Oneiromachy
From Edge of Darkness Wiki
(→Stunting) |
m (Text replace - "{{Changeling/Index}}" to "Category:Glossary{{Changeling/Index}}") |
||
(5 intermediate revisions not shown) | |||
Line 1: | Line 1: | ||
- | {{header|ctl}}{{Changeling/Index}} | + | {{header|ctl}}[[Category:Glossary]]{{Changeling/Index}} |
According to some older changelings, the arts of oneiromachy — or "dream battle" — are an ancient tradition among the Fae. Simply altering dreams and cleansing the psyche of a dreamer of the presence of the Fae is not enough when the True Fae itself is within the dreams, and changelings often bring battles to the slumber of their hated fetches (and vice versa). | According to some older changelings, the arts of oneiromachy — or "dream battle" — are an ancient tradition among the Fae. Simply altering dreams and cleansing the psyche of a dreamer of the presence of the Fae is not enough when the True Fae itself is within the dreams, and changelings often bring battles to the slumber of their hated fetches (and vice versa). | ||
- | The oneiromancer's ability to transform the reality of the dream is the basis for the ability to engage in oneiromachy. Normally, violence that happens within the context of a dream exists solely to serve some other, often symbolic, purpose. Therefore, violence that does not serve the psyche of the dreamer is somewhat traumatic — the sleeper whose dreamscape serves as a battlefield automatically loses a point of Willpower due to the psychic trauma of the event, whether it is simply a single blow or a vast and terrible battle waged between a motley and one of the Others. | + | The oneiromancer's ability to transform the reality of the dream is the basis for the ability to engage in oneiromachy. Normally, violence that happens within the context of a dream exists solely to serve some other, often symbolic, purpose. Therefore, violence that does not serve the psyche of the dreamer is somewhat traumatic — the sleeper whose dreamscape serves as a battlefield automatically loses a point of [[Willpower]] due to the psychic trauma of the event, whether it is simply a single blow or a vast and terrible battle waged between a motley and one of the Others. |
War may be waged in one of two ways within the context of a dream: personally and environmentally. | War may be waged in one of two ways within the context of a dream: personally and environmentally. | ||
Line 8: | Line 8: | ||
===Personal Attacks=== | ===Personal Attacks=== | ||
- | Personal attacks involve the creation of a dream-form (per [[Dream Riding|dream riding]]) and attacking as though in reality. The weapon the dreamer envisions himself wielding doesn't matter — his own connection with the Wyrd is all that matters. Thus, dream attacks are made using the character's best Power Trait ([[Pool::Intelligence]], [[Pool::Strength]] or [[Pool::Presence]]) + his combat skill of choice: [[Pool::Athletics Skill|Athletics]] for thrown attacks, [[Pool::Brawl Skill|Brawl]] for unarmed combat, Firearms for guns and bows and Weaponry for handheld weapons. This attack receives an "equipment bonus" equal to the attacking character's [[Pool::Wyrd]]. | + | Personal attacks involve the creation of a dream-form (per [[Dream Riding|dream riding]]) and attacking as though in reality. The weapon the dreamer envisions himself wielding doesn't matter — his own connection with the Wyrd is all that matters. Thus, dream attacks are made using the character's best Power Trait ([[Pool::Intelligence]], [[Pool::Strength]] or [[Pool::Presence]]) + his combat skill of choice: [[Pool::Athletics Skill|Athletics]] for thrown attacks, [[Pool::Brawl Skill|Brawl]] for unarmed combat, [[[pool::Firearms Skill|Firearms]] for guns and bows and [[pool::Weaponry Skill|Weaponry]] for handheld weapons. This attack receives an "equipment bonus" equal to the attacking character's [[Pool::Wyrd]]. |
In dreams, a skilled oneiromancer truly shines, reflected by the use of his highest Traits in both the attacks above, and in his defenses. A physically skilled character is likely to rely on what some refer to as "body memory," a reliance on subconscious memory of how the body reacts in a given situation. A mentally skilled character is capable of applying tremendous imagination and quick-thinking to situations in a dreamscape, while a socially skilled character exudes sheer force of will and personality, sufficient to turn aside lesser assaults and deliver grievous attacks of his own. | In dreams, a skilled oneiromancer truly shines, reflected by the use of his highest Traits in both the attacks above, and in his defenses. A physically skilled character is likely to rely on what some refer to as "body memory," a reliance on subconscious memory of how the body reacts in a given situation. A mentally skilled character is capable of applying tremendous imagination and quick-thinking to situations in a dreamscape, while a socially skilled character exudes sheer force of will and personality, sufficient to turn aside lesser assaults and deliver grievous attacks of his own. | ||
Line 16: | Line 16: | ||
