By Scott Ryland (macgyver@in.net) with input from Adam Solis (ajsolis@aol.com) and Torsten Beck (beck@hbi-stuttgart.de)
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 performed 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 Boundaries 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.
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 Puirity 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."
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; it's 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.
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.
Unify | Used to make objects appear in the Umbrae with the 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. |
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).
# of Successes | Duration |
1 | 1 round |
2 | 1 scene |
3 | 1 day |
4 | 1 story |
5 or + | Indefinite/Permanent |
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.
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.)
(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.)
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).
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. He must stay there 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). (Note1: Shift can be used as an extended action in order to Shift more in one direction.)
Example: A Dreamwalker learns "sculpt" (from the Arcanos Moliate) from a wraith. The Dreamwalker has Affinity of 2 for the Dark Umbra (just enough to learn it). If the Dreamwalker spends enough exoerience 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 acanos "sculpt". (side note: Wouldn't that be wierd 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 relevent source books or supplements. Just remember that the Dreamwalker uses them slightly differently. (ie. 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, Martialry, 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 &;gt 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 Sympaties, 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).
Example: Tyler rolls his Devotion, Focus, to increase his Strength while only in the Middle 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's Purity rating determines how many points he has to distribute between his Affinities. The maximum starting value for any Affinity is 3. The maximum rank that a Dreamwalker may raise an Affinity rating (by raising his Purity) is 5. (Note: If the Dreamwalker is existing only in the Umbral realms [ie. 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.)
Example: Jaron, a Benindanti (Caste for the Low Umbra), has a Purity rating of 3, a Low Umbra Affinity rating of 2, and a Middle Umbra Affinity rating of 1 decides he likes the Middle Umbra best. Through spending of xp on his Purity, he raises his Purity rating to 5 (a lot of xp). Now he has 2 more dots (raised Purity by 2) to put into his Affinity ratings. He puts them both in his Middle Umbra Affinity and raises it to 3. Now he's 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 | Traditional 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 |
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.)
Fellowship | Primary Devotion | Initial 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 |
Willpower: Starting Willpower of the Fellowship member.
Extra Abilities: Abilities gained because of being the Dreamwalker's primary Devotion. The Dreamwalker must have her Devotion at a high enough rank in order to use the ability. Rank number needed is next to each Extra Abillity. The rank, for use of the extra abillity as Sympathy, is equal to the Primary Devotion level.
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 possesing 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.
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. (ie. 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 its breath (adding to Stamina) or breathing water as a fish does. Even abilities that requires major physical changes can be mimicked (e.g. blubber to withstand cold, wings to fly, claws and fangs for fighting, and an armored shell of a turtle). The player must choose 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 mimiced 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 "cancelations", 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.
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 equal to at least the rank of the Amulet. He must then spend a permanent Purity point. 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 exceding the rank of the item being created. The Dreamwalker must also have the relevent Affinity rating equal to or above the rank of the item to be created.
Willpower: 4
The Weapon Master Fellowship is the one that is dedicated to their weapons. 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 its damaged some). A "grenade" cannot be kept. It must be used the round it is created.
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 lifeform back from the dead. Each success times 5 is the maximum number of minutes that the lifeform could be dead before being revived. Botches make the dead unable to be revived by the same Dreamwalker.
Willpower: 3
World Shifters have almost complete control over which worlds they exist in. A World Shifter is the type of Dreamwalker that is wise in knowledge about the Umbrae. 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 necesary. 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.
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 without spending Freebie points. They also receive one extra dot in Purity, thus starting characters have at least 2 Purity dots.
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 their time in the Umbra. It allows the Dreamwalker to know how to get to places in the Umbra.
o | You know if your 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. |
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 (ie. 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 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 (ie. 3 Power = 1 quintessence)
List of examples: From M:tA : Allies, Arcane, Destiny, Dream, Influence, Resources. From W:tA : Contacts, Fetish, Rites (maybe) From W:tO : Artifact, Status
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 Amulet or 2-4 of equal value | |
ooooo | 1 level 5 Amulet or 2-5 of equal value | |
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 |
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.
Experience | Initial points | |
Attributes | Current Rating X 4 | 3/5/7 |
Abilities | Current Rating X 2 | 5/9/13 |
New Ability | 3 | - |
Backgrounds | - | 5 |
Devotions | - | 4 |
Primary | Current Rating X 3 | - |
Secondary (Lost Ones) | Current Rating X 4 | - |
New Devotion | 5 (at rank 1) | - |
Purity | Current Rating X 5 | 1 |
Sympathies | Current Rating X 3 | 0 (4 for Lost Ones) |
New Sympathies | 6 | - |
Willpower | Current Rating | See Fellowship |
Purity | 5 points per dot |
Attributes | 5 points per dot |
Devotions | 4 points per dot |
Sympathies | 3 points per dot |
Abilities | 2 points per dot |
Backgrounds | 1 point per dot |
Willpower | 1 point per dot |
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)
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 Focus__Primary_____*@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.
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 possesed (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 whomever 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 it's 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 Abillities are those of the 'host' (ie. 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.)
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 nessesary 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 cannot rip away the soul of a Dreamwalker because the Dreamwalker's 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).
"Yes, I've heard of the human spirits. I just don't understand how they can avoid the Gauntlet like that."
Mages: Mages make good alies, 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.
"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. Hmmm."
Changelings: At least we're not the only ones that deal with multiple worlds continuously.
"Wow! Humans that enchant each other."
Wraiths: 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.
"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 too?"
Vampires: Oh, yeah. Like I'm going to believe that. 'I vaunt to suck your blood.' Heh, heh, heh...
"A ghost person? Does that mean that regular ghosts really exist?"
Immortals: Living forever just to fight people just like you? What would be the point? Does the winner get a trophy or something?
"Gee. And I thought that this world was getting crowded when we got here."