Abilities focused on impacting the core rituals of play. They rarely depend on having specific cards in your deck, and when they do it is to represent a minimum power threshold. They often build off of each other to become exceedingly powerful as you focus on specific styles.
Boons
More powerful abilities Dreamers gain by spending 3 XP during Reflection.
Each Boon is written as such:
The Boon’s Name
Prerequisites: The things you need to have in your deck already in order to acquire this boon. Not all Boons have these.
Rules text explaining what the Boon does.
The Boons are separated into three broad categories:
- General: Abilities focused on impacting the core rituals of play. They rarely depend on having specific cards in your deck, and when they do it is to represent a minimum power threshold. They often build off of each other to become exceedingly powerful as you focus on specific styles.
- Minor Arcana: Boons that are directly related to the Minor Arcana suit(s) you are emphasizing in your deck. They focus on bolstering the strengths and mitigating the weaknesses of those suits.
- Major Arcana: Each Major Arcana has an associated Boon, allowing you to add it to your deck and wield its power. For those that prefer the Major to the Minor, there are also abilities focused on utilizing multiple Major Arcana in your deck.
Some Boons allow you to Burn your Guide. Once your Guide is Burned, you have no Guide for the rest of the dream and thus can’t Invoke it. Even if something allows you to pull that card back from the Pyre, it does not resurrect your Guide.
Some Boons allow you to set cards aside in unnamed locations, similar to how your Guide is set aside at the beginning of a dream. These cards are not placed in Pasts as part of the usual end-of-turn cleanup steps. However, if a card that does this is Burned when using it (like when the Break effect is used against it), then it goes to the Pyre rather than being set aside, which will likely prevent its lingering effects from working.
If a Boon’s prerequisites are not met after you have already acquired it, that Boon ceases to function. You can use it again once the prerequisites are satisfied, such as when you restore their criteria via Reflection.
General Boons
Aggressive
When you Score a Clash, you can choose an additional Interpret option by allowing your opponent to choose an additional option as well.
Anchoring Memory
Prerequisites: At least one Bond
When you Invoke a Bond to Share Pain, you can absorb 1 Stress for free so long as you take at least 1 Stress as part of the Invocation (i.e. you can’t Invoke against 1 Stress and reduce it to 0).
Balanced Approach
Prerequisites: Disruptive Inspiring
Whenever you Interpret, you can choose the following effect:
Tip: Choose an ally and a foe. The value of the ally’s next Revealed card is increased by 1, and the foe’s is decreased by 1. These modifications can be enhanced by Oneirogen.
Bonded Doorways
You can Invoke a Bond even if you are not narratively present.
Borrowed Time
Once per turn, you can absorb 1 Stress by Discarding the top card of your Future.
Counter Strike
When your opponent is Countered (or would have been Countered in the case of an Effort), you can choose an additional effect during the Interpret step.
Disruptive
When you Hinder, you decrease the value of the foe’s next Revealed card by 2 (instead of 1).
Fading Step
You can choose to Fall Back even if you did not Score a Setback. It still costs a choice (i.e. you don’t get it for free and can’t use it when Countered).
Future Shaping
Prerequisites: Future Sight
When you Glimpse, you can place any number of those cards on the bottom of your Future in any order.
Future Sight
Whenever you Interpret, you can choose the following effect:
Glimpse: The next time you would Draw a card, you can look at the top X cards of your Future, where X is your Awareness. Place them back on top of your Future in any order, then Draw.
Guided Sleep
If you would wake up, you can Burn your Guide to remain in the dream.
Heavy Sleeper
If you would wake up, you can spend half of your Oneirogen, minimum 1, to stay in the dream (instead of all of them).
Inspiring
When you Help, you increase the value of the ally’s next Revealed card by 2 (instead of 1).
Instinctual Flinch
While your Awareness is 0, you automatically absorb the first Stress you would take.
Know the Enemy
Prerequisites: Painful Lesson
When you Study after you Score a Success or Triumph, you also Help yourself for free.
Omnipresent
Prerequisites: Bonded Doorways Quick
At any moment you can enter a Conflict or change your narrative positioning within a Conflict by Burning a card. Your arrival is preternatural, defying even the loose ontological standards of dreams.
Painful Lesson
When you Study after you Score a Setback or Clash, you can ask 2 questions.
