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Changeling: Dream Mechanics
All Changelings have an innate capacity for lucid dreaming, though not all take advantage of their connection to the realm of dreams. It takes great empathy and quick-wittedness to make a good oneiromancer, as well as a deep understanding of both psychology and symbology, as dreams are seldom straightforward, and often represent issues far beyond their surface appearances.

The following material is referenced from pp.193-201 in Changeling: the Lost, under Oneiromancy. Full details will not be written here. Please refer to the book, because what is written there is very important for anyone who intends to deal with dreams.

It is also recommended that you read through pp.44-57 in Changeling: Rites of Spring, as it goes into excellent detail about the themes, imagery and symbols involved in dreams, with a fleshed out example thereof.

Dream Basics

There are many mechanics associated with oneiromancy. Basic mechanics to make submitting +requests easier will be included here, with page numbers referenced for more detailed information you WILL be expected to know.

Entering Dreams

(See: CtL pp.193-4.)

Note: the Changeling is not leaving their body when they travel through dreams. They are following connections via the power of the Wyrd, fate itself, using their own dreams as a gateway.


  • Self: A Changeling can always enter their own dreams. Changelings are naturally lucid dreamers.
  • Fetch: Spend 1 WP as you fall asleep. Be in the Hedge. (Can be dangerous. ST needs to make rolls. See p.193.)
  • Others: Spend 1 Glamour. Be in the Hedge. 100% MUST have a pledge with the target with the Dreaming task.


Target Number Destination Dream
8 successes Personal Dreams
12 successes Fetch's Dreams
16 successes Dream-tasked Dreams

1. Meditate. The first step is settling into a deep, meditation-aided reverie.

Roll: Wits + Composure + Wyrd [ + equipment]
Action: Extended. 30 minutes per roll.
(See p.51 of WoD core rulebook for suggested bonuses/penalties.)

Note: 8 successes simply means you have passed through the gateway of your own dreams. It is not until you reach 12 or 16 that you successfully connect with the dreams of others. As a reminder, if you are ONLY trying to reach your own dreams, you do NOT need to meditate first.

Staying in Dreams

If there are loud noises or disruptions around you, you may be yanked out of the reverie.

Roll: Resolve + Composure
Action: Instant

On failure, the Changeling needs to enter the dream all over again.

Exiting Dreams

A Changeling may leave a dream at any time. This DOES include Changelings/lucid dreamers whose dreams are being invaded by oneiromancers.

Roll: Resolve + Composure
Action: Instant

Stay In That Dream, Dang It

To keep a lucid dreamer/Changeling in the dream, an oneiromancer may reflexively roll the following. This may be teamworked with other oneiromancers in the dreamscape.

Roll: Wits + Empathy + Wyrd
Action: Reflexive

Dream Riding

(See: CtL pp.194-5.)

Simplest, least intensive form of oneiromancy. Enter a dream and selectively edit details in it. The overall dream theme must remain the same.

Each change the oneiropomp makes to the dream requires a roll.

Roll: Wits + Empathy + Wyrd - Intensity
Action: Instant

By default, the rider is a disembodied vantage point above the dreamer's head.

Appearing visibly/tangibly in the dream is one change.
Changing your appearance in the dream once you are visible is an additional change.

If the oneiropomp ever rolls more successes than the Intensity of the dream, the dream unravels.

  • Spend 1 WP to prevent this from happening.
  • Give yourself voluntary penalties to reduce the chance. Once you determine the dice pool, you're stuck with it. No take backsies.

Using Dream Riding

While most dream riders are only there to observe what's going on, Changelings may also perform the following actions.

Analyze the Dream

Determine whether the dream is a full nightmare, recurring dream, memory dream or wish fulfillment.

Roll: Wits + Empathy - Intensity
Action: Instant

Determine whether the dream is prophetic.

Roll: Wits + Occult + Wyrd + Intensity
Action: Instant

Any changes made to a prophetic dream immediately render it null and void and no longer prophetic.

See CtL p.194 for details.

Convince the Dreamer

Inject subliminal messages into the dreamscape for later use. For every success, the oneiromancer may "store" 1 die in the dreamer's psyche, and tap into them at a later date to get bonuses on Manipulation rolls against the dreamer for the next week. Once used, a "stored" die is gone. Only one batch of stored subliminals may exist at a time. Attempting to add more will overwrite the first batch.

Roll: Wits + Empathy + Wyrd
Action: 1 whole night of work

See CtL p.194 for details.

Learn about the Dreamer

Learn about the dreamer. Every 5 successes identifies one of the following details: Virtue, Vice, one (1) derangement, Willpower, one (1) Mental or Social Merit, or one (1) Mental or Social Flaw. It can also reveal the use of mind- or emotion-altering supernatural powers on the dreamer within the past month.

Roll: Wits + Empathy + Wyrd
Action: Extended. 1 roll per night.

See CtL p.194 for details.


Each night of dreamwork is equivalent to an entire week of normal psychotherapy to treat mental problems/Flaws.

Roll: Wits + Empathy + Wyrd - Intensity
Action: Instant. 1 roll per night.

