjustment is purchased or canceled. Phase Regardless of the type of story being told, measure-ments of time are necessary to keep track of events. This becomes especially important during combat or other com-petitive scenes. For scenes of this nature, ODAM uses a basic increment of time call a Phase. A Phase is a non specific mea-surement of time, generally ranging between approximately 5 to 15 seconds. This range can be altered significantly to satisfy the needs of the Dreamweaver. This mutability allows for better control by the Dreamweaver to narrate the story in the most appropriate manner possible. Phases are broken up into 3 basic parts used to help keep track of the order of events during crucial portions of the story. Part One: Reaction Order The first part of a phase is the establishment of Reaction Order. The Reaction Order notates what order the actions of a phase occur in. To do this, characters will be using their Reaction Score to make a unique form of Ability Test. Any time where the sequence of events is significant and in question, a Reaction Ability Test is made to start a new phase. Making a Reaction AT is similar to a normal Ability
  • 12. 12 Test, with the differences being that CAP is not generated and the ATR is not compared to a difficulty. Instead, the ATR is compared to the Reaction ATR of all other participants in the phase. A Reaction order is then established by declaring the highest Reaction ATR as first, followed by the next highest ATR being declared second, and so on until all ATRs are as-signed a position in the Reaction order. Once a reaction order is determined, it remains the same unless there is a need to reestablish the order of events. A new combatant entering a battle is a good example of why Reaction would be re-tested. Part Two: Declaration of Actions Once Reaction order is established, all characters must declare all their intended actions for the phase, starting with the character who has the lowest position in Reaction order and working up the list, ending with the character who had the highest position in the Reaction order. Before declaring any actions, a character may choose to delay their actions. If they do so, they may choose any position below their own in the Reaction Order. This remains their position until the end of the phase. Part Three: Resolution Finally, all actions being taken are resolved according to Reaction order, starting with the character that has the highest position and ending with the character that has the lowest position. Resolving a character’s actions can include making any applicable ATs or accounting for the effects of any untested actions being taken. Once all actions are re-solved, and each character has had their turn in the Reaction order, the Phase is considered over. Action Types Different situations call for specific types of actions, and each type of action has a different set of conditions when it comes to making Ability Tests and spending CAP. There are two types of actions pertaining to the time required to complete them. Instant Actions are just as they sound - instant. An instant action takes place at a specific moment during one phase. If necessary an Ability Test is made at the moment the action takes place, CAP is gained from that Ability Test, and then that CAP is immediately spent to determine the success of the action. Any CAP gained by the AT but not spent is lost. Persistent Actions take place over the duration of a phase and can possibly continue on into subsequent phases. This allows a player, when necessary, to make an AT and have the CAP carry over from phase to phase. CAP does not have to be spent immediately. Instead, it can be built up through a series of ATs over several phases. A persistent ac-tion is considered to be ongoing throughout the entirety of the phase from the moment the action begins until it is con-sidered completed, or ended, upon resolution of its relevant Ability Test. Both action types can also possess one of the following three subtypes. These subtypes pertain to the actions’ level of difficulty. Tested actions requires an AT to determine their out-come. Untested actions are considered so easy or basic as to not even require an ability test. These actions still require some effort or focus. Because of this, untested actions count towards any multiple action penalties incurred in a single phase. Anything from opening a door to reloading a weapon my be considered Untested. Free Actions are considered to be so simplistic that they require no AT and barely require the concentration of the character. This means that the action is close enough to effortless as to not impact the outcome of other actions taken within the same phase. Multiple Actions If a character wishes to take more than one action in a single phase they may do so. Splitting your attention this way is challenging and causes each Ability Test taken during that phase to be subject to a penalty. This penalty is -5 for every Tested or Untested action declared and is applied to any AT taken in that same phase. ATs taken in the same phase must be made against a different target, or use separate abilities. When making mul-tiple ATs, CAP is gained, accrued, and spent separately for each. It is important to also remember when declaring mul-tiple actions that the Dreamweaver must decide if it suitable for the character to even do so being that the most significant limiting factor is time. Any given phase is only a few seconds long so regardless of incurred penalties, there simply may not be enough time to do everything desired in a single phase. Combat All great stories revolve around conflict of some kind, whether it be a young woman trying to make a life-altering decision, two rivals fighting to gain the affections of a lover, or nations clashing in a great war. In most stories, these conflicts are resolved through some sort of direct competition – many times violent. In or-der to resolve these violent contests, ODAM has a system of Combat Rules that are used to adjudicate over many types of possible physical conflicts. Engaging/Disengaging Whenever two or more characters are making persistent Ability Tests against each other, they are said to be Engaged. Any Ability Tests taken while engaged are assumed to be di-rected towards the other participants that the character is currently engaged with. Any time characters are involved in hand-to-hand or melee combat, they are said to be engaged with one another. While engaged in combat, a character may not travel far distances or avoid CAP being accrued against them by other engaged characters. You may attempt to disengage in lieu of making an
  • 13. 13 Ability Test against the combatant you are currently engaged with. Disengaging allows any party currently engaged with you to immediately make an Ability Test against you. This test represents their attempt to either keep you engaged or press their advantage. This Ability Test’s difficulty is set by making a Defensive AT using your Reaction score rather than the ability you had previously been engaged in using. After making the Ability Test, they may also spend any CAP they have available. They may spend 3 CAP to cancel the disen-gagement and force the conflict to continue. If you successfully disengage, you may move as you would normally be allowed in your phase, any CAP built against you in the previous engagement is cleared, and you may make any additional Ability Tests declared that phase. You may not, however, decide to re-engage in the same en-gagement you just disengaged from. Damage The ultimate goal of any kind of attack is to cause damage to an opponent. The base damage and damage ad-justments done by an attack are determined by the weapon or method used. When damage is done it is immediately re-moved from the opponent’s Health Total. In ODAM there are two types of Damage - Physical and Magical. Physical damage refers to any type of damage created by natural means. Whenever the source of damage is native to the Waking World it is considered to be physical. Magical damage refers to any type of damage created by unnatural means. Whenever the source of damage is not native to the Waking World it is considered to be Magical. Armor There are many situations where a character may pos-sess a piece of equipment or be the recipient of a magic