The Sleepwalkers setting (p.2)

More character information

The Sleepwalker is subject to an automatic hook, the so-called Taint of Yog-Sothoth. Conceptually, it is similar to the Innsmouth Look that precedes a hybrid human's metamorphosis into a full-blooded Deep One. The early stages actually are beneficial; the sufferer begins to enter a timeless fugue state when fighting, where there seems to be all the time in the world to decde what to do. Mythos entities that would ordinarily produce Sanity checks simply don't seem that horrifying. Dangerous, certainly, even sickening... but the Sleepwalker fugue takes the soul-blasting horror out of the situation. However, as the Sleepwalker becomes faster, more powerful, his day to day existence seems less and less real - as does the Dreamworld, if he possesses any Dreaming skill. By the time someone is a Sleepwalker [5] he seems to flicker a little around the edges. At Sleepwalker [6] others can see through him occasionally; while in fightstate, the Sleepwalker seems to snap in and out of the normal frame of reference. Eventually, the influence of Yog-Sothoth permeates the Sleepwalker to the point that he simply comes loose from reality. In game terms, if a character "succeeds" on an advancement roll at Sleepwalker [6], he goes into an extended fugue and dissassociates across space and time. Some P/R/B theoreticians think the Taint is a racial "escape valve" for humanity; that as mankind runs out of time, some individual people might step out of time and be free. More sober types believe the Sleepwalker is either subsumed by Yog-Sothoth's growing presence in our local spacetime or simply ablated into nothingness.

Willworkers are users of barely-controlled Mythos Magick. Some can use their arcane knowledge to summon or command some Mythos entities, or perform other "small competences." For the player or GM who wants some guidance on this subject, I can't think of a better source than the Greater and Lesser Grimoires from Chaosium's Call of Cthulhu to keep the proper Mythos feel. In short, fireballs or Arcane Arrows© don't fit the milieu, while the Red Sign does... Willworker/troopers typically paint their battlesuits with runes and eldritch signs, and most carry sealed panniers of arcane materials or enchanted items to be used when necessary. Feral willworkers seem to have stockpiles of necessary ingredients throughout their stomping grounds. Of course, it is significantly easier to amass and maintain a pile of children's skulls or similarly horrific ingredients in the post-Fall environment. The GM should set Sanity TNs for most spells (based on what exactly the character is trying to accomplish) and require Sanity Checks when they are cast. See the rules page for guidelines.

Dreamers are those people who are able to perform great feats in the Dreamlands, the collective higher plane that all human dreamers can occasionally touch. But Dreamers can enter this land intentionally, and command power and respect there. Wild Dreamers simply have to hope they can get to sleep. But those in the more technologically advanced enclaves have access to drugs that can put them under and bring them up with a fair amount of reliability. There are two types of Dreamers by Redoubt operational standards. The most common are "Waking Dreamers" (d6 and d8 level). The name is a bit of a misnomer, as they still must sleep to dream. However, Waking Dreamers are usually trained as troopers as well, and are issued power armor with autoinjectors of various sleep and revival drugs. They are deployed with other troopers, and if the strategic or tactical situation calls for it, they can quickly launch themselves into the Dreamlands to explore or do battle. This can be very useful, as some threats are vulnerable to Dream attack, while sometimes valuable information can only be obtained in the Dreamworld. The downside is that while she is in the Dreamworld, a Dreamer is asleep, and obviously vulnerable to attack. Furthermore, the Dreamworld itself can be a dangerous place - a Dreamer might leave a bad situation in the physical world to arrive in a worse fix in the Dreamworld. There are more powerful Dreamers (d10 and d12), but they rarely leave the Dreamworld. Sometimes these powerful Dreamers have to be taken to a particular place for one arcane reason or another. When this happens, they are typically loaded into an armored capsule that has been nicknamed a "Coffin". The troopers assigned to carry these Dreamers call it "Pallbearer Duty." The Waking Dreamer assigned to be the communcations path between the waking world and one of the Coffin Jobs is usually nicknamed "Edward," although the derivation of this term is obscure.

The generic Artist cliche is included as a nod to all the Lovecraftian artist characters who seem to be exceptionally attuned to Mythos phenomena. It also makes a very "appropriate" inappropriate cliche. And whatever happened to Lovecraft's Erich Zann raises the question of whether Violin (6) was an appropriate or inappropriate cliche...

The world is filled with people with at least a few dice in Wildman. After all, it is the closest thing to a generic Feral cliche. But it should be tailored to the character's home environment. A Sun-baked Wildman (3) who has been dodging Cthonian larvae in the ruins of Santa Fe will be very different from a Salt-caked Wildman (3) eating sand fleas and dodging Deep One hunting parties on the Outer Banks. There are several Reconstructed ferals in the Reboubts, who proved to have no physical or psychic corruption. These characters can be mostly civilized, not much different from their Redoubt compatriots. Others are more like the Hollywood portrayal of the Indian Scouts attached to the U.S. Cavalry at the end of the 1800's.

The P/R/B Field Assessor is listed as a possible player character. This is because agreeing to play one is agreeing to be the cleric of a deity even more fell and unpredictable than Great Cthulhu himself... the Game Master. While individual GMs will have to decide what the exact nature of the P/R/B enhancements are (brainwashing? cybernetics? dire enchantments?), the price of that power is being well and truly on the GM's hook. Further, if you play it correctly, every other PC in the group should hate your character's guts. However, in the right kind of group, this could be a very interesting PC indeed.

Finally, in some areas, there might be opportunities for limited cooperation between Ghoul communities and a Redoubt population. In such a case a Ghoul Liason or Ghoul Ambassador could be another interesting, but unusual character.


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