See CtL p.195 for details.

Scour the Intensity

Rarely used. Every success on the roll reduces the Intensity of the current dream by 1 point. If the dream's Intensity is reduced below 1, it ends abruptly and the dreamer awakens.

Scouring may only be performed ONCE on a dream.

Roll: Wits + Empathy + Wyrd - Intensity
Action: Instant.

This may also be used to scour away Dream Poison left behind by wily Fae through contagion dreams.

Roll: Wits + Empathy + Wyrd vs. Intensity
Action: Instant and contested.

If the oneiromancer wins the contested roll, subtract the Intensity's successes from the oneiromancer's successes. Reduce the Intensity of the dream poison by the remainder. These are "net successes".

If the Intensity of the contagion dream wins, the oneiromancer takes 1 point of Willpower damage per net success. (See CtL p.198 for Oneiromachy rules re: this damage type.)

See CtL p.195 for details.

Search for Dream Poison

Identify whether or not a mortal's mind has been affected by a True Fae's contagion dream. Time consuming and difficult.

Roll: Wits + Empathy + Wyrd - Intensity
Action: Extended. Each roll is 1 night of work.

Total successes must equal the Intensity of the contagion dream to identify the traces thereof.


(See CtL pp.195-6)

Rather than riding an existing dream, dreamscaping is creating an entire dream yourself, using Glamour and the power of your Wyrd.

While a Changeling can edit their own dreams, they cannot properly dreamscape their own psyche. Motley mates often perform this task for one another.

To dreamscape a fallow psyche:

1. The dreamer must not already be dreaming.
2. Spend 1 Glamour.
3. Roll: Wits + Empathy + Wyrd vs. sleeper's Wits + Resolve
This contest triggers REM sleep. If the oneiromancer wins, he shapes the dreamscape into a scenario of his own choosing with an Intensity equal to his net successes. If the dreamer wins, their mind shapes a natural dream equal to the net successes on their Wits + Resolve roll.

To cheat and take over an existing dream:

1. Dreamride a dream and scour it to Intensity 0.
2. Spend 2 Glamour.
3. Weave dreamscape.

Dreamscaped dreams may be crafted to perform ONE of the following benefits. A dreamer may benefit from only ONE dreamscaped dream per night.

Healing Sleep

Intensity does not matter. The time the dreamer sleeps counts as a full day of rest. In effect, if the dreamer has a true day of rest, then a night of healing sleep, they count as having gained two days of rest for purposes of healing wounds.

If the Intensity roll is an exceptional success (5), the healing sleep counts as 2 days of rest instead of 1.

See CtL p.196 for details.

Stress Relief

The dreamer regains an extra point of Willpower while sleeping, as if they had fulfilled a Vice.

If the Intensity roll is an exceptional success (5), the stress relief dream allows the dreamer to recover all of their Willpower, as if they had fulfilled a Virtue.

See CtL p.196 for details.

Sleep Teaching

Jokingly referred to as "montage dreams" by some Changelings, a single dream counts as a full day of learning on a given topic.

If the Intensity roll is an exceptional success (5), the sleep teaching dream grants the dreamer one (1) XP which can ONLY be spent to increase the particular Skill, Merit or Contract being taught. A dreamer may not gain additional XP for that Skill, Merit or Contract via dreamscaped dreams until that point has been spent to purchase the trait in question.

See CtL p.196 for details.


Often used to torment fetches.

Dreamscaped nightmares are treated as ordinary nightmares regarding how their Intensity affects a dreamer.

See CtL p.196 for details.


(See: CtL pp.196-8)

This is the art of creating a dream outside of a sleeper's mind and storing it in an appropriate object for later use.

Dreamwoven dreams may be sold at markets or otherwise given away to other users. Dreamwoven vessels may contain any of the types of dreamscaped dreams written above. They may also contain Wyrd dreams. See below.

Appropriate Objects

  • Object must match the theme of the dream, and will most likely feature in the dream somehow.
  • Objects must be small enough to fit in bed with a sleeper.

Weaving a Dream

1. Invest 1 Glamour in the vessel.
2. Within 1 hour of investing the vessel, begin creating the dream.
Roll: Intelligence + Empathy + Wyrd
Action: Extended. Each roll takes 1 day.
Successes on this roll accumulate and become the Intensity of the dream contained in the vessel.

Note: Brownie's Boon does NOT apply to dreamweaving, as it is not a mundane task, but Good Time Management does.

Using a Vessel

Any Changeling, Hobgoblin, Fetch or human (bound in a dreaming-tasked pledge) may use a vessel.

The dreamer must go to sleep in contact with the object, or have it under their pillow.

If the dreamer is not aware of the vessel as the source of their strange dream, the Intensity of the dream is opposed by a Resolve + Composure roll as the dreamer enters sleep.


These are ONLY possible via dreamwoven vessels. Ooor being poisoned by the True Fae, but who wants that?

Wyrd-Dreams are a means of casting delayed-action Contracts on others. The Contract is triggered when the vessel is used. Only Contracts which affect other people may be used in a Wyrd-Dream vessel.


