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​ONERIOMANCY

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Cut off from Arcadia and one step removed from the Dreaming, changelings seek out connections to their fae selves through the Glamour in dreams. Every person and animal reaches through the Mists at night to touch the Dreaming, even if they have no control or memory of the journey the next morning. Students of Oneiromancy explore the link forged between slumber and the world of the fae, but gain fearsome powers to spread the chaos of the Dreaming to their victims or set it loose upon the mortal realm.

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  • ONEIROMANCY ART ATTRIBUTE :INTELLIGENCE

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  • UNLEASHING ONERIOMANCY

Oneiromancy deals in sleep, dreams, and the intersection between the Dreaming, the mundane, and the minds of all denizens in each. When Unleashed, Oneiromancy can reveal hopes or nightmares, send a motley into the dreams of a slumbering giant, or manifest her enemy’s worst nightmare into the world.

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  • ONERIOMANCY  BUNKS

Bunks for Oneiromancy cantrips typically involve nonsequiturs , trappings of sleep, and anything which represents the absurd and metaphorical nature of dream logic. Example bunks: Draw something you fear and then eat the drawing, fall asleep at exactly 12:34, lay down and close your eyes in the middle of a dark forest, or burn your bed.

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SPEND: APPROPIRATE GLAMOUR COST (See Casting page) 

ROLL:    GLAMOUR RANK + RELEVANT REALM  + ONERIOMANCY  RANK + INTELLIGENCE

DIFFICULTY: AREA BANALITY +5 

OR

VS : OPPONENTS RELEVENT DEFENCE TYPE (See Casting Page)  

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CASTING PAGE (Opens in a new window

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BUYER BEWARE:

It is unusual to find a character on a roleplay sim roleplaying "Sleep" a Oneiromancer  may have to make a special arrangement with characters to allow them to roleplay out -dream- scenarios.

Targets that are knocked unconscious or forced to unconsciousness may have this Art used upon them.

NPC SLEEPERS

At  levels â—‰â—‰â—‰ and higher, NPC's may be required to play sleepers. However coming across a sleeping target that the character has previously used Dream Walk is rare. Sleepers are unlikely to be abundant in areas with few people. The area banality chart is a good bias to determine sleeper density. (Obviously this does not apply to the underworld, where npc sleepers definitely DO NOT exist. ) Though a technocratic lab may have many unconscious test subjects!

ROLL: AREA BANALITY

DIFFICULTY: 12+

SUCCESS: Just one success is required to locate an NPC sleeper close to the changelings current location.

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â—‰ DREAM WALK

After learning the first cantrip of Oneiromancy, a changeling can forge a bridge between the Dreaming and her target’s mind, allowing her to fully enter a dream. She must target someone or something asleep she either knows well or can see. The character then wholly enters the target’s dreams and disappears from the mundane world. The subject may or may not realize the changeling is something more than a part of her dream, but she will remember the dream upon waking. Learning Dream Walk may be an initiation for Oneiromancers ,but all come to respect the utility and power in the first step to mastering dreams. Changelings can pass messages to the dreaming subject, hide from enemies or nosy interlopers, or seek insight into the dreamer’s mind. The character does not risk any physical harm while in the dream, but can sustain chimerical damage. She also does not rest herself while Dream Walking, so after a night spent in another’s dreams she will likely need sleep of her own. Desperate to escape her captors, a boggan hides in her cat’s dreams. A redcap stalks a mortal in his dreams, disturbing his slumber and gathering clues for how best to disrupt his life. After falling asleep in the freehold, a motley shares a dream in which they plan their next move.

SYSTEM:

The cantrip can be used to enter the dream of any sleeping creature, provided the changelings knows the appropriate Realm. The Oneiromancer brings nothing with her when entering a dream and will reappear in the same place she cast the cantrip when she willingly leaves the dream or when the dreamer wakes. The first time a character casts the cantrip on a subject she must be able to see the target, but the player can spend a point of Glamour to forge a connection allowing the Oneiromancer to enter her dreams from anywhere in the future. The subject remembers the dream upon waking, making Dream Walk an effective way to pass messages and send warnings. 

All other Oneiromancy cantrips first require successful casting of Dream Walk. 
TYPE: WYRD

PLAYER CHARACTERS ONLY

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◉◉ DREAM CRAFT

Some dreams stay with dreamers even after waking, coloring the mood and tone of their day. No longer limited to entering the target’s dream and having minimal interactions, the Oneiromancer can exert control over the dreamscape to create peaceful tableaus in the sleeper’s mind or inflict dreadful terrors that will haunt her the following day. The woman vying for the same promotion as a sluagh is plagued with nightmares of failure, which follow her into work the next day when she sees her boss. An eshu joins her son’s dream to share an adventure with him the night before he leaves for college and makes sure he feels unstoppable when he sets foot on campus.

