Universal Dream Rules

Changeling the Lost Specific Questions

Universal Dream Rules

Postby Fetch » Fri Jul 20, 2012 8:28 am

So the various rules on dreams between the books are kind of a confused mess, doubly so when you look at other lines like Lucid Dreamer from Second Sight and Mind Magic. I know recently Flipper has also looked through the changeling book and discovered the quality of the dream rules. To that end...

Participants in the Dream
The aspects that make up a dream are each manifestations of those participating in the dream, a part of the dreamers psyche, a person in the dream, or even an incubus visiting the unconscious mind in question, represented as various aspects of the narrative world of dream. Each participant in the dream can be manifested as a single aspect at any given time, with the exception of the dreamer them self and certain Incubi such as the Spirit Guide.

Each Participant in the dream has a rating called it's Intensity. Intensity determines the solidity and power of things in dreams. Most background props have little if any Intensity and are vaguely undefined to near nonexistent. The important elements of a dream however will have a higher Intensity making for clear symbols that may even stand out in the waking mind. Most Participants use their rating as their Intensity. For example a 4 point Passion would have an equal Intensity (4) when manifested in dreams. When a dream is first formed the dreamer makes a Wits + Resolve test. Each Success may boost the intensity of one aspect by one, indicating what is most important in this dream.

The Dreamer
The Dreamer of a given dream often takes the form of both Observer and Actor, playing a role in the dream even as they watch the events unfold. Their various Passions, Ideals, and other traits also feature in their dreams.

Oneiromancers are visitors to the dream in question, such as a changelings or Fae intruder. Generally an Oneiromancer will first manifest as an Observer or Actor but will generally change their manifestation as needed throughout the dream.

Incubi are natural inhabitants of dreams. These beings often have one form they manifest as altho some are powerful enough to change their manifestation. They tend to travel from mind to mind thru the ever shifting skein of dreams.

Where the Intensity of a Dreamer, Oneiromancer, or Incubus is called for use the higher of half their Willpower dots (round up) or their Power Stat. Some Incubi use unique Intensities.

A characters desires and fears often take vivd form in their sleeping mind. Passions and Irrationalities often set the stage of a dream forming the Realm or play roles as important Props in a story.

The higher Ideals a character holds dear often take life as Actors within their imagination or else provide the Props needed to face nightmares and build wonders.

While it often doesn't it is possible for a character's innocence, their inner belief in better nature, to manifest. In mortals this takes a special form, the spirit guide (Actor), called a deamon by Mages, who will use their influence in an effort to get the dreamer to better themselves. Spirit Guides use most of the same traits as their Dreamer* but get an effective Wyrd/Influence(Dreams) equal to their Intensity. The Spirit Guide is considered a special Incubus who, while in the mind of their Dreamer, can always manifest as Observer in addition to whatever other form it takes and uses the Intensity provided by Morality.
Changelings do not have Spirit Guides.

The Intensity of one's Morality is considered to be half current Morality, round up. Supernatural creatures with a Power Stat of 6+ instead use their full Morality dots.

* Theoretically a Sidebar for full Spirit Guide writeup goes here. Both Mage and Changeling give these guys a powerstat/thing from their respective lines but I don't feel either is right, just approximations.

Skills, Attributes, ext
Less commonly other traits might take on phantasmal form. A character might dream of their old master, their Brawl manifesting in the mind as an Actor, or may defend their dream against intrusion aided by their Strength (or at least their confidence in it) as a formidable Prop.

Other Traits
Things not on the character sheet may manifest in the dream as well. A character fighting a serious illness might dream of their immune system as a castle under siege, each night coming a little closer to destruction.

Complex Manifestation
Sometimes multiple aspects of a personality will manifest as one within a dream. One's fear of commitment and one's love for their partner may merge into a single Actor, for example. In this case the combined manifestation uses the higher rating of the group and gets +1 Intensity per additional component.