ef-fect that offers them protection from potential physical harm. This may be the case for a modern day law enforcer wearing a bullet proof vest or a medieval knight wearing a magic ring for protection. Regardless of the forms they take, these pro-tective items that reduce physical damage are classified as armor. Every armor item has an Armor value which contrib-utes to a characters Armor Rating. This value is a numerical representation of how much physical damage is ignored from each individual source. No damage source may be reduced below zero in this manner. Additionally, any armor that only covers certain parts of the body only provide their damage reduction to the areas that are protected. For example, a Flak Jacket may possess an Armor value of 20. This would indicate that any Physical damage from a single source is reduced by 20 before being applied to the target’s health. However if an attack were to strike the wear-ers leg, the Flak Jacket would provide no damage reduction. Resistance While functionally identical to Armor, Resistance offers a means of protection against any magical sources of dam-age. It is important to note that the type of damage done is irrelevant so long as it’s source is of an unnatural nature. As a general rule, any damage created by breaking the Doubt is considered a magic damage. For example, an Anima who conjures a blade and stabs a target is dealing magical damage because the blade only exists because of a break in the Doubt. Alternatively, should an Anima telekinetically lift a blade and stab a target, that target will suffer physical dam-age because the source is a blade that already existed in the Waking World. Attack Priority Sometimes situations in a conflict may cause a character to be more discriminating with their attacks. While generally attacks made as a result of CAP expenditure have their ex-act effects decided upon and narrated by the Dreamweaver, there are certain situations where a character may want more specific control over their attacks. The most common circum-stance is an attack to a very specific location on a target. A bowman may decide for flare or necessity that only shooting their target in the eye will suffice. In this case the character is targeting such a specific area that they would need to use a Declared CAP adjustment such as Called Shot: (15c) Declared Adjustment: Called Shot - Target is struck in the exact chosen location Gaining the CAP to accomplish this goal is no simple feat. There are times where such extreme precision is not necessary, rather a simple prioritizing of target areas is whats called for. For example, a medieval knight may be facing down an armored troll. He sees that the monster is wearing a crude, thick chestplate and decides he shouldn’t bother wasting his efforts trying to cut his way through it. To represent this, the character is considered to be using Attack Priority. For the purposes of Attack Priority, a Normal target is one of comparable size to the attacker. Using Attack Priority will have the following effects depending on the size of the area it is being using on. Minor Area – Any area less than half of a total Normal target is considered minor. In this case using Attack Priority on a minor area increases the CAP cost of base success and all CAP Adjustments by 3. Major Area - Any area more than half of a Normal tar-get is considered Major. In this case using Attack Priority on a major area increases the CAP cost of base success and all CAP Adjustments by 1. To continue the example, the medieval knight has cho-sen to use Attack Priority on the trolls arms, legs, and head – essentially choosing to attack anywhere other than the trolls chest. The Dreamweaver decides that while smaller than a
  • 14. 14 Wound Penalty 0 -2 -5 -10 -20 81-100 61-80 41-60 21-40 0-20 Current Health normal target, the area the knight is using Attack Priority on is still more than half of one, so it is considered Major. This means that any attack the knight spends CAP on will now have a base cost of 4 instead of three. Any additional adjust-ments purchased will also cost 1 more CAP than normal. The good news for the knight is that now any attacks he makes will be sure not to clink ineffectively off the trolls breastplate. Evading There are times when a character may need to avoid an incoming attack yet possesses no applicable Ability score to use. This could be due to circumstance, such as a knight not having his trusty sword or due to a functional need such as dodging a shoe thrown by an older sibling. In these cases, a Defensive Ability Test may be taken using the character’s Reaction Ability Score. Using this method of evading pre-vents the character from being considered engaged with their opponent. Movement During a phase a character can move a single meter as a instant free action. A character may choose to run during a phase in order to move an additional distance but this counts as a untested persistent action. The character may move a maximum additional distance in meters equal to their Agility score within a single phase. A character can choose to forsake all other actions and run as fast as possible during a phase. Doing this prevents them from taking any other actions, but allows them to move an additional distance equal to double their Agility score. Health and Wound Penalties Getting injured in combat does more than simply de-creasing a character’s Health total. Enough injury can bring additional penalties to any AT the character may make. These penalties represent the distracting effects of pain as well as the physical limitations some injuries create. The following is a chart showing the penalties incurred at certain Health to-tals. These penalties replace one another. They do not stack. Healing A character losing health represents that character taking a noticeable and significant amount of damage and as such restoring health is a slow process. A character who spends their recovery time strictly resting will naturally re-cover one point of health per day. This recovery time must be spent while under a suitable amount of medical care - a stab wound will assuredly require stitches and antibiotics, while a broken bone may require a substantial amount of time spent in a hospital. Multiple Targets Combat is not always a one on one affair. There may be times that a group of characters must team up to face a supe-rior foe, or a character finds himself surrounded by enemies. When facing off against multiple enemies, the only way to accrue CAP against each enemy is to take multiple ATs. For the purposes of determining the proper multiple action penalties, each AT made against a separate target is considered a separate action. Defensive Ability Tests against Multiple Tar-gets Defending yourself against multiple targets is challeng-ing. To represent the increasing difficulty of dealing with multiple attackers, each time an additional Defensive Ability Test is made beyond the first in a phase, a -5 penalty is ap-plied for each Defensive Ability Test already taken. Example: Eric has finally said the wrong thing to the wrong person at the bar he frequents. Having offended multiple peo-ple throughout the night, three bikers decide they’re going to teach Eric a lesson. They all make Fighting (STR) Ability Tests against Eric. Eric is fully aware of all three bikers and is pre-paring to defend himself against their attack. Eric’s Defensive Fighting (AGI) AT against his first attacker is made normally, the second is made at a -5 penalty, and the third is made at a -10 penalty. Eric can only focus enough to use the entirety of his ability to fend off one attacker, and each subsequent attacker finds it easier and easier to build CAP against Eric. Unarmed Combat One of the most common forms of violent conflict there is, Unarmed Combat makes use of the Fighting Base Skill and its Advanced Skills. The Fighting Base Skill covers all the basics of unarmed combat - being able to successfully throw a punch, avoid in-coming blows, and keeping yourself at a proper range are all covered by the Fighting Base Skill, while the fine details of a specific discipline such as boxing or karate would fall under their own Advanced Skills. Unarmed strikes, regardless of the skill being used, do damage against a character’s Stamina rather than against their health.
