The changeling climbs into the dreams of a nearby sleeper, briefly appearing in her sleeping thoughts, and then emerges from the shared realm of dreams in the proximity of another sleeper. He traverses an actual distance by using the landscape of dreams as a proxy for physical travel. This travel takes place instantaneously, or at least at the speed of thought.
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd ({Intelligence}+{Supernatural Trait})
Action: Instant
Catch: The changeling must carry a physical object that he crafted himself on the journey, which he leaves behind in the dreams of both sleepers. Both sleepers will remember this object, and will feel an inexplicable link to the changeling if they meet him in their waking lives, as they subconsciously recall this item connected to him.
Roll Results
Dramatic Failure: The attempt to travel by dreamways goes horribly awry, with the changeling unable to extricate himself from the dreams at his leisure. Instead, the Storyteller should run a brief nightmare scene in which the dreamer and changeling are both tormented by dreams-turned-nightmares. After that, the changeling is forced out of the dreamscape in the proximity of a sleeper… somewhere.
Failure: The changeling is unable to enter the dreamscape and thus unable to use it as a shortcut in the physical world.
Success: The character enters the dreamscape and may use it to instantaneously traverse physical distances. The physical distance traveled is not greater than 10 miles per success obtained on the roll. The changeling emerges as close as possible to the physical place of his choosing: He emerges from the dreams of the sleeping individual closest to his ultimate destination.
Exceptional Success: As with a standard success (and the extra successes are their own benefit), but with the additional reward of being deposited exactly where he wishes to be. If any changelings understand exactly how this works, they aren’t telling, and those dream-travelers who enjoy the luxury of the exceptional success describe the phenomena as if the stuff of dreams itself carries them exactly where they want to be and then recedes like an unseen ether.
Suggested Modifiers
| Modifier | Situation |
| –3 | The changeling is rushed or fleeing and thus doesn’t have time to gently part the veil of sleep (jeopardizing the slumber of the dreamer and the function of the Contract therefore). |
| +1 | The changeling personally knows the dreamer at the beginning point of the journey. |
| +1 | The dreamer at the point of entry is having particularly noteworthy dreams (whether of a pleasant or terrifying variety). |