Dreamwalker - oWoD

Note: The formatting sucks because it was done in a text file. Sorry, but I'm not going to make this version look good for the web.
Dreamwalker: The Unity


Version 2.1 Last edited 6/24/1999
By: Scott Ryland


As with everything, there must be a starting point. It is no different here. For the Dreamwalkers, they believe that their starting point was with a man called Star of Sky. Star of Sky was a Native American from the time just before the white man came to "their" new world. His tribe was small and unknown to any but the most knowledgeable of their neighbors. The tribe's name has been lost through the years, but the tribe has never really died out. Not when you consider the way that Star of Sky expanded his tribe. Star of Sky was his tribe's shaman, although it is unsure if he was a Mage, received a vision of a "great threat to the unity of the worlds", so he decided to keep an eye on the spirit world. Since the Boundary was so thin back then it was easy for him to do. But something happened to Star of Sky and it changed his life forever. Somehow Star of Sky was the first person to "re-unify" his spirit. The boundary between the worlds disappeared for him. How he did this has been argued about for some time. A legend has been passed down, but it has been interpreted many different ways. There are two major interpretations.
The first tells of his spontaneous unifying one day as he was speaking to his ancestors. This interpretation says that after his unifying, he discovered a pack of garou that took him in and helped protect him from the new world he had discovered. They say that the garou introduced him to the spirits in a way he never had seen them. They taught him new ways of understanding the spirits and ways to work with them.
In the second interpretation, Star of Sky was said to have been unified by the garou. That since he was a shaman and spoke with the spirits and knew their ways, it was easier for him to meet the garou. This belief is that the garou preformed some ceremony that fully brought him into his new existence within the worlds.
Both interpretations agree that after spending time adjusting to his new existence, Star of Sky began to exhibit strange new abilities that the garou could not explain. Star of Sky became a new leader of his people. He unified many of his tribe. He new that one day the worlds would come back together and that it would be their job to help when that day came. They have been unifying people, places and objects for quite some time. But, they are quite far from bringing the worlds together again.
Dreamwalkers are humans that have been brought into an existence that bypasses the normal boundaries between the worlds by another Dreamwalker. The unifying can be related to the relationship between a newly "born" vampire and his sire, in that the Dreamwalker "creates" another Dreamwalker by picking a human that seems to be a good candidate for it. Some Dreamwalkers are people that caused their own 'unification', bringing themselves into the spiritual worlds of the Dreamwalkers. These Dreamwalkers are said to have "spontaneously" Unified. Dreamwalkers that had no "Unifier" are called Lost Ones.
(see the Fellowship: Lost Ones)
A Dreamwalker is a human/spirit combination. The Dreamwalker exists across the boundary of the worlds. For some newly "created" Dreamwalkers, this new ability of existing in more than on world is too much for them and they go insane. An insane Dreamwalker is usually diagnosed with schizophrenia and is put in an institution. These Dreamwalkers are usually caused by them having a higher rank in purity than willpower. Not all Dreamwalkers that are this way become insane, but many of the insane stem from this fact. They just see too much for them to be able to control themselves.


The Boundary

The boundary is very much like and coexists as the gauntlet, horizon, shroud, (and that what-do-ya-call-it from changeling). It is what separates all the realms from each other. It varies intensity from place to place just like you've learned to expect from the gauntlet, shroud, etc. The boundary's rating is usually the same as whatever normal boundary (shroud, gauntlet, etc.) is relevant. The Boundary determines the target number for all Sympathy and Devotion rolls (see: Sympathies and Devotions). When determining target number for using Devotions or Sympathies, use the highest rated Boundary.
The Boundary is also affected by the Dreamwalker's Purity rating. This in turn affects the gauntlet's, shroud's, etc. rating automatically. (see Purity)


Purity

Purity is the connection that a Dreamwalker has with his umbral side. The higher the rating, the more he is in tune with the umbral worlds. It is his rating that shows his tie to the "Pure Ones". They were (are?) beings of material and spirit. They existed before the Boundary was risen, when all the worlds were one. The Dreamwalkers are claiming that the day will come when they will be one again. They call this "The Unity".
Purity is similar to Willpower in the fact that there are two types of Purity: the Purity rating and the Purity pool. The Purity rating is the characters permanent Purity. The Purity pool is the number of Purity points that the character has left to spend.
Purity rank can be added to some rolls (see Devotions) as extra dice. Each die added to the roll will cost an extra power point. The Dreamwalker must have already been spending power in the roll, thus it won't work on attribute rolls or ability checks.
The Dreamwalker's Purity effects the Boundary in a strange way. Purity reduces the Boundary's rating. The higher the Dreamwalker's Purity rating, the more the Boundary's rating is effected. (A rating of 1 to 3 in Purity reduces Boundary by 1 point, 4 to 6 reduces it by 2 points, 7 to 9…etc.)
Purity is also used by a Dreamwalker to activate a fetish or talen as a garou does using his gnosis. To bind with a fetish (as the Garou do) the Dreamwalker rolls his Purity rating (in dice) with the target number being the gnosis of the fetish. It costs power points equal to the number of dice rolled. Only one success is needed to bind with the fetish. From then on the Dreamwalker need only spend one power point in order to activate the fetish. Since talens are used only once, the Dreamwalker must roll Purity to activate the talen (spending the power like normal Purity rolls).
All Dreamwalkers start with at least one point in Purity. It is what makes them Dreamwalkers. To have more than one point in Purity, the player must spend freebie points. Purity is used as the "recharge rate" for power points. (see Power)
Purity can be considered the Avatar rating of the Dreamwalker (pt. per pt. conversion) to relate to "Mage: The Ascension". It can also be considered gnosis for "Werewolf: The Apocalypse".


Devotions

Devotions are the innate abilities of the Dreamwalkers. Dreamwalkers are able to use only the Devotions that they have points in. There are six Devotions in all. The Devotions are divided up into two types: primary and secondary. A primary Devotion is the Devotion that is associated with the Dreamwalker's Fellowship (see: Fellowships). Secondary Devotions are the rest of the Dreamwalker's Devotions. They are their regular Devotions.
Devotions cannot be used if the Dreamwalker has Shifted entirely into the material world (using the Devotion Shift). This is because a Dreamwalker's Devotions originate from his umbral side and becoming completely material causes his umbral side to be suppressed. Power cannot be spent at this time either, since power is the Dreamwalker's umbral energy. Although power already spent, before the Dreamwalker becomes all material, can still be in effect.

