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"Фокке-Вульф-190" был красивый такой, дымчатый. И почему-то со стрелком. "Фокке-Вульф" сел на проселочную дорогу, из него вылез немец в серой полевой форме, подошел ко мне, вынул пистолет, направил мне в голову и выстрелил -- все мозги наружу.

Вот такой мне сон приснился.

Феанор, ты не напомнишь мне точное определение "рапсодии"? А то что-то странное со мной происходит...

promo a_lamtyugov january 19, 2020 16:27 14
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Итак, игры, превью и рецензии на которые вы можете прочитать в этом блоге. Сразу говорю, что отдаю предпочтение низкобюджетным инди-проектам, многие из которых находятся в раннем доступе. В принципе, могу написать и про какой-нибудь ААА-тайтл, но это если очень уж сильно зацепило. Кроме того, я не…

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Рапсоды - бродячие барды в Древней Греции, которые перепевали известные былины на свой лад. Что-то вроде нынешних "продюсеров ночных дозоров".

Нет, это не то.

  This is an Unseelie means of epiphany that is strictly forbidden by the Kithain. A changeling can imbue so much raw Glamour into a mortal that he burns like a Roman candle; all his creativity goes into one, final, glorious masterpiece. This is the last creation the artist or Dreamer is capable of as he is left drained forever after.
  All Kithain, Seelie and Unseelie, forbid this form of epiphany because it destroys any possibility for more Glamour in the future. It also destroys the mortal's life so thoroughly that he may become an enemy of changelings subconsciously, if he survives. Many Rhapsodized mortals succumb to exhaustion, suicide or stress-related ailments.
  The work of art that results from Rhapsody contains copious amounts of Glamour (the item is considered to be a special form of dross — see below). When the work is destroyed, the Glamour is released. (And this is added insult to injury for the artist — not even his greatest creation is allowed to live on.)
  System: One to five points of Glamour are invested into the victim. (Members of a group can each donate some Glamour to the victim, and reap shares of the Rhapsody.) The mortal makes a Manipulation + Expression roll (or another appropriate roll, difficulty 7) to create his masterpiece. A number of dice is added to this pool equal to the number of Glamour points invested by the changeling(s).
  For each success rolled in creating the work, a Seelie changeling gains one point of Glamour, while an Unseelie changeling gains two points when the object is destroyed. If a group donated Glamour to the Rhapsody, each contributor regains the Glamour that he invested (if there is enough to go around), and any remaining points are distributed on a point-by-point basis (single points awarded to Unseelie contributors become two points automatically).
  However, for every "one" rolled on a botch during the work's creation, the artist gains a point of permanent Banality, and no one gains any Glamour.

Не, ну это не то.

  "Of all the threats that we have faced in the last 30 years, the most troubling has been the reappearance of the Oneiromancers. If they are not stopped, I predict nothing less than the dissolution of the Dream Nation."
  So spoke Duke Dray at a recent secret renue of the Parliment of Dreams. Literally "divination through dreams," Oneiromancy is far more - the power of sleeping dreams made flesh. Believed to be a creation of the fomorians (who reputedly practiced it at levels far exceeding those discussed here), this Art is not widely practiced, even among the Dark-kin. It nevertheless remains a valuable tool in the hands of the returning Denizens. Changelings have found it particularly difficult to battle this Art, which effectively blurs the borders between reality and fantasy, sleep and waking. Some returning Denizens use it to steal or destroy changeling Dreamers, claim freeholds or for assassination. To affect someone with any of the following cantrips, the caster must have a valued personal item from the target. A Glamour roll (difficulty 7) determines how many cantrips may be cast through the item before it is lost to the Dreaming. Finally, the caster must have seen the target at some point during the preceeding day (doing so through scrying is acceptable).
  A Note on the Fae Realm: Changelings and Dark-kin may be cousins, but their differences have a direct effect on how they use cantrips on each other. Changelings wishing to affect Denizens must have the third level of the Fae Realm to do so, just as if they were chimera. The same holds true for Denizens trying to affect changelings. Affecting commoners or nobles or their own kind only calls for each to have the usual levels.
  Attribute: Intelligence

  * Oneirodynia
  This is the ability to send dreams. The caster has little control over the dream's actual content, but can dictate the type of dream - generally anything definable in two words or less (e.g., calm flying, sexual nightmare or good fortune). The caster may also plant one "image" in the dream (a sight, smell, melody, etc.).
  System: The caster makes a contested Intelligence + Realm roll against the target's current Willpower or Banality (whichever is higher). For each success scored over the target's roll, the target will have the dream for one night. The Mists scale in the Changeling rulebook determines how well the target remembers the dream the next day.
  Type: Chimerical