  • 15. 15 When a character’s Stamina is reduced to 0, then the damage is applied to Health instead. Listed below are the basic statistics for an unarmed strike. Advanced Skills or Techniques may have different strikes that produce different effects. Unarmed Strike Requirements: Strength 1 Damage: Strength Score (1c) Damage Adjustment: +1 Damage (3c) Strength Adjustment: Knockout Chance Grappling Beyond using simple unarmed strikes, another basic option in unarmed combat is to grapple with an opponent. Grappling an opponent allows a character to physically hold on to an opponent and prevent that opponent from disen-gaging. Certain Advanced Fighting Skills may have special Techniques that require a grapple to be initiated before be-ing used. Being grappled may also prevent certain Advanced Fighting Skills from being used. It costs 3 CAP to initiate a grapple. Breaking a grapple costs 3 CAP and may be done after taking the appropriate AT. Knockout Chance Regardless of the reason for its occurrence, when a player takes a Knockout Chance Test, they make a chance roll to determine if they are rendered unconscious. The base chance to be rendered unconscious when tak-ing a Knockout Chance Test is 1%, plus 1% for each point of damage received by the triggering attack or mechanism. Melee Combat The usage of any sort of melee weapon falls under the Base Skill of Weaponry and its associated Advanced Skills. A melee weapon can range from something as simple as a pool cue or a broken beer bottle, to a weapon requiring special-ized training to wield effectively, such as a rapier or a nun chuck. For this reason, every melee weapon has a set of re-quirements. If you do not meet these requirements, you can still use the weapon, but you will not be able to effectively leverage its threat rating. Threat Rating Just as it sounds, the Threat Rating of a weapon mea-sures how much threat the weapon poses to an opponent when being used. Many factors make one weapon more threatening than the other - its size, how easily it can inflict major damage, and the overall danger the weapon itself pres-ents all contribute to the weapon’s threat rating. If a char-acter meets the requirements for using a weapon, they add this Threat Rating to all ATs made using the appropriate skill while wielding the weapon. Weapon Effects Beyond just dealing damage, each individual weapon may cause specific effects such as a baseball bat increasing the likelihood of a knockout or a dagger causing a puncture wound that bleeds heavily. These weapon effects are applied via CAP adjustments, each of which are listed as part of the weapon’s statistics. Here are a few of the most common weapon effects: • Bleed – While many types of damage can cause incidental blood loss, the bleed effect refers specif-ically to a potentially life threatening occurrence. When listed as a weapon effect the term bleed will be followed by a number in parenthesis. This num-ber is the amount of health damage the recipient suffers each phase due to blood loss. Once created, a bleed effect will continue to cause damage until the wound is either properly tended or healed. • Knockout – This weapon effect indicates a trigger causing the victim to make a Knockout Chance Test. When listed as a weapon effect, the term knockout will be followed by a number in parenthesis. This number represents the additional chance added to the Knockout Chance Test. • Amputation – This weapon effect will cause a non-essential limb to be removed from the victim if the weapon is physically large enough to do so. Amputation causes tremendous bleeding giving the victim a Bleed (10) effect. In addition, missing a limb may cause penalties to any ATs made where this loss is a factor. • Decapitation - This weapon effect will cause an essential limb to be removed from the victim if the weapon is physically large enough to do so. Typically for humanoids this refers to the head, but in cases where the victim may be something other than human – this effect will remove the most significant limb possible, if one even exists. In most cases this effect renders the victim dead. • Crush – A limb or body part targeted by this weap-on effect is physically crushed and beyond normal repair. Wounds created in this manner may re-quire magical healing to restore the area to func-tional order. If conventional medical treatment is deemed possible, the wound takes triple the nor-mal amount of time to heal and is permanently damaged. The exact nature or extent of the linger-ing damage is determined by the Dreamweaver.
  • 16. 16 Longsword Requirements: Strength 5 Damage: Strength + 8 Threat: 6 (1c) Damage Adjustment: +4 Damage (3c) Weapon Adjustment: Bleed (3) (7c) Weapon Adjustment: Amputate (10c) Weapon Adjustment: Decapitate Ranged Combat Whether it is firing a bow or a bazooka, any weapon that is aimed and results in a projectile being fired is consid-ered to be a ranged weapon. Unlike unarmed or melee combat, ATs for a ranged weapon are made against a difficulty, and are always instant actions. The difficulty to use a ranged weapon is determined by the weapon itself, and the range at which it is being used. Ranged weapons have three range levels: short, medi-um, and long. Each range level lists a minimum distance and a maximum distance a target may be from the shooter to be considered within that range level. All three distinct range levels have their own difficulty. To determine the difficulty of a ranged AT, determine what range the target falls into and use the corresponding difficulty. Firing into Cover Firing a ranged weapon at a target behind some kind of cover is much more difficult than doing so when the target is out in the open. Whenever making an AT to use a ranged weapon against a target in cover, the difficulty used for the AT is increased based on how much of the target is obstruct-ed. Small cover: +2 difficulty Medium cover: +5 difficulty Large cover: +8 difficulty Speed In addition to its range levels, ranged weapons have Speed ratings. This speed rating is used to check if it pos-sible for the projectile to be evaded or dodged. If a target’s Reaction score is higher than the weapon’s Speed, the target may make a Defensive Ability Test using their Reaction score. The ATR of this Reaction test is then added to the difficulty of the attacker’s AT. While mostly a factor when avoiding strength-propelled projectiles such as stones from a sling or a brick being thrown from across the street, there can be occa-sions when the speed of a firearm is just as relevant. A human may not be able to dodge a bullet, but the dark corners of ODAM can contain more than just humans. Rate of Fire Beyond single fire, there are two additional rates of fire available when using a ranged weapon – semiautomatic and fully automatic. Firearms that have semi or fully automatic firing are designed with the intent of firing large numbers of bullets in a short amount of time. While the chances of any one indi-vidual bullet striking a target may lessen, the overall chance of the target being hit at all increases. To represent this, when a character using a ranged weapon is actively using semi or automatic fire for an ability test, two modifications are made. The first modification represents the ease of hitting a target with so many projectiles, granting them a bonus to their Ability Score. This bonus will be listed in the weapon’s description under Rate of Fire. The second modification represents the likelihood of being struck more than once, leading to increased damage. For this purpose, the weapon’s relevant Rate of Fire will have its own CAP adjustment pertaining to damage output. A firearm must have at least half a clip of ammo re-maining for full auto to be used. Assault Rifle Range: 0-50m/51-150m/151-300m Difficulty: 15/25/35 Damage: 20 Speed: 40 Rate of Fire: Single, Semi (+4), Full (+8) Ammo: 30 (1c) Damage Adjustment (Single): +10 Damage (1c) Damage Adjustment (Burst): +13 Damage (1c) Damage Adjustment (Full): +17 Damage
