TEXT: /
  d i c e l e s s  r o l e p l a y i n g
  Dreamwalker
  Diceless Roleplaying in the Land of Dreams
  Peter C. Spahn  •  David Griffin  •  Michael Patton
  TM
  
  D
  2
  D Dreamwalker
  f o r
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  d i c e l e s s  r o l e p l a y i n g
  Active Exploits is a diceless roleplaying system designed for quick and easy game play. The Active Exploits Core Rules are available on the
  internet at http://www.pigames.net. Active Exploits Core Rules may be distributed in printed form or its original electronic format,
  provided that you charge no fee and do not alter its contents or layout.
  Original Version Written and Designed by Peter C. Spahn, and developed by Peter C. Spahn, David Griffin, and Michael Patton.
  Active Exploits version Converted by Brett M. Bernstein.
  Illustrations by Milton and John Carlos.
  Special thanks to Larry A. Bullock.
  Copyright 2003 by Peter C. Spahn, David Griffin, and Michael Patton. All Rights Reserved.
  Dreamwalker is a trademark of Peter C. Spahn, David Griffin, and Michael Patton.
  Active Exploits Conversion Copyright 2003 by Politically Incorrect Games and
  Brett M. Bernstein. All Rights Reserved. Active Exploits is a trademark of Politically
  Incorrect Games.
  The mention of, or reference to any companies or products in these pages is not a challenge to the trademarks or copyrights concerned.
  Dreamwalker
  ™
  1. Introduction
  3
  2. Dreams
  9
  3. Characters
  18
  4. Behind the Scenes
  26
  5. Taenia Spiritus
  32
  6. The World at Large
  38
  7. Dream Design & Adventure
  44
  8. The Pinebrook Chapter
  56
  Appendix
  75
  Table of Contents
  
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  3
  Introduction
  Chapter 1
  Introduction
  “O God, I could be bounded in a nutshell, and count
  myself a king of infinite space, were it not that I have
  bad dreams.”
  William Shakespeare, Hamlet
  Humanity is under attack. The enemy is an alien
  species that assails us in our most vulnerable state—
  while we sleep. The Taenia Spiritus are a race of
  soulless, hive-minded creatures that invade our dreams
  in order to foster and feed off the negative vibes and
  emotions caused by their presence.
  You are a Dreamwalker. Whether through the use of
  drugs, prayer, meditation or natural ability, you are
  able to leave your own dreams and travel into the
  Dreamworlds of others. Once there, you can
  manipulate the dream’s spiritual energy, or mana, to
  produce wondrous effects.
  You have been recruited by Project Dreamwalker—a
  government backed organization that unites others
  like you in order to rid the spirit world of the Taeniid
  plague. The task is difficult. Not only do you face the
  Taenia but you must also satisfy the whims and desires
  of the Dreamer in whose mind they are ensconced. Can
  you do this and still maintain a grasp on your own
  sanity?
  Good luck, Dreamwalker. You may be our last hope.
  What this Book Is
  A work of fiction. Dreamwalkers are able to pass
  freely into the dreams of others. Mastery of dream
  magic enables them to change shape, fly, and alter the
  very fabric of the Dreamworld itself as they seek to
  destroy an alien foe.
  However, the existence of the Taenia Spiritus, the
  ability to Dreamwalk, and many of the other
  supernatural concepts expressed herein were designed
  solely for the purposes of this setting. Once again,
  Dreamwalker is a work of fiction—as far as we know.
  What this Book is Not
  A medical treatise on the psychological meaning of
  dreams and their effect on the human psyche. While
  many of the groundbreaking, dream related theories of
  psychoanalysts such as Sigmund Freud, Carl Jung and
  Fritz Perls are alluded to within this work (especially
  those of Jung), Dreamwalker is not an endorsement for
  any particular person, viewpoint, or field of study. We
  have provided just enough background information on
  dreams and the process of dreaming to make the
  setting both interesting and playable.
  
  4
  D Dreamwalker
  by Peter C. Spahn
  “Yom no ho ren gay keo, yom no ho ren gay keo, yom
  no ho ren gay keo...”*
  As the drug, Black25, takes effect, the lab, the
  technicians and even the drone of Billy Chun’s
  incessant Buddhist chanting slowly fade away.
  Entering the dream state is always a pleasant and
  peaceful experience—a gentle transition from the
  physical world to that of the spirit. For me, the trip is
  almost instantaneous. One minute there is only the
  darkening haze of semiconsciousness; the next, I float
  beneath a rolling purple “sky” along the iridescent
  waters of the Periphery.
  This is the crossroads of the Empyrean, land of spirit,
  land of dreams. Some believe this to be the true
  afterlife; the place where all people go when they die.
  As a Christian, I have my doubts on this. Still, the peace
  and beauty of this place is undeniable.
  I drift along the spiritual waters, waiting for the
  others to arrive. Each wave brings snatches of the
  dreams emanating from the Dreamworlds below. Some
  are just beginning, others are nearly at an end. They
  range the gamut of emotions from love to hate, joy to
  pain. I soak them all in, reveling in the depth of the
  human heart and soul.
  The pleasantness of the Periphery is deceiving
  however, and I dare not relax too much. Even here I
  sense the underlying, yet tangible presence of the
  Taenia—the evil that is slowly turning the Empyrean
  into a land of nightmares. They are out there.
  Watching. Waiting. Tainting each Dreamworld with
  feelings of anger, hatred and fear. They are a plague
  upon humanity and the sworn enemy of all
  Dreamwalkers. They fear us and hate us as well for we
  know of them and can fight them. What’s more, we
  help others to do the same.
  I feel the approach of the rest of my team, Team
  Circles.  I am their leader although I hardly feel
  deserving of the title.  Still, my mentor, Jinx, believes
  that the best leaders are seldom those who ask to be
  chosen.  
  Linda Cobbles appears first, her spirit floating gently
  along the Peripheral waves. She is like me, only able to
  Dreamwalk with the aid of Black25, a drug especially
  designed by the founder of our employer, Project
  Dreamwalker. I grasp her hand to steady her. It is like
  grasping a feather. We are weak here, creatures of
  smoke and spirit and that makes the potential danger
  even greater.
  Billy Chun arrives next. His spirit pulses with vitality
  and grace. Through intense meditation and a strict
  Buddhist regimen of mind and body, he has mastered
  the art of Dreamwalking without the use of drugs—
  something few could ever hope to accomplish. I envy
  his discipline. He is almost a part of this world and the
  dangers of Dreamwalking are less for him than for us.
  Paul Canty is the final member of our team and as
  usual, the last to arrive. His spirit is ragged and
  unstable. It knifes through the Periphery in a herky-
  jerky manner that is almost repulsive to watch—a
  result of his own method of Dreamwalking, his
  addiction to psychotropic drugs. The drugs are strong,
  in some ways they make him more powerful than the
  rest of us, but he is prone to loss of control and lapses
  in judgment. Eventually his mind will become too
  unbalanced to work with the team and to be honest, for
  that I am glad. More than once Paul’s recklessness and
  penchant for violence has endangered our mission and
  our lives.
  Together, we surf the ocean of dreams for our
  objective. Somewhere out here is the Dreamworld of
  Henry Geller—a forty-eight year old advertising
  executive who has fallen into a deep state of
  depression. In cases like these, more often than not,
  the Taenia are involved. More often than not, the
  source of many of life’s problems can be found within
  ourselves, within our dreams. More often than not, they
  can be fixed with the help of a Dreamwalker.
  Henry Geller’s Dreamworld isn’t hard to find.
  Another specially designed drug, Dreamtracer, makes
  it stand out to us like a beacon. As one, Team Circles
  passes through the spiritual Barrier surrounding the
  Dreamworld of Henry Geller.
  One never really knows what to expect upon entering
  Simpler Times
  “There are no great things, only small things with
  great love. Happy are those.”
  Mother Theresa
  Introduction
  
