Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum
A Primer on Oneiromancy
Part III: Dreamweaving
My
comments are in yellow and are regarding my reviews of the system and my own
personal and Storyteller's perspective recommendations for use in our
Chronicle.
Sources: The original source material is from Changeling: The Lost, 1st
Edition, adapted for use by Mind Mages in Mage:
The Awakening 2nd Edition.
Oneiromancy Series:
Dreamscaping
Dreamscaping is far more
involved than simply riding a dream. A dream-rider simply experiences the dream
as it already exists, making small changes here and there. A dreamscaping
oneiromancer, however, is literally creating the dream in its entirety, using
his magic and the power of his Gnosis to shape a dreamscape from the latent stuff
of the dreamer’s dreamscape. There is a limitation to this ability, however —
because it relies on the confluence of the dreamer’s own dreamscape and the
creative endeavors of the oneiromancer, an oneiropomp cannot actually dreamscape
his own sleeping hours. Thus, many Geotic
cabals assist one another with the creation of dreamscapes meant to bolster and
nurture one another.
In order to do this, the
dreamer must not be actively in the middle of a dream. Thus, an oneiromancer
who enters a dreamer’s dreamscape before she enters REM sleep may take the
opportunity to shape his will into the fallow, unattended dreamscape, setting
the stage for his own psychodramas. However, the mind of a dreamer fights such
unnatural intrusions. A dreamer’s psyche has its own unknowable agenda, and
fights any changes to the symbolic, subconscious presentation the psyche has in
store for a sleeper.
Dreamscaping (Mind •••)
Practice: Weaving
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Empathy,
Medicine, Persuasion
Cost: 1 Mana
The
mage accessing the subconscious of another gains access to the Dreamscaping
actions outlined below:
Reach +1: The caster can create a dream from a destroyed dreamscape.
To dreamscape a fallow
psyche, the oneiromancer first makes a
Wits + Empathy + Gnosis roll, opposed by the sleeper’s Wits + Resolve roll. This
contest immediately triggers REM sleep — if the mage’s roll wins, he shapes the
dreamscape into a scenario of his own choosing at an Intensity equal to his net
successes. If the dreamer’s psyche wins, it begins a dream of an Intensity equal
to the net successes on the Wits + Resolve roll.
A somewhat easier way of
dreamscaping is to scour a dream already in progress, using Dream Reading and then Dream Riding.
Once the Intensity of the dream has been reduced to 0, the oneiromancer may
immediately craft his own dream, resulting in a swift and strange transition
from one dream to the next for the sleeper. Though this is easier to
accomplish, it is more demanding in terms of magic: the mage must use a Reach and a point Mana to weave a
dreamscape in the wake of a scoured natural dream, instead of the normal one
point.
There are several benefits
to creating dreams of whole cloth. The dreaming mind serves a purpose,
relieving stress to the psyche, triggering a variety of physiological functions
that normally lie dormant, providing incredible access to the subconscious and
generally providing something of a “power down” cycle for the machine that is
the human body.
In addition, it is said
that some Oneiromancers teach unique forms of dreamscaping that no one else
knows. Any single dreamer can only benefit from a magic-crafted dreamscape once
per night — thus, an oneiromancer could craft a healing sleep dreamscape and
then a stress relief one, but the dreamer would only gain the mechanical
benefits of the first dream.
Dreamscapes may be crafted
to do any one of the following.
1.
Healing Sleep:
By creating a dream that
interacts with physiological processes, the oneiromancer may speed the dreamer’s
healing. With a healing sleep of any Intensity, the time the dreamer spends
asleep counts as a full day of rest. Thus, if the sleeper experiences a true
day of rest and then a night of healing sleep, he is considered to have gained
two days of rest toward the purpose of healing wounds. If the Intensity roll is
an exceptional success, the healing sleep counts as two days of rest alone.
2.
Stress Relief:
Tapping into the
subconscious affirmations of self that some dreams embody, the oneiromancer who
knows a dreamer’s Vice and Virtue can shape her dreams to assist her recovery
from stress — in game terms, he can shape dreams that allow her to recover
Willpower. A stress relief dream allows the dreamer to recover a point of
Willpower as though she’d fulfilled a Vice, in addition to that normally gained
from dreaming. If the Intensity roll is an exceptional success, the stress
relief dream allows the dreamer to recover all her Willpower, as though she’d
fulfilled a Virtue.