  • 17. 17 Being Anima Becoming an Anima thrusts a person into a new life of equal parts wonder and danger. On one hand, you are able to break the Doubt and do some pretty spectacular things. On the other, the Doubt is a relentless enemy that will try its hardest to conquer you. Walking the line between dreams and nightmares is an every day battle for an Anima. Here are some of the key elements that make an Anima who they are. Channeling the Animus Possibly the most significant tool in the Anima arsenal is their ability to channel their Animus in the Waking World. This act allows a character to become their dreamself for a short time, giving them access to powerful abilities. Each Animus is made up of two primary components: an Aspect and its Remnants. The Aspect is a defining charac-teristic that indicates how the Animus physically manifests as well as what passive benefits are gained when it is in use. As an Anima rises in Rank the benefits granted by their Aspect grows stronger, allowing more of their Animus to be brought into the Waking World. The Remnant component of an Animus is a series of individual abilities, one selected for each potential Rank an Anima may achieve. These Remnants are only accessible when the Animus is actively in use, representing specific things that the dreamself is capable of. How it Works: For a character to channel their Animus, they must spend 10 conviction. This is considered to be an in-stant free action. They are then immediately granted all lev-els of their Aspect up to the same level as their Anima’s Rank. For example, a Rank 3 Anima who activates their Animus would gain the benefits of Levels 1,2, and 3 of their Animus’ Aspect. Likewise, they gain access to all of their Animus’ Remnants, up to the same level as their Anima’s Rank. The Animus is considered to be active for the duration of a scene or ten minutes, as chosen by the Dreamweaver. Once made available by activating the Animus, all Animus Remnants are used in the same way that a Magic of the equivalent Rank would be. Unlike Magics, Remnants do not have a Conviction cost to use. Magics In addition to bringing dreams to life in the Waking World, Anima can also create specific breaks in the Doubt called Magics. These particular powers can be learned in dreams, or may draw upon the Waking World’s historical magic traditions in order to assist the Anima in fighting the Doubt. How it Works: Magics each have a rank that the Anima is required to achieve before learning them. To use a Magic, a character makes a Shaping AT with the difficulty being set by the Rank of the Magic that is being used. The cost of a Magic is also determined by its Rank. Rank One: 5 Difficulty, 3 Conviction Cost Rank Two: 10 Difficulty, 5 Conviction Cost Dreamwalking Using their Animus and Remnants in the Waking World is not the only way Anima have influence over dreams. By concentrating and spending conviction, all Anima are capa-ble of putting their bodies to sleep and pulling the waking world into their dreams through Dreamwalking. When Dreamwalking, Anima may invisibly travel the Waking World as their dreamself, seeing the world through the lens of a dream. The world looks much as it normally would, but as with most dreams, things can be slightly al-tered or distorted. Seeing the world this way will show more clearly any strong ramifications dreaming may have had on the Waking World. Anima can not in any way physically interact with the Waking World while dreamwalking. They will simply pass through anything they make contact with. A key purpose for Dreamwalking besides simply view-ing the Waking World with a new perspective is to enter oth-er people’s dreams. An Anima who dreamwalks and touches the sleeping body of another person may immediately step into that person’s dreams. This process is not without risks. Once entering another person’s dream, the Anima is subject to the rules and will of that dream. They will assume an identity, sometimes very different from their own, that allows them to “fit” into that dream, as indicated by the Dreamweaver. While there are many reasons for entering another person’s dreams, con-fronting Reavers is certainly the most common one. How it Works: While it is a natural ability that all Anima possess, Dreamwalking is an exhausting task. It re-quires a great deal of Conviction to break the Doubt enough so that the Anima may experience the Waking World as a dream. Dreamwalking is an Untested Action that costs the Anima 20 Conviction and puts the Anima’s physical body to sleep.
  • 18. 18 Nightmare At the heart of being an Anima is dealing with the Doubt. The most direct and immediate consequence of being an Anima is having the Doubt give life to your nightmares as beings called Reavers and set them upon you. Inevitably, Anima will have to face Reavers and fight them off if they hope to survive. When a Reaver is created, it is bound to the Anima who it is created for. This means the Reaver will direct all hostilities towards the Anima it’s bound to. Unfortunately, this does not stop innocent bystanders from getting hurt in the process. Because of the threat they pose to both Anima and out-siders, many Anima group together to help one another fight off these creatures and ensure the Doubt doesn’t grow stron-ger. The Reavers themselves take varied shapes and pur-poses much like the Anima they come from. Some are living embodiments of violence and savagery, while others take the form of a cunning, cruel nemesis using power and wit to tor-ment an Anima. This makes dealing with reavers a difficult and unpredictable task. Ultimately, for a Reaver to be completely defeated, the Anima must stop the monster in the waking world. After this is done, the Anima it is bound to can choose to dreamwalk and enter their own dreams. Doing this causes the Anima to enter a nightmare where they can confront the Reaver on its own terms, where they can hopefully defeat it. How It Works: Each day an Anima wakes and refuses to succumb to the Doubt, their Nightmare score increases by one. Additionally, every point of Conviction they spend also increases their Nightmare score by the same number. As this score rises, the likelihood for the Doubt to create a Reaver from their nightmare rises as well. When a Reaver is defeated in the dreams of its associ-ated Anima , the Reaver is destroyed and that Anima’s night-mare score is reset to zero. Doubting Anima believe that the Doubt’s sole purpose is to self sustain. To that end, the Doubt does everything it can to cause Anima to accept it and let go of their dreams. The most significant way it fights for this purpose is through the use of Reavers. By subjecting the Anima to their own nightmares made real, the Doubt creates suffering and pain of an intensely per-sonal origin. The Doubt does this in an attempt to force an Anima to willingly doubt what is happening. By choosing to consciously doubt something of a mag-ical nature, Anima surrender a small part of their dreams in exchange for undoing what magic has done. How it Works: Any Anima may choose to doubt a par-ticular magical effect. In doing so, they receive one doubt point and completely negate any damage or effects targeting them.