SYSTEM:
Dream Craft can only be used as an extension of Dream Walk while inside of someone else’s dreams. The changeling can shape the target’s dreams and employ Realms to create aspects of the dream. Any part of the dream molded with an appropriate Realm becomes a trigger for the target after she wakes. The Oneiromancer decides if the dream becomes inspiring or terrifying, which determines the impact of those triggers when encountered.
If the dream was positive and restful, the target gains +1 to any resolve or composure rolls she makes and also gains +2 bonus to any roll during any scene where she encounters the trigger created by the Oneiromancer.

A nightmare caused by Dream Craft drains 1 point of resolve from the subject instead (It recovers when duration is over) and inflicts negative -2 penalty to all rolls  during any scene with the trigger.

DURATION:

The effects of the trigger last for one day per each success rolled when casting the cantrip.
TYPE:
 CHIMERICAL

PLAYER CHARACTERS ONLY

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◉◉◉ DREAM PORTAL

By exploiting the thin divide between the dreaming mind and the Dreaming itself, an Oneiromancer can overlap the two to create a portal. The subject’s dream becomes a waystation within the Dreaming that connects the caster’s location with the sleeper’s. An industrious piskey uses dreamers to travel the globe in moments instead of suffering jet lag and the banality of in-flight conversations. The nocker smuggler avoids customs by bringing his goods to the black market via dreams.

SYSTEM:
Dream Portal is always used in conjunction with Dream Walk. The Realm now dictates what the caster can transport through the target’s dream, although the successes rolled limit the size and volume of what gets brought through. Dream Portal can be cast as an extended action to accumulate additional successes, with each roll beyond the first costing one point of Glamour. Each success represents 1 meter of  mass or volume  that the Oneiromancer can bring through the dream.
TYPE:
WYRD 

NOTE: NPC sleepers check must be made to use this when there are no player characters nearby who have had dream craft used on them.

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â—‰ MANIFEST
Under the Oneiromancer’s command, elements of a dream may spring to life in the waking world as a chimera. She maintains limited control over sentient chimera for a time after the dreamer wakes, but without the caster’s Glamour, the chimera will fade as the dream is forgotten. By pouring her will into the manifestation, the Oneiromancer can even pull the chimera into the mundane world, though it will fade even faster. Impatient with his apprentice’s cowardice, the redcap Oneiromancer manifests a creature from his student’s nightmares to teach a valuable, if potentially fatal, lesson. Each night, the nocker inventor dreams and then forgets amazing creations until an Oneiromancer helps him bring his nighttime contraptions to the waking world where he can replicate them.

SYSTEM:
The cantrip’s Realm determines what transfers from the dream world into chimerical reality. As soon as the cantrip completes, the target disappears from the dream and manifests in the waking world. The chimera retains its nature from the dream, though the extent of its power is dependent on the number of successes rolled for the cantrip. The Oneiromancer automatically gains insight into the nature of the chimera, but the more powerful and sentient the manifestation, the less control she can exert. Normally, a Manifest chimera will fade and disappear when the dreamer whose mind spawned the chimera falls asleep and begins to dream again.

Manifest becomes Wyrd when used in this way.
CHIMERA AND TREASURES.

CHIMERA
Check the CHIMERA page

You will have to choose a number of redes which are also detailed on that page. Simply note which reeds the chimera has.

TREASURES:

Check the TREASURES page.

Each success represents 1 dot of treasure level. You may choose 1 treasure of the appropriate level.

DURATION: Treasures or Chimera only last for the duration of the scene in which they are summoned. 

TYPE: CHIMERICAL or WYRD

NOTE: NPC sleepers check must be made to use this when there are no player characters nearby who have had dream craft used on them.

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 DREAM PUPPET
Some students of Oneiromancy abandon the path when the culmination of their training becomes clear. No longer limited to the manipulation of dreams or their intersection with the Dreaming, a master Oneiromancer can invade a target’s mind and assume control of their form while they sleep. The sidhe’s ex-lover wakes to find himself in a jail cell, facing serious criminal charges. Jealous of the health and energy of youth, a grump relives his glory days in the body of his nephew.

SYSTEM:
The same Realm used for the initial Dream Walk is used when rolling Dream Puppet. The player must spend a point of Glamour (In addition to normal Wyrd cost  )  to cast the cantrip on any target with at least human-level intelligence, and the success of the cantrip determines how long the caster can keep the target asleep and maintain control of their body.