  /
  5
  a Dreamworld. The extensive psychological evaluation
  each patient is subjected to usually prepares us for
  some of the things we encounter but each Dreamer is
  different and therefore, so is each Dreamworld. In
  general, the less creative and more stable the Dreamer,
  the more grounded in reality the Dreamworld. Geller is
  a simple man with simple tastes. In all likelihood, his
  Dreamworld will be bounded in some type of reality.
  The descent from the Periphery into the Dreamworld
  is instantaneous and once inside, it takes only a
  moment for our spirits to adjust to their new forms.
  This is always a moment of great anticipation.
  Dreamwalkers have no control over our initial
  manifestation and the results are sometimes. .
  .strange.
  Not this time, though. Here, we manifest as replicas
  of our physical selves although our style of dress is
  somewhat curious. I am dressed casually in shorts, T-
  shirt and sandals with a necklace and bracelet of
  friendship beads. Linda’s pretty Latin features are
  accentuated by a halter top and bellbottom pants. Billy
  Chun maintains his customary bald head and long
  braid but a distinctly non-Asian leather vest and form
  fitting pants cling to his lithe and muscular frame.
  Only Paul looks somewhat normal, his lanky frame
  sporting a tie-dyed shirt with a peace symbol
  emblazoned on the front.
  From the clothes, I place the time period somewhere
  around the 1960’s. Once the when is determined we
  have only to figure out the where so we take a few
  minutes to look around.
  We are standing in a coastal amusement park,
  surrounded by crowds of Unreal—the spiritual
  inhabitants of the Dreamworld that for all intents and
  purposes are real, at least for the duration of the
  dream. The sky is gray and overcast. A city skyline
  looms in the distance, its shape and pattern looking
  vaguely familiar.
  Unreal seagulls circle high above, filling the air with
  raucous caws. The taste of salt is sharp and pungent on
  the cool sea breeze. The sweet smells of cotton candy
  and popcorn just barely override the smell of rotting
  garbage. Calliope music dominates the park. The organ
  is badly out of tune and sounds as if it is missing a few
  pipes.
  “Coney Island,” Linda says and we all look at her. “I
  can’t remember the name of the park.” She shrugs. “At
  least I think that’s what it’s supposed to be.”
  I nod. It makes sense. Geller’s file stated that he
  grew up in New York City. Very few people who live
  there have never been to Coney Island at least once.
  Turning back to the park I see that Geller’s
  depression is deep and there is a strong Taeniid
  presence. No drones, thankfully, but many of the
  Unreal park-goers have become hosts for Taeniid
  larvae. These larvae manifest as bloated, tick like
  insects, probably in response to some underlying fear of
  the Dreamer, and have attached themselves to the
  backs and necks of the Unreal.
  Even the Unreal who are not infested are listless and
  apathetic, a side effect of the overpowering presence of
  the Taenia. Like sheep, they shuffle along through the
  park. Some stop to buy moldering food from seedy
  looking vendors while others stand in line for a number
  of thrill rides and roller coasters. These rides look
  unstable at best—most of the paint and decorations
  are replaced by large, flowery blossoms of rust and the
  metal supports of most of the rides are twisted and
  warped. Ratchety mechanical noises precede the
  weary, almost programmed screams of the riders.
  This is bad. All signs point to a Dreamer who is
  nearing the edge of sanity. Project rules are strict and
  unyielding when it comes to severe Taeniid infestations
  such as these—if things look too bad, get out. Staying
  risks not only the health of the Dreamer’s psyche but
  also our own lives. If we die in someone else’s
  Dreamworld, we could very well die in the real world. I
  understand the Project’s concerns on the matter but I
  am loathe to leave Geller’s dream without at least
  trying to help. A quick poll finds the others in
  agreement.
  We search the park for the Dreamer. His presence is
  undeniable making him easy to find despite the drastic
  change in his appearance. Gone is the defeated,
  middle-aged man we met in the lab. Here, Henry Geller
  is still a tawny haired, freckle faced boy of eight. He
  stands out from the dismal crowd, bathed in a rippling
  aura of his own spiritual mana—a shining patch of light
  and color in an otherwise drab and dreary setting.
  We watch him buy a cone of cotton candy from a
  vendor’s tray. The candy fluff is an ugly yellowish brown
  until it touches the Dreamer’s hand, then it turns a
  bright, vibrant pink. Geller tears off a piece and stuffs
  it into his mouth. We follow him as he wanders through
  the park. Like everyone else, he appears oblivious to
  the rot and decay around him. Here, he is just a young
  boy spending a happy day at Coney Island. A trail of
  sparkling mana streams out behind him as he walks,
  giving life and color to everything it touches but after
  he passes, it too is soon swallowed up by the pervading
  gloom.
  “Hey Tim,” Paul says, “We ain’t gettin’ any younger.”
  I nod and take a deep breath, then step forward and
  tap Geller on the shoulder. “Excuse me,” I say.
  Slowly, reluctantly, the boy turns around. Fear is
  evident on his face. Little boy fears—fear of talking to
  strangers, fear of things that go bump in the night, and
  beneath it all, fear of the Taenia. This close, I can see
  Introduction
  
  6
  D Dreamwalker
  the scared eyes of the man he has become in the real
  world. On a deeper level than this, he is aware of the
  presence of the Taenia, but unwilling to admit the
  truth even to himself.
  “I’m here to help you,” I say. Of course he doesn’t
  understand but I know that he believes me. That is
  good. Very few untrained Dreamers have the power to
  resist a Dreamwalker but it is always easier when they
  willingly accept your presence and aid.
  I gently take the boy’s hand. He looks up at me with
  trusting eyes. “I promise this won’t hurt you,” I say. The
  boy nods.
  I call upon my spiritual energy, my mana, and will
  myself to Join with Henry Geller ignoring the way Paul
  impatiently clears his throat. He thinks I am being
  theatrical. I am not. It is true, I could Join with the boy
  without making my presence known but I find it best
  not to upset the Dreamer whenever possible.
  To those watching, the Joining takes less
  than a heartbeat; to me it feels much longer.
  My spirit ebbs and flows, becoming one with
  that of the Dreamer. This is a spiritual
  moment for both of us—a period of great
  enlightenment and understanding. For a
  very brief time, our thoughts and
  memories mingle together. In
  effect, I am now Henry Geller and
  this is Coney Island as he
  remembers it, in the year
  1966.
  Looking through the
  Dreamer’s eyes, I see the park as it is supposed to be,
  bright and vibrant, with no sign of the Taenia. The air
  is thick with music, laughter and excitement, the
  Unreal are happy and alive.
  I stare stupidly at the cone of cotton candy in my
  hand. The sweet candy smell is almost overwhelming. I
  tear off a piece of fluff and put it on my tongue, reveling
  in its taste as it dissolves in a screaming burst of sugar.
  Billy Chun clears his throat bringing me back to the
  present. I open my eyes to find the others staring at me
  with a mixture of envy and amusement.
  “Sorry,” I say somewhat sheepishly. “I’m in.”
  The others nod their understanding. The sensory
  laden world of the Dreamer is a difficult lure to resist.
  At one time or another, every Dreamwalker must fight
  the temptation to just sit back and enjoy the natural
  course of someone else’s dream. Still, we are here for a
  reason. I shift perceptions back to my own and once
  again see the decaying park for what it truly is.
  “Nice duds,” Paul snorts. Linda giggles in response
  and even the normally stoic Billy offers up the ghost of
  a smile. I look down and can see the outline of the boy
  superimposed over my own form. I smile. The strange
  sight goes unnoticed by the passing Unreal—they still
  see the illusion of the boy. Only other Dreamwalkers—
  and the Taenia—can see the truth of what lies beneath.
  “So, what are we supposed to do?” Linda asks.
  That’s the heart of the matter. Despite what some
  people say, dreams are rarely just random
  occurrences—almost every single one has some sort of
  purpose or goal that the Dreamer desires to complete.
  We call these dream goals denouements. Denouements
  can be almost anything from the fantastic to the
  mundane. Whatever it is, our job is to help the
  Dreamer do it. Only after his mind is thus occupied do
  Dreamwalkers dare to assault the Taeniid infestation
  head on.
  In the case of Henry Geller, the dream’s
  denouement is obvious. “The Ferris wheel,” I say, and
  we all turn to look at it. The Wonder Wheel,
  so named by the large gaudy red letters at
  its hub, dominates this section of the park. It
  is a monstrous, rusting structure well over
  fifty, and perhaps close to a hundred, feet
  tall. As a boy, Henry Geller had wanted very
  much to ride it but had been too afraid
  to do so. This dream’s denouement
  involves 
  rectifying 
  that 
  lost
  opportunity. 
  I 
  explain 
  the
  situation to the others.
  “Sounds easy enough,” Paul
  says. I only hope he is right.
  “Any sign of trouble?” I ask.
  Billy shakes his head. “No drones
  yet, but they could just be
  waiting to strike.”
  “Spread out and mingle.
  Keep your yes peeled. I’ll see if I can get this done.”
  “The operator’s infested,” Linda says, indicating the
  thin, mustached man in the ridiculous striped suit and
  matching top hat.
  “Got him,” I reply, having already noticed the tick
  like larva latched onto his back. Larvae are little more
  than a nuisance to Dreamwalkers—they usually avoid
  us if at all possible. They are cowardly creatures who
  would rather run than fight and are only dangerous
  when cornered or in great numbers.
  I/Geller walk up to the Ferris wheel and get in the
  queue line, keeping an eye on the operator who for now
  seems unaware of my presence. The rest of Team
  Circles disappear into the crowds. They will keep watch
  and remain close by until I am finished with the
  Dreamer. Or until there is any sign of trouble.
  More out of boredom than necessity, I do a quick
  scan of my/Geller’s memories and discover the origin
  Introduction
  
