Dream Guardian

Dream Guardians are a form of self-defense mechanism in the minds of some dreamers.

Overview
"My host must overcome his fears, not feed them to intruders. Leave this place."

Similar in appearance to its host, the Dream Guardian forms as a means of improving the dreamer in some manner, be it to end a self-destructive behavior, cure a phobia, or make a dreamer less apathetic. They appear to an oneiropomp when he has fulfilled some sort of condition, usually unknown to said dream-rider, though dream-shaping must have been involved.

Once summoned, the guardian will immediately scour the dream before attempting to make a new one. It will ignore other oneiropomps unless they interfere, at which point it will warn them off. Further interference will result in violence.

Killing a Dream Guardian causes devastating mental harm to the dreamer; he gains a derangement, Unguarded Dreams, that forces a Resolve + Composure roll to avoid acting on first impulses and inflicts a -3 penalty to rolls on planning actions out. As such, killing these guardians is a Clarity 4 sin.

Dream Combat
The Dream Guardian always counts as having performed a Maestro’s Performance stunt, giving it a +3 to all rolls within its native dreamscape.

Power Attributes: Strength 2, Intelligence 3, Presence 3 Finesse Attributes: Wits 3, Dexterity 2, Manipulation 4 Resistance Attributes: Resolve 4, Stamina 3, Composure 3 Oneiromancy Skill: Empathy 5 Willpower: 7 Virtue: Same as Dreamer Vice: Same as Dreamer Initiative: 5 Speed: 9 Wyrd: 7 (Frailties: must act in dreamer’s best interests, must undo external changes to dreamscape) Glamour/per turn: 20 / 7

Oneiromachy
Personal: (Presence + Brawl 2 + Wyrd) 12 Environmental: (Wits + Empathy + Wyrd) 15 Dream Defense: 4 (Manipulation) Dream Armor: 4 (Resolve)