Example: Tom has spent three power to increase his dexterity by three (see the Devotion: Focus). Tom then becomes all material in order to avoid some nasty bane spirits in the middle umbra. If the bane were to materialize to fight Tom in the material world, he would find that Tom's dexterity is still up its plus three.

The only Devotion that may be used when the Dreamwalker is totally material is "Shift" (so he can return to the umbral realms). Devotions take a normal action, just like an attack or other action. Thus, it is normally the only action a Dreamwalker can take during a round. When using a Devotion, the Dreamwalker must spend one power point for each die being rolled. He can add his purity rank in dice to the roll, but it will cost him more power points.
All Devotion rolls have a target number equal to the current rating of the boundary. If the boundary's rating is lowered in any way, the target number will also be lowered.

But Ben Example: A Dreamwalker, that is existing in material and umbral worlds at the same time [which is the normal existence for Dreamwalkers]), wants to increase his Strength. He has a Focus rank of 2 and a Purity rank of 3. He rolls all 5 of his dice, spending 5 power points, with a target number of 7 (the local boundary's current rating). He achieves only 2 successes, thus his strength goes up 2 points. (See the Devotion: Focus)

(Note: When created, the Dreamwalker may have no Devotion with a higher rating than three, unless freebie points are spent to increase it.)

Primary Devotion

A primary Devotion is a special Devotion of a Fellowship (see the Fellowship descriptions). Each Fellowship's Devotion is special because the Dreamwalker gains extra abilities (past the regular Devotions abilities) with that Devotion that other Fellowships don't receive.

Secondary Devotion

Secondary Devotions are the regular Devotions of the Dreamwalker. The abilities gained by secondary Devotions are listed in the Devotion descriptions. A Dreamwalker must have at least one dot in a Devotion in order to use it.

Quick list of Devotions

Unify
Used to make objects appear in the umbras with Dreamwalker.

Focus
Adds points to physical attributes.

Infuse
Creates amulets for storing fellowship abilities.

Empower
Causes a normal weapon to inflict aggravated damage.

Restore
Heals health levels of the Dreamwalker.

Shift
Shifts the Dreamwalker in and out of the worlds.

Complete list of Devotions

Unify

Unify is used to make objects and people exist across the boundary like the Dreamwalker does. It makes an object (or person), that existed only in the material world, exist in one of the many umbras that the Dreamwalker exists in. To make the object exist in multiple Umbras, it must be Unified more than once.
(Note: Permanently Unifying a person creates a Dreamwalker. The new Dreamwalker's Purity level designates the number of umbras he coexists in.) (see "Unifying") A unified object, in the possession of a Dreamwalker that is Shifting between worlds, will Shift with him. The Dreamwalker must touch the object that he is trying to unify in order to be successful. Use the duration table below to determine the duration.
When unifying an object the Dreamwalker must spend one round per success touching the object/person. After such time, if enough successes were scored, the effect is permanent (temporary if not enough successes).
(Note: Only one roll is made. It just takes more than the one round that the roll is made in to take effect.)
Unify cannot be used as an extended action. A failed attempt to unify an object (or person) means that the Dreamwalker cannot attempt a "retry" until he raises his purity by at least one. Unify can be rerolled, but not until the Dreamwalker's purity is raised. A botch means that the Dreamwalker can never unify that object (or person), no matter how many times he tries. This does not prevent other Dreamwalkers from unifying the object (or person).

Duration Table for unifying an object

No. of Successes
Duration

1
1 round

2
1 scene

3
1 day

4
1 story

5
Indefinite/Permanent

Focus

Focus allows the Dreamwalker to increase his physical attributes. For every success, on a Focus roll, the Dreamwalker may increase a physical attribute by one point. The Dreamwalker may assign the points to any of the three physical attributes he wishes, but he may not change their location without rerolling (see below). The upper limit to any attribute that is increased in this way is ten. A botch on a Focus roll causes the Dreamwalker one level of aggravated damage.
This Devotion cannot be used as an extended action, but instead can be rerolled. Rerolling is used to achieve a larger number of successes in order to replace the old number of successes with the new number. A reroll works just like a regular Focus roll, but the number of successes rolled replaces the number of the previous successes. The reroll might have less successes than the original. In that case the Dreamwalker will have less extra dots that he must exchange with his previous extras so that he has less than before to add to his physical attributes.
If the Dreamwalker rests after using this Devotion to increase his physical stats, he will lose the extra dots that he gained. The Dreamwalker must keep himself active to retain the enhanced stats. This only really takes effect when the Dreamwalker rests to recharge. Think of the effect like 'The Incredible Hulk' resting and turning back into Bruce Banner.

Infuse

This Devotion allows a Dreamwalker to store extra abilities from his Fellowship, or Sympathies. The extra ability or Sympathy that is to be stored, must be stored into a battery. (See: New Backgrounds) Each success on the roll to infuse the ability into the battery adds one level (or one use) to the battery. This battery is now an Amulet.

Example: A level 4 Amulet can be used at level 1 four times, or at level 4 once, or any ratio in between.

When creating an Amulet, the Dreamwalker must spend one Willpower point (temporary point). This signifies how hard and how much effort it takes to make an Amulet.
(Note: Amulets are temporary items, but Binders (see the Fellowship: Binders) can make them permanent by "investing" them.)

Empower

Empower causes a weapon, whether melee, projectile, or the Dreamwalker's own fists, to inflict one level of aggravated damage for every success (up to normal damage for the weapon) on the Empower roll. This cannot be used as an extended action. The roll is made while the Dreamwalker is attacking. The use of this Devotion does not take an action to accomplish. Both the attack and the use of Empower happen simultaneously. As the Dreamwalker attacks he forces his umbral energy into the weapon, thus causing aggravated damage to whatever it hits. Botches will cause damage to the weapon. Every "one" in the botched roll, causes a level of damage to the weapon. The ST should come up with suitable "health levels" for the weapons. If the damage is done to the Dreamwalker's own fists, one level of aggravated damage is all that is done to the Dreamwalker, but he can't use that hand until it heals.
(Note: The aggravated damage caused by Empower replaces the normal damage done by the weapon. Empower will never cause more levels of damage than is allowed by the weapon.)

