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THE ROLEPLAYING GAME

Table Of Content
Introduction Chapter 1: Getting Started Materials Needed Character Sheet The Architect Chapter 2: Character Creation Base Stats The Team The Extractor The Point-Man The Chemist The Forger Skills Feats Weaponry Armor Totems Chapter 3: Running The Game Dream Levels Skill Checks Sanity PASIV Device Rewards Secrets Projections Chapter 4: Combat Initiative Your Turn Attacking Defending Critical Success Chapter 5: Sample Adventure Pre-Generate Characters Starting The Adventure Acknowledgments i 1 1 2 3 3 4 4 4 5 5 7 8 9 9 10 10 11 12 13 13 13 14 14 15 15 15 17 22

Inroduction
Inception was a film directed by Christopher Nolan which became a huge box success. It grossed $23.7 Million on its opening day, July 16. Many critics loved its smart use of both science and the spectacular, its visual effects, and its phenominal story telling. This roleplaying system was designed to allow fans of the film to play out other mission ideas they would have. It has all of the terms present in the film and script and is a very accurate representation of everything that millions came to know and love. It's a really interesting system. I like how it lets the player do what things he wants, like creating things in dreams. It made me feel like I was in the movie. -Nyu Ayomi, Playtester Inception: The Roleplaying Game takes a free-form stand on equipment, stats, and the players requests. In essence it is a generic system which allows players to say what they wish to do in the world without having to say, No, I don't know how to calculate the stats for you. Designed to be a manual for both the player and The Architect (the GM), every person involved in a game run with this system should at least skim its contents, The Architect needing to read them very thoroughly. Thank you for looking at this system and I hope you enjoy it! Adam Sawyer Creator, Lead Publisher, Stillsted Publishing

Stillsted Publishing does not own any property associated with Inception, Christopher Nolan, or Legendary Pictures. This is a privately created game with no affiliation to any previously related group. Sale of this item without proper authority from the former parties is stricly prohibited. If you would like more information on Inception, Christopher Nolan, or Legendary Pictures please visit the following Internet link: www. legendarypictures.com

Chapter 1: Getting Started


Materials Needed
This chapter will explain the in's and out's of starting a character, what you'll need in order to begin a game, and what a brief description of what terms are used. Standard Array Of Dice This includes all of the standar dice found in a set of seve. This includes at least 1 four sided (d4), 1 six sided (d6), 1 eight sided (d8), 1 ten sided (d10), 1 twelve sided (d12), and 1 twenty sided (d20). JENGA Tower Used to illustrate how stable a dream is. Rather than being stacked as a normal tower, it is to be stacked with three blocks on a single level, all the blocks on their sides. See Illustration 1.1 for example. Writing Utensils Whether it be pens or pencils, you will need to have at least one of these in order to keep track of your general character advancement. Character Sheet Preferably a 3x5 Note Card, this will be used to mark down everything that makes your character who they are.

Illustration 1.1

Character Sheet
Records the general information needed to successfully run your character.

Name: Age:

Gender: Profession: STR: Skills: AGI:

HP: Def: DP: Speed: Initiative: INT: Feats:

Weapons:

Name: Birthname or callsign of the character being played Gender: Male or Female Age: How long it has been since one was born Profession: Part your character plays in regards to the rest of the team HP: Amount of health your character has. Determines how much damage can be taken before dying Def: Numerical bonus added to your defense roll DP: Amount of Dream points allowed in order to create items, weapons, armor, and situations in a dream Speed: Distance traveled in a single second turn Initiative: Numerical bonus added to die roll which determines order of turns in combat STR: Strength a character has AGI: How agile a character is INT: Measures the intelligence of a character Skills: A measure of talent in regards to certain tasks Feats: Specific abilities a character is exceptionally talented at Weapons: Items and/or body parts one may use to attack Totem (written on back): A specific item used to help distinguish between the dream world and reality

The Architect
Even though in the movie The Architect is a member of The Team, The Architect is an fact the term used for the GameMaster in this system. Creating the real world, plots, NPCs (Non-Player Characters), and possibly Dream Worlds, The Architect essentially acts as God during the game. It should be expected however for them to be fair. Rolling behind a screen in very common as it allows The Architect to help The Team survive. help The Team change rolls in order change rolls in order to Note: The Architect should NEVER create obstacles, enemies, traps, or mazes that are impossible for The Team to get past. They are there to allow the team the most satisfying victory, not crush them. 2

Chapter 2: Character Creation


This chapter will cover the entire process of deciding what role to play in The Team, Skills, Feats and other specific things that relate to Character Creation.