  /
  7
  of the tick phobia. When Geller was five he spent the
  weekend with his grandparents upstate. After a long
  day in the woods, he returned home that night with
  several ticks latched onto his body. Despite his protests
  and tears, his parents burned the ticks off with a hot
  needle. He has been terrified of ticks ever since.
  The Wonder Wheel fills up twice before I/Geller
  finally get to the gate. As the riders exit the bucket, the
  larval operator grins at me through a jagged mass of
  teeth.
  “Sorry kid,” he says. “Ride’s broken. It’ll be running
  again in about an hour.”
  A wave of disappointment and defeat spirals up from
  Geller’s subconscious mind. I fight down the feeling
  just as the ride operator takes an awkward swing at
  me/Geller with a rusty crowbar. I duck easily and reach
  for him as he turns his assault towards the ride
  operating device, giving the mechanism a few good
  whacks before I can stop him. Sparks fly up from the
  damaged controls. I shield my face from the flash and
  smoke.
  “Now! Get him now!” the larval operator yells, then
  turns and runs, dropping the crowbar onto the
  platform with a clang. I curse, jump the gate and
  snatch up the weapon.
  Shouts and screams erupt from the crowd of Unreal
  as half a dozen Taeniid drones clatter out of the
  shadows. Each manifests as a hideous crossbreed of
  man and tick—strikingly similar to their natural form.
  The drones clamber over buildings and through
  gaming stalls, killing any Unreal in their path as they
  converge on the Ferris wheel. On me.
  Shouts. Screams. Chaos. The Unreal panic and
  stampede towards the exits. Those that fall are
  trampled beneath the press.
  I call upon my mana, Reshaping the crowbar into a
  sword. A gun would probably be safer and more
  effective but complex devices are more difficult and
  draining to manufacture. Again I call upon mana, this
  time honing my reflexes and fighting ability until I have
  the speed of an athlete and the skill of an expert
  swordsman, at least for the duration of this dream. This
  done, I sit back on the ride platform and wait for the
  drones to come.
  Billy Chun leaps onto the platform beside me. He has
  picked up a wooden board and he too uses mana to
  Reshape, turning the wood into a long, slender staff.
  Unlike me, Billy needs no mana to bolster his fighting
  ability—he is an accomplished martial artist in the real
  world. What’s more his mystical mana Talent turns him
  into a whirlwind of destruction. He gives the staff an
  expert twirl and braces himself to meet the charging
  drones.
  The first of the drones reaches the Ferris wheel
  platform and clambers over the railing with snapping
  claws. I dodge its deadly assault and strike with my
  blade. The sword shatters through the creature’s
  carapace and penetrates deep into the soft tissues
  beneath. The drone dies with a ragged hiss and
  collapses into a pile. A second drone scrambles over the
  railing, forcing me to give ground as I parry its attacks.
  Billy wades into the battle moving so fast that my
  eyes cannot follow. He becomes a furious blur, leaping,
  dodging and lashing out with deadly effect. In seconds,
  two more drones lie broken, battered and dead on the
  platform.
  Just then, something small and hard slams into the
  back of my skull. A burst of white light scatters my
  vision. Dazed, I drop my sword, staggering away from
  the advancing drone and clutching at my bloody scalp.
  The larval ride operator grins at me from a safe
  distance away, already hefting another rock to throw. I
  stumble and fall to one knee. The tick-drone clambers
  towards me but stops as gunfire erupts throughout the
  park and its head disappears in a cloud of black ichor.
  The creature collapses heavily on top of me. Despite
  being winded, I have the momentary satisfaction of
  seeing surprise on the ride operator’s face before
  several bullets slam into his chest, knocking him from
  my view.
  Not surprisingly, Linda and Paul are the source of the
  gunfire. Each has Possessed a park police officer, their
  forms superimposed over the Unreal’s much like mine
  is over that of the Dreamer. They continue to fire at the
  remaining drones. The noise is almost deafening.
  Linda’s face is a mask of concentration as she aims and
  fires. Paul wears an expression of pure glee. His gun is
  the same size as Linda’s, but boosted by his drug
  tainted mana, it sounds more like a cannon. The
  bullets it releases have much the same effect.
  The tick-drones squeal in pain as his slugs rip
  through them steadily dissolving their bodies into a
  mass of shattered carapaces, dark meat and black
  ichor. So much violence is not only terrible, but also
  dangerous before the denouement has been achieved.
  As I extricate myself from beneath the drone’s bulk,
  I feel the Dreamer’s fear as he struggles to end the
  dream. The Dreamworld ripples. If he awakens we will
  all be in danger. With a pulse of my own mana, I help
  him to calm down.
  The battle is over in seconds. With a shot and a final
  squeal the last drone collapses into a steaming putrid
  mass.
  “Goddamn!” Paul says. His eyes are wide with
  excitement. “Did you see that! Just like Bonnie and
  Clyde! Goddamn!”
  Linda turns on him unexpectedly. “You can’t just kill
  like that, Paul! Not before the goal is complete.”
  Introduction
  
