Dream Park


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Professions
To become Multi-Class later
FIGHTER
(Warriors, Mercenaries, Martial artists, Bards, Rockerboys, etc.)
Fighters use their honed combat abilities to defeat physical threats. They are experts in all types of weapons and methods of hand to hand combat.
MELEE WEAPON.....4..............RANGED WEAPON.....3
HAND TO HAND......3..............KNOWLEDGE..............2
TINKERING...............1..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS..............1.............WILLPOWER...............1
BASE WOUNDS: 6 + 1 die

MAGIC USER
(Shamans, Sorcerers, etc.)
Magic Users are spell casters; wizards, shamen, and sorcerers, manipulating the forces of the universe through their mental powers and knowledge.
MELEE WEAPON.....2..............RANGED WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............4
TINKERING...............1..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............3..............WILLPOWER...............3
BASE WOUNDS: 4 + 1 die

THIEF
(Ninjas, Spies, etc.)
Thieves are specialists in infiltration. The Thief category covers more than just catburglars; it also includes Ninjas, Spies and any other profession that depends on silence and stealth.
MELEE WEAPON.....1..............RANGED WEAPON.....3
HAND TO HAND......1..............KNOWLEDGE..............1
TINKERING...............2..............DODGE.........................4
ATHLETICS................2..............STEALTH.....................3
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 4 + 1 die

ENGINEER
(Techs, Netrunners, etc.)
Engineers are tinkerers and fixers. They invent new devices, fix damaged tools and weapons, and are famous for getting just that little bit extra out of any engine. They are the only Profession that can spend an unlimited portion of their points on equipment.
MELEE WEAPON.....3..............RANGED WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............3
TINKERING...............4..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 5 + 1 die

CLERIC
(Medics, etc.)
Clerics are healers and preservers of life. In addition to their medical skills, Clerics may call upon their faith to accomplish miraculous cures. This type also includes Medics and non-magic healers.
MELEE WEAPON.....3..............RANGED WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............2
TINKERING...............1..............DODGE.........................2
ATHLETICS................1..............STEALTH.....................2
AWARENESS.............3..............WILLPOWER...............4
BASE WOUNDS: 5 + 1 die

LOREMASTER
(Detectives, Scientists, Sages, etc.)
Loremasters are sages and seekers of knowledge. Only a Loremaster has the special deductive skills to be able to unravel the many puzzles and tricks of every adventure. All Knowledge Skills are doubled when bought by the Loremaster.
MELEE WEAPON.....1..............RANGED WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............3
TINKERING...............2..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............4..............WILLPOWER...............3
BASE WOUNDS: 4 + 1 die

PSIONIC
The Psionic character is the master of the mental arts, using abilities of paranormal origins. She is often labelled a "mutant" by those fearful or envious of her powers.
MELEE WEAPON.....1..............RANGED WEAPON.....1
HAND TO HAND......2..............KNOWLEDGE..............2
TINKERING...............1..............DODGE.........................3
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............4..............WILLPOWER...............3
BASE WOUNDS: 4 + 1 die

SUPERHERO
The Superhero uses the abilities of comic book crusaders to defeat opponents. A fighter with enhanced powers, she relies on her fists when super skills won't do the job.
MELEE WEAPON.....2..............RANGED WEAPON.....1
HAND TO HAND......4..............KNOWLEDGE..............1
TINKERING...............2..............DODGE.........................3
ATHLETICS................3..............STEALTH.....................1
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 6 + 1 die

ATHLETE
The Athlete character is a great athlete and outdoorsman, with more stamina and endurance than the norm. All Athletic Skills are doubled when bought by the Athlete.
MELEE WEAPON.....3..............RANGED WEAPON.....1
HAND TO HAND......3..............KNOWLEDGE..............1
TINKERING...............1..............DODGE.........................2
ATHLETICS................4..............STEALTH.....................2
AWARENESS.............1..............WILLPOWER...............2
BASE WOUNDS: 7 + 1 die

PILOT
The Pilot character can pilot, drive, fly or ride most anything and is often a speed freak. All Mobility Skills are doubled when bought by the Pilot.
MELEE WEAPON.....1..............RANGED WEAPON.....2
HAND TO HAND......1..............KNOWLEDGE..............1
TINKERING...............3..............DODGE.........................3
ATHLETICS................2..............STEALTH.....................4
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 5 + 1 die