Base Stats
When a Profession is chosen for a character they look at the Base Stats for each character and add the Profession modifier. HP: 10+ Profession Modifier Def: Just Profession Modifier DP: 10+ Profession Modifier Speed: 6 Ft. Walking/12 Ft. Running Inititiative: Average of AGI & INT Modifier STR,AGI,INT: Roll 3d6 to determine number & modifier

Ability Modifiers
NUM 1-3: 4-6: 7-9: 10-12: 13-15: 16-18: MOD -2 -1 0 +1 +2 +3

The Team
The party of Characters are known as The Team. These collection of characters each play a specific part in the team, each offering something to the final product which will make the mission that much easier.

The Extractor
The Extractor, shown to be Dom Cobb in the Film, acts as basically the main force of The Team. Their main job is to steal or implant secrets or memories into The Mark. For a better way to understand this class, compare it to the Warrior damage dealer in Fantasy games. +4 HP +3 Def +3 DP 2 Points Concentration Skill

The Point-Man
The Point-Man, shown as Arthur in the Film, is the historian. They are the ones who examine world events, find out information on The Mark, and are the human encyclopedias. Compare it to the intelligence based Magic users in Fantasy titles. +2 HP +6 Def +2 DP 2 Points History Skill

The Chemist
The Chemist, represtented as Yusuf in the movie, is exactly what his name states. Trained in all manner of chemicals ranging from sedatives to pain killers, the are the ones who act as the healers and scientists in the group. Think of The Chemist as being the Cleric in a Fantasy game. +5 HP +4 Def +1 DP 2 Points Medicine Skill

The Forger
The Forger, known to many from the film as Eames, sneaks. In the Dream world The Forger is able to literally change their appearance without any makeup whatsoever. Called upon for their stealth and deceptive powers, they are essential in groups. A rogue would be a good alternate callsign in a Fantasy setting. +3 HP +2 Def +5 DP 2 Points Disguise Skill

EXAMPLE: Jill decides she is going to play a male character named Stefan. She looks at the different professions and decides she wants to play an Extractor. She totals the stats as follows: HP: 10+ 4 (Profession Modifier)= 14 HP Def:= +3 Def DP: 10 + 3 (Profession Modifier)= 13 DP She then rolls 3d6 three times and gets the numbers 13, 10, and 9. Looking at what her character will probably be she puts the scores into each base stat then uses the Ability Modifiers table to determine what bonus she gets, and records it thusly: STR: 13, +2 AGI: 9, 0 INT: 10, +1

Skills
Skills are, in essence, what your character is good at. They are the broad abilities your character has and is trained for.

Each player selects six skills (not including the Profession based Skill) from the list below Players have a total of 25 Skill Points (not including the two points from Profession based Skill) and allocate them into their respective Skills Most Skills receive a bonus for the attribute they are associated with (example: INT: Architecture) NOTE: You may only put up to SIX POINTS into a single skill at Character Creation INT: Architecture- Building/ City Design & Layout AGI: Athletics- Fitness/ Physical Activity n/a: Bluff- Manipulate Players/ NPCs INT: Concentration- Distinguish Reality From Dream INT: Craft- Imagining Items Into Dream & Creating Items In Reality n/a: Disguise- Deceive/ Hide Appearance STR: Fighting (Armed)- Close-Quarters Combat STR: Fighting (Unarmed)- Personal Strength/ Technique n/a: Hide- Escape Sight INT: History- Past Of The Mark And World History INT: Insight- Detect Lies & Perceive Situations STR: Intimidate- Brutish Appearance INT: Language (Choose One)- Extended Knowledge Of Language n/a: Marksman- Medium to Long Range Weaponry INT: Medicine- Anesthesia & Medical Knowledge n/a: Perception (Hearing)- Distinguish Sounds n/a: Perception (Sight)- Survey Area AGI: Theivery- Sneaky/ Sly Tendencies INT: Technology- Electronic Knowledge

Skill Bonuses
1,2 3,4 5,6 7,8 9,10 0 +1 +2 +3 +4

EXAMPLE: Jill looks at the list of Skills and chooses six for Stefan to use, then writes them down. Taking her twenty five points, she puts them into the seven skills she has (six chosen, one from her Extractor Profession) and writes them down along with the Bonuses as follows: INT:Concentration AGI:Athletics STR:Fighting (Unarmed) INT:Insight STR:Intimidate n/a:Marksman n/a:Perception (Sight) lll lllll llllll ll lll llllll ll 0 +2 +2 0 +1 +2 0