Aspects of the Dream
There are several types of aspects that make up dreams. Each of the participants in a given dream manifest as one of these aspects. The manifestation always shows thematic elements of the participant that makes it altho more complex participants such as oneiromancers have allot greater range of theme's to draw from. For example a hatred for an enemy may manifest as a villainous Actor or flaming sword but not as a peaceful flower or restful spa.

The Realm is the backdrop of the dream, the set in which the action occurs. The Realm includes the scenery itself as well as incidental aspects of it; plates, food, and other patrons in a restaurant for example. Usually a given dream only has one Realm altho participants in the dream may pass from one Realm to another. When there are multiple Realms present the location can be independently visited or can becomes strongly conflicted, a jumble of mismatched scenery and impossible geography. A dream with no Realm has no distinctive background, the location is irrelevant.

The general aspects of the Realm can make use of test pools up to the Intensity of the trait manifesting as the Realm. A love of the character's home town might manifest as a city. Those running afoul the law would find the cops can use a pool of the character's passion rating. Extremely focused realms, say a terrible storm, may manifest pools of twice this altho the applicable tests the Realm can make will be much more limited. Any auto-damage sources and general penalties may have a rating up to half the Realms test pool limit, round down. Items and people that are a part of the Realm provide no equipment bonus to those using them.

The nature of the Realm, based on the participant providing the manifestation, defines the rules of the realm. For example dreams based on freedom and joy might make flying a natural thing anyone can do and a dream of imprisonment could inflict damage on anyone that speaks of freedom.

Observers in a dream are nearly undetectable and have a omnipresent view of everything that happens in the dream.

Observers use appropriate test pools (in the case of Dreamers, Incubi, and Oneiromancers) or double their Intensity(default) for any needed perception tests and to contest challenges to detect Observers. Characters who detect a given Observer cannot necessarily tell who/what it is unless they've dealt with them as an observer before and get two successes over the Observers hiding test to recognize their signature. Kenning can reveal hints about Observers, starting with those with a highest Intensity in the case of general scan.

Spirit Guides and the Dreamer may manifest as an Observer in addition to any other form they take while in their native dream.

Actors are the important sentient entities in the dream, those that matter independently. Not every person in the dream will be an Actor but those that move the story forward often will be.

Incubi Actors (the most common manifestation Incubi take) will generally use their normal traits.

Dreamers and Oneiromancers default to their natural traits but when they first manifest may move as many dots as they wish between various Attributes and between various Skills. Merit dots and Flaws may also be gained when manifesting, such as the teenager who imagines themselves most beautiful or ugly in all the land (Striking Looks/Flaw: Ugly). The cap for Attributes, Skills, and Merits is raised to the characters normal cap (5 for mortals) + their Intensity.

Other traits have their Actors constructed as per the Retainer merit with a level equal to their Intensity.

Chimerical test pools: Any dots a character (or a piece of them) has in excess of their natural trait ratings is only phantasmal and exist only within the context of the current dream. Tests made with these inflated traits or with chimerical bonuses are useless outside the dream. For example one could be the worlds best scientist in their own mind but would not have the ability to actually create useful theory in their sleep if they do not have the actual Skill and Attribute dots.

When moving from one dream to another any dots in excess of their natural traits are lost unless the new dream specifically holds enough of the last dreams rules to keep one or more of the chimerical traits. These lost dots can be recovered/reassigned at a rate of Intensity per Scene as the character works within the context of the new dream to adopt themselves to it's laws and setting, such as by training under a sifu.

Most of the incidental items in a scene will be aspects of the Realm. Important or unique items however are Props.

In general Props give equipment bonus up to their Intensity and these Props can also be chimerical treasures, magic items with powers appropriate to Tokens or Artifacts. Magic powers are those that exist in contradiction to the rules of the Realm or independently of it. A rug that flies because the dream is a fairy tale where every textile used on the floor doubles as transportation is not magic unless it would keep it's levitation when moved to a gritty memory of a New York childhood.

Most participants, including Passions give the usual equipment bonus but use half their rating (round up) to determine their abilities as chimerical treasures.

