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
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:
Oneiromachy
According to some older mages, 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 outside supernatural forces is not enough when stronger entities reside within the dreams themselves.
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 to the psychic trauma of the event, whether it is simply a single blow or a vast and terrible battle waged between a mage and a threat.
Advantages of Oneiromancy
Many of the effects a mage can achieve through oneiromancy could be more efficiently done another way, such as through spells or Social maneuvering face-to-face. Using oneiromancy grants certain advantages, though. First and foremost is never having to let your target know who’s messing with them, and being able to manipulate people from the comfort of your own home. Meeting an enemy on a dream battlefield helps even the odds for you, especially if you bring friends. You can even turn the eidolons (or the dreamer!) against your enemy through various means. Defeating another oneiropomp in battle and imposing the Lethargic or Soul Shocked Condition on them can be worth it, too.
Some cabal take to dream combat — or its more old-fashioned name, oneiromachy — to resolve internal disputes or determine pecking order without having to inflict actual violence upon each other.
Finally, using oneiromancy on yourself or your allies can achieve things it would be hard to do for each other otherwise, and can build trust as cabalmates expose their darkest nightmares to one another.
A Recap-Dream Form
The Dream Form: The mage manifests in dream form while in the Astral or her own dreams. The dream form may look nothing like the sorcerer, because this is her self-image as influenced by contact from the Supernal, and divorced from the limitations of flesh. Characters with the Shadow Name Merit often appear radically different in age, race, sex, or fitness, as their dream forms conform to their magical selves. The traveler uses this form to interact with anything in the Astral Realms while her body remains in the material realm, alive but unconscious. The dream form has the following Traits instead of the mage’s standard set:
• Power: Equal to the higher of Intelligence or Presence for mages, or just Intelligence for others. Used for Intelligence, Strength, and Presence tasks.
• Finesse: Equal to the higher of Wits or Manipulation for mages, or just Wits for others. Used for Wits, Dexterity, and Manipulation tasks.
• Resistance: Equal to the higher of Resolve or Composure for mages, or just Resolve for others. Used for Resolve, Stamina, and Composure tasks.
• Dream Health: This Trait replaces regular Health. Add Resistance to the character’s Gnosis-based Attribute maximum (e.g. 5 at Gnosis 3, or 6 at Gnosis 6, according to the table on p. 86). Losing Dream Health imposes wound penalties just as for standard Health. When a mage is “killed” due to Dream Health loss, she acquires the Soul Shocked Condition and returns to her body.
• Amnion: Only the Awakened possess this Trait. The Amnion is an intensified self-image that a sorcerer can invoke to protect herself. Amnions take many shapes, from antique diving suits to scaled hides and spiked bat’s wings. A sorcerer may invoke her Amnion as an instant action. When she does so, she gains general armor equal to the lower of her Gnosis or highest subtle Arcanum against attacks that appear physical, and against the Ecstatic Wind. However, as a refined form of egocentrism, it impairs the ability to interact with the outside world, imposing a –2 die penalty to Finesse-based tasks and a –1 penalty to Defense. The Amnion is treated as a form of equipment. It doesn’t stack with “physical” armor, but does stack with spells and Attainments.
• Path Tools: All mages can will Path tools into existence in dreams or the Astral as a reflexive action, since they’re symbols of the bond between soul and Watchtower. These can only be Tools she has used before, in the material realm.
War may be waged in one of two ways within the context of a dream: personally and environmentally.
Entering Dream Combat requires the mage to have used the Dream Riding spell to enter another person's dream.
Personal Attacks
Personal attacks involve the creation of a dream-form (exactly the same as the Astral Dream Form outlined in Mage: The Awakening 2nd Edition) and attacking as though in reality. The weapon the dreamer envisions himself wielding doesn’t matter — his own connection with the Supernal and the power of his will is all that matters. Thus, dream attacks are made using the character’s Power + Gnosis + his combat skill of choice: Athletics for thrown attacks, Brawl for unarmed combat, Firearms for guns and bows and Weaponry for handheld weapons. Damage is considered +0B, Lethal if willpower is expended at the time of attack. Weapons attuned to be brought into Astral Space may also be used in Dream Space.