  8
  D Dreamwalker
  “What?” He says, his face darkening into a frown.
  “Lighten up. Those scumbags had to die anyway and
  the sooner we waste them the better, right? Right? Now
  we can get this part over with and get on to the
  Queen!”
  I would like to argue his logic but my head hurts too
  bad. My mana flows over me, Healing the wound and
  instantly making me feel better.
  Meanwhile Linda and Billy exchange worried looks.
  Neither are pleased that Paul is still on the team. When
  we get back to the lab I am going to request he take
  some time off. Perhaps even permanently.
  But now is not the time to worry about that. We have
  to move fast. The Unreal have fled for the moment and
  there were none in sight, but the police would be here
  soon.
  “We have a problem,” I say.
  “What is it?” Billy asks.
  I show them. The damage to the ride mechanism
  looks bad. It can be fixed with mana but since it is both
  a mechanical and electronic device, the cost will be too
  great. We still have to find and kill the Taeniid Queen.
  Linda kneels down to take a look at the device. She
  is better with mechanical things than any of us. She
  closes her eyes and focuses her mana, manifesting the
  desired repair knowledge in much the same way I
  bolstered my combat ability.
  “There,” she says, opening her eyes. “I can fix it, but
  it would be easier if I had the right tools.”
  “Give me a minute,” Billy says and trots off into the
  park.
  “I’ll stand guard,” Paul says, twirling his pistol like an
  old west gunslinger. Linda frowns but I shake my head.
  Now is not the time.
  “Don’t shoot anyone if you don’t have to,” she says
  anyway which only irritates him even more. She’s right
  though. It is hard enough to keep the Dreamer asleep
  as it is. More random death and destruction is a sure
  way to awaken him.
  We wait. For now, there is little fear of the Taenia, any
  remaining drones are scuttling back to protect their
  Queen, but in many ways, the Dreamworld was similar
  to the real world. The battle has caused quite a stir and
  Unreal policemen will soon be on hand to investigate.
  While they represent very little danger to us, once
  again, the danger to the Dreamer’s psyche is more
  important.
  In the distance, we hear the wail of police sirens.
  Billy returns having Possessed a park maintenance
  man. A tool belt and a ring of about a thousand keys
  dangle from his waist. Linda takes the tools, opens the
  ride panel and sets to work. In minutes, the ride is
  operational again. Linda works the controls as I/Geller
  climb into one of the buckets. Geller’s emotions are a
  tangled mixture of fear and excitement.
  I gently disengage my spirit from his and reform on
  the seat facing him. He blinks as if awakening from a
  dream.
  “Have a nice trip,” I say, getting up.
  “You’re not going to ride with me?”
  I shake my head and rest a comforting hand on his
  shoulder. “No. There are some things you need to do by
  yourself.”
  He nods and I know that some part of him, the adult
  part of Henry Geller, understands. I climb out of the
  bucket and close the door, then stand and watch with
  the others.
  Linda presses the operating button. Like some great
  dinosaur, the ride begins to move. We watch the bucket
  slowly go up, crest the top, then come back down
  again. Although the boy inside maintains a white
  knuckled grip on the safety rails the entire time, his
  mouth is open in a wide grin and his expression is that
  of pure joy.
  On the second time up, the bucket begins to glow
  with an iridescent white light. We watch as the light
  spreads outward from the bucket, bathing us in a wash
  of pure spirit mana. Its touch revitalizes us, restoring
  some of the precious mana we had used. It melts away
  the park’s decay and brings color back to Henry
  Geller’s Dreamworld. The remains of the Taeniid
  drones sizzle and dissolve under its glare. The light
  spreads out from the wheel and continues on to
  envelope the entire amusement park in its shimmering
  glow. The wail of police sirens dies away and the Unreal
  begin to return to the park in droves as if nothing
  untoward had happened.
  Somewhere, deep in Henry Geller’s Dreamworld, the
  Queen of the Taenia vents her fury. She senses our
  presence, and our victory, and she is afraid. If we can
  find her while the Dreamer’s mind is thus occupied,
  before the dream ends, we can destroy her. Only then
  can Henry Geller begin the long process of repairing
  his psyche from the damage done by the Taenia.
  For now, we watch Henry Geller revel in the
  fulfillment of his childhood dream. It is a small victory
  in the grand scheme of things but that doesn’t make it
  any less important.
  After a while, it is time for us to go. Time for the real
  work to begin.
  Introduction
  
  /
  9
  Chapter 2
  Dreams
  “A dream is a microscope through which we look at
  the hidden occurrences in our soul.”
  Erich Fromm
  Dream (dreem) n. A series of images, ideas, emotions
  and sensations occurring involuntarily in the mind
  during certain stages of sleep.
  Dreams have been a natural part of our sleeping lives
  since the beginning of time, but only recently have we
  started to harness their potential. Dreams offer us
  unlimited opportunities for fun, adventure, and
  romance and sometimes even personal insight. They
  are a private means with which we may explore our own
  inner realities; a way to experience things that our
  conscious mind can hardly imagine. Overwhelming
  evidence now indicates that dreams can also be used to
  improve our waking life as well.
  REM Sleep
  Dreams occur throughout the night, but studies
  show that we experience our most vivid dreams during
  a period of sleep known as Rapid Eye Movement (REM)
  sleep. During REM sleep, the brain is very active; the
  eyes move rapidly back and forth under the lids and the
  body secretes a chemical that paralyzes the larger
  muscles of the body in order to keep us from acting out
  our dreams. REM sleep occurs every ninety to one
  hundred minutes, about three to four times a night,
  and lasts for up to forty-five minutes.
  The Meaning of Dreams
  Although scientists continue to debate the issue of
  whether or not dreams have meaning, most people find
  their own dreams to be of great personal significance.
  Dreams can provide insight into feelings, thoughts,
  behavior, and motives of yourself and others. Actual
  cases have been documented in which dreams have
  been used to solve problems or improve skills,
  sometimes drastically and even overnight. Artists,
  writers, and scientists especially often get creative
  ideas from their dreams.
  Unfortunately, not everyone enjoys the benefits of
  such profound dreams. Some people find it difficult, or
  even impossible, to remember their dreams. Others
  suddenly remember a dream later in the day or on
  another day, suggesting that the memory is not totally
  lost but for some reason has been buried deep in the
  subconscious mind. Sleep, dreams, and dream recall
  Dreams
  
  10
  D Dreamwalker
  may also be affected by a great variety of drugs and
  medications, including alcohol.
  Nightmares & Night Terrors
  Nightmares are very common among children and
  fairly common among adults. Often nightmares are
  caused by stress, traumatic experiences, emotional
  difficulties, drugs/medication, or illness. However,
  some people have frequent nightmares that seem
  unrelated to their waking lives. Recent studies suggest
  that on the average, these people tend to be more
  open, sensitive, trusting, and emotional.
  Night terrors are more frequent in children and
  usually subside with age. They differ from nightmares
  in that they occur during non-REM sleep and are
  usually so intense that the sleeper awakens in panic,
  often screaming, with heart pounding, and with less or
  no recall of the dream’s content.
  “Dreams say what they mean, but they don’t
  say it in daytime language.”
  Gail Godwin
  Dreams
  