  • 19. 19 Overview The Doctor Connor Marlowe Agency serves as the governing body and law enforcement agency made up by and for Anima. Part of the DCMA mandate is assisting newly awakened Anima in living their new lives and handling the challenges that being an Anima may present. For those who have the proper backgrounds or ability, employment in the DCMA can often be the next step towards fully participating in Anima society. Beast at the Door tells the story of three fledgling DCMA agents who are working together to complete their first field assignment. Under the remote guidance of a senior agent, the characters are sent to investigate the death of a teenager in a suburb of Chicago that features some tell-tale signs of the Doubt’s handiwork. If you intend to be a player in the Beast at the Door story, we ask that you stop reading here. Not only will you find it more enjoyable to play without any further information about the story, but part of the testing process includes allowing players to come up with their own solutions to the presented issues. In addition, it may add an extra level of fun to read over the story after you have played it. Did your group make the same Ability Tests and come to the same conclusions as the ones suggested in the written story? Or did you try to take a different tact – and how well was your Dreamweaver able to account for this? If you are a Dreamweaver, we suggest reading through the whole story first, then assisting your players in choosing their characters. You should also have a set of dice, a pencil, paper, and the full set of rules and story at the ready. Either way, we hope you enjoy playing Beast at the Door. If you are a player, look over your DCMA Field Guide handout, work with your group to choose characters, and grab that character’s sheet. Each character also has a reference sheet that includes a character history, some roleplaying tips, and full descriptions of their Traits, Techniques, Animus, and Magics. You will also need two ten sided dice, a pencil and some paper, and then will be fully prepared for your first steps into the world of Of Dreams and Magic. Please contact us with your feedback either through our website, www.odampublishing.com, our Facebook page (www.facebook.com/ODAMPublishing) or email us directly at odampublishing@gmail.com. “Beast at the Door” An ODAM Story Module
  • 20. 20 Story Summary Several months ago, the DCMA started a program to give new Anima basic instructions on how to handle their new lives within Anima society. Three of those Anima were then selected and offered starting positions as fledgling agents of the DCMA. As new agents they would continue their education and learn how to form an effective team so as to investigate Anima related crimes. Beast at the Door tells the story of these three charac-ters, each from a different walk of life, working together to complete their first DCMA assignment in the field - investi-gating the death of a teenager in a suburb of Chicago. The trio’s senior agent gives them the assignment ex-plaining that the eye witness accounts, along with some oth-er case details, seem inconsistent in a manner that typically indicates the Doubt’s influence. The new agents arrive in the town of Norfolk and after a brief scene of settling into their hotel, head to a local school to dig for clues about the murdered teen. Their investigation leads them to a psychiatric ward where the victim’s ex-girlfriend is now being treated. There, they have a harrowing encounter with a Reaver. Clues from the ex-girlfriend and the presence of the Reaver cause the group to go searching for the boy who they suspect may be at the heart of the problem. James Baker is the inmate’s current boyfriend and also the source of the Reaver. He is a newly awakened Anima and the agents track him down at his parent’s home. Together, they convince James to let them help him. They enter his dreams to face down his nightmare in a climactic battle of angels and demons. The Death of Peter Koslov According to police files, Peter Koslov was killed by a stray dog attack 2 weeks prior to the start of A Beast at the Door. The attack took place on Sept 20th just off the corner of Willow Street and Emery Place. The DCMA’s suspicion of possibe magic involvement stems from the wild inconsisten-cies found in several of the eye witness testimonies. None of the children questioned described the attacking dog the same way, and several insisted it was not a dog at all, rather more like a wolf. While eye witnesses are rarely perfect in their recollection of violent events, the seemingly simple details regarding the dog were so unanimously different that the case got flagged by the DCMA for closer inspection. Besides the testimonies, the medical examiner made a report full of strangely incongrous details. Despite the absurd size and severity of Peter’s lascerations, the examiner illog-ically concluded a stray household breed of dog could have killed the boy. This flawed logic lead to the DCMA deciding to send agents to investigate. The Agent’s Mission While it is true the DCMA acts as a governing body for Anima society, it also serves as form of police force. Unfortunately, this police force is burdened with some difficult tasks. First, when on field assignment, agents of the DCMA are primarily trying to assess the situation and look for indication of Reaver activity. Reavers are always a danger to both Anima and sleep-ers, thus they must always be dealt with accordingly if dis-covered. The second part of their task in the field is to find if any Anima involved with a particular crime has knowing-ly violated local laws. If they have, the agents must make a judgement call to either admonish the offender and send them on their way, or apprehend them so they can be judged by a council of peers. Sometimes local laws cannot possibly account for the actions of Anima and the magic they wield. In this capacity, the DCMA enforces judgement on a case to case basis so the members of Anima society don’t abuse the power they pos-sess over Sleepers. Any text presented in this format is information that can be read directly to the players. It often contains descriptions of locations and pertinent pieces of dialogue. While you are free to add your own personal touches to the text, be sure that any points in bold are clearly delivered to the players. Dreamweaver Text What Ability Score Should I Use? In order to provide the most satisfying representation possible, ODAM allows for the Dreamweaver to choose on a case to case basis exactly which Attribute is most relevant for a character making an Ability Test. While this is helpful, it begs the question: What Ability Score should I use? Typically, the answer is simply the one that seems to make the most sense at the time. Using Firearms as an example, a sniper may be perched in perfect position, calmly watching as his squad performs a task. Should an enemy expose themselves in the area that he is covering, he will calmly track them and shoot them down. This can be represented by making a Perception Firearms Ability Test. Perception makes the most sense in this scenario because the Dreamweaver feels the sniper’s ability to aim is playing a larger role than any other attribute. In a later scene, this same character has been challenged to a duel – an old fashioned Western draw. In this case, the characters’ ability to aim is less of a concern, so the Dreamweaver may decide that his Agility should be used instead for his Firearms Ability Test because Agility better represents his smoothness and speed when it comes to the quick draw. By using this mechanism, Dreamweavers can ensure that their stories are represented with shrewd efficiency.