In dreams, a skilled oneiromancer truly shines, reflected by the use of his highest Traits in both the attacks above, and in his defenses (see “Dream Defenses,” below). 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.
Environmental Attacks
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 Gnosis, 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 Finesse + Empathy + Gnosis 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. Damage is considered +0B, Lethal if willpower is expended at the time of attack.
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.
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.
Defense: Defense is derived entirely from the character's Finesse + Resistance.
Armor: A mage uses their Amnion as Armor, other entities have their own capabilities, Sleepers do not normally possess armor of any kind.
Dream Damage
Damage inflicted in dream-combat is not real. Instead of taking points of Health as damage, oneiromachic damage is inflicted to the Dream Form. When an attack scores an exceptional success, however, the target does take a single point of bashing damage to their physical body, 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 and causes the Soulshocked Condition.
Stunting
Creativity and quick thinking are the key to winning oneiromachy. The combatant who takes advantage of his own arcane wisdom, who uses knowledge of the dreamscape he is in to his benefit and who applies wicked creativity that overwhelms his foes will emerge victorious. To reflect this, oneiromachy attacks can gain between one and three bonus dice for interesting and fascinating descriptions. These bonus dice can apply to offensive or defensive actions. Simply add the bonus directly to the Defense of the target in the case of defensive stunts. It should be noted, however, that a given stunt is really only worth dice once — swinging from a vine in a jungle nightmare is great the first time it happens, especially if it ends in a kick to the villain’s jaw, but after that becomes old hat.
Each stunt must be interesting and innovative:
Interesting Description (+1 die): An attack that uses an interesting description is worth a single extra die. An oneiromancer is capable of changing the “laws” of the dreamscape he is in by simply willing it so. The ability to run along a wall, leap tremendous heights and strike with such force that the resounding blow cracks the masonry and shatters glass within a 10-foot radius are all appropriate descriptors. None of these descriptions will grant a mechanical benefit other than this bonus die without performing an actual dream riding roll to truly manipulate the dreamscape. These stunts are the actions of epic heroes, feats impossible to normal people — but in the world of dreams, the most
lavish dreamers are the epic heroes.
Using Thematic Qualities (+2 dice): Going a step beyond an interesting description, using thematic qualities involves tapping into the symbolic themes already present in the fight. These could be the themes of the dream the battle is taking place in, the themes that surround either of the combatants or the themes that are meaningful to the dreamer himself. Thus, an Obrimos Thermomancer might describe the strikes of his fists leaving behind frost-bite where they strike, or embellish his charge across the courtyard at his foe as ending in a slide across a patch of frost, the light that emanates from within him gleaming off the ice to blind his foe. A battle going on in the mind of fan of musicals might incorporate a falling chandelier, Phantom-style, or one of its foes might arm himself with the impressive headsman’s blade from the Mikado. The combatant who takes advantage of his foes’ fiery elemental nature by plunging him into a lake of icy water might likewise benefit from two additional dice.
Maestro’s Performance (+3 dice): Finally, a three-dice stunt is the rarest of them all, because it isn’t sufficient that the stunt be described well. Instead, a three-dice stunt is any two-dice stunt that forces the gaming group to concede that the stunt is not only appropriate and impressive but actively adds to the fun of the group. Therefore, it is entirely subjective — what may constitute a three-dice stunt to one group might only warrant a pair of dice as a bonus in another. The Storyteller is, however, encouraged to be generous — dream combat is supposed to be interesting, fun and somewhat over the top.
Personal Attacks
Personal attacks involve the creation of a dream-form (exactly the same as the Astral Dream Form outlined in Mage: The Awakening 2nd Edition) and attacking as though in reality. The weapon the dreamer envisions himself wielding doesn’t matter — his own connection with the Supernal and the power of his will is all that matters. Thus, dream attacks are made using the character’s Power + Gnosis + his combat skill of choice: Athletics for thrown attacks, Brawl for unarmed combat, Firearms for guns and bows and Weaponry for handheld weapons. Damage is considered +0B, Lethal if willpower is expended at the time of attack. Weapons attuned to be brought into Astral Space may also be used in Dream Space.
In dreams, a skilled oneiromancer truly shines, reflected by the use of his highest Traits in both the attacks above, and in his defenses (see “Dream Defenses,” below). 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.
