The Contracts of Lucid Dreams, created by the South courtier Iona Rouge, focus on Oneiromancy. They count as affinity to all changelings.
Abilities[]
Open Door:
Ordinarily, for a changeling to enter a target's dreams, he must have made a pledge with said target. This clause permits the caster to forego that necessity.
Cost: 2 Glamour
Dice Pool: Intelligence + Wyrd
Action: Instant
Catch: The caster wishes to harvest Glamour from the target.
Roll Results
Dramatic Failure: The changeling faces a backlash, losing two points of Willpower. If there is no Willpower to lose, take levels of Lethal damage to make it up.
Failure: The caster cannot enter the dream.
Success: Enter others’ dreams without binding them to a pledge.
Exceptional Success: The changeling gains a level of phantom Willpower for the purpose of soaking damage. If not expended, this Willpower point fades upon leaving the dream.
Light Touch:
Dreams are fragile things, falling apart when warped with too heavy a hand. This clause will enable the changeling to reinforce the dream, preventing it from unexpectedly ending upon alteration.
Cost: 2 Glamour
Dice Pool: Intelligence + Occult – Dream Intensity
Action: Reflexive
Catch: The changeling does not enter REM sleep for the next night and wakes unrested.
Roll Results
Dramatic Failure: The dream is more fragile than normal, capable of being disrupted with one success fewer (e.g. a dream of Intensity 3 can fall apart on a roll with two successes).
Failure: The caster gains faces the normal likelihood of disrupting a dream.
Success: Gain successes in leeway to avoid disrupting a dream (i.e. if the caster gains 4 successes on Light Touch's roll, when manipulating an Intensity 2 dream, the caster can roll up to 6 successes to manipulate the dream without it falling apart).
Exceptional Success: The reinforced dream is of unheard of stability, incapable of being disrupted for the entirety of the scene.
Winding Threads:
In times at which an oneiromancer will not be able to reliably travel to his target, this clause permits him to bind his own dreams to said target's, removing the need for travel.
Cost: 2 Glamour
Dice Pool: Presence + Wyrd – Target’s Power Stat
Action: Instant
Catch: The target is a changeling of an opposing Court.
Roll Results
Dramatic Failure: Not only does the connection fail, Incubi take note of the caster's open end, more easily invading his dreams.
Failure: The caster's and his target's dreams remain unconnected.
Success: Bind together the dreams of the caster and his target(s) for successes days.
Exceptional Success: The caster is capable of manipulating the dreams of the target as though he had acquired one success on Light Touch.
Sink Deep:
Ordinarily, the body is left behind as the mind sinks deeper into the Skein. This clause ensures that the two go together.
Cost: 3 Glamour
Dice Pool: Stamina + Wyrd
Action: Instant
Catch: The caster is using this contract within his own home.
Roll Results
Dramatic Failure: The failure to properly separate body and mind force a psychic backlash on the caster, inducing 2 levels of bashing damage.
Failure: The changeling's body remains in the physical world.
Success: The caster’s physical body vanishes for the duration of his dream-riding, only reappearing when he leaves the dream.
Exceptional Success: The potent connection between body and mind grant a particular mindfulness in the caster, granting +1 bonus die on the next Wyrd rolls.
Dreaming Hollow:
A Hollow is often made most secure by obscurity — and there is little more obscure than another's mind. This clause enables the caster to form a Hollow inside the dreams of a target. Note that once the caster finishes rolling, the Hollow is "solidified". New rolls for further merits cannot be made without undoing the entirety of the previous Hollow.
Cost: 4 Glamour + 1 Willpower dot
Dice Pool: Survival + Occult + Wyrd
Action: Extended (roll interval one night of work; one dot of Hollow or Hollow merits per five successes)
Catch: All dream invaders are immediately aware of the changeling and his Hollow.
Roll Results
Dramatic Failure: All successes accrued toward the goal are lost.
Failure: No successes are accumulated.
Success: Creates a Hollow within the target’s mind. Assumed to have Easy Access ●●● when the caster dreams. Changes to the Hollow can have changes on the dreamer, with effects often changing based on the nature of the caster.
Exceptional Success: Immense progress is made toward the target number of successes. Gain an additional dot of Hollow or Hollow merits.
Universal: |
|
The Artist · Charge and Flux · The Closed Eye · Healing Mists · The Hunt · War | |
Eternal Solstice · Fleeting Solstice · Starvation · Utter North · Utter South · Utter East · Utter West · Demon's Gate · Midnight Sun · Fleeting Sun · Polar Night · Fleeting Moon · The Absurd · The Tragic |