Feats

As opposed to Skills, Feats determine specific training in a specific area. While a character may have talent in a broad area, this shows a precise expertise in that field. Starting players select up to three Feats You may only take Feats from Skills with six or more Skill Points Feats grant an automatic +2 bonus to specific checks Weapon/Combat Feats grant +2 to attack rolls

Architecture: Building Design, Paradox, City Layout, Escape Routes Athletics: Long/High Jump, Tumble, Quick Climb, Running Bluff: Confuse, Distract, Lie, Fast Talk Concentration: Dream Knowledge, Focus, Dream Levels, Understanding Craft: Create Weapon, Create Item, Create Vehicle, Situations Disguise: Disguise Face, Disguise Voice, Disguise Feeling, Copy-Cat Fighting (Armed): Improvised Weapons, Bludgeoning, Knives, Shotguns Fighting (Unarmed): Kick, Punch, Reflexes, Pressure Points Hide: Concealment, Silent Movement, Line-of-Sight, Camoflauge History: Mark History, Parter's Past, World Events, Mission Needs Insight: Profile, Identify Truth, Inspiration, Common Sense Intimidate: Interrogate, Subdue, Torture, Frighten Language: Fast Reader, Translator, Human Dictionary, Common Sense Marksman: Ranged Rifles, Balistics, Assault Rifles, Pistols Medicine: Anesthesia, First aid, Trauma, Disorders Perception (Hearing): Location, Distinguish Chatter, Stand Watch, Tolerance Perception (Sight): Survey, Iedic Memory, Stand Watch, Tolerance Thievery: Sleight-of-Hand, Alarm Systems, Lockpicking, Disguise Item Technology: Computer, Mechanical, Repair/ Maintenance, PASIV Device

EXAMPLE:Jill looks at her Skills and see that only two of them have six points in them, Fighting (Unarmed) and Marksman. Looking at the different Feats she has as options, she chooses three and records them on her sheet: Feats: Pressure Points Assault Rifles Ranged Rifles

Weaponry
Weaponry in this book is not drawn out as specific weapons. Rather, each weapon falls into a category which gives all the stats you will need (example: M16 goes under Assault Rifle, Desert Eagle goes under Pistols). This allows players to pick and choose what exact weapon if they desire or, for those with less weapon knowledge, just take the name of the category. At Character Creation each character writes down the stats for punching/ kicking and chooses one starting weapon. This weapon stays with you in the Real World as well as the Dream World without requiring Dream Points to summon.

Type
Punch/Kick Improvised Bludgeoning Knives Assault Rifles Ranged Rifles Pistols Shotguns Balistics/Grenades

Attack Bonus Damage


0 0 +1 +2 +5 +3 +4 +1 +1 1d4+STR 1d4 1d4+STR 1d6 1d8 1d10 1d6+2 1d12 1d12 Burst 6 FT

Range
n/a n/a n/a 0/6 FT 30/60 FT 60/120 FT 6/30 FT 0/6 FT 30/60 FT

DP
0 1 2 4 7 8 5 10 10

Attack Bonus- Numerical bonus given to Attack Rolls when using that weapon type Range- Doing a ranged attack gives the following modifiers depending on distance: 0-1st #: No Modifier 1st-2nd #: -3 Attack Roll 2nd + #: -10 Attack Roll 8

Armor
Armor statistics are designed in a much more moderated way that weaponry. Each character always starts with normal clothing of some sort. Whether it be a suit or street clothes, it is the players choice to determine how they are dressed. Once in the dream world players are permitted to summon new armor using dream points.

Type
Cloth Medeival Modern

Def Bonus
0 +1 +2

DP
1 4 6

Totems

As brought up in the movie, whenever you are in a dream it seems real. When one is in a dream for too long it can become difficult to determine where the dream ends and the actual world begins. Because of this, each person carries what is called a totem. A totem is essentially a small item that only that player is aware of. It is specific to that person, and because of this, each player gets to decide what their totem is. Some examples of totems include: Arthur's loaded die Cobb's spinning top Ariadne's weighted chess piece Generally it is not a good idea to let other players know what your totem is and what it does, and it is absolutely not a good idea to let others hold your totem. The whole idea is that if you are in someone elses dream they will not be able to recreate the specifics of your totem. A totem gives +5 Concentration Checks, but IT MUST BE DECLARED AS BEING USED. If your character is aware that another character knows of your totem take a -5 Concentration Checks WHEN USING TOTEM.