3.
Sleep Teaching:
Much of teaching involves
more than simply the flow of information — most students learn in different ways.
These techniques are what allow the students to truly process the information
on a subconscious level. An oneiromancer may take advantage of the easy access
to the subconscious of a dreamer to augment the learning process, crafting a
dream that serves to teach the dreamer. Jokingly referred to as “montage
dreams” by some mages, a single sleep teaching dream acts as a full day of
learning on a given topic and a Beat. If the Intensity roll is an exceptional
success, the sleep teaching dream actually grants the dreamer an additional
Beat that can only be spent to increase the given Skill, Merit or Contract
being taught. A dreamer may not gain additional Beats using Sleep Teaching for
that Skill or Merit again, until the first experience point has been spent increasing
the trait in question.
4.
Nightmares:
Though most oneiromancers
rarely use dreamscaping to create nightmares, many mages enjoy tormenting their
enemies with horrible visions of their inevitable deaths. Dreamscaped nightmares
are treated as normal nightmares, in terms of the effects of their Intensity on
a dreamer.
Dreamweaving
The last kind of
oneiromancy is dreamweaving, the craft of creating dreams outside of a
sleeper’s mind and storing them in an appropriate object for later use.
Dreamweaving (Mind ••••)
Practice: Patterning
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Empathy,
Medicine, Persuasion
Cost: 1 Mana
The
mage may imbue a crafted dream into an object, using the rules outlines below:
Reach +1: Allows the potency of the Dreamweaving spell to be the
Intensity of the dream crafted into it automatically. The dream must still be sculpted per the
rules below if they want it to be exactly what they want.
Reach +1: Allows the amount of time between Dreamweaving rolls to be
accomplished based on the Gnosis casting interval of the spell.
Reach +2: Allows the time
between Dreamweaving rolls to be accomplished using Instant actions.
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 appropriate 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.
Once the vessel is chosen,
it is invested with a point of Mana (from the spell’s cost). Then, within an
hour of investing the vessel with the Mana, the oneiromancer must begin
creating the dream the vessel holds. This is similar to dreamscaping, except
that the oneiromancer is not resisted by an active psyche — the oneiromancer is
literally sculpting a dream into an empty void. The process for doing so is far
more intense, however, requiring a great deal of time; after all, there is no
innate dreamscape to draw upon for the form of the dream in the vessel, so it
must be far more carefully created.
This is a process then can
take days as long as the Dreamweaving spell’s duration allows for it.
This is an extended Intelligence + Empathy + Gnosis
roll to create this dream, with each roll taking one day. The successes on this
roll accumulate to form the Intensity of
the dream contained in the vessel. In order to unleash the dream, the
sleeper need only lie down to sleep with the object in contact with her. This
causes the dream to unweave in her psyche naturally, as though the dream were
naturally hers. Thus, the dreamer does not fight the onset of the dream. If the
dreamer is unaware of the vessel as the source of strange dreams, however, the
Intensity of the dream is opposed by a Resolve
+ Composure roll as the dreamer enters sleep.
One of the true benefits
of dreamweaving is that any dreamer may experience the dream — not simply a
specific dreamer or the creator of the dream. This allows oneiromancer-craftsmen
of tremendous skill to weave dreams into vessels and sell the fruits of their
labor. It is also worth noting that an oneiromancer can dreamweave for himself;
being outside of his actual dreamscape allows him to create an idealized dream
for himself to experience. A vessel may contain any of the kinds of dreams that
may be created with dreamscaping.
In addition to the effects
of Dreamscaping, the Dreamweaving spell can also be used to create the
following:
1.
Personalized Dreams:
If the oneiromancer knows
a specific dreamer well — having used the “Learn about the Dreamer” 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. 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 skilled Oneiromancers
may create such “emergency” vessels for those they protect, placing healing or
protective effects into them, or providing vessels with soothing dreams.
2.
Analyzing Vessels:
With an extended Wits + Composure roll, a mage can
ascertain the contents of a dreamwoven vessel. The target number equals the Intensity
of the dream within it, and each roll requires 10 minutes of study to get the
full knowledge of its structure.
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