Tuesday, 30 June 2015

Dream Piper for Swords & Wizardry/USR/T&T


The Dream Piper was born of the roiling chaos deep within the Slumber Realm - a dimension created by the dreams of sleeping beings across the world. At the eve of a full moon, the Dream Piper materialises in the physical realm, taking on the form of a dark and sinister fawn - with large pearl-white eyes, green skin and clopping cloven hooves. The creature carries a long, strange pipe, which it plays through the night. As it plays, little bubbles are formed, each containing a nightmare dreamt up by some poor soul one night. The nightmare bubbles drift into the minds of those the Dream Piper targets, giving them intense, mind-shattering nightmares, often leaving them in a state of catatonia.

Dream Piper (Swords & Wizardry White Box)
AC: 7 (12)
Hit Dice: 3+2
Attacks: Kick (1d6)
Special: Nightmare pipe
Move: 9

The Dream Piper can play its nightmare pipe, which has a range of 30ft. The target must make a saving throw, where a failure results in the target reducing their AC by 2 and being unable to act for the next round. This effect stops after the next round.

Dream Piper (Tunnels & Trolls)
MR: 34 (4d6+17)
Spite Effects: 2/Nightmare pipe: A target within 30ft must make a L1SR vs Int. If they fail, the target may not act next round.

Dream Piper (USR)
Action: d6
Wits: d8
Ego: d10
Hits: 10
Attacks: Kick +1
Specialisms: Play the nightmare pipe +2 (Ego)
Guidance: The nightmare pipe targets one person to receive intense ans realistic nightmares. If the Dream Piper rolls a 7 on Ego, the target may not act on their next round.