Chapter 3: Running The Game


Inception: The Roleplaying Game runs similar to other RPGs. We are going to assume that one already has experience with Roleplaying so this will not focus on that aspect of gaming. This will focus more specifically on how to correctly run a game using this system. This Chapter will focus mostly on information for The Architect to use. However, it would still be a good idea for players to peruse its content for valuable information.

Dream Levels
Probably the single most important element of this system is that of entering someone elses dream. As stated in Chapter One (page one) a JENGA tower is used to illustrate how stable a dream is. Whenever a player changes something in the world, whether it be summoning a weapon, vehicle, or killing projections, that player will have to remove the amount of blocks as seen appropriate by The Architect (usually ranging from one to three) then replacing them on top of the tower. When the tower falls over the dream collapses and everyone wakes up. When the dreamer of a dream is killed, the dream automatically collapses. No blocks. No options.

Skill Checks
Skill checks in this system are run in a slightly similar manner to other systems. When a player wishes to do something or when The Architect feels it is necessary for a player to make a check, The Architect will tell them the skill to roll against and the appopriate feat bonus the player may use. If a player does not have a single point in the skill that is asked for that player will take a minus two to that roll. EXAMPLE: Jill wishes to sneak up on a guard in a building. The Architect, looking over the feats list, tells her what to roll. Make a Hide, Silent Movement Check to sneak up on him, then a Fighting (Unarmed), Pressure Points to knock him out.

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Looking over her skills and feats she rolls the Hide, Silent Movement Check and gets a roll of 16 but minuses two because she does not have the Hide skill. Comparing it to the guards Perception (Sight), Survey roll, she successfully snuck up to the guard. Next she rolls the Fighting (Unarmed), Pressure Points Check. She rolls an eight then adds two for having six points in her Fighting (Unarmed) Skill and an additional two for having the Pressure Points Feat, totalling in a roll of 12. The Architect rolls the guards defense roll, getting a three. You easily knock him unconcious without him knowing any better. Because of the simple fact that dreams feel so real it is required of all characters to make Concentration Checks whenever they enter and leave a dream, as well as when they have remained inside that dream for too long. The deeper level the dream is the more minuses given to the rolls (i.e. first level dreams take minus one, second level dream take minus two, etc.) Concentration, Focus DC (dice check) is usually around 10 in the first dream level, but this number may fluxuate based on how The Architect wishes to run the game. When a check is failed that character will take one Insanity Point. When a character has a total of five Insanity Points that character is no longer able to distinguish the Real World from the Dream World. As such, whenever that character enters or leaves a dream or the Real World, they will make a Concentration, Focus skill check with a minus 10. If that character fails they will need to make a Concentration, Understanding skill check. If the character fails that then they will have lost their mind and, in a radical attempt to escape the dream, will try and kill themselves! NOTE: Succeeding a Concentration, Focus skill check also removes one Insanity Point from that character. EXAMPLE: Stefan, who already has four Insanity Points, leaves the Dream World. When he does, he makes a Concentration, Focus Check. He rolls a four and gets no bonuses. Obviously failing, he receives his fifth Insanity Point and makes a Concentration, Understanding Check to see whether or not he can see suicide is a bad option. Critically failing with a roll of one, he will now try to kill himself unless someone can stop him. 11

Sanity

PASIV Device
The Portable Automated Somnacin IntraVenous (PASIV) Device is the equipment used by The Team to enter the Dream World. Shaped similar to a suitcase, this item draws no extreme attention from anyone not previously associated with it. As opposed to the film it is suggested that the characters not start out with the PASIV Device and that whenever a dream is entered they do not have it in there possession. If this advice is taken it can allow for quite a while of game play, possibly even up to a full session.

Limbo
Described as unorganized dream-space, Limbo is the bottom most layer of the subconcious. If a player enters Limbo, whether it be through extended use of the PASIV Device to drop another dream layer or by dying when one is sedated, they will automatically lose their mind. The reasoning behind this is that when a player enters the dream time is extended. In the film it relates it to time in the dream running six times faster than in the Real World. In Limbo time runs for an undeterminable length. It is suggested that, if a player enters Limbo, The Architect gloss over their time there so that other players do not get bored. Limbo will become your reality -Cobb

Rewards
At the end of each session of gameplay each player earns either one or two skill points (as determined by The Architect) to spend on any skills they wish, even new ones. Dream Points are awarded to players at The Architect's disgression. It is generally a good idea to not give them away lightly as it will create a more tense situation of balancing spendature and resources.

