We Are All Lost
When changelings physically engage in oneiromachy, or dream combat, mark damage on their physical health track. However, when a character would normally be knocked unconscious or killed they awaken. Upon leaving the dream, downgrade any physical damage the character has taken: aggravated damage becomes lethal, lethal becomes bashing, and bashing damage dealt in a dream causes no harm in the waking world.
Non-lucid dreamers who find their dreams under assault are at a distinct disadvantage. It’s the nature of dreams to move as slow as molasses when running from a nightmare and punches thrown barely touch the foe. They can’t use Environmental attacks, and any oneiromachy rolls made do not have the 10-again quality. While damage is tracked as usual during the dream it vanishes upon awakening and does not physically affect the dreamer. Non-lucid dreamers who are defeated in oneiromachy do not regain a point of Willpower for the night’s sleep. If they successfully win the fight, however, they regain two points of Willpower.
A physical attack—swinging a fist or shooting a gun- is the most basic form of an attack even within a dream. Resolve the attack roll like any normal combat. Determine damage by adding the successes rolled to half the character’s Wyrd rounded up, which serves as a weapon bonus.
The second style of attack is an environmental attack using the dream itself as a weapon. Walls may close in suffocatingly tight, lightning strikes out of a clear blue sky, or shadowy figures drag a character down into black water. Roll Manipulation + Expression + Wyrd – Defense for the attack and resolve as normal.
Magic in the Dream
The Wyrd is innately connected to the dream and changelings may use Contracts as easily within it as without. Other supernatural abilities that affect the mind or the apparent surroundings of the dream may be called upon while inside of it, though any power that relies on other supernatural factors or realms being present such as Ghosts or the Shadow automatically fail. A nightmare may feature a ghost, but it is merely the dreamer’s mental representation not a real ghost.
People dream every night though they rarely remember the experience. Very rarely a dream is so vivid and intense that the dreamer remembers every detail. The dreamer rolls Wits + Resolve + Wyrd for Intensity.
Dramatic Failure: The dreamer wakes unrested and without dreaming. She doesn’t regain a
point of Willpower.
Failure: The dreamer does not remember the events of her dream upon waking.
Success: The dreamer remembers the dream upon waking, though details quickly fade and the entire dream is forgotten after a few hours unless recorded or something reminds them of it later.
The Intensity of the dream may help or hinder various dreamwalking techniques.
Exceptional Success: The dream sticks with the dreamer in such detail that it is perfectly remembered even years later.
Bolstering and Scouring Intensity
Changelings may scour or bolster the Intensity of a dream by spending a point of glamour and making a Manipulation + Occult + Wyrd roll. Successes are added or subtracted to the dream’s Intensity. An exceptional success when bolstering the Intensity results in the Too Solid Flesh tilt while an exceptional success in scouring brings the Intensity to 0 immediately and the dreamer awakens.
Tilt: Too Solid Flesh
Description: Dreams are all too real and what happens while in the dream happens physically as well.
Effect: All participants in the dream gain the benefits of Lucid Dreaming and will clearly remember what occurs regardless of the dream’s total Intensity. Damage is not downgraded upon transitioning from the dream to the waking world. Pieces of the dream can survive the usual dissolution into glamour, and escape into the Hedge as physical objects or hobgoblins known as Oneiroi when the dream ends.
Causing the Tilt: A changeling rolls an exceptional success when bolstering the Intensity of a dream.
Ending the Tilt: The Tilt ends when the dream ends and the dreamer wakes or dies.
Departing the Dream
The dream’s Bastion acts as a barrier between the dream and the physical world no matter which way the changeling is trying to go. It may not be visually present from within the dream but a changeling attempting to return to the Hedge or a dreamer attempting to wake herself up early must still pass through it. Roll Wits + Resolve + Wyrd – Bastion in order to leave the dream.