1. Invest the vessel with 1 Glamour.
2. Invest the vessel with the activation fee for the Contract to be stored in it.
3. Roll the Contract as normal. If the number of successes isn't high enough for the oneiromancer's liking, they must wait for the glamour to fade, then try again at -1.
4. Dreamweave the vessel. Target number = the number of successes on the Contract activation roll, but most oneiromancers prefer to increase the dream Intensity far beyond that.


  • When a Contract activates in the dreams of a sleeper, the oneiromancer is considered the caster. Using vessels YOU create will not let you wiggle around pledges of non-violence.
  • The Contract activates with a number of successes equal to the original successes rolled for the Contract or the Intensity of the dream, whichever is lower. If the sleeper gets a resistance roll/contested roll of some kind, those successes are subtracted from the Contract's success.
  • Dream reflects the nature of the Contract.

Personalized Dreams

If an oneiromancer has used "Learn about the Dreamer" on multiple occasions or has known the dreamer for years, dreamwoven dreams created specifically for them will have a bit of extra oomph.

The final Intensity of the dream is increased by the oneiromancer's dots in Empathy or Wyrd, whichever is greater.

Bonus only applies to dreams used by the person for which they are intended. If used on the wrong person, the bonus reduces the Intensity by that amount instead.

See CtL p.198 for details.

Analyzing Vessels

Any Changeling can tell whether an object is a dreamwoven vessel.

Roll: Wits + Composure + Wyrd
Action: Extended. Each roll requires 10 minutes of study.

Target number is equal to the dream's Intensity.

See CtL p.198 for details.


When submitting a request to craft a dreamwoven vessel, please include the following information. Do not roll to the job until staff has verified that your request is correct.

  • Type of dream.
(If crafting a Wyrd-dream, please also include the Contract clause being used.)
  • Theme/description of dream.
  • Description of vessel.
  • Is the dream Personalized for a specific person? Who?

Once staff has given you the OK, please make the appropriate rolls to the +myjob. Specialties and Adroitnesses DO apply to your rolls.

Your extended rolls -- and therefore your chances for a higher Intensity dream -- will be capped, as always, by the size of your dice pool.

+Note Format

Once you have successfully created a vessel, you will be asked to add a +note to yourself. Staff will lock the +note. If you use the vessel, please let staff know, and we will delete the +note. If you give it away/sell it, and the person does not use it right away, please +request and +myjob/cc them to the job, so staff can help you transfer the +note/lock it on the vessel's new owner.

The +note should contain the following:

  • Name of dream
  • Type of dream (incl. Contract if Wyrd-Dream)
  • Theme/description of dream
  • Description of vessel
  • To whom is it personalized (if anyone)?
  • Intensity of dream


(See CtL pp.198-9)

In short, this is the art of dream battles.

Oneiromachy is painful to the person whose dreams are being used as a battlefied. They lose 1 WP from psychic trauma.

Waging War

Battles may be waged in two ways: personally or environmentally.


  • Create a dream-form via dream riding.
  • "Physically" attack per reality. This uses your best Power trait (Intelligence, Strength, Presence) + your combat skill of choice (Athletics for thrown attacks, Brawl for unarmed combat, Firearms for bows/guns, and Weaponry for hand held weapons). This attack receives an "equipment" bonus equal to the attacker's Wyrd.

See CtL p.198 for details.


  • Attack using the dream itself, rather than your own traits.
  • Roll: Wits + Empathy + Wyrd
Note that no matter how flashy these are, they only affect one person at a time.

See CtL p.198 for details.

Dream Defenses

  • Defense: the attacker's highest Finesse trait (Wits, Dexterity, Manipulation)
Armor: the attacker's highest Resistance trait (Resolve, Stamina, Composure)

Dream Damage

Instead of Health, dream damage hurts your Willpower.

Exception: if the opponent scores an exceptional success, the dreamer takes 1B, waking bruised or bleeding from the mouth/ears.
  • If dropped to 0 Willpower, you awaken gasping for breath.
  • If dropped to -1 to -4, you awaken with a mild derangement for a single day, or an existing derangement is upgraded to severe for the day.
  • If dropped below -5, the duration of the derangement/upgraded derangement extends to 1 week total.


This allows you to gain between +1 to +3 bonus dice on either attack or defense rolls by being very creative and interesting with your descriptions/how you tie your attacks into your own connections with the Wyrd.

  • If attack, add as an attack modifier.
  • If defense, add to the dream Defense trait.

Each stunt is only worth a bonus once. It isn't original if you keep doing it.

Interesting Description (+1 die)

Self-explanatory. You describe what you're doing in an interesting way.

See CtL p.199 for details.

Using Thematic Qualities (+2 dice)

Tap into the symbolic themes already present in the fight, whether of the dream, the combat itself, the combatants, or themes meaningful to the dreamer whose mind the war is taking place in.

Maestro's Performance (+3 dice)

Any +2 dice stunt which is not only appropriate and impressive but actively adds to the fun of the group -- these are entirely subjective, and may be voted on by the people involved, not just handed out by the ST.