Sandmen (CTL)

Sandmen are Incubi who force dreamers into memory dreams, in which the Sandman takes the place of a lost loved one.

Overview
"Promise me you’ll never forget me… PROMISE ME!"

Sandmen are named not after the mythical being, but after their appearance, which seems to be made up of endless tiny particles that continually shift about, giving a blurry edge to their figures. They gain greater definition as Intensity rises, until they seem almost exactly like the person they resemble. A dreamer will interact with the Sandman as though it were their loved one, only to be hit with a crippling sense of loss as the dream ends, preventing the dreamer from gaining Willpower from rest. Interestingly, the Lost, particularly of the Winter Court, are capable of harvesting Glamour from this wave of emotion.

These Incubi not malicious — they are desperate beings. They truly believe themselves to be the loved one in question, and believe that if they are not remembered, they cease to exist. As such, they will fight any changeling attempting to “heal” the dreamer as though their lives depends on it. Killing a Sandman will not banish it; only scouring the dream to nothing while the Incubus is within it will do so.

Dream Combat
''A Sandman’s Traits are capped by the Intensity of the dreamscape. A Sandman with Strength 3 will only add 2 dice for Strength rolls if the Intensity is 2.'' Power Attributes: Strength 3, Intelligence 1, Presence 3 Finesse Traits: Wits 2, Dexterity 3, Manipulation 3 Resistance Traits: Resolve 4, Stamina 2, Composure 2 Oneiromancy Skill: Empathy 4 Willpower: 6 Virtue: Hope Vice: Pride Initiative: 5 Speed: 11 Wyrd: Special — same as dreamscape’s Intensity Glamour/per turn: Changes with Wyrd

Oneiromachy
Personal: (Presence 3 + Brawl 2) 5 + Wyrd Environmental: (Wits + Empathy) 6 + Wyrd Dream Defense: Manipulation (3) Dream Armor: Resolve (4)