Ideals and Irrationalities use their full Intensity for the power level as chimerical treasures and Incubus treasures often use their full Intensity or have their own rules based on their unique nature.

The Dreamer and Oneiromancers can manifest as Props with chimerical powers up to their Intensity or may make use of their own supernatural powers as a treasure. For example a fairest bright-one might manifest as ring that removes the unskilled penalty from it's wearers social tests and can be made to glow. These Props can have set triggers or may use some measure of intelligence, such as a talking sword.

Wisps are important groups, such as an instrumental mob or five man band. They are important as a group rather than individually or being merely part of the scenery.

In general the mooks of the Wisp can manifest test pools up to the Intensity of the participant while the leader of the swarm can make use of test pools up to double this. Those of intermediate rank may have a limit between the two values.

Sometimes a dream is a collection of elements, each vivid in it's own right, but other times there is a story being told, a destiny within the dream. These can be complex prophesies directing the movement of the dream from start to finish or simple recurring motifs important to the participant manifesting as the Plot.

Any action taken to bring about the Plot gains a bonus equal to it's Intensity while any action taken to prevent it suffers an equal penalty as the events of the dream and simple luck work together to bring about the dreams message.

Types of Dreams
There is no definitive list of all the dreams one could have. There are however several common categories of dreams people experience.

Each is presented with an Effect used for dreams over downtime (characters get the effects of one dream per session) or when dreams are not the focus. When oneiromancers go diving into the psyche dreams are fully acted out from scene to scene and only produce the listed effect if it seems appropriate to the outcome of the rp in dreams. Often a skilled oneiromancer can accomplish much more than the blind stabling of the unconscious mind.

Resting Dreams
Effect: Recover 1 Willpower
These are the most common dreams, assumed to be default for most characters. Resting dreams consist of aspects of the dreamer's life unwinding and interacting in strange ways, desires made manifest, memories slowly trudging from short term to long term memory, and the like.

Effect: Loose 1 Willpower
The inverse of Resting Dreams these stressful terrors are the default of characters under a great deal of stress or suffering the Nightmares Flaw. There are an infinite number of forms they can take but they often focus on sources of stress in the waking world as well as fears, hopes denied, and shame.

Memory Dreams
Effect: Character makes a Intelligence + Composure memory test for some experience, with penalties reduced by the Intensity roll of the dream.
Memory Dreams are a common way for the subconscious to relay information it thinks important to the dreamer. They awaken with fresh memory of some event in their lives, often one long past and nearly forgotten but with relevance to their current state of being.

Prophetic Dreams
Effect: Dream is prophetic, albeit cryptic and veiled in dream logic. Wits + Occult for 1 clue to interpretation per success, regain 1 Willpower when the events come to pass.
These dreams are rare and beyond the skill of most oneiromancers altho some individuals have them with frequency or can even induce them at will (see: Visionary Dreams Merit). The information is always cryptic and events can be changed but when one sees their knowledge of the future come to pass they can recover a Willpower point as they feel things slide into place with cool certainty and a touch of their personal divine. These dreams can also reveal the past in which case confirmation of that past grants the Willpower recovery.

Recurring Dreams
Effect: 9-again, 8-again, or Rote Action on Dream Intensity test
Not a type of dream itself but rather a pattern of some other kind of dream, often nightmares or memory dreams. Dreams that recur day after day gain the 9-again benefit to their Dream Intensity test while those that recur for weeks on end (or longer) get the 8-again benefit. After years a dream may become so ingrained it even gets the Rote Action benefit in addition to 8-again.

Introspective Dreams
Effect: Character may make a Meditation test (Wits + Composure) for any of the usual benefits.
Like restful dreams but with a tighter focus these dreams are the sleeping mind's way of examining the dreamers life and putting things into perspective.