Other oneiromancers prefer to use the environment of the dreamscape itself against their opponents. These attacks, similar to those of personal attacks, receive an equipment bonus equal to the oneiropomp's Wyrd, but they do not necessarily rely on typical combat skills. The fluid nature of the dreamscape waits to be summoned and put to use by the skilled oneiromancer, who may use any of the following skills as weapons. | Other oneiromancers prefer to use the environment of the dreamscape itself against their opponents. These attacks, similar to those of personal attacks, receive an equipment bonus equal to the oneiropomp's Wyrd, but they do not necessarily rely on typical combat skills. The fluid nature of the dreamscape waits to be summoned and put to use by the skilled oneiromancer, who may use any of the following skills as weapons. | ||
- | Using normal dream riding techniques, the oneiromancer can effectively make [[Pool::Wits]] + [[Pool::Empathy Skill|Empathy]] + Wyrd attacks. These changes are quick and flash, relying on a stunning imagination on the part of the oneiropomp. The sudden appearance of wild animals, storms, terrible and ancient sorceries and curses that descend on a foe — all of these forms of attack are the auspice of environmental attacks. | + | Using normal dream riding techniques, the oneiromancer can effectively make [[Pool::Wits]] + [[Pool::Empathy Skill|Empathy]] + [[pool::Wyrd]] attacks. These changes are quick and flash, relying on a stunning imagination on the part of the oneiropomp. The sudden appearance of wild animals, storms, terrible and ancient sorceries and curses that descend on a foe — all of these forms of attack are the auspice of environmental attacks. |
Though the environment is used as a weapon, and the oneiromancer may describe huge, epic devastation as part of his attack, such attacks do almost nothing to anyone save the target himself. Regardless of the "special effects" involved, these are still techniques of oneiromachy, attacking the dream-self of one foe at a time. | Though the environment is used as a weapon, and the oneiromancer may describe huge, epic devastation as part of his attack, such attacks do almost nothing to anyone save the target himself. Regardless of the "special effects" involved, these are still techniques of oneiromachy, attacking the dream-self of one foe at a time. | ||
Line 22: | Line 22: | ||
===Dream Defenses=== | ===Dream Defenses=== | ||
- | There are two other changes to the combat statistics in the dreamscape; those present have a Defense and Armor different from those in their normal world. | + | There are two other changes to the combat statistics in the dreamscape; those present have a [[Defense]] and [[Armor]] different from those in their normal world. |
- | ''Defense'': Defense is derived entirely from the highest of the character's Finesse Traits (Wits, Dexterity or Manipulation). | + | ''Defense'': Defense is derived entirely from the highest of the character's Finesse Traits ([[Wits]], [[Dexterity]] or [[Manipulation]]). |
- | ''Armor'': A character receives an amount of armor equal to its highest Resistance Trait (Resolve, Stamina or Composure). | + | ''Armor'': A character receives an amount of armor equal to its highest Resistance Trait ([[Resolve]], [[Stamina]] or [[Composure]]). |
Line 32: | Line 32: | ||
Damage inflicted in dream-combat is not real. Instead of taking points of Health as damage, oneiromachic damage is inflicted as Willpower points of damage. When an attack scores an exceptional success, however, the target does take a single point of bashing damage, often waking bruised, or bleeding from mouth or ears afterwards. | Damage inflicted in dream-combat is not real. Instead of taking points of Health as damage, oneiromachic damage is inflicted as Willpower points of damage. When an attack scores an exceptional success, however, the target does take a single point of bashing damage, often waking bruised, or bleeding from mouth or ears afterwards. | ||
- | The final blow to a foe in oneiromachic combat can do more than drain the psyche — the final blow can actively wound the psyche for a short time. If an opponent is dropped to 0 Willpower exactly, he simply awakens, gasping for breath. If, however, the damage dropped the defeated foes' Willpower by one to four points below 0, the target awakens with a mild derangement for a single day, or has an already-extant derangement upgraded to a severe derangement for one day. If the damage was sufficient to reduce him to an effective -5 points of Willpower, the duration of the derangement (or the derangement upgrade) is extended to a full week. | + | The final blow to a foe in oneiromachic combat can do more than drain the psyche — the final blow can actively wound the psyche for a short time. If an opponent is dropped to 0 Willpower exactly, he simply awakens, gasping for breath. If, however, the damage dropped the defeated foes' Willpower by one to four points below 0, the target awakens with a mild [[Derangements|derangement]] for a single day, or has an already-extant derangement upgraded to a severe derangement for one day. If the damage was sufficient to reduce him to an effective -5 points of Willpower, the duration of the derangement (or the derangement upgrade) is extended to a full week. |
Line 47: | Line 47: | ||
- | {{links|Oneiromancy|Parent2=Changeling}}{{Parent|Changeling}}{{footer|ctl}}[[Category:Glossary]] | + | {{links|Oneiromancy|Parent2=Changeling}}{{Parent|Changeling}}{{footer|ctl}}[[Category:Glossary]][[Category:RAW|{{PAGENAME}}]] |
Latest revision as of 15:54, 9 June 2016
|
Facts about OneiromachyRDF feed
Parent | Oneiromancy +, and Changeling + |
Pool | Intelligence +, Strength +, Presence +, Athletics Skill +, Brawl Skill +, Firearms Skill +, Weaponry Skill +, Wyrd +, Wits +, and Empathy Skill + |