Types of Dreams
While dreams rarely have an obvious rhyme or reason to them, the Storyteller can choose to use specific types of dreams that have an additional effect upon the dreamer. Changelings consider these dreams quite significant when they occur naturally and pay particular attention when they or a dreamer they are visiting has one. If the changeling observes a dream without disrupting it, it affects her just as if she were the dreamer.
Nightmares: Nightmares grow from very personal worries and fears, and evoke a strong emotional response from the dreamer. The dreamer gains the Shaken condition (pg. XX) pertaining to the subject of the nightmare.
Prophetic Dreams: Dreams are the domain of the Wyrd and it very offers dreamers glimpses of fate’s plan and cryptic flickers of the future. The dreamer never sees the entirety of what could happen but gains the Inspired Condition.
Recurring Dreams: Recurring dreams are a reflection of a character’s mind dwelling on a subject, sometimes subconsciously. It may be the stress of life, personal interests, or supernatural influence, but if the dreamer isn’t already suffering the Obsession condition (pg. XX), they gain it pertaining to the subject of the dream.
Wish Fulfillment: Dreams often reflect the dreamer’s deepest wishes. These are can be played out literally or symbolically but they always leave the dreamer feeling more refreshed and fulfilled than normal. Dreamers gain an extra point of willpower from their rest.
Dream riding is the gentlest form of dreamwalking as it focuses on learning from and taking advantage of an existing dream rather than imposing changes on the fundamental nature of the dreamscape. Changelings practice dream riding on themselves and their allies on a regular basis in order to monitor them for evidence of outside influence as well as bolster their mental defenses. Used against an enemy, dream riding techniques can be a valuable source of intelligence.
Subtle changes that don’t affect the narrative of a dream do not require a roll. A changeling may will a chair into existence just to sit without any problem while creating a chair to wedge under a doorknob can affect the narrative. These larger changes require a Wits + Empathy + Wyrd roll, penalized by the dream’s Intensity and any other penalties the changeling wishes to take. An exceptional success disrupts the dream and changes the nature of the dream from an expression of the dreamer’s subconscious to a reflection of the changeling’s will. This prevents further dream riding techniques from being used.
Analyze the Dream
By carefully observing the dream a changeling determines whether a dream is specific type or if anything not native to the dream is present. Make an Intelligence + Occult + Intensity roll. Prophetic dreams are particularly delicate and even subtle changes that don’t require a roll disrupt the Wyrd’s influence on the dream enough to turn it into a regular dream. With an exceptional success a changeling locates any non-natives within the dreamscape. Careful changelings will always analyze the dream before making any changes.
Convince the Dreamer
It is possible to plant subliminal messages in a dreamer’s mind. Roll Wits + Socialize + Wyrd -Intensity, with each roll requiring a full night’s work of carefully adjusting the dream. Each roll applies to a specifically declared goal under the Social Maneuvering system (pg. XX) and a success allows the changeling to open a door or add a door to the dreamer’s resistance.
Learn about the Dreamer
Dreams provide an unrestrained look into a dreamer’s soul and changeling may learn quite a bit simply by observing and interpreting what they see. As long as no changes are made to the narrative of the dream, a Wits + Empathy + Wyrd + Intensity roll may be made each night. With a success, the changeling learns enough to improve their first impression two steps up on the Social Maneuvering impression chart. Achieving an exceptional success also reveals the dreamer’s aspirations, virtue, vice, Clarity, a Condition they’re suffering, or if any magic has influenced their mind in the past month.
Dreamscaping is a much more involved process than dream riding as it imposes large sweeping changes on the dream and allows changelings to craft new dreams out of glamour and creativity. It is limited, however. A changeling cannot dreamscape her own dream and dream riding cannot be used once a dream is changed or created by dreamscaping techniques. Changelings can begin dreamscaping a few different ways- and all require infusing a point of glamour into the dream and a successful Wits + Expression + Wyrd roll to craft the new dream.