SUCCESS:
While inhabiting the target’s body, the caster uses the subjects physical Attributes (including Appearance), but retains her own social and mental Attributes, as well as all her own skills.
The Oneiromancer can use her Arts, but does not gain access to any special abilities or powers known to the target. She cannot use Dream Walk to enter another person’s dreams while also using Dream Puppet.
1 success Target wakes from any strong stimulus, such as loud noises or pain (not pleasure though)
2 successes Target wakes from any
bashing damage
3 successes Target wakes if she takes any levels of
lethal damage
4 successes Target will wake if she sustains
aggravated damage
5 successes Target only wakes up by resisting the effects or when the caster leaves her dream

TYPE: WYRD

PLAYER CHARACTERS ONLY

The focus of the cantrip experiences a distorted version of what is happening to them in the waking world as a dream. The target of the cantrip can resist by first realizing their dream was invaded with a Perception + occult roll (Difficulty 10+).

The target must then make Composure + Resolve vs Composure + Resolve roll against the changeling, requiring as many successes to wake up as the changeling scored on the cantrip. 

NOTE: In order to roleplay this correctly and keep people from -guessing- that the player character is possessed, the changeling must -emote- in the player characters IM's. The Player character relays this emote in local chat and rolls the mental /social stats of the changeling player when called to do so, but does rolls their own -physical- attributes.
They
may not use any disciplines, gifts, mage effects, innate abilities they normally can.

During the possession period, the changeling is literally -inside- the target. If the Target wakes up, the changeling will exit the body via dream portal.

COMMUNICATION: Is vital so the changeling should be respectful of the targets limits when using this Cantrip.

FOR GOOD OR ILL:  While the knee jerk reaction to this ability might be to think its only used for ill purposes, a changeling might use it on friends in order to help them pass exams or win over the sleepers love interest. (Ala Roxanne in Rostand's "cyrano de bergerac")  using their social abilities instead of the dreamers, there are many reasons that have good intentions in them .

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◉◉◉ DREAM PORTAL EXPANDED RULE SET

Sleeping minds connect to the Dreaming unconsciously, allowing all but the most Banality-ridden mortal a brief glimpse into a lost world. Dream Portal provides all the tools needed to anchor a mind inside the Dreaming.

 

Kithain with FAE ◉◉◉◉◉ can merely opt to sidestep their journey through the Dreaming onto a random trod, with any fellow travelers (through use of the Scene realm) automatically joining them.

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Pulling a mortal into the Dreaming requires the use of the appropriate Actor realm. Enchanted are treated just as regular changelings. The following rules apply to those who -are not- enchanted being brought through.

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UNENCHANTED:

  • The mortal's unconscious body remains in the autumn world.

  • Mortal minds return to their bodies after eight hours. They can leave earlier through a dream portal or Oneiromancy unleashing.

  • it’s impossible to wake their bodies in the Autumn world while they sleep.

  • The characters chimerical form behaves exactly the same as their physical form, they do not take a "Spirit" form like so many do when in other realms, they are able to use all their abilities, and even items as the dreaming has perfectly "Duplicated" them in the dreaming, also they can percieve chimerical reality and are subject to it just as if they were enchanted.

  • If the cantrip "Dream Portal" was WYRDED then the unenchanted character -fully- disappears from the autumn world and physically enters the dreaming, though they are unenchanted they can see the chimerical nature of the dream as if they were.

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DEATH IN THE DREAMING:

  • Death inside the Dreaming causes the physical body to suffer severe brain damage or puts the mortal in a coma from which she may never emerge!  The character is over at this point. Their body is dead and their soul is dead.

DEATH IN THE DREAMING: WYRDED DREAM PORTAL 

If the cantrip used to bring the character through was wyrded, chimerical death = real death. In this case the mortal remains of the character remains physically upon the trod, but if they have a soul capable of becoming a wraith, then they will automatically create a black path of Balor, Leaves will begin to fall from any trees and darken and decay as they hit the floor, the chord of silver light on the trod will simply fade and disappear as the  Firchlis wave ripples through to change the trod. The changeling responsible for killing the mortal gains 1 point of permanent Banality.

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Should a mortal who was wyrded be killed in the dreaming proper , then the Firchlis wave will alter the current "Area" of the dreaming into a nightmare realm, inviting nightmare chimera and all other horrors in.  The permanent banality gain for a character who killed the mortal will be significantly higher as 5 permanent banality will be gained.

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As for the wyrded mortals wraith. They will follow the pull of oblivion and follow a black path of Balor to the shadowlands, eventually to be reaped by a wraith.

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