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Dreamer
When characters enter a dream they must select one to be the dreamer. This person creates the dream around them based on who they are. For instance, if a character was heavily interested in science fiction his dream would probably consist of elements containing that. When the characters decide who is the dreamer that player may design the dream they are going into or may give The Architect a list of characteristics the dream should have.

Secrets

Everyone has a secret that they keep to themselves. Big or small, powerful or weak, we all keep them. Because of this there must be a place in a dream for these secrets. Usually represented as a safe of some form, it holds the secrets that character keeps strictly safe. It is up to the players to inform The Architect what their character's secrets will be when they become the dreamer. Even though a character may have designed the dream it is up to The Architect to determine where the safe is located.

Projections

Whenever someone enters a dream they are called The Subject. A subject is the main focus of the dream. As opposed to The Dreamer, The Subject has no control over the actual layout of the dream before hand. Rather, they fill it with what are known as Projections. Projections are pieces of a person's subconcious acting to make the world more realistic. To be positive one understands what a Projection is let us put it this way: A Projection is organism inside a dream that is not using the PASIV Device at that moment to dream. Projections may be spoken with or even killed. However, Projections are not cannon fodder. For every three Projections killed one block must be taken and replaced on the JENGA tower as if they had summoned a weapon. Civilian Projections HP: 12 Def: +2 Initiative: 0

STR: 5, -1 AGI: 4, -1 INT: 6, -1 13

Chapter 4: Combat
This chapter will cover everything needed to run an effective and fun combat in this sytem.

Initiative

Initiative is the die roll bonus given to each character when combat begins. When a battle begins all players roll 1d20 and add their initiative bonus. Whoever has the highest total goes first and order proceeds downward. EXAMPLE: Stefan (Jill's character) and a guard are in combat. Stefan rolls a d20 and gets an 18. Looking at his Initiative he see that he receives no bonus because the total of his AGI and INT is 19, which he divides by 2 then compares the number to the Ability Modifier table (page 3). The Architect rolls a d20 for the guard and gets a four then adds one for the initiative bonus. Stefan has won initiative with his score of 18 beating the guard's five, allowing him to go first.

Your Turn
All turns take place in a single second. On your turn you have the following options: Decide The Target Decide What Weapon To Use Determine Where To Hit Roll

The Target of a character is a free choice, the only thing to restrict what may or may not be chosen is the range of the target from the character. A weapon may be switched out once per turn. Summoning a weapon takes up that turn and does not allow fighting to occur. Determining where to hit can either be random or chosen. If a hit location is chosen then the character will take the appropriate minuses for that part. If the attack is random then The Architect will roll 1d20 and compare the number to the table located below which will determine where the attack hits. All hits also add a certain bonus to the attack. NOTE: Leg and Arm attacks are permanent. 14

Hit Location
d20 1-6 7-12 13-18 19-20 Location Leg Arm Chest Head Effect Speed -5 Attack Rolls +1d8 Damage x3 Damage Called Shot Penalty -2 -2 0 -4

Attacking
All combat rolls are made on a d20. When you roll you are determining whether or not your attack was able to hit. The process goes thusly: Roll 1d20 Add any weapon bonuses Add the bonuses from the skill the attack is based off of (shooting with a sniper rifle is Marksman, Ranged Rifles) Add STR bonus if it is a physical based attack Subtract hit location (if applicable)

Defending

To start off, defending will rarely work. Defense covers everything from blocking to dodging an attack. Inception: The Roleplaying Game is designed to be a very gritty system. As such, all defense rolls are made on a d12. When rolling defense take the following procedures: Roll 1d12 Add your DEF bonus Add any Armor bonus (if applicable)

Critcal Success

When rolling to attack someone it is possible to roll a natural 20. If a player called where they were shooting they automatically hit that area and automatically get the bonus. If a player was planning on rolling where they hit that player will add five to the hit location roll. NOTE: It is impossible to get a critical success on a d12. A roll of twelve only gives a defense of twelve and is not an automatic block.