Environmental Attacks
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 Gnosis, 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 Finesse + Empathy + Gnosis 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. Damage is considered +0B, Lethal if willpower is expended at the time of attack.
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.
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.
Defense: Defense is derived entirely from the character's Finesse + Resistance.
Armor: A mage uses their Amnion as Armor, other entities have their own capabilities, Sleepers do not normally possess armor of any kind.
Dream Damage
Damage inflicted in dream-combat is not real. Instead of taking points of Health as damage, oneiromachic damage is inflicted to the Dream Form. When an attack scores an exceptional success, however, the target does take a single point of bashing damage to their physical body, 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 and causes the Soulshocked Condition.
Stunting
Creativity and quick thinking are the key to winning oneiromachy. The combatant who takes advantage of his own arcane wisdom, who uses knowledge of the dreamscape he is in to his benefit and who applies wicked creativity that overwhelms his foes will emerge victorious. To reflect this, oneiromachy attacks can gain between one and three bonus dice for interesting and fascinating descriptions. These bonus dice can apply to offensive or defensive actions. Simply add the bonus directly to the Defense of the target in the case of defensive stunts. It should be noted, however, that a given stunt is really only worth dice once — swinging from a vine in a jungle nightmare is great the first time it happens, especially if it ends in a kick to the villain’s jaw, but after that becomes old hat.
Each stunt must be interesting and innovative:
Interesting Description (+1 die): An attack that uses an interesting description is worth a single extra die. An oneiromancer is capable of changing the “laws” of the dreamscape he is in by simply willing it so. The ability to run along a wall, leap tremendous heights and strike with such force that the resounding blow cracks the masonry and shatters glass within a 10-foot radius are all appropriate descriptors. None of these descriptions will grant a mechanical benefit other than this bonus die without performing an actual dream riding roll to truly manipulate the dreamscape. These stunts are the actions of epic heroes, feats impossible to normal people — but in the world of dreams, the most
lavish dreamers are the epic heroes.
Using Thematic Qualities (+2 dice): Going a step beyond an interesting description, using thematic qualities involves tapping into the symbolic themes already present in the fight. These could be the themes of the dream the battle is taking place in, the themes that surround either of the combatants or the themes that are meaningful to the dreamer himself. Thus, an Obrimos Thermomancer might describe the strikes of his fists leaving behind frost-bite where they strike, or embellish his charge across the courtyard at his foe as ending in a slide across a patch of frost, the light that emanates from within him gleaming off the ice to blind his foe. A battle going on in the mind of fan of musicals might incorporate a falling chandelier, Phantom-style, or one of its foes might arm himself with the impressive headsman’s blade from the Mikado. The combatant who takes advantage of his foes’ fiery elemental nature by plunging him into a lake of icy water might likewise benefit from two additional dice.
Maestro’s Performance (+3 dice): Finally, a three-dice stunt is the rarest of them all, because it isn’t sufficient that the stunt be described well. Instead, a three-dice stunt is any two-dice stunt that forces the gaming group to concede that the stunt is not only appropriate and impressive but actively adds to the fun of the group. Therefore, it is entirely subjective — what may constitute a three-dice stunt to one group might only warrant a pair of dice as a bonus in another. The Storyteller is, however, encouraged to be generous — dream combat is supposed to be interesting, fun and somewhat over the top.
Note: What about Combat in other places?
Combat in Dreams does not have to use the Dream Combat rules provided the dream can support it. Mages retain access to their magic but may initiate in the Dream Combat system outlined above if they have been trained to do so or have enough experience with controlling dreams. In Astral Space dream combat is not used and they utilize their Dream Forms and magic as normal.
Lore: Changelings & Oneiromancy
All changelings lived for a time in the world of Faerie, which is very like the world of dreams in some ways. Its reality is malleable in the hands of beings who shape it like clay. An event can have two meanings — one the human mind can comprehend, and one only the Fae understand. Learning to think like the Gentry, even in a small way, has changed the way the Lost interact with dreams.