Inspiration Dreams
Effect: One test for an extend research or mental creation test suffering penalties equal to the total number of tests made so far (reduced by Dream Intensity Roll) that dose not count against the test limit for the action. Equipment bonus dose not apply.
Altho characters cannot (usually) do real research in their sleep they can analyze the data they have gathered and consider their options. These dreams always relate to an ongoing project the dreamer is working on day in and day out, especially one they focus on to the excision of all else.

Healing Dreams
Effect: When the mind focuses it's energy on the physical body it can produce tremendous change. The character's mind must defeat the combined force of injuries and illnesses assaulting their body, represented as a Resolve + Stamina vs sum of Injuries, Damage, and Disease potency draw, when abstracting the dream. If the character's body is successful they fight off injury more quickly either doubling healing time for the night or getting one extra draw to fight off any disease or toxin.

Out of Body Experiences
Effect: The dreamer's manifestation and any other dream elements exist in a state of twilight, anchored to the sleeping body.
Most common on the verge of death these drams tend to be simple and stark, often featuring nothing but the dreamer playing themselves and any oneiromancers or incubi visiting. These dreams take place in the physical world (in twilight, within perception of the sleeping body) and so Actors cannot exhibit chimerical traits. Normal oneiromancers cannot create these dreams and they are know by changelings as the domain of the Grim Brother, Death in Dreams, a psychopomp who offers guidance to the nearly dead and those truly aware of their own mortality.

the Fallow Mind and Waking State
Not a dream at all many oneiromancers refer to the non-REM but semi or unconscious mind as fallow. In both cases bits and pieces of recent dreams float across the subconscious, often the strongest from the resent nights sleep. Recurring dream elements are common and the available "debris" increases during non-REM sleep and daydreams or similar activity.

For most dreams are a collection of Manifestations, each playing parts dictated by their subconscious. Upon waking only the most intense images remain, the lessons and stories of the night having served their purpose. For fae creatures and lucid dreamers however the world of the sleeping mind is an endless world of possibilities.

Test Pool: Test pools given in this section are generally used for oneiromatic actions over DTAs or when otherwise abstracting the action mechanically. When played out the ST has leeway in appraising the story characters are creating in dreams and it's results. Any test intended to have results beyond the current dream, such as navigating between dreams or providing a character training in their sleep, is useless and automatically fails if made with chimerical traits.

Falling Asleep and Waking
When entering the dreaming state in the REM cycle a character makes a Wits + Resolve Intensity test. Successes are applied as bonus Intensity split between one or more manifestations within the dream emphasizing the important aspects of the illusion. The type of dream that forms often calls back to the characters concerns and recent experiences or to some needed lesson. Manifestations can (altho don't often) gain or loose Intensity in the corse of the dream. A sword that gets reforged with magic may become more Intense while the broken blade loses Intensity if it is not destroyed outright.

When confronted with a desire to leave dreams a lucid dreamer may make a Resolve + Composure test to do so. Alternatively an external source (alarm clock, fist to face) may attempt to waken a dreamer altho successes by this intruder are contested by a reflexive Resolve + Composure test on the part of the sleeper. Lucid dreamers may suppress this reflex but others may not.

Acting in the Land of Dreams
Once the stage is set the actors may begin their play. For ordinary mortals this means the aspects of the dream play out their parts. Lucid dreamers however have more control as they may manifest and direct actions according to their will.

Actions in dreams work much like those in the waking world. Add an appropriate Attribute and Skill and make a test. One big difference is that the rules that govern dreams are often different than the waking world. For example there is a common dream in which one can make use of their Dexterity and Athletics to take flight where gravity would normally make such an action impossible.

Any damage an oneiromancer would normally suffer, such as from attacks within the dream, is instead subtracted from their Willpower points. If they hit 0 Willpower or less they are forced awake felling as if they have had little if any rest. If they are dropped into negative Willpower before waking they gain an Irrationality related to the damage suffered, psychic scaring from the trauma. Any dream manifestations that are not direct beings from the waking world may have health and even suffer injuries within the dream without negatively impaction the being of which they are part altho more often incidental parts of a dream may be "killed" with but a single Action.