  • 21. 21 CAP in your Stories CAP adjustments allow for a great deal of both detail and versatility. By using CAP a player has the ability to actively choose exactly how their efforts have come to fruition. Imagine a bold warrior locked in a swordfight with his evil nemesis. Traditionally the player of such a warrior would at best declare a type of attack they are choosing to make, and at worst, simply declare an attack and hope for the best. Using CAP, that same warrior is now locked in a much more realistic simulation where each feint of his blade, and misstep of his foe, is represented in his growing number of CAP (advantage). Now his level of leverage in the duel must be used intelligently. The player must actively choose to spend a large sum of CAP on a powerful blow in an effort to bypass his enemies thick armor or perhaps choose to take a basic, methodical strike in hopes of saving some CAP should his enemy have a surprise in store for him. This mechanism puts players in the driver seat as they steer their actions throughout a story. Strategy and depth can be a very real part of those key climactic scenes that so many great stories revolve around. This depth is not only for combat. The control and versatility CAP brings to battle can easily be carried over into any ability use, allowing Dreamweavers to enrich their player’s experience in scenes that may be far less violent but no less important. For these purposes, when a player takes an Ability Test, the Dreamweaver must consider the relevance and complexity of the task being attempted and use their basic judgment to assign makeshift CAP Adjustments and their costs. For example, imagine a cyberpunk story where a team of elite mercenaries have infiltrated a target building and allowed a notorious cyberhacker to plug into the building’s network. A thrilling affair could take place just by assigning basic CAP adjustments to the hacker’s persistent Ability Test. Say the player of this hacker is told that while his base success of three will grant him undetected access to the building network - that’s all base success in this case is. He gets in. Now the player is given the following information by the Dreamweaver: “This test will have the following CAP Adjustments: for 2 CAP you can successfully pull 1 important private file from the buildings system”. Already, the Dreamweaver has given the player something to think about they may not have normally considered. Suddenly the test isn’t a simple “I Passed!” or “I Failed!”. Now the player has to wonder how many files they can pull out before his teammates order him to evacuate. Additionally, should the Dreamweaver add another CAP adjustment by saying “If you spend 4 CAP you will learn how many important files there are total in the system”, things will get much more complicated for the player. Should they spend their first CAP earned to learn the total? Will it help them to know if there are only 4 files of significance in the system? What happens if they don’t take the chance and just decide to keep pulling all the important files they can until there are none left or are forced to evacuate? Should the team flee, the player may walk away with some useful files, but what if its not the right one? As you can see, with a small amount of ingenuity and fair judgment, CAP and its uses can be applied to any type of Ability Test giving an authentic and engaging representation of the drama that makes role playing stories great. When the hacker went to plugin, let’s hope he had a plan because with his team at risk he may not get everything he wants - but the player can be sure that whatever they got, they chose. Narrating CAP Since combat is usually a persistent action, it may take multiple phases for someone to gain enough CAP to produce an effect they want. For this reason, it is important to remember that in ODAM, the act of rolling an Ability Test is not what is determining what a player is doing. Instead, it is determining how much advantage a character is building towards accomplishing what they set out to do. The actual “action” does not take place until CAP is spent. For players, this means when describing what you are trying to do, you may want to describe how you’re trying to accomplish your end goal rather than just what your end goal is. “I want to find my punching range against my opponent, throwing out a jab or two,” is often a more accurate statement for your Ability Test than “I am going to punch him in the face.” Once you have built up the necessary CAP and are SPENDING it, “I’m going to punch him in the face” becomes the more accurate statement. For Dreamweavers, you will want to think of persistent Ability Tests as an ebb and flow of advantage and momentum rather than a tit-for-tat “I attack, I hit, He attacks, I block.” scenario. When someone gains CAP, describe what they’ve done to gain this advantage (“Throwing your jabs has revealed that your opponent is a bit slow to react to punches coming from their left,”) and then once the CAP is spent, you can describe how this advantage is being levied. (“You switch up your series of jabs to a right cross, taking your opponent by surprise and landing a solid punch to their face.”) While this style may be slightly different than what you are used to, it allows you and your players to experience much more cinematic scenes, where each phase the action is building and changing.
  • 22. 22 Scene Two – School Should the agents arrive within 15 minutes of dismiss-al time (3:00pm), they will find a considerable amount of traffic as cars pull up to the entrance and along the blocks around the school yard. In addition to the traffic, there will be a crossing guard supervising the corner traffic and pedes-trians. If the players decide to speak to the crossing guard, she will not provide any truly useful information, but her under-standing of the local tragedy will obviously be very different from the information the DCMA has, showing how easily the Doubt can mask its presence in the minds of Sleepers. Should the players decide they want to find out more information about the case by chatting with the kids or par-ents outside, they should each make a Social (Charm) Ability Test against a difficulty of 10. This Social AT accounts for the limited period of time during which parents and students are lingering outside of the school after dismissal. The following circumstantial bonuses may apply to the Ability Test: If Nikki specifically inquires with the local parents, she will receive a +3 bonus to her Ability Score by leveraging her false position of authority against the rather gossipy locals. If Billy chooses to specifically question the local kids, he will receive a +1 to his Ability Score due to appearing more trustworthy as he is much closer in age to those he questions. Dreamweaver: It’s 2p.m. and what little luggage you have is already unpacked. The Chinese take-out you picked up on the drive to the motel has since been eaten and you all are now gathered around Billy’s laptop. The video-chat notifi-cation goes off and Senior Agent Eric Masters comes to life on screen. Not a day over 30, Eric wears a pin-stripe char-coal grey suit. His neatly cut brown hair is swept to the side helping him epitomize the modern male business look. He nods slightly at you all, but avoids giving his signature grin. Its absence reminds you of the somber reason you are all in Norfolk. Eric: “I forwarded you all my notes on the report we have for this open investigation. Remember what you’ve learned and I have no doubt I’ll be signing my recommendations for your full DCMA Agent status when this is over. You have 3 hours before your required check-in with me. I hope you have some-thing before that. Give me a call once you have made contact and established your first suspect. “ With that, the cam goes blank as SA Masters disconnects. Whitestone High School is a reasonably standard affair. It has a side yard area that is surrounded by chain linked fence and makes up the entirety of the block on the east side of the street. Despite being a public school, the main entrance is well kept and sports two long concrete benches on either side. (Sandy) - “I wasn’t actually there for what happened to the poor kid. I always hated that so many people leave these big mutts running loose - no leash, no way to control them. Everyone always looks at me cross eyed when I tell them it freaks me out, but I’m always worried one could just decide it doesn’t like me that day and run me down. Hell, they do it to the post office guys all the time! No surprise one eventually got a school kid. Maybe now they’ll start following the rules and keep them on a leash.” ◊◊ Billy’s cover is as a consultant who survived a pre-vious crime, while Nikki and Jerry are federal agents ◊◊ Use Eric as a tool to keep players on course throughout the story if need be ◊◊ If asked or given a chance, Eric Masters will remind the agents not to bring unnecessary attention to themselves. Cover stories are for at-a-glance deception only. Scene One - Hotel Give the players a chance to settle in and feel comfort-able with their character’s personalities. If it is a group that enjoys heavy roleplaying, this is a good chance to allow the players to stretch their legs and explore the relationship be-tween the three characters. The limited amount of informa-tion the players have should compel them to head directly to the school to start asking questions. No matter how long the players take to discuss their plans, the characters should find themselves leaving at 2:30, so as to arrive at the school by 3PM, unless the players specifically state they want to wait until after school is out. The group have a simple 4 door coupe that is registered to the DCMA to be used freely in the course of the investiga-tion. In the glovebox are three sets of falsified FBI IDs to help establish the character’s cover story. Conclusion The scene will end with the players deciding on a plan of action and leaving the motel to head to the high school. Key Details