Past in Flames
You can Burn cards from your Past even if :you Present isn’t empty.
Persistent
When you Score a Clash, you can take 1 Stress to choose an additional Interpret option.
Powerful
Prerequisites: A Minor Arcana card with value 10 or higher, or at least three Major Arcana.
When you Press, you deal 2 Stress instead of the usual 1.
Protective Instincts
Prerequisites: Instinctual Flinch
While your Awareness is 0, Burn and Blind Burn both absorb 1 additional Stress.
Quick
After you Fall Back, you may re-enter the Conflict by Burning a card (instead of Blind Burning).
Quick Study
At the start of any Conflict, you can Discard a card to immediately Study.
Raise the Low
Prerequisites: Inspiring
When you increase the value of a card that’s original value is 4 or less, its value is increased by an additional 1. This only happens once per card (ex: you can Help and Bolster a single card to gain +2 from this Boon).
Reach Into Flames
After you Blind Burn, you can look at the card. You may then Burn two cards to send the card to your Past instead of the Pyre.
Reliable Memory
Whenever you Interpret, you can choose the following effect:
Recall: If your Awareness is greater than 0, Select a card from your Past and place it in your Present.
Resilient Mind
When you are Countered, you can take 2 Stress to use one of the following effects: Study; Help; or Hinder.
Restorative Memory
Prerequisites: At least one Bond
When you Invoke a Bond to Tag In, the owner of the Bond Card can also Draw a card. If this would result in their Present having more cards than their Awareness while their Awareness is below maximum, then they also gain an Awareness.
Tactician
Before you Select a card, you may Burn a card to Discard your Present and Draw cards equal to your Maximum Awareness.
Tenacious
Prerequisites: Persistent
When you Score a Setback, you can take 2 Stress to choose an additional Interpret option.
Time Thief
Prerequisites: Borrowed Time
Instead of only once, you can perform the Borrowed Time Stress absorption X times per turn, where X is your Maximum Awareness.
Topple the Mighty
Prerequisites: Disruptive
When you decrease the value of a card that’s original value is 11 or higher, its value is decreased by an additional 1. This only happens once per card (ex: you can’t Hinder and Weaken a single card to impose -2 from this Boon).
Ultra Instinct
Prerequisites: Instinctual Flinch Vicious Instincts
While your Awareness is 0, instead of Selecting the top card of your Future blindly, you can look at the top two cards of your Future and Select from them. The one you don’t Select goes to the bottom of your Future.
Untethered
After you Reveal a card, you can Burn your Guide to replace the suit, value, or both with your Guide card’s. If you choose both, your Guide card is a Major Arcana, and you have its associated Boon (ex: your Guide is Strength and you have the Force of Will boon), you can use the Boon’s effect as if you had originally Revealed your Guide card for this play.
Vicious Instincts
While your Awareness is 0, any Interpret effect you choose the deals Stress deals 1 additional Stress.
Major Arcana Boons
Each Major Arcana has an associated Boon, allowing you to add it to your deck and wield its power. For those that prefer the Major to the Minor, there are also abilities focused on utilizing multiple Major Arcana in your deck.
A Dangerous Bargain
Add The Devil to your deck. It has value 5 and no suit.
When you Reveal The Devil in a Duel or Effort, the opposed card is Countered and you deal 15 Stress, divided among targets however you choose. This is in addition to any other Interpret effects.
When you Reveal it in a Spike, the Spike is immediately resolved without anyone suffering any consequences or needing to Burn any cards. Other Revealed cards are returned to their respective Futures.
After either of the effects occurs, Burn your Future.
Abundance
Add The Empress to your deck. Its value is equal to the highest value Minor Arcana card in your deck. It has no suit.
When you Reveal The Empress, you can either restore 1 Awareness to any Dreamer, or allow any Dreamer to Draw a card. If you Score a Triumph with The Empress, choose and apply one of the effects again.
Apotheosis
Add Death to your deck. It has value 3 and no suit.
When you Reveal Death, you transform in a dramatic way that augments your abilities. You are still recognizable as you, but something is clearly different. This card is set to the side rather than going to your Past at the end of the current interaction. While it is there, increase the value of all your cards by 2.
Any time you would take Stress, you can end your transformation by doing one of the following:
- Move Death to your Past and take only half the triggering Stress.