Analyzing the Dream
Dreams are crawling with subconscious symbology and personal meaning. By watching a dream play out a visiter can learn much about the dreamer, and all bypassing many of the normal defenses everyone carries.

Test Pool: Wits + Empathy (vs Resolve or Composure + Subterfuge, only lucid dreamers may contest)
By watching a whole dream unfold an oneiromancer may identify one aspect of personality that played a part per success.

Lessor Oneiromancy
Lesser Oneiromancy is not in point of fact oneiromancy at all but simply a keen understanding that dreams are symbolic and that changing the symbols can change the truth they represent.

Oneiromancers can, by playing out dreams, have measurable impact on the dreamer. Defeating a villain representing a characters fear might reduce the related Passion by a slot or more, or if handled via DTA might provide an introspection dream with assistance bonus from the oneiromancer. By changing a dream or navigating to a useable dream oneiromancers can replicate any functionality of natural dreams as they work to play out the right story for the effect they want.

Taken a step further oneiromancers and incubi can provide training or psychological aid while their subject sleeps. Characters can even move elements between one dreamer and another, altho multiple "trips" are generally necessary. Moving an Irrationality from one psyche to another and installing it in the narrative there might install a Passion in the target. Playing out further stories of such a transfer might begin reducing the originators Irrationality and give the subject one a point at a time until the whole thing is transferred.

Test Pool: Intelligence + Empathy vs or assisting the dreamers test pool (default Wits + Resolve)
Success allows the changeling to aid the dreamer in the dream or to wrest control and direct the results of the dream themselves, such as choosing what Passion gets strengthened as a result of an introspective dream or using a inspiring dream to remove rather than add successes to the extended test. Only elements that are "present" can be introduced to the dream. For example an oneiromancer cannot introduce elements of their own psyche to another unless those elements are already with them in the dream, often as Props brought with them through the Skein.

Exploring the Realms Unconscious
Sometimes the dream on is in is not the dream one wants to be in. Sometimes one needs to travel, to end one dream and enter the next. To transition from one dream to another an oneiromancer needs to play out the story of the dream their in such that it thematically links into the next. For example one might move from a nightmare to memories of one's father by using imagery of the old man as protection and finally as a savior bringing one to the safety of the childhood spent under his care.

Moving between similar dreams is relatively easy but going to a dissimilar dream is harder, even imposing penalties on any actions that would turn to such a journey if one is unwilling to transition through one or more "linking" dreams.

Test Pool: Wits + Empathy or Investigation (- Clarity Penalties)
Understanding of your subject or of the symbols in dreams are both sufficient to "travel" from one dream to the desired type of mundane dream. Prophetic Dreams, Out of Body Experiences, and other semi-supernatural dreams are not available via these methods.

Any lucid dreamer can see how their own dreams are linked and move between them within their mind. The truth is that all dreams are linked in a great tapestry. To some this is the collective unconscious, others call it the astral realms, and to changelings it is known as the Skien. Navigation in the skien works in much the same manor as navigating one's own dreams with one important difference. One must first access the skien thru a gateway. Every once an a while a given dreamer's mind will be open to the wider world of dreams allowing passage from their thoughts into the collective thoughts of others and of the universe. When this occurs any oneiromancers in their dreams may transition from their personal dreams to other dreams connected to the skien, from the dreams of persons far distant to collective ideas and ideals such as the American Dream.

Altho navigating the skien seems to the novice little different from transitioning one dream to another within a dreamer it holds far greater danger. Once one ventures forth through that first gate their link to their body is lost. They can no longer perceive or be awoken by outside disturbances and cannot wake freely until they have either returned to their point of origin or to their own psyche. Those who become hopelessly lost can wind up incubi wandering the skien forever while their body sleeps away it's life in a coma.

In the skien damage that would normally waken an oneiromancer instead incapacitates them and may, with additional force, kill them leaving their body in a permanent vegetative state. On the up side if one's body dies while they navigate the collective unconscious they can remain as an un-aging incubus for as long as they can maintain their existence.