  ** Oneirocritia
  Meaning "dream reader," this cantrip allows the Oneiromancer to see the content of another person's dreams as they occur. Though invaluable for turning up blackmail material or other treasured secrets, proper interpretation can be difficult. The Storyteller should relate dream images in a fragmentary manner so that the caster has to dig through the waking detritus that commonly infests most dreams.
  System: The caster rolls her Intelligence + Realm (difficulty equals the target's current Willpower or Banality, whichever is higher). For each success the caster can read one hour of the target's dreams. The caster may also "capture" parts of the dream, storing them in a specially carved crystal. To capture these images the caster must spend an additional point of Glamour and make a Glamour roll (difficulty 7). The Oneiromancer may record one sequence of dream (e.g., the part where the dreamer is reliving when she murdered her husband) per success. Someone using this cantrip can "read" the crystal by making a successful Intelligence + Prop roll (difficulty 7). Each success reveals one dream portion within the capturing crystal.
  Type: Chimerical

  *** Oneirataxia
  At this level the caster may cause the target's midnight fantasies to intrude into his daylight hours, blurring the borderline between sleep and waking. His dreams become real, manifesting themselves as self-perpetuating chimera that only the dreamer can see. (Though those with Kenning may catch glimpses of them.) These chimera are harmless phantasms with no material substance. They appear wholly real to the waking dreamer, however, and dog his footsteps throughout the day, driving some targets over the brink of madness (especially if he is hiding some sort of guilty secret).
  System: The caster makes a contested roll of his Intelligence + Realm against the target's current Willpower or Banality (whichever is higher). For each success scored over the target's roll, the target experiences these waking dreams for one day.
  Type: Chimerical

  **** Syncope
  Defined as the suspension of "heart" or vitality, this cantrip allows a Denizen to enter a dream and interact with the dreamer. The caster can create phantom chimera and define the overall nature of the dream (though not the dreamer's reactions to it). The true danger of this cantrip rests in its ability to allow the caster to steal Stamina or Glamour from her victim. This is the well-known "hag-riding" or "succubus dream" featured so prominently in legends.
  System: The caster rolls her current Glamour (difficulty equals the target's current Willpower or Banality, whichever is higher). For each success the caster can inhabit the target's dreams for one full sleep cycle. To steal health or Glamour the caster must spend an additional point of Glamour and make a contested roll Intelligence + Realm roll against the target's current Willpower or Banality (whichever is higher). The caster may steal a point of Glamour or Stamina for each success and may repeat this once every sleep cycle. The victim's Attributes may never drop below one in these dreams. Once a sleep cycle those with fae sight may make a Perception + Kenning roll (difficulty 8) to notice that someone is "tampering" with their (or someone they are observing's) dreams. Once this has been determined, the dreamer can make an opposed Willpower roll to force the intruder out of his mind. To help someone else, the fae must awaken the dreamer, breaking the sleep cycle.
  Type: Wyrd

  ***** Expiation
  So named because of its ability to burn away the physical "dross" in its victims, this cantrip can literally turn Autumn inhabitants or material into dreams. The cantrip's victim actually becomes a living, sentient chimera and is left to cope with his new reality as best he can. Newly formed chimera don't automatically gain Redes, though supernatural powers translate into chimerical equivalents. Thus, the car salesman who cheated a Denizen is reletively defenseless (and terrified) in his new dream state, but a werewolf may still depend on chimerical equivalents of his Gifts. In the case of long term Expiation, the victim floats farther and farther from the waking world. Depending on how many people knew him, memories of the person fade at different rates (it's easier to make a transient drifter disappear than a well-known celebrity). Even physical manifestations of the person's life (photographs, birth certificate, etc.) fade in time, though they may spark someone's memory while they remain. Similarly, used with other Realms, it is far easier to make a set of keys disappear than a famous cathedral (not to mention the Banality backlash inherent to the latter example). The rumor that something along these lines may have happened to the missing King David has sent some of his subjects into a panic.
  System: The caster rolls Intelligence + Realm against the Willpower or Banality of the target (whichever is higher). The number of successes scored over the target's roll determines the cantrip's duration. Those who have undergone the Changeling Way ritual add +2 Willpower for the purpose of resisting this cantrip. Expiation does not work on Denizens, chimera, Thallain or other creatures who are already fully spirit, though it can force a Denizen from a possessed body or undo the Manifestation cantrip. A Denizen possessing a mundane body may suddenly find himself standing next to a very confused human chimera, while a Manifested Denizen or changeling may suddenly find herself in Phantom Form. Even those permanently Expiated may eventually regain their physical form, though this may become the object of a major quest. Once the last person has forgotten the victim, however (no matter how many successes were originally scored), no power except for the original caster's permission may bring them back - though they might live forever in the Dreaming.
  One Success - One Day. Those who have met the person only once or twice forget him.
  Two Successes - One week. Distant associations forget him.
  Three Successes - One month. Daily acquaintences forget him.
  Four Successes - One year. Friends forget him. Minor physical attributes (photographs, personal effects, etc.) disappear or are misplaced.
  Five Successes - Permanent. Loved ones and foes forget him. All remaining reminders of the person (bank records, personal letters, works of art, etc.) disappear, are misplaced or are attributed to others over the next few years.
  Type: Wyrd

Ага, спасибо. Нет, вроде не похоже...

Надо думать, летчкам очень не понравилось, что ты - вертолетчик.

Wir werden Sieger durch unser'n Tiger :)

Экие вам кошмары снятся! Хорошо хоть не "Тигром" раздавило

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