DIPLOMAT
The Diplomat character knows people, and he uses that to his advantage in any way he can. All Perception Skills are doubled when bought by the Diplomat.
MELEE WEAPON.....2..............RANGED WEAPON.....1
HAND TO HAND......2..............KNOWLEDGE..............2
TINKERING...............1..............DODGE.........................3
ATHLETICS................1..............STEALTH.....................1
AWARENESS.............3..............WILLPOWER...............4
BASE WOUNDS: 5 + 1 die

PERFORMER
The Performer character is at his best on stage, whether acting, singing or throwing knives. All Performance Skills are doubled when bought by the Performer.
MELEE WEAPON.....3..............RANGED WEAPON.....4
HAND TO HAND......1..............KNOWLEDGE..............1
TINKERING...............1..............DODGE.........................2
ATHLETICS................3..............STEALTH.....................2
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 4 + 1 die

MULTICLASS
The Multiclass character combines the special abilities of two other professions; like a Fighter-Thief or Cleric-Magic User. They start out weaker, but can use both types of professional skills without penalty.
MELEE WEAPON.....1..............RANGED WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............1
TINKERING...............1..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 4 + 1 die

CAPS TO SKILL LEVELS
If your Profession's starting skill was 1, you may not boost it higher than 4.
If your Profession's starting skill was 2, you may not boost it higher than 6.
If your Profession's starting skill was 3, you may not boost it higher than 8.
If your Profession's starting skill was 4, you may not boost it higher than 10.
The Multi-Class uses each of his or her Professions to determine these upward levels.


Multi-classing later

When you've reached 150 points, you may spend some to gain an extra Profession and all options usually available to it (IF you have its controlling attribute at 4 or more). These cost:
 

Fighter: 75 Magic-User: 100 Thief: 75
Engineer: 50 Cleric: 80 Loremaster: 50
Psionic: 100 Superhero: 100 Athlete: 35
Performer: 35 Pilot: 35 Diplomat: 35

When you become multi-class, you take on a new Profession name based on the new combination:
 

Fighter/Magic-User: BATTLE MAGE Fighter/Thief: NINJA
Fighter/Engineer: COMBAT ENGINEER Fighter/Cleric: PALADIN
Fighter/Loremaster: BARD Fighter/Psionic: DREAM WARRIOR
Fighter/Superhero: BRICK Magic-User/Thief: WARLOCK/WITCH
Magic-User/Engineer: TECHNOMANCER Magic-User/Cleric: SHAMAN
Magic-User/Loremaster: SAGE Magic-User/Psionic: FAKIR
Magic-User/Superhero: WIZARD Thief/Engineer: BURGLAR
Thief/Cleric: MONK Thief/Loremaster: SPY
Thief/Psionic: MENTAT Thief/Superhero: SNEAK
Engineer/Cleric: PARAMEDIC Engineer/Loremaster: INVENTOR
Engineer/Psionic: MACHINE EMPATH Engineer/Superhero: GADGETEER
Cleric/Loremaster: PROPHET Cleric/Psionic: ZEN MASTER
Cleric/Superhero: ANGEL Loremaster/Psionic: PSYCHIC DETECTIVE
Loremaster/Superhero: GENIUS Psionic/Superhero: ESPER
Pilot/Fighter: FIGHTER PILOT Pilot/Cleric: SHEPPARD
Pilot/Thief: BIKER Pilot/Magic-User: KINETICIST
Pilot/Psionic: TECHNO-KNIGHT Pilot/Superhero: ROCKETEER
Pilot/Loremaster: COP Pilot/Engineer: MECHANIC
Pilot/Athlete: JOCKEY Pilot/Scientist: NAVIGATOR
Pilot/Diplomat: HERALD Pilot/Performer: STUNTMAN

