Dreamweaving
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Dreamweaving is the craft of creating dreams outside of a sleeper's mind and storing them in an appropriate object for later use. An oneiromancer who wishes to use dreamweaving must find an appropriate object to serve as a vessel for the dream: the object's nature must be relevant to the kind of dream he desires to create, and will most likely feature in the dream itself somehow. A soft, cuddly teddy bear might be an excellent vessel for a healing sleep dream, while a clown doll with a sinister grin and missing one eye serves perfectly for a nightmare. Oneiromancers often use objects that can be in contact with the sleepers while they are asleep: stuffed toys, blankets, underclothes and jewelry are all popular objects, as are small things that might be tucked up under pillows. | Dreamweaving is the craft of creating dreams outside of a sleeper's mind and storing them in an appropriate object for later use. An oneiromancer who wishes to use dreamweaving must find an appropriate object to serve as a vessel for the dream: the object's nature must be relevant to the kind of dream he desires to create, and will most likely feature in the dream itself somehow. A soft, cuddly teddy bear might be an excellent vessel for a healing sleep dream, while a clown doll with a sinister grin and missing one eye serves perfectly for a nightmare. Oneiromancers often use objects that can be in contact with the sleepers while they are asleep: stuffed toys, blankets, underclothes and jewelry are all popular objects, as are small things that might be tucked up under pillows. | ||
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Creating a Wyrd-dream begins with the investment of the vessel with a point of Glamour, and then the activation of the Contract to be captured and placed within it. The Contract roll is made as normal; if the Contract's activation was too weak for the oneiromancer's liking, he must allow the Glamour within the vessel to fade, as it is already tainted by the first use of the Contract. Of course, activating the Contract a second time receives the normal one-die penalty for trying the same action in consecutive turns, and the vessel must be prepared again with another point of Glamour. Only Contracts that can be used on targets other than the Contract's user may be invested into a Wyrd-dream: Contracts that permit shapechanging and other effects used only by the wielder cannot be granted to others. | Creating a Wyrd-dream begins with the investment of the vessel with a point of Glamour, and then the activation of the Contract to be captured and placed within it. The Contract roll is made as normal; if the Contract's activation was too weak for the oneiromancer's liking, he must allow the Glamour within the vessel to fade, as it is already tainted by the first use of the Contract. Of course, activating the Contract a second time receives the normal one-die penalty for trying the same action in consecutive turns, and the vessel must be prepared again with another point of Glamour. Only Contracts that can be used on targets other than the Contract's user may be invested into a Wyrd-dream: Contracts that permit shapechanging and other effects used only by the wielder cannot be granted to others. | ||
- | The target number for the dreamweaving is at least equal to the number of successes rolled on the activation of the Contract. Most oneiromancers create much higher Intensity dreams, to account for any reductions in Intensity that may occur as a result of an unknowing sleeper's Resolve + Composure roll reducing its power. When the Contract activates in the dreams of the sleeper, it is as though the oneiromancer used the Contract, with a number of successes equal to the original successes rolled for the Contract, or the Intensity of the dream, whichever is lowest. If the sleeper gets a resistance roll of some kind, those successes are subtracted from the Contract's success as normal. | + | The target number for the dreamweaving is at least equal to the number of successes rolled on the activation of the Contract. Most oneiromancers create much higher Intensity dreams, to account for any reductions in Intensity that may occur as a result of an unknowing sleeper's [[pool::Resolve]] + [[pool::Composure]] roll reducing its power. When the Contract activates in the dreams of the sleeper, it is as though the oneiromancer used the Contract, with a number of successes equal to the original successes rolled for the Contract, or the Intensity of the dream, whichever is lowest. If the sleeper gets a resistance roll of some kind, those successes are subtracted from the Contract's success as normal. |
These dreams always reflect the nature of the Contract in question. A Contract that grants some kind of blessing or luck might be represented by an idyllic dream in which fortune smiles on the dreamer, while a curse or Contract with negative effects likely manifests as a nightmare (though without the above mechanical notes to nightmares, the use of a negative Contract on an unwitting dreamer is bad enough). | These dreams always reflect the nature of the Contract in question. A Contract that grants some kind of blessing or luck might be represented by an idyllic dream in which fortune smiles on the dreamer, while a curse or Contract with negative effects likely manifests as a nightmare (though without the above mechanical notes to nightmares, the use of a negative Contract on an unwitting dreamer is bad enough). | ||
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===Personalized Dreams=== | ===Personalized Dreams=== | ||
- | If the oneiromancer knows a specific dreamer well — having used the "Learn about the Dreamer" [[Dream Riding|dream riding]] action on multiple occasions, or has known the dreamer for years — the final Intensity of the dream is increased by the oneiromancer's dots in Empathy or Wyrd, whichever is greater. This bonus applies only to the dreamer it is intended for, however; if the bonus is used on a dreamer other than the one it was intended for, reduce the final Intensity of the dream by a similar amount. Many changelings create such "emergency" vessels for those the changelings protect, placing healing or protective Contracts into them, or providing vessels with soothing dreams. | + | If the oneiromancer knows a specific dreamer well — having used the "Learn about the Dreamer" [[Dream Riding|dream riding]] action on multiple occasions, or has known the dreamer for years — the final Intensity of the dream is increased by the oneiromancer's dots in [[Empathy Skill|Empathy]] or [[Wyrd]], whichever is greater. This bonus applies only to the dreamer it is intended for, however; if the bonus is used on a dreamer other than the one it was intended for, reduce the final Intensity of the dream by a similar amount. Many changelings create such "emergency" vessels for those the changelings protect, placing healing or protective Contracts into them, or providing vessels with soothing dreams. |
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- | {{links|Oneiromancy|Parent2=Changeling}}{{footer|ctl}}[[Category:Glossary]] | + | {{links|Oneiromancy|Parent2=Changeling}}{{footer|ctl}}[[Category:Glossary]][[Category:RAW|{{PAGENAME}}]] |
Latest revision as of 15:40, 9 June 2016
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Facts about DreamweavingRDF feed
Parent | Oneiromancy + |
Pool | Intelligence +, Empathy Skill +, Wyrd +, Resolve +, Composure +, and Wits + |