- Burn Death and take none of the triggering Stress.
When the current Conflict ends, your transformation ends and Death is placed in your Past.
Arcane Prodigy
Prerequisites: More Major Arcana than Minor Arcana, but at least one Minor Arcana of the chosen suit
Choose one suit of Minor Arcana that is in your deck. You can treat all Major Arcana as having that suit for the purposes of choosing Interpret effects so long as that suit would not have been Countered in the current situation. This does not give your Major Arcana cards a suit for other game mechanics purposes.
Atone
Add Judgement to your deck. It has value 10 and no suit.
After the Interpret step of a turn in which Judgement was Revealed, everyone that was affected by an effect you chose (deal Stress, Helped, Hindered, etc.) must shuffle their Past and place it face down. They then make a prediction about the top card: its suit; its value; or both.
Reveal the top card of each face-down Past. If the prediction for that card was wrong in any way, the card is Burned. If the prediction was completely correct, the owner gains 2 Awareness, deals 2 Stress to any target, or gains an Oneirogen. They do this for each aspect they correctly predicted (can choose differently each time).
Note: If someone affected by Judgement doesn’t have a Past, or their Past is empty, they can use their Present instead. If they lack a Present, then they must predict the top card of their Future instead.
Await the Sacrifice
Add The Hanged Man to your deck. It has value 2 and no suit.
When you Reveal The Hanged Man, you may Select any card from your Past, Present, or Future (shuffle your Future after Selecting). Place it face down next to your Future. This area is called The Noose.
Whenever cards are Revealed, you may replace one of the Revealed cards with a card from The Noose. The replaced card goes to its owner’s Present or Past, your choice. The Noose card is Burned after the interaction is completed.
By Decree
Add The Emperor to your deck. Its value is equal to the highest value Minor Arcana card in your deck. It has no suit.
Whenever you Reveal The Emperor, choose one of the following:
- The next card your opponent Selects and Reveals must be a suit of your choice. If it can’t do so, it takes Stress equal to the Revealed card’s value immediately after it is Revealed.
Cataclysm
Add The Tower to your deck. It has value 6 and no suit.
On the turn you Reveal The Tower, you must deal Stress if you are able to. You deal twice as much Stress, but you take 1 Stress for each Stress-dealing Interpret effect you choose. Additionally, you can divide the Stress you deal however you wish among any number of foes.
Core Truth
Prerequisites: At least one Major Arcana card
Choose a Major Arcana card in your deck. Whenever that card would go to the Pyre (except as the result of Ritual III’s Blind Burn), you can take 2 Stress to send it to your Past instead. You can never choose to Burn that card from your Past.
Designs Not Your Own
Add The Wheel of Fortune to your deck. It has value 10 and no suit.
After The Wheel of Fortune is Revealed, choose one of the following:
- 4 Stress
- Decrease the value of the next Revealed card by 3
- Burn
- Increase the value of the next Revealed card by 3
Then Reveal the top card of a random Future. Its suit determines the target of the chosen effect as follows:
- Swords: A foe or a card in an Effort’s spread (your choice)
- Cups: An ally (not yourself)
- Wands: A foe or a card in an Effort’s spread (opponent’s choice)
- Pentacles: Yourself
If the Revealed card has no suit, the effect targets every possible target.
Find the Balance
Add Temperance to your deck. It has value 4 and no suit.
When you Reveal Temperance during a Spike, you prevent the Spike’s Consequences for everyone involved. Each Dreamer that achieved a successful approach still Burns their card, but gains an Awareness and can choose to shuffle their entire Past into their Future as part of Step 3.
On the turn you Reveal Temperance in a Duel or Effort, you can one of the following:
- Exemplify balance, becoming immune to Stress by choosing to not deal Stress on this turn.
- Give in to extremes, gaining an additional choice during Interpretation by Burning Temperance at the end of this turn.
Force of Will
Add Strength to your deck. It has value 8 and no suit.
When you Reveal Strength in a Duel, you can forgo the ability to choose Interpret effects in order to Counter and Burn the opposed card. You must take 4 Stress to do this if you Scored a Setback, and cannot do it at all if Strength was Countered.
When you Reveal Strength in a Spike, you can choose to suffer 4 Stress as you resolve the Spike to send Strength to your Past instead of Burning it.
