SDM Links

Dice

Synthetic Dream Machine Wiki

Inventory

Oracles

Characters

Core Rules

Bestiary

Creatures and Non-Player Characters (NPCs) should be simple to run, yet memorable to encounter.

Mounts and Vehicles

Smart players quickly realize that carrying their own supplies is not a good idea. If they do not realize this tell them to get two mules each to be on the safe side.

Companies

The company is a group character for the Player Daemons, a joint mobile base of operations. The most common type of company in the Ultraviolet Grasslands is the Caravan. You don’t need a caravan to travel the UVG, but it’s a good idea.

Equipment

Sufficiently advanced magics indistinguishable from technology abounds, if unevenly distributed. This space describes items and how to equip starting characters.

Traits

There are secret advanced sciences, indistinguishable from magic, that offer mastery over the worlds of matter and mind. “All these spells, these powerful magics, my hero shall master!” gloats the daemon. Why must it threaten you with such corruption? Truly, knows it no mercy?

Character Creation

The Player Daemons have chosen their Characters. These will serve as our protagonists and the focus of the core of the rules.

a psychedelic roleplaying game

Synthetic Dream Machine Kinopio Spaces

Throughout this space you will see portal-links to other spaces, marked with an arrow next to the pin-circle and a title below the card. Click the arrow to travel to that space. If the space name starts with /Synthetic Dream Machine/ it is a space in the Synthetic Dream Machine Wiki on kinopio.club. Use the SDM Links box in each space (see below) to navigate around to the core rules.

System Introduction

The Synthetic Dream Machine (SDM) system is a fast and loose OSR system. It assumes familiarity with other traditional roleplaying games, like the original game with 20-sided dice, OSE, Mothership, ItO, Knave, Cairn, etc. SDM is the core rules system that powers Ultraviolet Grasslands, Our Golden Age, Elyncia: Flying Triremes and Laser Swords, and other psychedelic roleplaying games. This version of SDM incorporates the UVG Guide Book materials.

Introduction

Welcome, curious explorer, to the Ultraviolet Grasslands. To a time beyond the end of time. To the psychedelic steppes beyond the edge of civilization. The utter west, the deep, vast, mythic steppe littered with the detritus of time and space and memory. The UVG is a point-crawl setting inspired by psychedelic heavy metal, the Dying Earth genre, and Oregon Trail games. It is a world colored by new wave science fiction and inspired by artists from Moebius to Miyazaki. This updated guide for the 2nd edition of the UVG, and the Synthetic Dream Machine system, covers character creation, rules and mechanics, equipment and powers, refereeing and cocreation, adventures and encounters, and more. You can get the Ultraviolet Grasslands in deadwood via Exalted Funeral Press and a number of friendly local gaming stores. The electronic paper version is also available online at DTRPG and itch.io. Several translations are also available (or in progress).

The Traveler is a PC in the best tradition of roleplaying.

Half setting, half adventure, and half epic trip;

Exploding Dice

Some dice explode. They are marked with an asterisk. When you roll the exploding die’s highest face, roll again and add the results together. Keep rolling as long as the die keeps showing its highest face.

The Roll

When a PC wants to try something risky, the referee describes the risk and offers a target number. If the player proceeds, they roll d20 + ability (if applicable) + skill (if applicable) to exceed the target number.

Dice Notation

Dice are dXX, where XX represents the number of faces. Standard die sizes: d4, d6, d8, d10, d12, d20

Level

An abstract measure of power. You start at level 1 and go to level 9. Monsters and the unplayables (the NPCs) stretch from level 0 to level 17.

Life

Hylospheric persistence, hit points, embodiment? More like narrative resilience and plot armor. A measure of how long you’ll stay in action and a resource you spend to use your powers. Burning the candle at both ends and all that. Start with 4 life at level 0. PCs gain 4 life per level. Traits may grant more life. NPCs range from 4 life at level 0 to 666 life at level 17. At 0 life, a character is in trouble but not necessarily dead. Characters must roll for Defeat. Even then, death is often not the end.

inspired by psychedelic heavy metal, the Dying Earth genre, and classic Oregon Trail games.

The referee can set up oracle die tables to suit the the odds they want. 2d6 offers a bell curve, 1d10 offers more options, etc. Most random tables in the UVG work as oracles.

d6 Random Event Table 1–3 Common or expected outcome (50% odds) 4–5 Uncommon or unusual outcome (~35% odds) 6 Rare or exceptional outcome (~15% odds)

The Dice Oracle When a player, including a referee, does not know what might happen in a situation, and there is little risk, rolling dice on a table gives a working answer.

Pets and Sidekicks Each of a character’s pets and sidekicks occupies a trait or item inventory slot. This represents the character’s care and attention.

Non-humans may bear more or less. Some traits may expand inventory slots.

Traits: 7 + ability (Thought) slots Items: 7 + ability (Strength) slots Burdens: 20 slots

Inventory and Burdens A character’s inventory slots are a key game resource. Though a character might want to carry everything, the cruel laws of their synthetic reality forbid it. Every human PC has three basic inventories: