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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.

Character Sheet[]

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

Dream Guardian


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)

References[]

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