The dangers of the skien are not limited to physical. There is little difference between one's thoughts, their sense of identity, and their "body" in dreams. As such the inhabitance of the astral realms can preform psychic surgery on intruders, literally cutting away their compassion or poisoning any who drink form their well with undying love.

Finally, changelings and other lucid dreamers can manipulate personal dreams via oneiromancy with ease. Shared dreams are not so easy. For the purpose of Oniromancy treat the resisting Intensity of skien manifestations as being multiplied by the order of magnitude of people that believe in it. A realm held by less then ten people may be modified normally but an ideal held by hundreds of humans has it's intensity multiplied by 3. Beyond mere human dreams the places fueled by dreams of man, animal, and even the earth itself, are effectively impossible to change through brute force.

Test Pool: Wits + Investigation (- Clarity Penalty), - half Luck Number
Traveling the Skien takes time and is risky. The luck number determines the chance (on a d10) of of facing truly dangerous difficulties while the basic travel time describes the time a character spends going to and from their target, assuming navigation is successful. Unsuccessful navigation is likely to take longer…
Well Known Personal Dreams - 1 - all night
Unknown Personal Dreams - 1 - three nights
Weak Shared Dreams - 2 - one to three nights, depending on relation to your starting point
Strong Shared Dreams - 4 - one week
Universal Shared Dreams - 6 - two weeks
World-soul and Beyond - 8+ - one month or more, depending on how far and how well know the target is

The world of dreams responds to narrative logic and drama. By enhancing actions as impressive stunts a character can get a bonus to any action from throwing a punch to navigating between dreams to transferring a derangement from one character to an unwitting victim. All of these are subjective, that is to say not guaranteed, but as a rule of thumb the following earn stunt bonus for the action being enhanced.
+1 for acting out the stunt (or describing for dangerous actions).
+1 for getting others to aid your narrative.
+1 for using the environment or props in dramatic ways.
+1 if the stunt is uniquely suited to the goal, often invoking the dual knowledge oneiromancers have of a dream symbol being a representation of something in the waking world.
+1 if the stunt is involved, taking time or multiple actions to set up.
-1, cumulative, if a stunt is similar to a previous one. Originality is key.
-everything if the stunt is an exact duplicate of one the character already performed. Repeated stunts are worth nothing at all.

True Oneiromancy is actual dream magic. There are many forms of oneiromancy from changeling magics to mage spells to psychic techniques. What they all share is a brute force attack against the manifestations of a dream, an irresistible force changing dreams to the liking of the oneiromancer with little consideration for the original nature of the dream.

Use of Oneiromancy directly against a non-lucid dreamer is reminiscent of the treatment of changelings in Arcadia at the hands of the gentry and as such is a Breaking Point at Clarity 3 if it is to harm the mortal or Clarity 5 if it is benign.

Many Oneiromatic actions risk Shattering. These actions are disruptive to the dream environment and destroy all manifestations with Intensity lower than the successes rolled. If all existing manifestations are shattered in this way the dream collapses and the dreamer wakes with a start and a general lack of rest.

Lords of Dreams
It is not by accident that fae beings, from changelings up to the others themselves, are often referred to as the lords of dream. When manifesting as an Actor Changelings and Fae may, instead of moving dots between their Attributes, boost all Attributes in each row (Power, Finesse, or Resistance) to the value of the highest Attribute in that row. After passing to a new dream these phantasmal dots are lost as normal but may be regained via "training" as per the standard Actor rules.

In addition Wyrd may be added as bonus to any true oneiromatic action described here. Other specific powers (such as Contracts of Dreams) do not benefit.

Anything that can be done with lessor oneiromancy and patience can be forced into being with Dream-shaping and an Instant Action.
Test Pool: Wits + Empathy - Intensity of the targeted (if manifested)
Cost: 1 Glamour (changeling) or 1 Willpower (any lucid dreamer in their own mind), risks Shattering
It takes finesse and time to introduce an element to a dream (playing up the princess in the tower until the unconscious mind creates it) and dedication to remove one (fighting the evil dragon to defeat it). With Dream-shaping elements of the dream can be forced into being or changed, radically changing the direction of a dream. Manifestations can even be created from nothing with an Intensity equal to successes rolled and existing manifestations can be transformed into another form or have their Intensity scoured by one per success. A manifestation that hits zero Intensity is destroyed.