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EXAMPLE: Stefan is in combat with a guard. Because he won initiative he goes first. Checking his range he decides to pull out his pistol. He decides he is going to aim for the arm. He rolls the d20, giving an eight, adds the pistol bonus, totalling in twelve, adds two for his Marksman skill, totalling in 14, then subtracts two for shooting at the arm, giving a final total of twelve. The Architect rolls a d12, giving an eleven, then adds two points for his DEF bonus, totalling in 14. The attack missed the guard dealing no damage. The guard then attacks Stefan with a grenade. He rolls a d20 then adds the weapon bonus, subtracts two points for not having the Marksman skill and four for aiming at the head, totalling with seven. Stefan rolls the d12 and rolls a nine. The attack missed by quite a bit. (If there were other players around they would have to roll defense as well because Balistics have a six foot burst from where they hit.) Stefan attacks once more with his pistol. He rolls the d20 and rolls a natural 20, a critical success. Rolling for hit location with the d20 he rolls a 14 then adds five for the critical success, giving a number of 19, which is a head shot! Looking at the damage for his pistol he rolls 1d6+2. Getting a roll of 5 he multiplies it by three for the head shot totalling with 15 damage, killing the guard with a clean headshot.

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Chapter 5: Sample Adventure


As an example of some of the prep that may be used to create a game, we present you with this free sample adventure. Designed for 4-5 players to play around a six hour session, this adventure may be used either as written or as a jumping off point for your own adventure.

I Wanna Play A Game


Pre-Gen Characters
Marlena Gender: Female Age: 7 Profession: Forger HP: 13 DEF: +2 DP: 15 Speed: 4 Ft. Walking/ 8 Ft. Running Initiative: +1 STR: 10, +1 AGI: 12, +1 INT: 13, +2 Weapons Punch/Kick Scalpel 0 +2 1d4+STR 1d6 Skills Disguise Bluff Fighting (Armed) Hide Insight Perception (Sight) Thievery Feats Disguise Feeling Concealment Silent Movement lll lllll l ll lllll l lllll l lll l +1 +2 0 +2 +2 +1 0

n/a 0/6

Totem Butterfly Hairpin with scratch on right wing Marlena is a young girl with a knack for murder. She has the uncontrollable urge to hurt others and derives pleasure from inflicting harm on others. Marlena's Dream A large swamp with thin strips of land that stretches on far into the horizon. There are four children playing around the swamp, all the age of Marlena. Their names are Greg, Stan, Beth, and Susan. All of them appear to be afraid of a monster in the water.

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If a player steps into the water they are dragged underneath by a tentacle like thing. When the tentacle is shot the player is let go, a few second later a giant dragon/snake monster emerges from the water. Dragon Serpent STR: 18, +3 HP: 23 AGI: 8, 0 DEF: +4 INT: 3, -2 Initiative: +1 PASIV Device Location: Inside stomach of Dragon Serpent Secret: No one is aware she is a trained killer Scott Gender: Male Age:33 Profession: Extractor HP: 14 DEF: +3 DP: 13 Speed: 6 Ft. Walking/ 8 Ft. Running Initiative: +1 STR: 11, +1 AGI: 12, +1 INT: 10, +1 Weapons Punch/Kick 0 Assualt Rifle +5

Skills Concentration Marksman Fighting (Armed) Fighting (Unarmed) Bluff Feats Pressure Points Assault Rifles Shotguns

lllll l lllll l lllll l lll lllll l

+2 +2 +2 +1 +2

1d4+STR 1d8

n/a 30/60 Ft.

Totem Soda Pop lid that always lands on side in dream Scott is a man who is very impulsive. Known for his acts of extreme violence, Scott will go into a rampage if he is inflicted any harm, even at the expense of the rest of The Team. Scott's Dream An indoaor gun range where each player starts in their own seperate cubicle along with twelve other police trainees. On the wall behind the players there are hundreds of high security lockers. There are no doors to be seen. 18

Police Trainee HP: 12 DEF: +1 Speed: 6 Ft. Walking/ 12 Ft. Running Initiative: +2 STR: 10, +1 AGI: 9, 0 INT: 8, 0 Pistol

Skills Marksman Feats Pistols +4

lllll l

+2

1d6+2

6/30 Ft.

PASIV Device Location: Either at end of gun range or inside a police locker Secret: Scott has been dishonorably discharged by the military for not following a commanding officer's orders Jerum Gender: Male Age: 24 Profession: Point Man HP: 12 DEF: +6 DP: 12 Speed: 6 Ft. Walking/ 12 Ft. Running Initiative: +2 STR: 11, +1 AGI: 13, +2 INT: 14, +2 Weapons Punch/Kick 0 Short Sword +2 Skills History Concentration Language (Ancient) Technology Insight Craft Feats World Events Translator Create Weapon

lllll l l lllll l l llll lllll l

+2 0 +2 0 +1 +2

1d4+STR 1d6

n/a 0/6 Ft.