Restore

Restore is the Devotion that Dreamwalkers use to heal themselves. This Devotion is very powerful, because in a person it reverses the harmful effects of aging (effectively keeping the Dreamwalker at a very 'healthy' age, removes disease, and undoes injury. (Yes, it works on Aggravated wounds.)
Each success on a Restore role equals one level of damage (normal or aggravated) that is healed. A botch inflicts one level of aggravated wounds on the Dreamwalker per "one" showing on the roll. "Restore" can be used as many times as the Dreamwalker wants. Thus, it is possible for a Dreamwalker to heal from very grievous wounds (although it will take him time). Of course, it is also possible that the Dreamwalker will accidentally kill himself with a botch.
The Dreamwalker must rest a number of rounds equal to the number of health levels being healed. If he doesn't rest the required amount time, he only partially heals (equal to number of rounds that he was able to rest). Duration is permanent (as permanent has health can be, until changed).

Shift

Shifting is the ability of a Dreamwalker to Shift himself more into one world and out of another. When Shifting into one world and out of the another, the Dreamwalker becomes less "here" and more "there". If the Dreamwalker receives three or more successes, he can "step sideways" (leave one of the worlds behind). That effect will only last for the current scene.
After three successes to Shift away from a world, if the Dreamwalker does not opt to "step sideways", he can not affect the world that he Shifted from in any physical way without spending a willpower point (although he will be able to see it and anyone in it will still see him). The Shifting from one world to the other is an almost immediate effect. It takes only one turn for the action to be accomplished.
There is a beneficial side effect to Shifting partially sideways and not opting to 'step sideways'. In the world that the Dreamwalker Shifts away from, he gains extra soak dice equal to the number of Shift successes (maximum of 3 extra soak dice).

Example: John rolls his rank in Shift to Shift away from the material world to avoid gunshots. He scores 2 successes and thus gets 2 extra soak dice (in the material world) for as long as he remains Shifted.

If the Dreamwalker ever botches a Shift roll, he will be Shifted COMPLETELY into the material world. Where he must stay for a number of rounds equal to the number of failures (yes, include ones) on the roll. During this time he cannot use any of his Devotions or Shift back into any of the umbral worlds. He must wait until the time has passed before he can even attempt to Shift to "normal" (existing in more than one world).
(Note: Shift can be used as an extended action in order to Shift more in one direction.)


Sympathies

Sympathies are abilities that a Dreamwalker can learn from other super naturals. They are the Arcanos of Wraiths, the charms of spirits, the Cantrips of Changelings, the powers of Angels and Demons, and … etc. Sympathies must be learned from the being that uses them. They cannot be learned from other Dreamwalkers. Although, the extra abilities that a Dreamwalker gets through his Fellowship may be taught to a Dreamwalker of a different Fellowship (if their Devotion is at a high enough rank). They would learn those abilities as Sympathies.
Sympathies are restricted in rank by the Dreamwalker's Affinity rating that applies to the Sympathy (i.e. Affinity of 2 for the shadow lands restricts Arcanos Sympathies to a rating of 2 or less).

Example: A Dreamwalker learns "sculpt" (from the Arcanos Moliate) from a wraith. The Dreamwalker has Affinity of 2 for the low umbra (just enough to learn it). If the Dreamwalker spends enough exp on it, he could get his rank up to 2,3, 4, or 5. He wouldn't have to stop at 1 or 2. Then he'd have that many dice to roll in order to use the Arcanos "sculpt". (side note: Wouldn't that be weird to see what would happen to the Dreamwalker in the material world if he resculpted himself? :)

For other abilities with no normal rating (like the charms of a spirit), the Affinity rating rule doesn't apply to the learning of the Sympathy. The Dreamwalker need only one point in the Affinity related to the spirit (usually high or middle umbra).
For simplicity's sake, I'll not describe all the Sympathies that a Dreamwalker could learn. They can be found in the relevant source books or supplements. Just remember that the Dreamwalker uses them slightly differently. (i.e. he could have a rank of 4 for a rank 2 gift learned from a Garou)
(Note: Some Sympathies may require that the Dreamwalker be totally spirit in order to be used. Logic should dictate which are which. An example is any possession type ability.)

Some examples of Sympathies…
Fatal Vision, Danger Sense, Interpretation, Lachesis' Measure, Luck (all arts of the Arcanos Fatalism), Imitate, Sculpt, Martially, Rend, Bodyshape (arts of Moliate), Blast Flame, Break Reality, Calcify, Control Electrical Systems, Create Fires, Freeze, Ice Shards, Open Moon Bridge, Shape Shift, Solidify Reality (normal spirit charms), lots and lots of Gifts (must have middle umbra Affinity rating > or = gift rank), and on and on. I'd like to include Changeling Cantrips and stuff, but I know next to nil about it. (Note that there aren't any magickal effects or such. Dreamwalkers work with reality. They are part of it.)

The Garou level 2 Gift 'Spirit of the Fray' can be changed into a Sympathy like so: It normally gives the possessor the automatic ability to go first every turn. But by changing it into a ranked Sympathy, it has to change somehow. Thus, each dot in the Sympathy 'Spirit of the Fray' gives its possessor an automatic success on the initiative roll. The Dreamwalker spends power (up to Sympathy level) during the initiative roll and adds those points as automatic successes. Other Gifts, Charms, Arcanos, etc. are usually easier to change into Sympathies, but some just don't transfer well into Sympathies and some even duplicate the effects of some Devotions (see: Devotions) so should not be allowed (always up to the ST).


Affinities

Affinities show the umbral realms in which the Dreamwalker coexists. Each Affinity has a rating. This rating shows how in tune the Dreamwalker is with that realm. The higher the rating the more in tune he is. Each dot in an Affinity shows how much easier it is for the Dreamwalker to use his Devotions when completely in that realm. Each point reduces the difficulty of using a Devotion (in that realm) by one. The difficulty may never be less than 2 through this effect.

Example: Tyler rolls his Devotion, Focus, to increase his Strength while only in the Mid. Umbra. The Boundary rating in this area is usually an 8, but Tyler's Purity rating of 3 brings it down to a 7. That would be his target number (normally), but he also has an Affinity rating of 2 for the Middle Umbra. That helps him out by reducing his target number down to 5.

The Dreamwalker begins with an Affinity rating one. It can be raised with freebie points and experience. The maximum starting value for any Affinity is 3. The maximum rank that a Dreamwalker may raise an Affinity rating is 5. The character's Affinity rating is also limited to his Purity rank. No Affinity can exceed the characters Purity rank.
(Note: If the Dreamwalker is existing only in the umbral realms [i.e. not the material realm], the lowest Affinity rating will work for all umbral realms at the same time.) Affinities are chosen from the three basic umbras: Low, Middle, and High. They can also be chosen from any of the realms (which in my and other's opinions are "smaller" umbras). (Note: There is no Affinity for the material realm.)