In general any result achievable with lessor oneiromancy can be obtained with Dream-shaping more quickly and the successes on Dream-shaping may be used as a substitute for the same in lessor oneiromancy. In addition to the normal dreams available to the oneiromancer they can produce results not normally available, such as incepting a skein gate into the dream. Skein gates unnaturally inserted are disruptive to the dream, causing nightmares, and can allow in all manner of incubi.

Similar to Dream-shaping, Dream-summoning works similarly but allows a fae oneiromancer to summon aspects of themselves to any dream they happen to inhabit.
Test Pool: Wits + Empathy - Intensity of the target (if manifested)
Cost: 1 Glamour, risks Shattering
Dream-summoning allows a character to summon any aspect of their own psyche into the current dream, change aspects of their psyche that are already manifested, or drop the Intensity of such aspects as per the mechanics of Dream-shaping. Like Dream-shaping Dream-summoning can change the corse of a dream as per lessor oneiromancy altho often with the purpose of introducing foreign elements into the dreaming mind.

Many amateur oneiromancers see little value in scouring. After all, shattering a dream is as easy as shaping it too hard and blasting everything. Dream-scouring successfully is, however, a gentler process.
Test Pool: Wits + Empathy - highest Intensity in the Dream
Cost: 1 Glamour (changeling) or 1 Willpower (any lucid dreamer in their own mind), risks Shattering
Every success when Dream-scouring reduces the Intensity of all manifestations (or all manifestations save the oneiromancer) by one. Any manifestation reduced to Intensity zero is destroyed and if all manifestations are destroyed by scouring the sleepers mind enters a fallow state as the REM state ends gently, albeit with little rest.

Dream Harvesting
In addition to working magic in a dream changelings can harvest glamour from the minds of mortals. Dream harvesting startles the line between Lessor and True Oneiromancy. The character makes use of lessor oneiromancy as any lucid dreamer can to help boost the potency of the dream and lead to manifestations increasing Intensity. The difference comes in that this is preformed as an extended action that risks Shattering with one test per half hour and a target number equal to the glamour the changeling seeks to gain. The dream becomes more potent but more chaotic as this process continues. If the changeling succeeds before the mortal wakes they gain the glamour they were seeking and the usual effects of the dream are enhanced, such as a +3 or gaining 2 willpower instead of 1. If the changeling fails or dramatically fails any draw the dream runs out of control: they gain no glamour and the dream turns nightmarish or nightmares are made worse. Unlike normal use of lessor oneiromancy Dream harvesting counts as ravaging the dreams of mortals.

Starting with a fallow mind an oneiromancer can force a mundane dream to form from nothing.
Test Pool: Wits + Empathy vs Wits + Resolve
Cost: 1 Glamour (changeling) or 1 Willpower (any lucid dreamer in their own mind)
Success allow the character to craft a new dream of their choice using successes to boost Intensity as per the Resolve + Wits draw that normally starts a dream.

Changelings and other fae oneiromancers can do more than summon up mundane dreams. They can invest the power of the Wyrd into the visions they create, producing supernatural effects.
Test Pool: Wits + Empathy vs Wits + Resolve
Cost: 1 Glamour
Wyrd-dreams are similar to their mundane cousins but follow potent patterns that resonate in the waking world to produce mystic effects. As the changeling invokes the Wyrdcrafted-dream they invoke a Contract Clause that can be used on others. The dream must thematically follow the nature of the Clause used and as the dream unfolds the power is unleashed on the sleepers physical body.