Guiding Light
Add The Star to your deck. It has value 7 and no suit.
While The Star is Revealed or in your Past, you and your allies gain access to the following Interpret effect:
Find Hope [Setback, Clash]: Select a card you own from the Pyre and shuffle it into your Future.
When The Star is Burned to resolve a Spike, every ally may Find Hope (but you cannot Select The Star).
Harmonize
Add The Lovers to your deck. Its value is either 0 or the same as the card it opposes, your choice when it is Revealed. It has no suit.
When you Reveal The Lovers, choose one: values or suits. While The Lovers is in your Past, Stress cannot be dealt whenever opposites are played, based on your choice.
- If you chose values, cards with an even value cannot deal Stress to cards with an odd value, and vice versa.
- If you chose suits, cards that have suits which don’t Counter and are not the same cannot deal Stress to each other. For example, Swords cannot deal Stress to Wands, and vice versa.
Suitless and 0 value cards are never opposite of anything
Infinite Possibility
Add The Fool to your deck. It has value 0 and no suit.
After you Reveal The Fool, Reveal the top card of any two Futures (yours, the Dream’s, etc.). You choose one of those cards. Continue play with The Fool having the value of the card you chose, and the suit of the card you did not choose. The Revealed cards stay on top of their respective Futures.
Lexicon Futura
Add The Magician to your deck. It has value 2 and no suit.
At the end of a turn in which you Revealed The Magician, or after Burning it to resolve a Spike, you may Select any card from your Future and set it aside. Shuffle your Future, and then place the Selected card either on top of your Future or in your Present (you must have non-zero Awareness).
Mete Out
Add Justice to your deck. It has value 1 and no suit.
When you Reveal Justice, you may immediately Help or Hinder for an amount equal to the difference in value between Justice and the card it opposes (0 in a Spike). You must target someone other than yourself for this Help or Hinder, and the Hinder doesn’t apply to the opposing card (only to the opponent’s next Revealed card).
New Existence
Add The World to your deck. It has value 1 and no suit.
After the turn or Spike in which The World was Revealed, set it off to the side (instead of Past or Pyre) and create a new element in the narrative. Your well laid plans have come to fruition, and now a new arrival changes the circumstances. The new element has a value equal to the final value of The World when it was played (i…e 1 +/- any modifiers that affected it). You can also spend Oneirogen as part of this element’s creation to increase the value, 1 for 1.
As long as the element is in play, it changes Conflicts as follows:
- Spike difficulties are increased by ⅓ of the element’s value, rounded up, minimum 1.
- On every Dreamer’s turn, after the Interpret step, the Effort or opponent takes Stress equal to ½ the element’s value, rounded up.
- Whenever an ally’s card scores a Countered or Setback, the Stress inflicted by foes or Efforts can target the element instead of their normal targets, reducing its value by that amount. If its value is reduced to 0, The World is Burned and its benefits end.
While the narrative element persists, you can use the Fall Back effect to remove it from play instead of yourself, sending The World to your Past.
Overrun
Add The Chariot to your deck. Its value is equal to 1 less than the highest value Minor Arcana card in your deck. It has no suit.
Whenever you deal Stress with this card, you also increase the value of an ally’s next Revealed card by the same amount.
Perception Sculptor
Add The Moon to your deck. It has value 8 and no suit.
When you Reveal The Moon, choose an ally in secret (it can be you). The next time they would be dealt Stress or suffer the consequences of a Spike, they do not. If this effect prevents Stress, that ally can choose another ally, increasing the value of their next Revealed card by half the amount of Stress prevented (rounded up, minimum 1).
Radiant Presence
Add The Sun to your deck. It has value 9 and no suit.
While The Sun is Revealed or in your Past, allies that choose the Study effect can also Help as part of the same choice.
Reflective Study
Add The Hierophant to your deck. It has value 5 and no suit.
The lessons of the past bolster the present. So long as The Hierophant is in your Past, any card that you or an ally Reveals that matches the suit of a card in your Past has its value increased by 1. When a card is increased in this way, you can spend Oneirogen to increase the boost as if it were the Help effect.
Stand Alone
Add The Hermit to your deck. It has value 9 and no suit.
