| Secret of Dreamwalking |
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| The character can leave a dream and enter another, but only if he is lucid and the target is sleeping as well. The character in whose dream he starts in (probably himself on the night’s first walk) has to know the target character, and he may suffer conditional penalties for distance. The target may RESIST (R) reflexively, in which case a DREAM-TELLING (R) check is needed. The dreamwalker can take other dreamers with him, although those may resist as well. |
| Cost: 1 POOL per traveler |
| Secret of Nightmare |
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| The character’s actions in a non-lucid dreamer’s dream may cause Harm or burn Pool points from the target: one point from a chosen Pool may be taken with a successful Ability check. Dream Harm is similar to normal, except that only the highest inflicted level counts; it becomes real Harm come morn. This Secret may affect a lucid dreamer as well, but only if he opts to not wake up. A non-lucid dreamer may wake up as well, but only after a successful RESIST (R) check. |
| Cost: 1 POOL per Ability check. |
| Requirement: SECRET OF DREAMWALKING |
| Secret of Dream Visitation |
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| The character may refresh Pools and heal emotional Harm within a dream, and otherwise have positive mechanical interactions with others. Unwilling participants can opt out akin to the SECRET OF NIGHTMARE. Non-lucid dreamers remember a dream visitation vividly, unless made to forget. |
| Cost: 1 POOL per scene per person present. |
| Requirement: SECRET OF DREAMWALKING |
| Secret of True Dream |
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| The character may define a dream space within which events are real and consequences follow dreamers into reality. Injuries, healing, learning, sex, even death – all become real for everybody in the true dream space. All interactions are possible just like they would be in reality. Characters may enter and leave the true dream by dreamwalking or getting out of the defined space otherwise. Waking up within the true dream is impossible; only waning of the place or getting out ends the dream. |
| Cost: 2 POOL per person present at creation. |
| Requirement: SECRET OF NIGHTMARE or SECRET OF DREAM VISITATION. |
| Secret of Dream Conditioning |
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| The character knows how to shape the dreams of another person to control their actions in their waking moments. A conditioning attempt is made by shaping the dreams of the target and making an Effect out of the Ability check; if the target later encounters the situation described in the Effect, he has to immediately win the Effect with a RESIST (R) check to avoid acting according to his conditioning. |
| Cost: As normal for Effects. |
| Requirement: SECRET OF NIGHTMARE or SECRET OF DREAM VISITATION. |
| Secret of Imagination |
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| Normally characters acting within dreams need specific, appropriate Abilities to their conditions. Thus a character flying in a dream might need a FLYING Ability of some sort, for example. With this Secret the character can replace any Abilities needed within a dream with artistic Abilities, such as STORY-TELL (R) or CRAFTWORK (I). This even works for DREAM-TELLING (R) when used to shape dreams directly (but not for dreamwalking or other non-shaping activities). |
| Cost: 1 POOL per check. |
| Secret of Mode Shift |
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| A particularly sensitive dreamer may have the initiative in this manner: the character may force a dream’s mode to shift by bidding Pool. The mode may still shift out from under him, but he can pay to have to change back. Using this Secret clears any prior checks to change the mode, so any Ability check at all changes the mode easily again. |
| Cost: 1 POOL appropriate to the shift. |
| Secret of Dream Summoning |
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| The character can attract or newly shape dream spirits while lucid. A successful DREAM-TELLING (R) check is required. If creating a dream item, handle it like equipment created with the SECRET OF CREATION, except for the cost and the fact that dream items do not need to be mundane. Summoned spirits are not necessarily friendly, and have to be controlled in some other way. |
| Cost: 3 POOL |
| Secret of Soft Place (specify) |
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| The character knows of a soft place; these are by definition secret and secluded, as an oft-visited place soon hardens. The player may choose to have the place require a LOCAL (R) check or other travel Abilities to reach it, but then he has to live with those limitations himself as well. |
| Secret of Hibernation |
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| The character can sleep for unnaturally long periods of time, up to his DREAMTELLING (R) check in days at once. This sleep protects him from moderately low temperatures, bad air and lack of water. Lucid dreams in this state are not limited in length. |
| Cost: 1 VIGOR |
| Secret of Hypnos |
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| The character has conditioned himself to fall to sleep immediately with a DREAMTELLING (R) check. He cannot be awakened before he himself wills it. What’s more, his environment can become a temporary soft place for as long as he remains asleep. |
| Cost: 1 POOL to create a soft place, +1 per awake person in the place. Double the cost to manifest the soft place immediately. |
| Requirement: SECRET OF TRUE DREAM |