  /
  11
  Dr. William Morris Black
  As a child, William Black was subject to the semi-rare
  sleeping disorder known as night terrors. In time, he
  eventually overcame his affliction but because of the
  experience, grew up fascinated by the process of
  dreaming.
  By the mid 1940s, William Black, now an esteemed
  clinical researcher and professor at M——, began a
  series of experiments focusing primarily on dreams and
  their relationship to the health of the human psyche.
  Several groundbreaking discoveries involving dreams
  and their effects on the human psyche were attributed
  to Dr. Black’s work.
  Black25
  In the late 1940s, Dr. Black developed an
  experimental sleeping drug known as Black25.
  Numerous tests on laboratory animals ensued and after
  extensive interpretation of the results, it was theorized
  that Black25 stimulated the parts of the brain
  responsible for inducing REM sleep, allowing for longer
  and more vivid dreams. In addition, the animals
  responded surprisingly well to the drug, becoming
  much more healthy and active than before.
  In 1950 Dr. Black felt it was time to test Black25 on
  human subjects. The board of directors firmly denied
  this request and then denied it again for each of the ten
  years following.
  Discouraged and fearing he might never get the
  chance to explore the true potential of Black25, Dr.
  Black secretly gathered a few of his most trusted
  assistants and former students who had worked closely
  with him on the Black25 animal experiments. After
  explaining the potential risks (both career and
  physical) and consequences of unauthorized testing,
  he proposed a plan to administer the drug to himself
  under their close observation. In this way, Dr. William
  Morris Black became the first person injected with
  Black25.
  The results were far greater than anything he could
  have possibly imagined. Dr. Black entered the dream
  state as a fully lucid Dreamer, retaining complete
  control over his own thoughts and actions. Ironically,
  the Dreamworld he found himself in was an exact
  replica of his first meeting with the board of directors.
  The board members were exact duplicates of their
  counterparts in the real world and with some
  amusement, Dr. Black decided to pitch his proposal
  again and attempt to do what he had been unable to do
  before—convince the board to approve testing of
  Black25 on human subjects. To his surprise, the board
  unanimously approved his proposal. When he was
  awakened by his assistants after the allotted time had
  passed, he felt invigorated and refreshed. What’s more,
  he had total recollection of the things he had
  experienced in his dream.
  Dr. Black had always been a proponent of the
  Jungian theory that the purpose of dreams and the
  unconsciousness were to show the conscious mind
  what needs to be done to get rid of unease and
  unhappiness and to achieve fuller satisfaction in life.
  The resolution of his dealings with the dream board
  seemed to confirm this theory on the importance of
  resolving dream goals, which Dr. Black later termed
  denouements. A host of related tests followed and the
  results were surprisingly irrefutable. When he resolved
  his dream’s denouements, he woke up feeling well
  rested—when he did not, he awoke frustrated and
  irritable.
  Dreamwalking with Black25
  Dr. Black soon began to explore the boundaries of his
  Dreamworld and eventually learned that not only could
  he travel to the hidden levels of his own psyche, but he
  could actually leave his Dreamworld and enter the
  dreams of others. These dreams also had denouements
  that needed to be resolved, although the resident
  Dreamer was frequently unable to do so.
  History of
  Project Dreamwalker
  “All men who have achieved great things
  have been great Dreamers.”
  Orison Swett Marden
  Dreams
  
  12
  D Dreamwalker
  It was during this time that Dr. Black first
  encountered the Taenia. He did not know what they
  were at first, but they instilled in him a primal dread
  that he fought hard to overcome in order to pursue his
  research.
  In his travels throughout the Dreamworlds, Dr. Black
  realized that the Taenia were readily recognizable
  despite drastic differences in their appearance. Over
  time, he was able to catalogue the three basic types—
  larva, drone, and Queen, although he only saw one
  Queen as the drones grew hostile whenever he
  ventured too close to a nesting area. Otherwise, the
  Taenia ignored him as long as he kept his distance.
  Dr. Black also noted the way the Taenia actively
  worked to hinder the Dreamer from achieving the
  dream’s denouement and thus hypothesized that they
  somehow gained sustenance from the negative
  emotions incurred. He soon discovered that their
  efforts slowly increased the dementia of the host and
  surmised that if he could find some way to combat the
  Taenia, he might be able to heal the psyche of those
  infested.
  A year of Dreamwalking research passed without any
  apparent ill side effects. Dr. Black finally relented to
  overwhelming pressure from two of his senior
  assistants, Kevin Laerty and Dawn Rogers, and agreed
  to administer Black25 to them so they could
  experience the wonders of the Dreamworlds for
  themselves. With practice, they discovered that they
  too could leave their own respective Dreamworlds,
  meet in the Periphery, and then travel throughout the
  Empyrean together. They kept extensive records of
  their travels and experiences during this time—the
  compilation of notes and papers now known as the
  Black Files.
  Exposure
  It was toward the end of this second year of
  Dreamwalking that disaster struck. Dr. Black and his
  two assistants were investigating the mind of a
  particularly 
  disturbed 
  individual 
  when 
  they
  encountered their first Broodking. The creature
  attacked them immediately. In the ensuing conflict,
  Dawn Rogers was killed, and Dr. Black and Kevin Laerty
  barely escaped the Dreamworld with their lives.
  Back in the lab, they discovered that Dawn Rogers
  was truly dead. Dr. Black was overcome with grief
  despite the reassurance of his assistants that it wasn’t
  his fault. He immediately phoned the campus police
  and informed them of what had happened,
  The following investigation into the death of Dawn
  Rogers led to the exposure of the entire Black25
  project. The results were withheld from the general
  public, but caused quite a stir in the scientific
  community. Reactions ranged from mild interest to
  angry disbelief. Many scoffed at the contents of the
  Black Files and refused to even accept the possibility of
  traveling into the dreams of others. This was the 1960s
  and most believed that Black25 was just another
  dangerous, hallucinogenic drug similar to LSD, which
  easily explained the strange accounts documented
  within the Black Files.
  A Ray of Hope
  Meanwhile, William Black was brought up on charges
  of malpractice and neglect. Just when it seemed
  inevitable that he would serve jail time for the death of
  Dawn Rogers, Black was contacted by Senator Wade
  Wilson of Texas. Following a riding accident, the
  Senator’s daughter, Sarah, had been comatose for over
  a year. Senator Wilson heard about Dr. Black’s radical
  new dream experiments through an old M—- alumnus
  and wondered if Black25 could be used to help coma
  victims. Dr. Black wasn’t sure, but not having anything
  to lose, he agreed to try.
  He was granted the use of a government facility and
  together with the help of his assistants, he entered the
  dream state intent on reaching out to Sarah Wilson’s
  unresponsive mind.
  No one really knows what happened next. One
  minute, William Black’s vital signs were normal, the
  next he was flat-lining. By contrast, the girl’s eyes
  fluttered and opened. She sat up in bed and dazedly
  watched as medical personnel tried to revive William
  Black. After a year of being in a coma, Sarah Wilson
  had finally awakened.
  William Black died despite all attempts at
  resuscitation. Nevertheless, the wheels were in motion
  and the work he had begun would not remain idle for
  long.
  Project Dreamwalker
  Sarah Wilson made a full recovery and grew up both
  physically and mentally sound, possessing a strong
  desire to be the best at everything she did. She had no
  memory of Dr. Black or of the time spent in the coma
  but it was hardly surprising that she became obsessed
  with the process of dreams and dreaming. Her
  graduate studies reflected this interest and in the early
  1980s, as a graduate student and dream researcher,
  she attempted to retrieve Dr. Black’s notes and records
  from M—- archives. To her surprise, she discovered that
  the Black Files had been classified and withdrawn by
  person or persons unknown. No other information was
  forthcoming.
  Not one to be discouraged by such minor setbacks,
  she cajoled her father into pulling a few strings and
  Dreams
  