When you Reveal The Hermit while you are the only ally involved in the Conflict, you can instantly restore your Awareness to its maximum value and shuffle any number of cards from your Past into your Future.
When you Reveal The Hermit and are not the only ally in the Conflict, you can choose any ally in the Conflict. They restore 1 Awareness and are immediately removed from the Conflict as if they had used the Fall Back effect. You cannot use this effect to protect someone from the consequences of a Spike, but they still gain the Awareness.
Wisdom of the Ancients
Add The High Priestess to your deck. Its value is equal to half the highest value Minor Arcana card in your deck, rounded up. It has no suit.
When Interpreting this card, you can choose effects as if this card were any suit. Additionally, you can ask an additional question when you choose the Study effect with it.
Minor Arcana Boons
Boons that are directly related to the Minor Arcana suit(s) you are emphasizing in your deck. They focus on bolstering the strengths and mitigating the weaknesses of those suits.
7’s Guile
Prerequisites: The 7 of Swords
A double bladed sword, capable of lies while knowing that such tactics have a price. You can use Swords cards to accomplish Deceptive things as if they were Pentacles, including using them to satisfy a Spike when the suit assigned to your approach is Pentacles. After you use a Sword this way, the next time you would Counter an opposed Pentacles card, it isn’t (Scores based solely on value instead). For each time you use this ability before suffering the cost, take 1 Stress.
A Schemer’s Truth
Prerequisites: Pentacles is your most plentiful suit, and exactly one Swords card
The most difficult thing to predict is when a liar will tell the truth. You can choose the Trap effect with your Swords card as if it were Pentacles.
Artisan of Balance
Prerequisites: The same number of Swords, Cups, Wands, and Pentacles
Whenever a card you play is Countered, you can take 1 Stress or spend 1 Oneirogen to switch it for another Minor Arcana card of a different suit in your Present. Redo the Score step.
Bewilder
Prerequisites: A Wands card with value 7 or higher
When you use the Confuse effect, you may also force the opponent to Select their next card at random.
Dream Sight
Prerequisites: Wands and Cups are your most plentiful suits.
When an ally benefits from your Lucid Shift and sends the top card to the bottom of their Future, they can repeat the process one more time. They only gain one Oneirogen no matter what.
Harmonious Technique
Prerequisites: A card with value 10 or higher in all four Minor Arcana
When you Interpret, you can choose Glare, Analyze, Deja Vu, and Misdirect regardless of your Scored card’s suit so long as the card is a Minor Arcana and you Scored a Success or better.
Indomitable
Prerequisites: The King of Swords
When you use Brace, you can choose to either reduce the Stress you take to 1, or you can Help every other ally in the Conflict (not yourself).
Mastermind
Prerequisites: A Pentacles card with value 7 or higher
When an ally benefits from your Plot effect, increase the number of cards they can look at by your Awareness.
One Step Ahead
Prerequisites: The King of Pentacles
When you Misdirect, you can choose to reduce the opponent’s Awareness by 2 instead of 1, or reduce another foe’s Awareness by 1.
Patience in the Storm
Prerequisites: The King of Cups
When you choose Anticipate, you can also increase your Awareness. This can increase it beyond your usual maximum. Any excess is lost when the Conflict ends or when you Wake Up, even if you spend resources to remain in the dream.
Predictive
Prerequisites: The Page of Cups
You can Anticipate on a Clash.
Preternatural Guidance
Prerequisites: A Cups card with value 7 or higher
When you use the Lookout effect, you can increase the Awareness of the target past their usual maximum. Any excess is lost once they wake up (even if they spend Oneirogen or other resources to remain in the dream).
Stand Tall
Prerequisites: The Page of Swords
You can Brace on a Clash.
Step Outside Time
Prerequisites: The King of Wands
You can choose Deja Vu twice in a single Interpret Step.
Unerring Analysis
Prerequisites: Cups is your most plentiful suit
When you Analyze an opponent, you also get to see the top N cards of their Future, where N is equal to your Maximum Awareness.
Warping
Prerequisites: The Page of Wands
You can Lucid Shift on a Clash.
Wildfire
Prerequisites: A Swords card with value 7 or higher
If you choose both Break and Glare in a single Interpret step, increase the amount of Stress dealt by Glare by 1, or 2 if you spend an Oneirogen.