The origin of the word “oneiromancy” lies in divination through dream interpretation, but changelings can shape a dreamscape in much the same way they shape the Hedge, pushing and pulling at the fabric of psychoactive surroundings through the power of their Wyrd to make changes to a person’s mind. They can’t directly impact someone’s psyche this way, but dreams are how people process emotions and deal with subconscious impulses and traumas. A changeling who changes a sleeper’s dream also changes the way his mind copes with his subliminal thoughts.
The Gate of Ivory
The Gate of Ivory is the easiest path to find. A sleeping changeling crosses this gate in dream form, entering her own dreams and turning them lucid. If she leaves her own Bastion to wander the Hedge or other Bastions, she recovers no Willpower for that night’s rest. The Lost (and anyone else she brings along) manifests a dream form, rather than her physical body, after passing through the Gate of Ivory. The dream form has no Mask, appearing in her fae mien. She uses this form to interact with anything in dreams while her body remains in the waking world, alive but unconscious.
The Gate of Horn
The Gate of Horn is more elusive. It exists as a Hedgeway within the Hedge itself. A traveler must navigate the Hedge normally and find it to pass through. All the routes to the Dreaming Roads are the Gate of Horn, refracted across the fabric of the Hedge to appear in many places and lead to many Dreaming Roads. The character who passes through the Gate of Horn is not asleep, but awake, and physically present in the Hedge.
Lore: The Lords of Dream
The masters of Glamour and Arcadia are, by extension, masters of mortal dreams. The weaker weft of human dreams is like a toy to the Gentry, who take great delight in their play. While changelings can and do access dreams by use of their Pledges, the True Fae need not bind themselves so to enter the dreams of mortals. Instead, the Fae may gain access to the dreams of mortals in one of two ways: through the use of dream phials or by their physical presence. Their force of personality is sufficient
to hammer dreams to take the shapes they desire, and the dreams they weave are breathtaking constructs of terrible beauty or awesome horror.
To enter the dreams of mortals or other creatures, the Fae must poison their dreams, warping and twisting them until they are a welcome and inviting environment for the Other’s influence. In order to do so, the Fae must either leave a dream phial (Dreamweaving) for the mortal’s slumber or she must touch the sleeping mortal. The dream-poison — also referred to as a contagion-dream, is a dream crafted through the use of either dreamscaping performed while touching the mortal, or through the arts of dreamweaving.
Once Dream Poison has taken effect the mortal’s dream world is remade into an environment fitting for the Fae invader. The Other may, at any time and from any distance within the Hedge or the real world, enter the dreams of the mortal. The Fae instinctively knows when the mortal sleeps in such instances, and there is no limit to the number of mortals whose dreams the Fae may poison.
Though changelings can work wonders with dreams, only the True Fae can engage in the techniques referred to as dream warping. The True Fae may rework the dreamscape of the mortal’s psyche, turning it into a breeding ground for contagion-dreams. A contagion-carrier can infect others by simply sleeping beside them, generally with skin-to-skin contact. This condition, understandably, has a detrimental effect on the mortal’s psyche. The Fae can also ensorcell sleepers or induce hyper-intense dreams and harvest Glamour from them which are also mentally damaging, inducing Breaking Points. They also can make contact with the Wyrd and induce prophetic dreams they might use for their own purposes.
The dreams of supernatural creatures are, in some way, protected by the occult nature of those creatures. Mental defenses grant benefits against any and all techniques of dream-shaping, and any contested resistance rolls always add the supernatural potency of that creature. In addition, the True Fae cannot use dreampoisoning against supernatural creatures. The only way to enter the dreams of a supernatural creature is by crafting a pledge that grants entry — the darkened recesses of supernatural psyches are too clever and powerful for the trickery of the Gentry.
The True Fae and Changelings are not the only dangers to a dreamer. Tales are filled with strange creatures in the Hedge or Faerie that are capable of hunting in the dreams of mortals for their sustenance, feeding on the fear the creatures create and leaving mortals mad or mindless. Other creatures are said to be capable of luring a sleeper’s dreaming self into actually leaving his physical body, entering into the Hedge as a wispy, ghost-like thing, half-real and slowly withering away, lost and unable to return without the help of an oneiromancer. It is believed that some creatures trap and slowly eat these half-real dream-selves, while others simply leave those dream-bodies to wander while they enter into the hollow place where the dreaming self used to be, taking over the mortal’s body.
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