  /
  13
  discovered that Dr. Gunther R. Endell had recovered
  the Black25 program in 1976. With government
  funding and supervision he established The Clinic in
  eastern Virginia and resumed Dr. Black’s dream
  research and experimentation. Sarah visited The Clinic
  several times but was denied access. Attempts to
  contact Dr. Endell himself were repeatedly and rudely
  rebuffed.
  Then one day, Sarah was approached by Dr. Black’s
  former assistant, Kevin Laerty, now a senior Clinic staff
  member. Kevin was willing to answer all of Sarah’s
  questions about Dreamwalking and Dr. William Black.
  To her surprise, Sarah learned that not only could
  Dreamwalkers travel into the dreams of others, but
  that now they could manipulate mana (the spiritual
  energy of dreams) to produce wondrous effects. Kevin
  and most of Dr. Black’s former assistants had been
  recruited by Dr. Endell and were currently working at
  the Clinic but many were unhappy with the direction
  his experiments had taken. Dr. Endell and his
  government superiors seemed more concerned with
  the military applications of Black25 than fighting the
  Taenia and healing the human psyche.
  With backing from her father and a few other
  prominent politicians (mostly rivals of Dr. Endell and
  his supporters), Sarah Wilson staged a minor coup,
  enticing Laerty, a few researchers, and several
  Dreamwalkers away from The Clinic. With their help
  and 
  liberated
  records 
  on 
  the 
  Dreamwalking
  experimentation, she established the basis for Project
  Dreamwalker.
  Dreams
  In Xanadu did Kubla Khan
  A stately pleasure dome decree:
  Where Alph, the sacred river, ran
  Through caverns measureless to man
  Down to a sunless sea.
  So twice five miles of fertile ground
  With walls and towers were girdled round:
  And here were gardens bright with sinuous rills,
  Where blossomed many an incense-bearing tree,
  And here were forests ancient as the hills,
  Enfolding sunny spots of greenery.
  But oh!that deep romantic chasm which slanted
  Down the green hill athwart a cedarn cover!
  A savage place;as holy and enchanted
  As e’er beneath a waning moon was haunted
  By woman wailing for her demon-lover!
  And from this chasm,with ceaseless turmoil seething,
  As if this earth in fast thick pants were breathing,
  A mighty fountain momently was forced,
  Amid whose swift half-intermitted burst
  Huge fragments vaulted like rebounding hail,
  Or chaffy grain beneath the thresher’s flail:
  And ‘mid these dancing rocks at once and ever
  It flung up momently the sacred river.
  Five miles meandering with a mazy motion
  Through wood and dale the sacred river ran,
  Then reached the caverns measureless to man,
  And sank in tumult to a lifeless ocean:
  And ‘mid this tumult Kubla heard from far
  Ancestral voices prophesying war!
  The shadow of the dome of pleasure
  Floated midway on the waves;
  Where was heard the mingled measure
  From the fountain and the caves.
  It was a miracle of rare device,
  A sunny pleasure dome with caves of ice!
  A damsel with a dulcimer
  In a vision once I saw:
  It was an Abyssinian maid,
  And on her dulcimer she played,
  Singing of Mount Abora.
  Could I revive within me
  Her symphony and song,
  To such a deep delight ’twould win me,
  That with music loud and long,
  I would build that dome in air
  That sunny dome! Those caves of ice!
  And all who heard should see them there,
  And all should cry, Beware! Beware!
  His flashing eyes, his floating hair!
  Weave a circle round him thrice,
  And close your eyes with holy dread,
  For he on honey dew hath fed,
  And drunk the milk of Paradise.
  Kubla Khan
  by Samuel Taylor Coleridge
  
  14
  D Dreamwalker
  The Empyrean
  “To confine our attention to terrestrial matters would
  be to limit the human spirit.”
  Stephen Hawking
  The Empyrean is the name given to the land of
  dreams. It is a realm of pure spirit mana where
  anything is possible. The Empyrean is comprised of
  four basic parts—the Barrier, the Periphery, the
  Dreamworld, and the Underpsyche.
  The Barrier is the thin membrane of mana that
  divides the other three levels of the Empyrean. The
  Periphery is the astral border between the real world
  and the land of dreams. The Dreamworld is the
  spiritual manifestation of the Dreamer’s current
  dream. The Underpsyche refers to the nearly infinite
  number of dormant Dreamworlds, or Underworlds,
  that lie within the subconscious mind of the Dreamer.
  To simplify, try to picture the Dreamer’s mind as a
  cake with an infinite number of layers. The top layer
  represents a Dreamworld, each subsequent layer
  represents an Underworld and the coat of frosting on
  top and between each layer represents a Barrier.
  The Three Forms
  Dreamwalkers are able to adopt three basic forms—
  physical, spiritual, and pseudophysical.
  Physical
  The physical form is that taken in what we call the
  real world. It is made of flesh and bone, and is subject
  to all the laws of science and nature. While
  Dreamwalking, the physical form is in its most
  vulnerable state as the mind is totally oblivious to its
  surroundings.
  Spiritual
  Although technically everything in the Empyrean is
  made of spirit mana, the spiritual form refers to the
  state which the Dreamwalker’s body assumes while
  traversing the Periphery. This spiritual form appears as
  a colored, flickering image of the Dreamwalker’s
  physical self. Dreamwalkers are vulnerable when in
  spirit form.
  Pseudophysical
  The pseudophysical form is that taken within the
  Dreamworld. Although composed of mana, it is shaped
  by the subconscious mind of the Dreamwalker (and
  sometimes the Dreamer) and usually corresponds with
  that of his physical form including all abilities and
  skills.
  The Dreamer
  Anyone who dreams is considered to be a Dreamer.
  The Dreamer is the creator of the Dreamworld and may
  appear as anyone or anything within it (even inanimate
  objects). There are two basic types of Dreamers—idle
  and lucid.
  Most Dreamers are idle. An idle Dreamer is unaware
  that he is dreaming and has little or no control over his
  own actions during the course of the dream. Idle
  Dreamers are content to wander through the
  Dreamworld under the direction of the subconscious
  mind. The experience is similar to that of watching a
  movie in which the Dreamer is the star.
  Lucid Dreamers on the other hand, are fully aware
  that they are in a dream. They not only have complete
  control over their own actions, but to some extent, the
  Dreamworld itself. Lucid Dreamers can be extremely
  powerful and are, therefore, rarely subject to Taeniid
  infestations. Most lucid Dreamers are unaware that
  others are able to enter their Dreamworld and during
  the dream it is nearly impossible to convince them
  otherwise. Lucid Dreamers see Dreamwalkers and the
  Taenia as a natural part of the dream.
  Whatever the type or form, the Dreamer always
  appears as the most bright and vibrant being in the
  Dreamworld.
  The Periphery
  The Periphery is the silvery border ethereal—an
  unbelievably vast, ocean-like realm of spirit mana set
  beneath a brooding, purple sky. Billions of
  Dreams
  