The first method is to use an existing dream. Instead of dream riding- or if the changeling rolls an exceptional success when making a minor change- the changeling begins dreamscaping immediately. While this is the quickest method, the dream’s Intensity remains and penalizes all dreamscaping rolls as the dreamer’s psyche fights any changes to its subconscious agenda.
The second method is to spend the glamour to scour the Intensity of the dream to 0, immediately weave a new dream, and to raise the Intensity again. It’s more demanding in terms of glamour—the changeling spends at least three points of glamour if not more but it creates a natural transition for the dreamer as one dream fades and another begins. The dream’s Intensity does not penalize further dreamscaping rolls.
Lastly, a changeling can find a fallow dream. This requires entering the dream bastion when it first forms in the Hedge but before it’s fully developed and a dream begins naturally. The dreamer rolls for Intensity as usual, and the changeling spends the glamour to make a dreamscaping roll to use the natural Intensity to their own ends. Intensity does not penalize the rolls, which makes it the most efficient method of dreamscaping, but it’s not always possible to find a dream immediately when it begins.
Dreams are an essential part of keeping a mind healthy. Even when they aren’t remembered upon waking, dreams are key to retaining long term memories, subconscious problem solving, and healing from mental and physical stress, among other benefits. Dreamscaping allows changelings to trigger these abilities by crafting one of the following types of dreams. Dreamers only benefit from one dreamscaped dream a night, and some changelings theorize that only allowing a dreamer to experience dreamscaped dreams would be actively harmful since it prevents their natural dreams from occurring.
False Memory Dream
Memory is notoriously malleable. Eyewitnesses often disagree with each other when they’ve seen the exact same thing, and therapists have convinced patients of events that never actually happened. Changelings take this a step further by inserting these memories directly into the subconscious. Make a Dreamscaping roll vs. the dreamer’s Wits + Composure + Wyrd. On a success the dreamer takes the False Memories Condition.
Condition: False Memories (Persistent)
The way you remember things doesn’t match up with how they happened. You might remember a son who didn’t exist, your alcoholic father abusing you despite being raised an orphan, or never getting married. You believe your memories to be true no matter what; even conclusive proof has a hard time getting through to you. Being faced with proof that your memory is fake is a breaking point for you at a level set by the Storyteller.
Possible Sources: Dreamscaping a False Memory Dream
Resolution: Face proof that your memory is false and succeed at the breaking point.
Beat: Your character trusts someone or takes a risky action based on his faked memories alone.
A changeling can craft a dream that’s particularly refreshing. Each success on a dreamscaping roll counts as a full day of rest. If the changeling knows the dreamer’s Virtue or Vice from previous encounters where Learn the Dreamer was successfully used, they also regain a point of Willpower as if it were a Wish Fulfillment dream. On a dramatic success the night counts as having two full days of rest and the dreamer regains all willpower if the changeling knows the virtue or vice.
A changeling can create a dream to harm as easily as help someone. While some find the idea of creating nightmares abhorrent and harmful to their clarity, others enjoy the power it gives them and particularly enjoy tormenting their fetch. The nightmare is treated as a normal nightmare on a successful dreamscaping roll, including applying the Shaken condition if the dream Intensity is 5 or more.
If Learn the Dreamer reveals that the dreamer is suffering from a Condition, a changeling may use psychotherapy as a means of treating it. Instead of a typical dreamscaping roll, spend a point of glamour and roll Intelligence + an appropriate skill to the Condition, + Wyrd. A character suffering a Fugue state imposed by psychological trauma requires a medicine roll to create an appropriate dream while helping someone who has False Memories may benefit from an empathy roll to help them sort the truth from the lies. A successful roll grants the dreamer a +1 bonus to a single roll that attempts to resolve the condition. An exceptional success grants a single +3 bonus to its resolution.