Fae beings can weave dreams into physical vessels that release into the psyche of anyone who falls asleep touching the phial. While holding the object the character spends a Glamour and makes a test as per Crafting or Wyrdcrafting-dreams. This test may be contested by the sleeper who uses the dream vessel, as per a standard crafted dream, and net successes may be distributed to boost manifestations in the artificial dream. If the changeling feels they did not get enough successes on the crafting or Contract draw may let the vessel rest a day for the dream to dissipate. After the initial seed of dream is planted the Dream-weaving begins.
Test Pool: Intelligence + Empathy
Action: Extended (1 draw per day, target number determined on the fly)
Every success on the Dream-weaving roll provides one point of Intensity to a manifestation in the dream, with successes being spent as they are obtained. These manifestations must be built up from nothing (as the object dose not have the psyche of a living being) but successes cannot be allocated to a given manifestation unless the given draw scored more successes than the Manifestation being boosted. If the character is imparting manifestations of their own psyche into the vessel they may add the rating of that aspect as bonus to the specific draws being used to boost these manifestations. Successes gained from these tests may not be used for any manifestations not related to the aspect being used for bonus.

Merits and Flaws
These are in addition to those in the books.

Whether because of stress or trauma characters with the Nightmares Flaw suffer Nightmares as their default dream every night.

Characters with Insomnia suffer a -2 (or more in times of stress) to their Wits + Resolve test to form a dream and without dreams the body dose not have time to properly heal, preventing the reduction of fatigue penalties from sleep and doubling healing times. This penalty also inhibits anyone attempting to induce a dream in the character as their brain rejects REM no matter the circumstance.

Oneiromatic Armory (• - •••••)
Prerequisites: Resolve equal to Oneiromatic Armory dots
Each dot of Oneiromatic Armory is a manifestation that the character can always produce along with themselves when they first manifest in a dream. These manifestations, such as a Summer Courtiers sword manifested from their hatred of the Gentry, are specific and can only be produced by this Merit when the oneiromancer first chooses to manifest. The types of manifestations are limited by the dots in Oneiromatic Armory with each dot producing one example of the manifestation allowed at that dot or one from a lesser dot. The first dot allows for a Prop, the second a a group of Wisps, the third an Actor, the fourth a Realm, and finally the most skilled oneiromancers can bring their own Plot.

Spirit Guide (••, •••, or •••••)
Prerequisites: Character has a Spirit Guide
At two dots the character has a strong relationship with their daemon and can regularly consult with it in their dreams (altho they remember no more than anyone else if they are not a lucid dreamer) and in meditative trances. Three dots indicates the Spirit Guide can manifest while the character is awake as a mild hallucination, giving advice and guidance any time the character desires it. Five dots give the daemon full existence in twilight and anchored to the character, as per an out of body experience dreams.

So this would cover everything for Changelings and mortals with an eye towards actually playing scenes in dreams rather than just abstracting the effects with a single dice roll. Obviously it doesn't touch on the Astral Road of mages nor other non-changeling splats. Those specific powers would be forms of true oneiromancy as would the special powers granted by Contracts of Dreams.
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Re: Universal Dream Rules

Postby Enigmia » Sat Jul 21, 2012 2:05 am

Wholy crap, how long did it take you to consolidate all this?
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Re: Universal Dream Rules

Postby Fetch » Sat Jul 21, 2012 9:42 am

From when I started to when I posted? Started putting byte to file back in March.

Actual time spend working? Less. Starting this spawned off into other projects and I only just got back to this las week. It was working on unifying dream rules that pushed me into writing a real social system because I realized I needed numerical values for beliefs and feelings in order to give mechanical weight to the most important aspects of dreams.
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Re: Universal Dream Rules

Postby Ovid » Sat Jul 21, 2012 3:49 pm

Ovid has dream hugs! Dream hugs for Lucas! They're intensity five!

Lucas should probobly run.
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Re: Universal Dream Rules

Postby Fetch » Sun Jul 22, 2012 7:54 pm

So that would be ... hugging wisps? Run for the hills!

Also in my last post I forgot to specify year. It was March of last year!
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