  • 23. 23 A base success will allow the players to learn that the locals truly do believe that Peter Kozlov was attacked by a dog two weeks ago, and their only real questions are whose dog it was, and where it has gone. If anyone has gained ad-ditional CAP, they may spend it on Adjustments to learn ad-ditional information. These Adjustments can be roleplayed as the locals fondness for gossip, or a classmate’s honest con-cern for everyone involved. School Investigation CAP Adjustments (1c)Strength Adjustment: Additional info - The boy was dating a pretty girl named Abigail, who is now being treated at Turis Psychiatric Hospital (2c)Strength Adjustment: Additional info - Recently got dumped by Abigail (3c)Strength Adjustment: Additional info - Dumped by Abigail and was known for being rough. A bit of a bully and rumors are - she wasn’t ok with it (5c)Strength Adjustment: Additional info - Abigail dumped him for a art student named James. James earned a few black eyes and a persistent bully for “taking” Abby For this particular Ability Test, the Dreamweaver should withhold all information related to the purchased CAP ad-justments until the player has decided how much of their CAP they are spending on it. Should a player decide to spend 3 CAP for additional information, they would get not only the information for the 3 CAP adjustment, but any information for the lower adjustments as well. This functionality can help the Dreamweaver obscure the literal result of an Ability Test so that players must make realistic decisions on exactly how they are devoting their efforts in the investigation. Because of this, it is encouraged that the Dreamweaver indicate the players may also purchase CAP adjustments to shorten the length of time it takes to acquire this information. (1c)Speed Adjustment: Reduces time of Investigation by 1 minute. In addition to (or instead of) these conversations, the players may want to physically investigate the school itself. Whether this is accomplished by adhering to their cover sto-ries and using their fake authority to gain access or through literal methods of sneaking on the premises, the only signif-icant clue to be found is in the school’s boy’s locker room. Most people have already left the school or are in the process of doing so, and unless the players do something to draw undue attention to themselves, they will be able to walk the halls freely. An Academics (Perception) AT with a difficulty of ten will accomplish this objective and bring the players to the locker room. Only a base success is required. Failure of this AT leads to the players spending ten minutes wandering the halls aimlessly searching. The Dreamweaver may use this opportunity to help generate anxiety for the players by reminding them of the faculty members and students passing them by with quizzical looks. Locker Room This locker belongs to the murdered student Peter Kozlov. If the players decide to manually investigate the locker, they will find a leather jacket and several textbooks. There also hangs a creased photo of Peter and a young girl, signed in purple marker “xoxo Abby” If any of the players decide to Dreamwalk, they will see this scene unfold: Continuing the Investigation Whether it be through gossip or by studying the con-tents of the peculiar locker, the key people involved in this investigation have been named. Peter and Abigail are for now the most significant leads. Using these names, the char-acters may continue their investigation to help paint a better picture of who these teenagers are and how they may have played a role in Peter’s death. Finding Abigail Michaels In a relatively small suburban town gossip tends to trav-el fast. Even a small amount of simple questioning can con-vince most locals to tell how a murdered teen’s ex-girlfriend “went bonkers” and got admitted to a psychiatric hospital. Since Peter is no longer alive, Abigail becomes the most use-ful way to find additional information pertaining to Peter’s death. Once the players have learned of Pete’s ex-girlfriend Abigail, it should be a simple matter to discover that she is currently a patient at Turis Psychiatric Hospital. Conclusion: The scene ends once the players go to Turis Psychiatric Hospital to visit Abigail. The locker room lies empty and eerily quiet, but one locker in particular gives off a strange sensation, as if there is more to it than meets the eye. A semi-solid shadow clings to the locker and has spread in all directions to touch not only the floor, but also a three locker-wide radius. Whatever this locker contains, it is certainly fueled with negative emotions and clearly is growing in strength with time.
  • 24. 24 Key Details ◊◊ Agents should be looking for someone who knew Peter and was close to him. Eric would rather the parents not be contacted out of both resepect and so they don’t ask local authorities about the players. ◊◊ Once players learn Peter had recently broke up with a girlfriend, they should have no problem learning she is currently at the hospital. It’s a small town and gos-sip travels quickly and freely ◊◊ Use any conversation with locals as an opportuni-ty to expand on the player’s roleplaying. ◊◊ Dreamwalking to find Peter’s locker should make it clear there is Reaver involvement. ◊◊ James Baker is absent today. Should the players for some reason go to his parents home, they will not find him until after they have visited Abby later on in the story. Scene Three - Hospital Prior to arriving at the hospital, the player may choose to contact SA Masters to either fill him in or ask advice (or both). Eric will explain that as usual, keeping a low profile is wise, and by using their cover identities, they should be able ask to visit Abigail without much trouble, but will again stress that their credentials will not stand up to strong scrutiny. Dr. Chin will explain that Abigail was admitted two days prior to the murder. He won’t discuss the specifics of Abigail’s treatment or any of her personal or medical information, but will try to be helpful while giving general information. Dr. Chin will explain that Abigail is suffering from delusions and hysteria. She sporadically has psychotic episodes where she believes a demon is trying to kill her. She is medicated and spends a great deal of time in her bed, but Dr. Chin notes she has not exhibited any violence towards others and shouldn’t pose a danger to any visitors. Dr. Chin will bring the agents to Abigail’s room and remain just outside the door. When asked about what happened to her, Abigail will explain. Allow the players to ask some questions, enough to build the proper mood of fear and despair. The players should be somewhat horrified over what has befallen poor Abigail and possibly angered by it. Once the proper feel is established, use a quiet moment to have the Reaver attack. Dreamweaver (Hospital Entrance) - On the outskirts of Nor-folk, Turis Psychiatric Hospital is a quiet, sterile environment with a humble entrance. The building is reasonably well kept despite being at least half a century old. It seems to walk a fine line between quiet retreat and conventional medical facility. Inside, the receptionist pages Dr. Michael Chin - the supervising psychiatrist. Dr. Chin is a pleasant, serene look-ing man of Asian decent. His shirt, tie and sweater vest speak of a person who is always on the job, even when trying to be laid back. Dreamweaver (Abigail’s Room) - Abigail Michaels is a thin wisp of girl. Were it not for the relative calm of the building, the tortured and broken look on Abigail’s face would have been enough to unnerve you. Her eyes are dark with sleep-lessness and her arms sport bandages and bruising. A small portion of her blonde hair is missing over her left eye, leaving a crude bald patch. Prior to her current state she may have been your ordinary, vibrant, and even pretty teenage girl. Now all the remains is a hollow, tormented shell who seems too weak to defend herself from the shadows she obviously fears. Inside the room, from the foot of Abigail’s bed, you are re-lieved to see how much light the large window on the left wall provides. The room is stark, white, and nondescript. A few lonely “get well” cards sit on the desk to the right and a single unopened envelope lies beside them. (Abigail) - “My boyfriend James tried to warn me. He kept telling me about these crazy dreams he was having where one of the demons he painted had come to life and was trying to kill him. I was so worried that he had lost his mind, but now I know it isn’t his mind I need to worry about. Maybe it’s mine. Or maybe my soul is what it wants, and it will eat my heart to find it.” Abigail loses focus and stares mindlessly until questioned again. “I started having these nightmares, I’m still having them, but I can’t tell anymore what’s real. Sometimes I’m sleeping and the monster comes to toy with me, but sometimes I’m not sure. Not even sure if I actually was dreaming.”