Changelings may deliberately create a recurring dream for someone by Dreamscaping identical dreams night after night. After creating the same dream three times in three nights and spending a point of glamour with each to imprint it upon the dreamer, the victim’s mind is sent into an unnatural, obsessive spiral and the dream becomes a true Recurring Dream that will repeat again and again even without the changeling’s active influence.
Sleep teaching allows the dreamer to learn on the subconscious level. A successful dreamscaping roll provides a montage of information and the dreamer gains the Informed Condition (see p. XX) for the topic.
Dreamweaving is the oneiromantic art of crafting, whether done in reality to create a dream, or done in the dream to create an object in reality. It requires an Intelligence + Crafts + Wyrd roll. Dreamwoven goods are popular goods at the Goblin Market, and many markets have merchants who specialize in them.
Dreamweaving a vessel allows changelings to store dreams in objects for later use, or to share a particular dream without the difficulty of finding the target’s bastion and dreamscaping it. An changeling begins the process by finding a thematically appropriate vessel for the dream they plan to make. A cute stuffed animal is appropriate for a stress relief dream while a nightmare may be woven into a spiked bracelet. Since contact with a sleeping mind activates the Vessel, clothing, jewelry, or stuffed animals are popular choices. Any dream that can be created by dreamscaping, or a single oneiromachy attack can be woven, and any dreamer can experience the dream, including its creator.
Creating the dream itself is a very similar process to dreamscaping a fallow dream. The changeling primes the vessel with a point of glamour and makes a dreamweaving roll to create the dream and infuse into the vessel. The Intensity of the dream is equal to the number of successes rolled. If the dream is created for and used by someone the changeling has used Learn the Dreamer on previously then the changeling’s empathy is added to the Intensity.
Dreamweaving also allows changelings and hobs to create something physical from a dream cobbled together of dreamstuff, and glamour. Dreams where the Too Solid Flesh tilt is used are known for their tendency to allow oneiroi and baubles to survive dissolving into glamour when the dream ends. A changeling can force this process in a limited fashion by infusing a dream object with 10 – Intensity points of glamour and making a Dreamweaving roll.
Cobbling cannot create living creatures though it can produce a simulacrum. Attempting to cobble a horse from a dream may succeed in pulling one from a dream though it is an expressionless, lifeless horse more closely resembling a carousel horse or statue than a living steed.
The bauble survives the dream for as many days as successes rolled. If the dream’s Intensity achieved an exceptional success, no glamour is required to keep the object but it still fades into glamour after a short time like any other cobbled bauble. These creations are particularly delicate. They appear hazy and imprecise, any equipment bonus the object’s mortal analogue would offer is three less than normal, and if taken outside the Hedge they dissolve into glamour.
Hedgespinning is the art of combining stories so that the resulting arc is greater than its parts. The story begins as a dream, and the changeling takes a bit of it in the form of a dreamwoven cobbled bauble to form the basis of the hedgespun they are creating. The story continues and melds with something of physical reality. This may be a tear-stained love letter or the scale of a slain dragon. Finally, the story arc reaches its conclusion with some intangible reagent that binds it all together- true love’s kiss or a cry of agony. A changeling binds all three elements of the story together with glamour, will, and craftsmanship.
Hedgespun can be used to craft a wide array of fantastical creations including incredible clothing, art, machines, and even weapons.
Dice Pool: Wits or Strength + Crafts + equipment
Action: Extended (successes necessary are equal to three times the token dots desired; each roll is equal to one hour of crafting and each roll requires one point of Glamour spent into the hedgespun.
Dramatic Failure: The character accidentally destroys one of the story elements they were attempting to weave into the hedgespun object and must start over- gathering together a story arc from the very beginning.
Failure: The story elements refuse to come together.
Success: The story elements are eased together through sewing, forging, carving, welding, or any other manner of crafting and the Hedgespun object is complete.
Exceptional Success: The changeling’s success in Dreamweaving becomes visibly apparent in their mien as a dreamy aurora floats in their wake until the character makes another Crafts roll, which is gains with a +3 bonus.