Totem A double headed coin which is normal coin in Dream World Jerum is a college student majoring in history. Being fascinated with ancient war techniques, he is very adequate with medeival weaponry and tactics.

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Jerum's Dream The inside of a medeival era castle. There is a large battle going on between Knights Templar and Persians. On one side of the castle walls there is a door leading to a children's classroom. On the other side there is a door leading to a large lake. When stepping by the lake players are attacked by archers. Templars (and Persians) HP: 10 DEF: +3 (+2) Speed: 4 Ft. Walking (6 Ft.)/ 8 Ft. Running (12 Ft.) Initiative: +1 (+2 Skills Fighting (Armed) lllll l +2 STR: 13, +2 (8, 0) Feats AGI: 8, 0 (12, +1) Knives INT: 12, +1 (13, +2) Sword +2 1d6 0/6 Ft. PASIV Device Location: Inside teacher's desk in children's classroom Secret: He lied on his application which gave him a full-ride scholorship Alex Gender: Male Age: 29 Profession: Forger HP: 13 DEF: +2 DP: 15 Speed: 6 Ft. Walking/ 12 Ft. Running Initiative: +1 STR: 11, +1 AGI: 10, +1 INT: 14, +2 Weapons Punch/Kick Shotgun Skills Disguise ll Craft lllll l Architecture lllll l Concentration llll Insight lll Technology lllll l Feats Create Weapon Create Item Create Vehicle

0 +2 +2 +1 +1 +2

0 +1

1d4+STR 1d12

n/a 0/6 Ft.

Totem A small cat statue that always lands on it's feet in the dream

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Alex, a recently graduated college student, is an aspiring artist. Delighting in all things creative and feline, he will often create things for the sake of enjoying how they look. Alex's Dream A large loft set on the top floor of a skyscraper turned into an art gallery filled with any number of large paintings of kittens. There are no doors to be seen. When a painting is touched it pulls the player in. Once inside, the player must fight off a giant cat to stay alive. Large Cat HP: 8 DEF: 0 Speed: 8 Ft. Walking/ 16 Ft. Running Initiative: +2 STR: 10, +1 AGI: 15, +2 INT: 6, -1

PASIV Device Location: Inside painting of Black Panther Secret: Alex has an addiction to pain medication Shanaenae Gender: Female Age: 16 Profession: Chemist HP: 15 DEF: +4 DP: 11 Speed: 6 Ft. Walking/ 12 Ft. Running Initiative: +2 STR: 12, +1 AGI: 13, +2 INT: 17. +3 Weapons Punch/Kick Pistol 0 +4

Skills Medicine Craft Bluff Athletics Fighting (Unarmed) Technology Feats Create Item Pressure Points Situations 1d4+STR 1d6+2 n/a 6/30 Ft.

lllll lllll l ll lllll lllll l lll

+2 +2 0 +2 +2 +1

Totem Invisible Nail Polish that actually paints in Dream Shanaenae is an african american teenager with quite an attitude. Beleiving she is very attractive when she is in fact hideous, she will always try and whoo any man she comes in contact with.

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Shanaenae's Dream A gigantic beauty salon with all the walls, ceiling, and floor being made entirely of glass. If this glass is broken the dream will collapse automatically. In one far corner is a massive nail station with any number of colors imaginable. In another is the hair drying station which will light on fire when turned on. There are two pieces of paper that can be found. One in the middle of a pile of blow driersis colored crimson red. The other, found on top of a pile of beauty magazines, has the picture of a flame. PASIV Device Location: Inside a safe which can only be opened when red fingernail polish is applied to what looks like a fingerprint scanner and heating a cooking unit attached to the safe. Secret: She was once a man

Starting The Adventure


When players begin they are riding down the street of the business area of a city on motorcycles. While riding, players are attacked by two men on similar bikes with shotguns. Motorbike Men HP: 11 DEF: +1 Initiative: +1 STR: 10, +1 AGI: 11, +1 INT: 11, +1

Skills Marksman Feats Shotguns Shotgun +1

lllll l

+2

1d12 0/6 Ft.

When last Motorbike Man is killed the dream collapses.

Game Area

DO NOT ALLOW PLAYERS TO SUMMON ANYTHING IN GAME AREA Players wake up sitting in a circle of chairs, the PASIV Device in the center of them. All around are dozens of people who are cheering. Stepping up from a chair outside of the circle also connected to the PASIV Device comes the Announcer, whose name is Greg.

