Waking Sleepwalker (WTA)

Overview
Waking Sleepwalker is Storm-Born, the peculiar half-spirit children of the Storm Umbra.

They wander constantly, day and night, never fully aware of their surroundings. Unable to tell what’s real and what’s unreal, they react to everything as if it were part of an ongoing dream or nightmare. Some might mistake them for lunatics or prophets, but the Waking Sleepwalkers aren’t just lost in their visions — they can draw others into them, too. Somehow born of both flesh and the dreamstuff of Epiphlings, they redefine lucid dreaming wherever they walk.

Biography
Waking Sleepwalkers are a breed of Storm-Born tied to the spirits of dream. Their senses are permanently attuned to the Periphery, making them at once remarkably capable at picking out the slightest change in their surroundings, but also handicapped when it comes to determining whether that change is real, spiritual, or imagined. They are generally aware that they’re dreaming, which makes their capacity for lucid dreaming all the more dangerous. A Sleepwalker can alter the perceptions of others, twisting them around. They can also defend themselves physically, with phantom limbs drawn from the stuff of nightmares. A Waking Sleepwalker is a truly unpredictable sort of Storm-Born. They’re often antagonistic, perceiving many of the humans they meet — and all of the Garou — as nightmares that have to be destroyed. A potent Sleepwalker can empty an entire town without ever realizing that he was dealing with living human beings, but some may be less wrathful and more curious. They might even serve as dream-oracles for a pack that figures out a way to approach them safely. A Sleepwalker might be alone, or more rarely, there may be a small band of them, linked together by a shared presence in the Periphery.

Appearance
They look like ordinary folks, although clearly tired and not all there. They shuffle a bit when they walk, and never focus their eyes. But if you look deep into their pupils, you see a kaleidoscopic dreamscape unfolding down in the dark. When a Sleepwalker’s agitated into defending herself, translucent tendrils uncoil from her spine and lash out at enemies, almost independently of her own mind. Feel free to alter their Traits and Powers as much as you see fit. They’re a diverse lot, and their strange knack for lucid dreaming can produce almost any effect the subconscious can stir up.

Attributes: Strength 4, Dexterity 4, Stamina 6, Perception 4, Intelligence 2, Wits 5, Charisma 3, Manipulation 5, Appearance 2 Abilities: Alertness 3, Athletics 2, Brawl 4 (Tendrils), Crafts 1, Enigmas 3, Expression 3, Firearms 1, Intimidation 3, Medicine 1, Stealth 2, Survival 4 Powers: Animal Control, Cause Insanity, Echoes of Wrath, Ectoplasmic Extrusion, Homogeneity Gnosis 9, Willpower 4 Attacks: Tendril (8 dice, 6 damage)