Affinities are also used to determine the character's Caste.


Castes

Castes show how different Dreamwalkers specialize in different Affinities. Whichever Affinity is highest, for a Dreamwalker, shows which Caste he belongs to. Castes are sort of like the Auspice of the Garou. A Dreamwalker can change his Caste by increasing a lower ranked Affinity above his highest Affinity.

Example: Jaron, a Benindanti (Caste for the low umbra), who has a Low Umbra Affinity rating of 2, and a Mid Umbra Affinity rating of 1 decides he likes the Mid Umbra best. Through spending of xp on his Mid Umbra Affinity rating, he raises it to 3. Now he is considered a Naturewalker (Caste for mid umbra).

There are as many different Castes as there are Umbras. A short list (by no means all of them) is below.

Umbra
"Official" Name
Common Names

High Umbra
Astralites
(Walking Thoughts)

Mid Umbra
Naturewalkers
(Path Followers)

Low Umbra
Benindanti
(Living Ghosts)

Dreaming
Arcadian
(Kinain)

Hell
Demonites
(Hell Dwellers)

Heaven
Angelics
(Flightless Angels)

Digital Web
Patterners
(Electron Riders)

Etc.

Any ties in Primary Affinities result in the Dreamwalker being considered all Castes involved. (Not always good for the Dreamwalker if the different Castes aren't that friendly toward each other.)


Fellowships

The Fellowships are comprised of different groups of Dreamwalkers. Each of a Fellowship's members shares a talent for using the same Devotion. Each of the Devotions are acquainted with a Fellowship. Each Fellowship exists because when the first Dreamwalkers were created, they each showed great ability in each of the Devotions. In that Devotion, considered their "primary", the Dreamwalker usually centers the rest of his life. Each Fellowship is linked to a particular Devotion. That Devotion is the primary Devotion of the Dreamwalker. No Dreamwalker has more than one primary Devotion. The rest of the Devotions are considered secondary, or "normal". The only Fellowship that doesn't have a primary Devotion is the Fellowship of the Lost Ones. (See Fellowship: Lost Ones)

Fellowship Quick Lookup Table.

Fellowship
Primary Devotion
Willpower

Wanderers
Unify
4

Brotherhood of Chi
Focus
4

Binders
Infuse
3

Weapon Master
Empower
4

Spirit Doctor
Restore
3

World Shifter
Shift
3

Lost One
None
2

Description of terms

Fellowship: Name of the Fellowship.
Primary
Devotion: Name of the Devotion considered primary for Fellowship.
Willpower: Starting Willpower of the Fellowship member.

Extra Abilities:

Abilities gained because of being the Dreamwalker's primary Devotion. The Dreamwalker must have their Devotion at a high enough rank in order to use the ability. Rank number needed is next to each Extra Ability. The rank, for use of the extra ability as Sympathy, is equal to the Primary Devotion level.

Fellowship: Wanderers
Primary
Devotion: Unify
Willpower: 4

The Wanderers are Dreamwalkers that are best at the Unify Devotion The Wanderers are the most religious of all the Fellowships. They consider themselves to be the "Unifiers of the Worlds". More often than not these are the Dreamwalkers that "create" other Dreamwalkers.

Quote: "We must ready the worlds, for the Unity is upon us."

Extra Abilities:

1)Unify Spirit

The Dreamwalker can Unify spirit beings in addition to material object/beings. This effect is only temporary. Each success on the roll gives the spirit 2 rounds of existence on both sides of the boundary (its umbra and the material realm). At 5 successes the effect will last the entire scene. These spirits may use any charm they possess, except for: Manifest and Possess (or similar abilities).

3)Thin Boundary

Wanderers can decrease the Boundary's rating in the general area (even more than the normal -1/3 purity for all Dreamwalkers). Each success decreases the Boundary's rating by one (after the 1/3 purity effect). If the Boundary reaches zero, it ceases to exist, temporarily unifying the area. The effect lasts for one scene, but if the Boundary's rating reaches -10 it becomes permanent for the area. (see "Breech Boundary" in M:tA) This effect only takes place between the material realm and one Umbra.

5)Pulse

Also called, Pulse the Boundary. This ability allows the Dreamwalker to send out a "pulse" through the Boundary. This has two effects. One, it increases the Boundary's rating by the number of successes for one round. The second effect causes aggravated damage to any being currently "in between" worlds. These are Garou that are stepping sideways, spirits (or Wraiths) that are possessing people or objects, Mages accessing the spirit world through any spirit magick, Changelings, and Dreamwalkers. This effect can be done either in a narrow cone or in 360 deg. around the Dreamwalker. The distance of the "pulse" is about 10 feet per success. Further than that and it just attracts the attention of just about any supernatural.

Fellowship: Brotherhood of Chi
Primary
Devotion: Focus
Willpower: 4

The Brotherhood is a very martial arts oriented Fellowship. They believe that the body and spirit together make the perfect weapon. Most don't believe in the need for a weapon, but some of the brotherhood do use weapons (mainly for ceremonial reasons).

Quote: "The Chi is our essence. Let it flow through you, over you, and around you."

Extra Abilities:

1)Speed

Gives a # of extra actions per round = to rank in Focus (all at full dice pools), and can speed up any action by multiplying rank by normal speed. (i.e. running, etc…) A Bro of Chi with only rank one dot in Focus would have two actions per round (at full dice pools). Each extra action that the Dreamwalker takes will cost one power point.

3)Mimic

Each dot in this ability will give the Dreamwalker an extra dot to use in an Ability or Attribute when mimicking an animal's Ability or Attribute. Like mimicking a dolphin's ability to hold it's breath (adding to Stamina) or breathing water as a fish does. Even abilities that requires _major_ physical changes can be mimicked. (Ex. Blubber to withstand cold, wings to fly, claws and fangs for fighting, and an armored shell of a turtle.) The player must chose one animal and only one animal that the Dreamwalker can mimic. This is the Dreamwalker's animal self and any abilities of that animal can be mimicked out of the Mimic dice pool.

5)Disrupt Chi

Each success takes away an opponent's success on his next roll(s). The Chi disruption lasts until the target rolls enough successes to override the Brother's "cancellations", or the opponent may spend a Willpower point to get one success. The Dreamwalker must touch the target (opponent) in order to affect him. This ability cannot cause botches. They can only cause normal failures.