  /
  15
  Dreamworlds lie beneath the Periphery’s iridescent
  waves and its waters often reflect the condition of those
  below—pure, clear water represents a Dreamworld
  which is virtually free of the Taenia; turbulent, brackish
  brown or green tinged seas indicate severe infestations.
  As a realm of spirit, The Periphery is bound by no
  physical laws. Concepts such as time and distance are
  all relative. Movement through the water is
  accomplished 
  by 
  thought 
  and 
  is 
  virtually
  instantaneous. The experience is akin to floating or
  swimming, although no true effort is expended.
  Perception is limited while in the Periphery—the five
  senses of sight, sound, hearing, smell, and taste are
  muted by residual emotions drifting up from the
  Dreamworlds below.
  The existence of the Periphery has long been a
  subject of debate. Many scientists of Project
  Dreamwalker view the Periphery as a fabrication of the
  subconscious mind, designed to ease the transition
  between reality and dream. Throughout history,
  Mystics have assigned various religious or purgatorial
  significance to the Periphery, while other more
  altruistic Dreamwalkers view it as proof that all of
  humanity is linked together by a common bond.
  Whatever its true nature and purpose, all who have
  experienced it agree that the Periphery is a place of
  great peace and formless beauty. Even so, it is not
  without its dangers.
  Astral storms are frequent occurrences. These vary
  greatly in size and intensity, the largest mirroring the
  devastating effects of those in the real world.
  Spontaneous whirlpools occasionally suck unwary
  Dreamwalkers down into the depths of a nearby
  Dreamworld. Just passing over the unwholesome
  waters of some of the more disturbed Dreamworlds is a
  danger to one’s own sanity and peace of mind.
  Worst of all is the constant threat of the dreaded
  Taeniid Broodkings. These powerful evil creatures often
  prowl the Periphery, lying in wait beneath the astral
  waters to attack a passing Dreamwalker.
  The Barrier
  The thin layer of mana that divides the Periphery
  from the Dreamworld as well as the Dreamworld from
  the Underpsyche is known as the Barrier.
  Although the Barrier is only sometimes visible, it can
  be traversed at will from anywhere within the
  Dreamworld. The procedure is instantaneous and
  causes a slight distortion around the character as he
  passes through it. The character may delve as deep into
  the Underpsyche as he desires, but each level costs one
  point of mana to traverse.
  The Dreamworld
  Not every dream is accessible to Dreamwalkers—
  only those that occur during the deepest levels of REM
  sleep. These pseudophysical landscapes are known as
  Dreamworlds. Each Dreamer is different and therefore,
  so is each Dreamworld.
  The Dreamworld’s appearance is largely dependent
  upon the Dreamer’s psychological state and makeup.
  Many also reflect his interests and hobbies. The
  Dreamer’s convictions have a strong influence as to the
  content of the Dreamworld as do his general abilities.
  Dreamers with a high Creativity often have fantastic
  Dreamworlds while those suffering from dementia can
  alter the general mood and atmosphere—the more
  inflicted with dementia, the more horrid the
  Dreamworld.
  Some Dreamworlds are outlandish creations, others
  are more mundane. A Dreamer who dreams of
  captaining a starship from his favorite television series
  manifests a Dreamworld vastly different than one who
  dreams of being a princess surrounded by a harem of
  handsome, obedient men.
  Like the Periphery, the Dreamworld is a place of
  great beauty and great danger. The Dreamworlds are
  the home of the Taenia—the worse the infestation, the
  greater the Taeniid presence.
  The Denouement 
  Most dreams are a series of scenes or random images
  reflecting the Dreamer’s thought processes and/or
  current state of mind. However, several times each
  night (during REM sleep) these dreams take on greater
  significance; they are not just random occurrences, but
  rather the psychological manifestation of some real or
  imagined goal the Dreamer desires to complete. These
  goals are called denouements.
  Denouements are a natural function of the healthy
  psyche. They are a tool of the subconscious mind used
  primarily for entertainment, problem solving, or
  resolution of past events. Upon completing a
  denouement, the Dreamer wakes feeling invigorated
  and refreshed, despite whether or not having any
  conscious recollection of the dream or its outcome.
  Given time, the Dreamer usually completes the
  denouement on his own. The Taenia, however, subtly
  work to prevent this from happening in order to feed
  off the Dreamer’s feelings of frustration, failure, and
  disappointment. People who wake up unrested, in a bad
  mood, or on the wrong side of the bed have often been
  unsuccessful in accomplishing their denouement.
  Boundaries of the Dreamworld 
  Each Dreamworld is usually centered around its
  denouement. The further one travels away from the
  Dreams
  
  16
  D Dreamwalker
  denouement, the less distinct and populated the
  Dreamworld 
  becomes. 
  For 
  instance, 
  take 
  a
  denouement centered around a cross country hike
  from New York City to Los Angeles. The Dreamworld
  would be clear and distinct along the route the
  Dreamer plans to take, becoming less so, the farther
  one ventures away from the route until reaching the
  Barrier at the edge of the Dreamworld.
  The Underpsyche
  Beneath the Dreamworld lies a nearly infinite
  number of dormant Dreamworlds known as the
  Underpsyche. These Underworlds are the doorways
  into the subconscious mind of the Dreamer. The
  Underworlds are Dreamworlds-to-be and follow much
  of the same guidelines. They are dimly lit, however, and
  entirely devoid of Unreal. This combination provides
  for an eerie and unsettling effect.
  Despite its emptiness and gloom, there is reason to
  travel through the Underpsyche. Scattered throughout
  the Underworlds are hidden pockets of unused mana
  that may be harvested by Dreamwalkers to replenish
  their supply. These pockets always appear as something
  important or interesting to the Dreamer and vary
  greatly in size and strength. For instance, an
  Underworld which manifests as the Dreamer’s
  childhood home may contain pockets of mana in the
  form of his favorite pair of roller skates or his Babe
  Ruth autographed baseball.
  Unfortunately, these pockets of mana are rarely left
  unguarded. In an infested psyche, Taeniid drones
  routinely transport eggs to the various levels of the
  Underpsyche. Some of these drones remain behind to
  defend their charges and must be dealt with before the
  mana pocket can be absorbed.
  The Unreal
  The Unreal are the pseudophysical manifestations of
  all people, animals, and monsters living within the
  Dreamworld.
  Some are duplicates of people the Dreamer knows
  while others are mere fabrications of his sleeping mind.
  The Unreal generally act as would their real world
  counterparts, but are sometimes bound by the
  Dreamer’s 
  perception 
  of 
  reality. 
  Therefore,
  Dreamwalkers would do well to learn as much about
  the Dreamer as possible before entering his dreams.
  The Taenia
  The Taenia Spiritus are spiritual parasites that derive
  sustenance from the negative emotions generated by
  the human psyche. More importantly, they actively
  attempt to foster these emotions in order to thrive and
  multiply. Their presence corrupts the Empyrean like a
  plague, turning otherwise peaceful Dreamworlds into
  places of nightmare.
  It is not known for certain how Taeniid infestations
  arise in the human psyche, although many theories
  abound, most including Broodkings who roam the
  Empyrean at will.
  At some point or another, everyone is subjected to at
  least one minor Taeniid infestation and some people
  play host to them on a routine basis. Strings of bad luck
  and lingering feelings of sadness, guilt, anger, envy, or
  betrayal are all that is needed for a Taeniid colony take
  hold. The subconscious mind is not entirely defenseless
  and often fights off and destroys these colonies while
  still in their formative stages. Some colonies are not
  destroyed but instead rendered dormant until revived
  (even years later) by some trauma, related occurrence,
  emotion, or other unknown event. Each time a Taeniid
  colony is destroyed, the mind becomes more resistant
  to new infestation.
  Taeniid infestations may spread quickly or over the
  course of months, years, or decades, depending on the
  strength of the Dreamer’s psyche. The Taenia latch
  onto and help generate negative emotions. During
  sleep, the Queen begins laying eggs and distributing
  them throughout the different levels of the
  Underpsyche. Meanwhile, the infested person gradually
  sinks deeper and deeper into a state of depression.
  These colonies eventually become too large for the
  Dreamer’s mind to handle alone. Lucid dreaming
  techniques, therapy, and prescription drugs have
  proven useful in combating less severe Taeniid
  infestations. Failing that, the only thing that can help
  the patient is the intervention of a Dreamwalker.
  Other Types of Dreamworlds
  Animals
  It has long been established that animals dream in a
  way similar to that of humans. However, the content of
  those dreams is largely open to debate and would most
  likely shed some light on the inner workings of the
  animal mind as well as the depth of their relationship
  with humans.
  Thus far, no Dreamwalker has been able to locate the
  Dreamworlds of an animal. This has lead to a host of
  speculation and the belief of an entirely different land
  of dreams. Thus, the quest for the Animal Empyrean
  has taken on a near mythical status among some
  Dreamwalkers.
  Children
  By Project rule, Dreamwalking in the mind of a child
  is to be avoided at least until the child reaches
  adolescence.
  Dreams
  