Diplomat/Fighter: ENVOY
Diplomat/Cleric: MISSIONARY Diplomat/Thief: CON MAN
Diplomat/Magic-User: DIPLOMANCER Diplomat/Psionic: DOMINATOR
Diplomat/Superhero: CHARISMATIC Diplomat/Loremaster: NEUTRAL
Diplomat/Engineer: INSPECTOR Diplomat/Athlete: TRAINER
Diplomat/Performer: ORATOR Performer/Fighter: BLADE
Performer/Cleric: PREACHER Performer/Thief: KNIFE THROWER
Performer/Magic-User: STAGE MAGICIAN Performer/Psionic: MEDIUM
Performer/Superhero: ROCKERBOY/GIRL Performer/Loremaster: SAVANT
Performer/Engineer: MECHANIST Performer/Athlete: ACROBAT
Athlete/Fighter: WRESTLER Athlete/Cleric: KI MASTER
Athlete/Thief: BRIGAND Athlete/Magic-User: BODYSHAPER
Athlete/Psionic: MUTANT Athlete/Superhero: HYPER-HUMAN
Athlete/Loremaster: ADVENTURER Athlete/Engineer: CONSTRUCTION WORKER

You cannot ever have more than 2 Professions.


Miscellaneous Rules

Damage Levels
Damage in order of their severity. (With number of Wounds caused at best.)

VERY LIGHT (2W)
LIGHT (4W)
SERIOUS (6W)
CRITICAL (8W)
DEADLY (10W)
VERY DEADLY (12W)
EXTREMELY DEADLY (17W)
SUPER DEADLY (20W)
COSMIC (24W)

When Wounded - effects.

For every 2 Wounds, all skills -1.
1 Wound = No effect
¼ total Wounds = Reduce movement by 12 feet/turn
½ total Wounds = Can no longer run or fly
¾ total Wounds = Normal Walk reduced to 18 feet/turn, Rough Walk reduced to 6 feet/turn. Cannot move at all in very Rough terrain.
6 or > Wounds = Unable to walk or run (although you may still be able to stand or lean against something).


Autofire
Autofire attacks may be made against everyone in the same Small Area. A single roll is made against all targets.

SHORT BURST: 3 Bursts before Ammo exhausted. +1 to hit.
LONG BURST: 1 Burst before Ammo exhausted. +3 to hit.


Tasks
Tasks in order of difficulty. (Number to beat in parentheses and Bold.)

Easy Task: Can be done by anyone, without experience, under optimum conditions; changing a lightbulb in a table lamp,. 1-3 points of skill would be enough. (6)

Average Task: Something that takes some knowledge and skill to perform, or an easy task under mildly adverse conditions; fixing a leaky faucet or changing a lightbulb high up in a hard-to-reach place. Skill levels of 4-6 points would be sufficient. (8)

Hard Task: Something that takes serious training and experience, or an average task performed under tough conditions; repairing a broken down automobile, or fixing a leaky sink while water sprays all around and you don't have a proper wrench. Skill levels of 7-9 points would be sufficient. (10)

Very Hard Task: Something that requires a great deal of specialized knowledge, or a hard task under very bad conditions; ficing a computer, or repairing your car when you,re out in the middle of the desert without tools and a sandstorm has just blown up. Skill levels of 10-12 points would be sufficient. (12)

Extremely Hard Task: Something that requires the best possible skills, a lot of experience, and a lot of luck; performing a one-in-a-million drive core restart as the ship spirals into the sun. (14)


Area Effects

BEAM: Attacks a target up to 300 feet away with a 6 foot wide beam, but hits every one between attacker and target.

BLAST: 75-foot long cone affecting everyone caught in it. Each 12 feet it travels away from attacker, it gets 6 feet wider. It is 36 feet at its widest.

SMALL AREA: Extends 12 feet from center of effect (24 feet diameter).

LARGE AREA: Extends 24 feet from center of effect (50 feet diameter).


Speeds
All speeds are in mile per hour, then feet per turn if in Easy terrain. Divide in half for Rough terrain, or by 3 for Very Rough terrain.

WALK = 2.5 mph (36 ft/turn)
RUN = 5 mph (72 ft/turn)
SPRINT = 10 mph (144 ft/turn)
SLOW GROUND = 10 mph (144 ft/turn)
VERY SLOW FLYER = 50 mph (730 ft/turn)
MEDIUM GROUND = 50 mph (730 ft/turn)
FAST GROUND = 100 mph (1440 ft/turn)
SLOW FLYER = 100 mph (1440 ft/turn)
SUPERFAST GROUND = 200 mph (3000 ft/turn)
MEDIUM FLYER = 200 mph (3000 ft/turn)
FAST FLYER = 500 mph (7300 ft/turn)
SUPERFAST FLYER = 1000 mph (15000 ft/turn)


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.