  • 25. 25 The Violence Reaver The Reaver is a mindless beast who will melee attack whoever is closest. It will choose a target (whoever is closest to the window) and mindlessly accrue CAP against them to try and kill them. The Reaver will remain focused on a single target, trying to eliminate them, unable to intelligently plan or respond in its rabid state. The Reaver will not lash out at Abigail, as it sees Abigail as its favored torture victim. The Reaver’s presence will cause the Doubt to convince anyone in the hospital to actively avoid Abigail’s room, and that any noises from the battle are just the usual sounds of hospital life. This allows the Anima to handle the situation without immediate fear of notice or interference of any kind. While the Reaver is a dangerous foe, the concept of strength in numbers does apply in this battle. Of particular note is the Reaver’s Mindless Assault Trait. Since the beast will only attempt to accrue CAP on one target, the additional agents will be free to accumulate and spend CAP at a rapid pace. This should result in devastating damage being dealt to the Reaver. Violence Reaver Str 10 Agi 5 End 10 Int 3 Per 6 Cha 1 Sta 100 H 100 Reac 13 Con 13 N 13 Ath 2 Tec 0 Aca 0 Fght 7 Weap 4 (Natural Weapons 13) Man 0 Fire 0 Soc 0 Typical Attack Ability Score: 27 Traits Growth (Violence): Any time the Reaver com-mits acts of this type against a person of some significance to their Anima, the Reaver is awarded Nightmare points. Indomitable: This character receives no wound penalties and will fight at full strength Mindless Assault: When in combat the Reaver will completely ignore all combatants except its current target. This means it will not make Defensive AT’s against anyone other that its current target. Once the Reaver has chosen a target, it will not chose a new one until the previous one is either dead, or physically beyond the Reaver’s reach. Any AT made against the Reaver that is not opposed by a Defensive AT is made against a difficulty of zero. (Reaver Attack) - There is a loud crash, quickly followed by a hail of glass shards as an obviously unnatural, inky-black skinned monster bursts through the window. Vaguely resembling a demonic wolf, it picks its head up and turns its gaze from Abigail to each of you. Snarling, it lunges in attack. Weapons Claws Requirements: Claws 1 Threat: 4 Damage: 6 (1c) Damage Adjustment: + 3 Damage (3c) Weapon Adjustment: Bleed (3) Bite Requirements: Strength 7 Threat: 1 Damage: 8 (1c) Damage Adjustment: + 4 Damage (3c) Strength Adjustment: Grapple & Bleed (3) When the Reaver is defeated, it will evaporate into a black mist that quickly disappears. Unlike everyone else in the hospital, Abigail will be fully aware of the conflict and is greatly appreciative of the agent’s assistance. While she will not be able to grasp the details of the situation, Abigail will seem almost relieved that someone else has seen and suc-cessfully fought off the Reaver. This will grant Abigail a small window of lucidity where she will plead for the agents to help her boyfriend James. If the players ask for more detail, Abigail will be able to mutter James’ address before falling into a deep sleep. Due to the Doubt’s influence, Dr. Chin will stand cata-tonic outside the room, waiting for the players to come out. If Dr. Chin sees the broken window or any wounds the play-ers may have, he will believe that Abigail broke the window while suffering from an episode, and blame the wounds on the broken glass. Abigail falls into a deep sleep, and you can see a small amount of peace come over her face. The Reaver haunting her dreams has been pushed back, at least for a moment, and the innocent girl has finally been granted a small measure of rest thanks to your efforts.
  • 26. 26 Where’s James? If for some reason the players have not been given James’ address by Abigail (if, for instance, the agents or Abigail suffer from serious wounds,) here are some ways they could go about finding James: • Contacting SA Masters and have him locate a known address for James Baker. He will gently chide them for having him do their legwork, but will report the information back to the players in a timely fashion. • Conduct an internet search for registered addresses in the area associated with the name James Baker: A quick look at James’ public social media pages will list his parents as Michael and Laura Baker, whose phone number and address are listed. • Read the address off of the get well card that is still unopened on the desk. The Baker family sent it to Abigail when she was first admitted. She hasn’t worked up the courage to open it. Conclusion Having confronted a Reaver at the hospital, the agents now know that there is something much worse than a wild dog at work in Norfolk. Once they learn of Abigail’s boyfriend James Baker, locate his home, and take a trip to visit him, Scene 3 is complete. Key Details ◊◊ The Doubt will cloud any Sleeper’s mind who witnesses magic. The result might make their recollec-tion of events odd, but it will eliminate any supernatural component. ◊◊ Abby is deeply disturbed and haunted. Her por-trayal should make the players uneasy and mournful of what has happened to her. ◊◊ The Reaver is very dangerous and the players will probably only succeed if they gang up on it. ◊◊ Reavers can see and interact with Dreamwalking Anima. ◊◊ Remember that Billy has an artifact which he can use to heal any serious wounds the player receive.