Fellowship: Binders
Primary
Devotion: Infuse
Willpower: 3

The Binders are Dreamwalkers that can manipulate the umbral energies the best. They use spirits just like the garou do when making talens and fetishes. They can even warp plasm (wraith substance) to form artifacts. Binders are the manipulators of spiritual energy. They are the main suppliers of fetishes, batteries, and Amulets to the rest of the Dreamwalkers. The Binders seem to be more of a business type. They use their ability to create these objects as bargaining tools with other Dreamwalkers and garou. If any of the Dreamwalkers could be considered politicians, the Binders would be them.

Quote: "Look, you're my friend right? You'll help me out on this right? Here, take a couple batt. Don't worry, I can make more."

Extra Abilities:

1)Battery

The Dreamwalker may create storage batteries for power points. Every two successes on the roll stores one point of power into the item. The maximum amount of points that any normal item may hold is five. The roll can only be made once per item, unless it's to recharge an empty battery. Meaning that it cannot be used as an extended action. (Note: Any item turned into a battery must be unified before hand.)

3)Invest Amulet

The Dreamwalker can make normal Amulets become permanent magical items. The Dreamwalker must roll a number of successes at least equal to the rank of the Amulet. He must then spend a number of temporary willpower points equal to the level of the Amulet created. This is the "investment". It makes the Amulet able to recharge the power spent when used.

5)F.A.T.E.

(Fetish, Artifact, Talen, Etc.) This allows the Dreamwalker to create these items (depending on which Affinities he has). The Dreamwalker must achieve successes equal to or exceeding the rank of the item being created. The Dreamwalker must also have the relevant Affinity rating equal to or above the rank of the item to be created.

Fellowship: Weapon Masters
Primary
Devotion: Empower
Willpower: 4

The Weapon Master Fellowship is the one that is dedicated to their weapon. They take great care of their weapons and usually have them made into invested Amulets or such. A Weapon Master is the type of warrior that you want on your side. When they attack, they attack to kill. Most of them do not believe in mercy and thus rarely show it.

Quote: "Let your weapon be a part of you. It needs you as much as you need it."

Extra Abilities:

1)Death Touch

Each success, when using the Death Touch, causes one level of aggravated damage to the target touched. This ability does _not_ need to work through weapons. The touch need not even be aggressive. If used through a weapon, both damages take effect. It's like striking the opponent with two different weapons.

3)Armored Spirit

The Dreamwalker creates a spiritual armor that surrounds him when attacked. Depending on the Dreamwalker the armor could vary in looks from medieval armor to a mist. Although it only appears during impact from a weapon (or any damaging effect that armor could work against). It costs one power point per level of armor gained. No roll is necessary (this is a passive ability). The Dreamwalker spends power equal to the number of armor points he wishes to gain (up to his level in Empower) against that attack. (Note: This works per attack, not per round. If attacked multiple times in one round, Armored Spirit would have to be used again for each attack.)

5)Grenade

The Dreamwalker can charge an object to act as a grenade. This grenade will cause aggravated damage to all within its range. For every point charged into the object, the radius of the grenade's explosion increases by ten feet. Also for every ten feet a target is away from the center of the explosion, damage is reduced by one level. Example: Grenade charged with three points of power is thrown at the first of four people standing in line. The people just happen to be ten feet apart from each other :) The first person takes three points of aggravated damage, the second takes two points, the third takes one, and the last takes none. The object that is charged is usually destroyed in the explosive release of power, unless it is made of a very durable material like a steel bolt (still is damaged some). A "grenade" cannot be kept. It must be used the round it is created.

Fellowship: Spirit Doctors
Primary
Devotion: Restore
Willpower: 3

The Spirit Doctors are the healing Fellowship. They can be found as faith healers and doctors. They have a devotion to healing the sick and wounded. Spirit Doctors are great healers. Some of the most powerful have even been rumored to have brought the dead back to life.

Quote: "This battle is over. It is now time to heal our wounded."

Extra Abilities:

1)Healing Rate

The Dreamwalker can heal this rank in health levels each round by spending power. Aggravated damage isn't affected by this ability. No action is required to use this ability.

3)Restore Others

The Dreamwalker has the ability to heal others. This action will affect aggravated wounds. Each success on the roll restores one level whatever the being that is restored uses as 'health'. Thus, for a spirit, it gains power. Botches, while Restoring another, causes aggravated damage to the Spirit Doctor that is doing the healing (as a normal Restore roll would).

5)Revive Dead

The Dreamwalker has the ability to raise a recently dead life form back from the dead. Each success times 5 is the maximum number of minutes that the life form could be dead before being revived. Botches make the dead unable to be revived by the same Dreamwalker.

Fellowship: World Shifters
Primary
Devotion: Shift
Willpower: 3

A World Shifter has almost complete control over which world they exist in. A World Shifter is the type of Dreamwalker that is wise in knowledge about the umbras. He sees all of the worlds as one, and yet he can separate them as easily as the different colors of the rainbow.

Quote: "Everything is the dream. We are the ones who get to decide what part of the dream we appear in."

Extra Abilities:

1)Automatic Shift

This ability gives the Dreamwalker automatic successes equal to its rank when shifting sideways. It does not work with 'Shift Parts'. No roll is necessary. The Dreamwalker need only spend the desired amount of power points (up to rank in auto shift) and he shifts.

3)Shift Others

The Dreamwalker may bring non-Unified people, spirits, and objects across the Boundary. The more successes on the roll, the faster the person is shifted over. A botch traps the person in the Boundary until he can be saved by being pulled through by someone shifting or stepping sideways.

5)Shift Parts

The Dreamwalker may Shift parts of himself (or unified objects) rather than his whole body. This can be used to Shift an arm or weapon into the material world while the Dreamwalker stays in the Umbra.

Fellowship: Lost Ones
Primary
Devotion: None
Willpower: 2

Lost Ones are Dreamwalkers that have spontaneously unified. There is no known reason for their unifying, but some Dreamwalkers have speculated that it is a sign of the coming of The Unity. Their Purity is usually higher than other Fellowships, which could be the reason they 'Self Unify'. The Lost Ones were the first Dreamwalkers. They are the ones that Unify themselves without help from other Dreamwalkers. They are the beginning. There is no standard stereotype for the Lost Ones. They can be any type of person. From street bums to presidential candidates (are those different :), they come in all types. Most of them see their unifying as a new start on life. A second chance to make up for any mistakes in their previous life. Lost Ones are the reason for the many types of Fellowships. When they unify someone, the new Dreamwalker takes on the Fellowship that matches his personality. This is not a conscious choice, but an effect of his unifying.

