Post by Hematite on Jun 13, 2014 15:44:52 GMT
Oneiromancy [BM:SoT 75]
This path is mostly concerned with prophecies. As with any prophecy power in a LARP, the Storytellers can only give their best guess as to what will happen based on our knowledge and plans. Other player characters will always be an unknown factor that cannot always be accounted for in advance.
While in the trance needed to activate powers of this path, as well as for 3 turns after, the Thaumaturge suffers penalties as if during the day for all rolls except those needed to activate the powers of this path. The Light Sleeper merit overcomes these penalties as normal.
These powers may be used while in torpor. However because they require blood expenditures as any path of Thaumaturgy, they may not be used while staked.
Oneiromancy 1: Portents [BM:SoT 75]
The visions granted by this power are always directly concerned with the Thaumaturge himself.
The visions do not give any kind of context nor reference as to when the event will happen.
The number of successes scored on the activation roll is the number of “hints” the player may request as to the meaning of the vision, which the Storyteller should endeavor to make as symbolic and cryptic as possible. These hints should never give outright answers, but may illuminate some of the symbology used.
Oneiromancy 2: Forsee [BM:SoT 75]
This power functions exactly as Portents, save that the visions pertain to the subject rather than the Thaumaturge himself.
Oneiromancy 3: Dreamspeak [BM:SoT 75]
This power allows the Thaumaturge to send one scene’s worth of dreams per success.
Upon waking the target must make a WoD test with a Storyteller. If he tests down, he does not remember his dreams at all. On a tie, he remembers his dreams but thinks nothing of them, passing them off as ordinary dreams. If he tests up, he remembers his dreams and is aware of something unnatural about them, but cannot quite put his finger on it. If he tests up twice, he is certain that these dreams were artificially implanted by an external source. Any target who is familiar with this power makes this test starting one success up.
This power is often used to fool other Oneiromancers or Oracles with false visions. There is no way to discern between dreams gained via this power and unnatural dreams gained via one’s own unnatural abilities.
Oneiromancy 4: Augury [BM:SoT 75]
This power gives hints and interpretations, allowing the Thaumaturge to look at information in a new way. The Thaumaturge enters the trance holding several pieces of relevant information to his situation in his mind. OOC he tells the ST everything he knows about what he is asking before making the roll. The ST then gives insight into the information the Thaumaturge has.
Note: This power does not actually give any new information. It does allow the player to ask the ST questions about his interpretations based on the information he already has. The player may ask one question per success.
This power is often used to help interpret the vague visions gained from earlier levels of this path.
Oneiromancy 5: Reveal the Heart’s Dreams [BM:SoT 76]
The Thaumaturge also gains knowledge of the target’s innermost fear if he scores more successes than the target’s Current Willpower.
The information revealed by this path should not be mere temporal desires. One’s innermost desire and fear should be things that speak to the heart of a character, and should likely have something to do with the target’s nature.
There is no system for specific reactions to being presented with one’s greatest desire or fear. This is an intense roleplay moment that does not need a driving system.