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(Spoken in announcers voice) Now wasn't that exciting! (waits for crowds cheering) Now for those of you who may have just came in, we are here with our amazing Dream Team! These people have always dominated this game and our now competeing for the ultimate prize.... TEN MILLION DOLLARS!!! (waits for crowd again) How this works is the winner of the last round becomes the dreamer, then our fabulous panel will determine what the competition will be about! There is one trick to this though. If any player for any reason kills a player when the game is not survival or if any player collapses the dream that player will be kicked out of the competition permanently! Now would our last winner please proceed to hook yourself to the PASIV Device and we will begin the game! Person who dealt killing blow is considered winner.

Player Dream

Enter that dream and wait until Announcer shows up and explains, The purpose of this game will be to find the PASIV Device. It is hidden somewhere in this dream so the first person to touch it wins! Announcer walks away and sits off to side. When winner is determined the Announcer kills the dreamer, waking everyone up.

Game Area

What a great match am I right!? (waits for crowds cheering) Now we will go right ahead and move on to the next game! Proceed as before, winner hooking up first. When everyone is in dream the Announcer shows up once more.

Player Dream
For this round we will be participating in a scavenger hunt. Placed around this area are ten pieces of paper which read 'winner.' The first person to find two and return them to me is the winner! Announcer shoots dreamer when winner is determined.

Game Area
What a great match! Alright, keep in mind that this is the last round before the very last game! So let's get started! 23

Enter dream and announcer appears as usual

Player Dream
For our semi-final round we will be participating in what I can only safely call 'Tag' each of you will be against a plethora of watchmen I have set up. As soon as one of these men see you you will have lost and be kicked from the dream. Last person to be in the dream or first person to reach the objective is the winner! Now if the dreamer is seen before the others then we will re-enter the dream and they will not be permitted to participate. Let's go! The Architect will draw out the dream as they see it and will then place the location of six watchmen along with the starting location of the players as well as an end location for them to get to. When winner is determined announcer shoots dreamer. Then walks in front of crowd as usual.

Game Area
Alright! It's all come down to this! This match has already been determined as a survival match! Last person alive will be the winner! Once again, if the dreamer is killed we will re-enter the dream without their participation! So let's get started! The Architect will map out the dream and place players at even intervals. When dream is over proceed as usual. What a game that was! (shoots one player who lost) I can't believe it's actually over! (shoots another player who lost) It only seems to have started five minutes ago! (shoots another player who lost) But I guess all good things must come to an end! (shoots last player who lost if they're present) Did all of you have fun!? (waits for crowds cheering then turns to winning player) Congratulations! We have your ten million dollars right here! (motions for man to walk out who is carrying two suitcases) Unfortunately, I regret to inform you that we are out of money, (opens suitcase) so I'm sorry, (pulls out gun and points it at players head) you're out of lives. (Shoots player)

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Government Facility
DO NOT ALLOW PLAYERS TO SUMMON ANYTHING IN GOVERNMENT FACILITY Everyone wakes up in government facility, guards all around with assault rifles. A man steps out of a door and approaches the six people in chairs all around the PASIV Device, the five players as well as the Announcer. I can't believe we finally tracked all of you down. At last we have learned what secrets you have. Thank you Agent 947. (announcer stands up, shakes mysterious man's hand, then leaves through door man entered through) Now we know all of your deep dark secrets, and demand that you pay us $5000 dollars a month for the rest of your lives or else we will reveal all of your secrets. I'll leave you to think it over. Call me when you've made a decision. Oh, and don't bother moving. As soon as you do when you've decided.

Real World
When players die they all wake up in a mental institution, a man standing by their side who quickly wraps up the tubes for the PASIV Device and leaves, offering thanks for the research as he does. Players are then free to either kill themselves or, if they are still sane, leave and pursue what goals they may have.

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Acknowledgments
Creator Adam Sawyer Playtesters Marlena Money Joseph Dilworth Alex Finlinson Todd Sawyer Jennifer Taylor Dallas Hancock Nyu Ayomi

Special thanks to Christopher Nolan and Legendary Pictures for releasing such an amazing piece of popular media for all to enjoy and to all of you for taking a look at this system.

Stillsted Publishing does not own any property associated with Inception, Christopher Nolan, or Legendary Pictures. This is a privately created game with no affiliation to any previously related group. Sale of this item without proper authority from the former parties is stricly prohibited. If you would like more information on Inception, Christopher Nolan, or Legendary Pictures please visit the following Internet links: www. legendarypictures.com

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