Quote: (none available)

Extra Abilities:

Lost Ones receive 4 dots (when created) to put toward sympathies. They are the only Fellowship that starts with Sympathies with out spending Freebie points. They also receive one extra dot in Purity, thus these starting characters have at least 2 Purity dots.


Unifying

When a Dreamwalker permanently Unifies a person (using the Unify Devotion), that person becomes a Dreamwalker. This new Dreamwalker's Fellowship is the same as the Dreamwalker that Unified him. The only exception to this "rule" is the Lost Ones Fellowship as they make the other Fellowships. (See: Lost Ones) When a Dreamwalker unifies a person, the Fellowship is not the only attribute that is determined. The Caste of the new Dreamwalker is also determined by the Unifier's Caste. The new Dreamwalker is of the same Caste as the one who unified him. The new Dreamwalker's Affinities are still limited to his Purity rank. For example, if the Dreamwalkers had an affinity rating of two for the high Umbra, and the one for the middle Umbra; the Dreamwalker that he created would put one point in high Umbra. If he had any more than one point in Purity, the next point would be spent towards the middle Umbra, and so on.

If the Dreamwalker tries to unify a supernatural creature, the effect is only temporary. The temporary unification of the creature does not yield a Dreamwalker. This is because supernatural creatures all use their umbral side in some special way (Mages and their avatar, Werewolves and stepping sideways, Wraiths and themselves, Vampires and…eh… let's just say that their spirit is bound to them sort of like the way a fetish is made).


Spirit Speech

Since they are umbral in existence, the Dreamwalkers can communicate with spirits as easily as they can with another person. The garou call this ability "Spirit Speech", but the Dreamwalkers have no real name for it besides "speaking". They don't consider it odd in any way. They just speak normally and the spirits can understand them and they can understand the spirits.


Airt Sense

W:tA 2nd Ed, page 182… "Most spirits have a natural sense of the airts (directions) of the spirit world…" Dreamwalkers aren't just humans any more. They are part spirit. Through their spiritual existence, they can learn the airts. It is a new Talent that is available to Dreamwalkers. In fact, I'd make it available to anyone that spent almost all his or her time in the Umbra. It allows the Dreamwalker to know how to get to places in the Umbra.

o You know if you're getting closer or farther away.
oo You know whether to take the path going left or right.
ooo You can point in the direction it is from you.
oooo You know how far away you are from it.
ooooo Not only do you know how to get there, you know a short cut.


Nature/Demeanor

If you want to use it, look in another book for it. :)


Willpower

Each Dreamwalker starts out with a Willpower that is determined by his Fellowship. This shows how picky that Fellowship is by how strong of a willpower that a prospect must have. The Willpower for each Fellowship is given in the Fellowship description section.


Power

Power is the amount of umbral energy that the Dreamwalker has stored away. He uses these points to pay the power cost for Devotions and/or Sympathies.
Each Dreamwalker starts out with three times his Purity rank in Power. This is the maximum amount of power that a Dreamwalker can normally possess. When the Dreamwalker's Purity level goes up, so does his power storage capacity (by 3).

Example: Tom has level 4 in Purity. He starts the game with 12 power points. Later, Tom uses experience to bring his Purity level up to 5. Now he can store up to 15 points of power.

Power is recharged by resting or during easy actions (i.e. walking, talking). The Dreamwalker's rank in Purity is the rate at which he recharges power. For each round that the Dreamwalker rests, he gains his Purity rank in power points. He can only recharge up to his normal power point pool (3 times his Purity). Thus in three rounds of rest, a Dreamwalker can recharge all of his power points.
Players have the option of rolling Purity plus Meditation at a target number of equal to the boundary's current rating for the chance to increase the number of power points gained per round. The number of successes equal the number of power regained. (Note: Normal power limit of 3 times Purity still applies.) Botches on this roll cause power equal to the number of ones to be drained from the Dreamwalker.
(Note: The player must specify that his character is recharging. The simple fact that he is resting does not mean he is recharging.)
Power will also keep the Dreamwalker alive (although unconscious) a number of rounds equal to the number of power points left, if his health level drops below Incapacitated.
Power and Quintessence relate on a three to one ratio (i.e. 3 power = 1 quintessence)


Backgrounds

All Dreamwalkers start with a base of five background points. No Background can have a rank higher than three unless freebie points are used to increase it. (other information on relevant backgrounds may be found in other handbooks)
(List of examples:
From M:tA : Allies, Arcane, Destiny, Dream, Influence, Resources.
From W:tA : Contacts, Fetish, Rites (maybe)
From W:tO : Artifact, Status)

New Backgrounds

Batteries

The Dreamwalker has a number of batteries that already have stored power points in them. These batteries can be just about anything logical (ST discretion). No battery can hold more than five points of power. So for every five points of battery power, the Dreamwalker would have one battery. Every point in the Battery background gives the Dreamwalker three (3) battery points.

Boundless Zone

The Dreamwalker has, or knows of, a place that has no Boundary (or a VERY low one that, due to his Purity rating, to goes to zero when the Dreamwalker is there.) This place is a safe hold and resting-place and for the Dreamwalker. An area without a Boundary means a great deal to the Dreamwalker. For one, he can defend himself much, much easier, since the Boundary is used as the target number for Sympathies and Devotions. The points or cumulative among a group of Dreamwalkers, much like the Node background in Mage. The more point the character has in the background, the larger the area of Boundlessness.

o The size of a small room.
oo A small house.
ooo A factory sized building.
oooo A small field.
ooooo A large field.

Invested Amulet

The Dreamwalker starts the game with an Invested Amulet. Amulets give the Dreamwalker extra Sympathies (sort of). The player can roll one die for every dot in rank of the Amulet. This die roll works just like a normal Sympathy roll (without adding Purity dice) for duration and effect. Unfortunately the Amulet must recharge in order to be used again. It will recharge one (of it's own) power points each round (up to it's rank in power). (i.e. A rank 5 Amulet would take 5 rounds to fully recharge after being used at it's max.) Amulets cannot be used as batteries, nor can the Dreamwalker use his own Power points to power an Amulet. Each background point spent equates to one level of the Amulet.

o 1 level 1 Amulet
oo 1 level 2 Amulet or 2 level 1 Amulets
ooo 1 level 3 Amulet or 2-3 of equal level value
oooo 1 level 4 " " 2-4 " " " "
ooooo 1 level 5 " " 2-5 " " " "
(Note: Invested Amulets may be used by any "Awakened" being.)
(Note2: The rank of the Amulet must be at least the rank of the extra ability/sympathy it has.)

Mentor

The character's unifier and/or teacher. The more points in this background, the more powerful the mentor is.

Spirit Companion

Character has spirit friend that can help him once in a while and can hold power for him. Spirit can store 1 power point per background point spent. Spirit's Gnosis is equal to 2 + rating of background.
o A weak animal spirit (mouse, sparrow, etc.)
oo A medium animal spirit (cat, dog, etc.)
ooo A strong animal spirit (tiger, bull, etc.)
oooo A weak Jaggling or Ancestral spirit
ooooo A Jaggling of a specific Incarna
(see "Familiar Spirit" in "The Werewolf Players Guide")


Merits and Flaws

Merits and Flaws are purchased just before you spend your freebie points. They cost or give between one and seven freebie points - i.e. purchasing a five point merit would mean you had five less freebie points to spend, while taking a five point flaw would mean that you had an extra five freebie points to spend. Seven points in flaws are the maximum amount of points you can take (unless the ST decides differently). (See other player handbooks for information on other relevant merits and flaws.)

New Merits

Devotion Proficient-4pts

Can advance in Devotions like all were his primary Devotion. Meaning the player uses the experience table for primary Devotions instead of "Secondary".

New Flaws

Caste Obvious- 2-4pts

Your Caste is obvious to any Dreamwalker. You also stand out as peculiar to everyone else. Your Caste causes physical effects on your body. The effect is up to player and Story Teller. Some examples:

Low Umbra - pale skin, low heart/breathing rates
Digital web - static magnet, hair stands up
Etc.

The point value varies on intensity and impedance on social roles. Example: Sharp teeth and pointy ears for a Hell Dweller would probably be worth four points.

Devotion Inept- varies

Cannot use or learn a Devotion. Sympathies that come from Fellowships "extra abilities" are also effected. Player may only chose one Devotion for this flaw. Notice that Shift cannot be chosen. Shifting between worlds is what makes a Dreamwalker a Dreamwalker.

Unify - 3pts
Infuse - 3pts
Restore - 5pts
Focus - 4pts
Empower - 4pts

Sympathy Inept- 5pts

Cannot use or learn Sympathies. The Dreamwalker is limited to Devotions only.


Freebie Points

Dreamwalkers get 15 freebie points to spend when first created.


Point cost table.

Experience point cost.
Freebie point cost.
Starting points.

Attributes
CR X 4
5
3/5/7

Abilities
CR X 2
2
5/9/13

New Ability
3
-
-

Backgrounds
-
1
5

Devotions
-
4
4

Primary
CR X 3
-
-

Secondary (Lost Ones)
CR X 4
-
-

New Devotion
5 (at rank 1)
-
-

Purity
CR X 5
5
1 (2 for Lost Ones)

Sympathies
CR X 3
3
0 (4 for Lost Ones)

New Sympathies
6
-
-

Willpower
CR
1
See Fellowship


Character Creation Process

Step One: Character Concept

Choose concept, Fellowship, Caste, and Nature/Demeanor

Step Two: Select Attributes

Prioritize categories: Physical, Social, Mental (7/5/3)
Choose trait ratings.

Step Three: Select Abilities

Prioritize categories: Talents, Skills, Knowledges (5/9/13)
Choose trait ratings.

Step Four: Select Advantages

Choose Backgrounds (5), Devotions (4), Sympathies (4 for Lost Ones or extra abilities of Fellowship)

Step Five: Finishing Touches

Purity (1)
Choose Affinities (Purity rank) based on Caste.
Willpower (based on Fellowship)
Power (3x Purity rating)
(Merits and Flaws)
Spend "Freebie Points" (15)

Character Example:
Dreamwalker: The Unity

Name:_Jim Flies with Eagles_ Nature:_Care Giver Demeanor:_Care Giver
Player:_John Doe
___ Caste:_Astralite__ Mentor:_Chief Bearcrow
Chronicle:_End Coming pt 2
_ Fellowship:_Brotherhood of Chi_____

X------<=Attributes=>-----—-X
Physical Social Mental
Strength___*oo Charisma___ooo Perception___*oo
Dexterity
__o Manipulation_*oooo Intelligence_ooo
Stamina
__*oo Appearance___*oo Wits_____***oo

X-----—<=Abilities=>-----—-X
Talents Skills Knowledge
Acting___ooooo Animal Ken_ooo Bureaucracy__ooooo
Airt Sense*__*oooo Drive__*oooo Computer___ooooo
Alertness
__
ooo Etiquette__ooooo Cosmology__*oooo
Athletics
__*oooo Firearms___ooooo Enigmas__ooooo
Brawl____*oo Leadership_ooooo Finance__ooooo
Dodge____
*oo Meditation_*oooo Investigation__ooooo
Expression
_ooooo Melee__ooo Law____ooooo
Empathy
__ooooo Performance__ooooo Linguistics__*oooo
Intuition__
ooo Repair___ooooo Medicine___ooo
Intimidation
_*oooo Security___ooooo Occult___*oooo
Streetwise
_ooooo Stealth__*oooo Politics___ooooo
Subterfuge___ooooo Survival___
ooo Science__ooooo
_____ooooo _____ooooo _______ooooo

X-----—<=Advantages=>-----X
Affinities Devotions Sympathies
High Umbra___ooo Empower__ooooo _____ooooo
Middle Umbra
_*oooo FocusPrimary_*@ooo < Speed__ooooo
_____ooooo Infuse___@oooo _____ooooo
_
____ooooo Restore__*oooo _____ooooo
_____ooooo Shift__*oooo _____ooooo
_____ooooo Unify__*oooo _____ooooo
=================================================
Backgrounds Purity Health
Fetish___
ooo * @ O O O O O O O O Bruised []
Spirit Companion
_ooo Hurt -1 []
Battery__*oooo Willpower Injured -2 []
_
____ooooo * * * * @ O O O O O Wounded -3 []
_____ooooo [][][][][] [][][][][] Mauled -4 []
Crippled -5 []
Batteries Power Incapacitated []
A Crow's wing
__
*OO * * O O O O O O O O
_
____OOOOO * * O O O O O O O O Experience__
_
____OOOOO * * O O O O O O O O Spent
==========================================================================
Merits None Flaws None
-
- -
* Starting dots
@ Dots bought with freebie pts.


The _BAD_ guys

Dreamwalkers have many enemies. Most of them happen to be enemies of their friends. Agents of the Wyrm, Diabolists, etc. are all natural enemies. Dreamwalkers even have trouble with Vampires and Mages from time to time. Vampires, because even the good ones are 'misunderstood' and Mages because of their fascination with the Dreamwalkers as a 'source' of quintessence. All of this leads to plenty of confrontations, but none of these groups are what the Dreamwalkers consider their 'true' enemy.
Dreamwalkers… (I guess 'hate' is the only word for it)… They _hate_ beings that possess others. It is the worst possible crime that can happen to someone. Luckily for the Dreamwalkers, it is impossible for them to be possessed (a side effect of being spiritual beings). It's very difficult for a Dreamwalker and a Wraith (or other spirit) that possesses people to get along. If the spirit is the caring type that makes sure that nothing bad happens to whoever they're possessing, then it makes it easier to get along with them. But there is one type of possessor that there is no chance of reconciliation with. Dreamwalkers call them Soul Rippers.
Soul Rippers gained their name from the Dreamwalkers from the simple fact that nearly all of them possess beings by 'ripping' the spirit out of its material shell and taking over the body. The person's soul is usually destroyed (or as close as a spirit can get to being destroyed) while the body lives on to be possessed by the Soul Ripper.
Dreamwalkers don't know exactly where the Soul Rippers are from or what they really are. All they know is that they are from beyond the Great Boundary (Horizon) and they are the pawns of some powerful creature(s) that is trying to manipulate the world in some strange plan. They look sort of like slimy, hairless werewolves with horns, both in their spirit forms and materialized forms.
Soul Rippers can be 'rolled up' just like Dreamwalkers with the following exceptions:

Attributes and Abilities are those of the 'host' (i.e. they can change along with what ever the host has).
The following Devotions are changed:
'Shift' becomes 'Manifest'
'Unify' becomes 'Rend'
'Bind' becomes 'Possess'
There are no Fellowships, Castes, or Affinities.

(Target numbers for 'Devotions' are still the Boundary rating of the area, unless specified otherwise.)

Manifest

Used by the Soul Ripper to leave the spirit world and enter the material world. Each success on the Manifest roll gives the Soul Ripper a 'dot' in a physical attribute. He must achieve at least three (3) successes to Manifest (to have at least one dot in each physical attribute), unless he was previously possessing a body. In which case all successes are added to the physical attributes of the body as the Soul Ripper literally rips his way out of it (blood spraying, skin ripping, muscles reforming, etc.). The Soul Ripper actually uses the body as a 'gateway' and as the building blocks for their 'new' manifested body. Soul Rippers usually use this method of manifesting (they like it best). Unfortunately for them it wastes a perfectly good body and at the end of the scene they have to leave the bloody mass lying on the ground.

Rend

Used to attack the spirit of a person. When the number of damage levels equals or exceeds ten (10) the person's spirit 'dies' while the body remains undamaged and alive. This action can be resisted by means of Willpower rolls (target number 6). It works sort of like soaking damage with Stamina. Sometimes the spirit of the person doesn't completely die, but becomes a Wraith (a nearly destroyed one that will need lots of time and luck to 'survive' and get even).
Once a body has been 'rended' of it's spirit, it is completely open to being possessed by any spirit. So open in fact that there is no roll necessary to possess it. Any spirit could possess it. Even spirits without the charm/devotion/Arcanos/whatever of possession can take over the body (as long as there isn't another spirit already there). When the body is possessed, physical attributes, appearance, talents, and skills are still in the body for use of the Soul Ripper. Memories, Knowledges, and advantages are lost when the spirit is rended from the body, thus they have to come from the Soul Ripper.
Dreamwalkers are not immune to 'Rend', but it affects them differently. A Soul Ripper can not rip away the soul of a Dreamwalker because the Dreamwalkers soul and body are one in the same. When attacked with 'Rend', they take aggravated damage that they can 'soak' with Willpower or Purity (no power cost for Purity roll) at a target number of six (6).

Possess

Any normal being may be possessed by a Soul Ripper through this 'devotion'. The Soul Ripper must accumulate ten (10) successes in order to possess a person. For any being to resist being possessed, he may spend one Willpower point to avoid it for the turn or he can roll his Willpower at a target number of six (6) and each success cancels out a success made by the Soul Ripper. The target number for the Soul Ripper increases by one each time he fails the roll. Thus, it gets harder and harder for the Soul Ripper to possess someone as they resist. This increase in resistance never goes away. If the Soul Ripper ever tries to possess the person again the resistance gained previously would still be in effect.
When possessing, the Soul Ripper has complete control over the body and mind, using memories, talents, skills, and any other abilities that the body possesses. This makes it very difficult to prove to anyone (but another Dreamwalker) that the person is possessed.
Dreamwalkers are immune to any and all possessions due to their spirit and material nature. Thus, any attempt by a Soul Ripper (or other spirit) to posses a Dreamwalker will automatically fail. Not all Soul Rippers (or other spirits) know this until they've tried a few times and failed (that's when they can figure it out).


The Others:

Werewolves: "Yes, I've heard of the human spirits. I just don't understand how they can avoid the Gauntlet like that."

"The garou have been there with us from the beginning. They are our closest material friends."

Mages: "Ah… The spirit men. I read in a book that they can recharge their quint anywhere. They don't need a node at all. That could be useful. Hmm."

"Mages make good allies, but I wouldn't turn my back on one of them. Some of 'em have been know to use us as walkin' batteries for their magic."

Changelings: "Wow! Humans that enchant each other."

"At least we're not the only ones that deal with multiple worlds continuously."

Wraiths: "Ghost/materials? You've got to be kidding. Who could stand being both dead and alive at the same time. Does that mean vampires exist to?"

"The spirits of the dead. Now they're really strange, since the only difference between a ghost and a person is what side of the boundary he's on."

Vampires: "A ghost person? Does that mean that regular ghosts really exist?"

"Oh, yeah. Like I'm going to believe that. 'I vaunt to suck your blood.' Heh, heh, heh…"

Immortals: "Gee. And I thought that this world was getting crowded when we got here."

"Living forever just to fight people just like you? What would be the point? Does the winner get a trophy or something?"



sheet.jpg

The Dreamwalkers are a somewhat original idea of Scott Ryland (me).

With very good help from:
Adam Solis ude.salladtu|asilos#ude.salladtu|asilos and Torsten Beck ed.tragttuts-ibh|kceb#ed.tragttuts-ibh|kceb

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License