  /
  17
  This rule was established for the safety of all those
  involved. Children do not dream as adults do. Their
  perception of reality is underdeveloped and concepts
  such as life and death are often beyond their grasp.
  The dreams of a child are sometimes so chaotic and
  unpredictable that they can be overwhelming and
  dangerous to an adult mind. One child’s Dreamworld
  was reported as a land made up entirely of cartoon
  characters. These cartoons fell from cliffs, handled
  explosives and happily pummeled away at each other
  with little more than comedic effect. The
  Dreamwalkers however, were not so lucky. 
  Criminally Insane
  The Dreamworlds of the criminally insane are often
  dark and hellish creations with cruel and perverse
  denouements. Even worse, joining with the Dreamer or
  possessing many of the Unreal is enough to threaten
  the sanity of any Dreamwalker. There is a belief that
  within each insane mind, a part of the Dreamer’s
  consciousness realizes that his beliefs and actions are
  abnormal. Attempts to contact this alter ego have met
  with limited success.
  Except in extreme circumstances, Dreamwalking in
  the mind of the criminally insane is forbidden by
  members of Project Dreamwalker. Unfortunately, The
  Clinic has no such restrictions.
  Coma Victims
  No one knows for sure what took place when Dr.
  William Black entered the mind of Sarah Wilson. To
  date, no one else has ever been able to enter the mind
  of a coma victim. Those who have tried, report a
  Barrier that is impossible to cross.
  Project Dreamwalker imposes strict taboos on
  entering the mind of a coma victim, but The Clinic
  continues its attempts to access the unresponsive
  mind.
  Mentally Challenged
  The Dreamworlds of the mentally challenged are
  often a pleasant change from the chaotic and
  nightmarish Dreamworlds of others. Almost all are
  surreal and very few seem to have denouements other
  than enjoying the simple pleasures in life. Mentally
  challenged individuals immediately recognize and
  happily 
  welcome 
  Dreamwalkers 
  into 
  their
  Dreamworlds. To date, no Taeniid infestation has been
  found in the minds of the mentally challenged. Project
  scientists are hard at work trying to figure out why.
  Out of Body Experiences
  It has been determined that most (but not all) so-
  called out of body experiences are actually just the
  dreams of a lucid Dreamer as he wanders about his own
  Dreamworld—a world mimicking the one he knows.
  The mistake is a natural one as the mind often cannot
  tell the difference between the Dreamworld and the
  real.
  Dreamwalkers
  Within their own Dreamworlds, Dreamwalkers gain
  the same benefits as lucid Dreamers. They
  automatically know their dream’s denouement and
  completion conveys the usual feelings of triumph and
  euphoria, minus the backwash of mana. In addition,
  subdenouements 
  and 
  incidental 
  achievements
  sometimes impart cryptic messages or provide better
  insight into something that is troubling the character
  in the real world. Dreamwalkers would do well to heed
  the workings of their own subconscious minds and
  investigate all fluff and other strange manifestations
  occurring within their dreams.
  Islands
  Islands are pseudophysical manifestations formed by
  the thoughts and dreams of thousands, sometimes
  millions, of people that were inspired by the same
  concept or ideal. 
  Islands vary greatly in size, shape and content. Some
  are based around a certain time period, some are
  centered around a particular person, organization, or
  movement, while others have deep religious
  significance. In recent years, several well known books
  and movies have given birth to brand new islands. 
  It is also rumored that each island contains an
  ancient standing column or pillar, supposedly engraved
  with directions to glorious Manaed, the City of Dreams. 
  Others
  The Empyrean is a land of few laws so who knows
  what other types of Dreamworlds there may be and
  what rules they may conform to. This is particularly
  frustrating to the scientific personnel of Project
  Dreamwalker as it limits the correlation of data.
  Dreams
  
  D
  18
  D Dreamwalker
  Chapter 3
  Characters
  “A dream is a microscope through which we look at
  the hidden occurences in our soul.”
  Erich Fromm
  Characters in the Dreamwalker setting are created
  using the same guidelines presented in the core rules.
  The following new abilities, gimmicks, and skills may
  also be used in addition to those listed in the core
  rules. Some are required by Dreamwalker characters
  and are noted in their descriptions.
  While the dramatic reality rules may be more
  appropriate for characters in the real world, players
  may find more enjoyment by utilizing the pulp reality
  rules for creating characters to be used in
  dreamworlds. As with other elements of play, this
  decision is ultimately up to the director.
  Dreamwalker characters must choose one of the
  Dreamwalker gimmicks and may be restricted by other
  aspects of the character.
  C Infinite Mutable Abilities
  Infinite mutable abilities function in the same
  manner as special mutable abilities, except that there
  is no defined limit to their rating. Basically, they can
  range from zero (0) to infinity (∞); five (5), one
  hundred (100), and one thousand (1000) are all
  theoretically possible, but will most likely be limited by
  actual game usage.
  Mana
  Mana is an infinite mutable ability and represents
  the raw spiritual energy from which the Dreamworlds
  are formed. Within the dream, Dreamwalkers are able
  to manipulate this energy to produce various
  spectacular effects by thought alone. Many choose to
  do so in a variety of other ways, however.
  Some Dreamwalkers learn occult mana spells from
  ancient tomes. Others focus their spiritual energy
  through good luck charms, crystals, or mystical runes
  tattooed on their bodies while still others, particularly
  Mystics, use holy amulets, icons, elaborate dances,
  chants, body paint, or musical instruments to call upon
  their magic. Upon entering a Dreamworld, these
  extraneous components (spell books, runes, magic
  staves or wands, good luck charms, etc.) are always
  included among the character’s possessions and/or
  incorporated into the Dreamwalker’s pseudophysical
  form.
  Use of extraneous components is highly based on the
  character’s concept, and the player’s ability and
  willingness to roleplay. Directors may choose to give
  the character ¡ on all mana based creativity tasks
  when using extraneous components in a dreamworld.
  Similarly, if divested of these components or otherwise
  prevented from performing his normal routine, the
  character should receive § on all mana based
  creativity tasks in a dreamworld.
  Keep in mind that some of the more visual
  extraneous components and uses of mana in general
  may produce a negative response among witnesses.
  The Unreal act as would their real world counterparts.
  A Dreamwalker chanting and dancing around is likely
  to draw unwanted attention. Firing mana bolts and
  Characters
  
  /
  19
  creating fire in the Middle Ages is a sure way to be
  branded a demon or witch, and hunted down by the
  populace. Blatant use of certain powers in sight of the
  Unreal (such as possession or joining) or acts which
  define a Dreamer’s convictions may require the
  additional expenditure of mana or even discipline as
  decided by the director.
  Each Turn, a Dreamwalker may spend a number of
  mana equal to or less than his creativity ability. In some
  cases, a task check may be required in addition to
  spending mana. If the task fails, half of the mana points
  that the character would have normally spent are still
  subtracted (minimum of one). The mana total
  replenishes each time the character returns to his own
  Dreamworld.
  If the desired effect has a mana cost greater than the
  character can spend per turn, he may focus his
  attention over subsequent turns (deferring the
  incomplete portion of the cost for the next turn) as
  long as his concentration is uninterrupted—this is a
  sustained action, but does not include the extra effort
  normally associated. Sustained use requires the utmost
  concentration, leaving the Dreamwalker vulnerable to
  outside attack. During this process, characters are
  considered surprised and knocked down for purposes
  of combat.
  Several Dreamwalkers may also pool their talents
  together in order to help with an effect—this is a
  united action, but does not include the extra effort
  normally associated. The Dreamwalkers must be in
  physical contact with one another and must all
  concentrate (considered surprised and knocked down
  in combat) for this to work. The total mana cost of the
  effect is distributed evenly among those involved.
  If one or more of the characters are interrupted
  before the desired effect is complete (such as by a
  character being attacked), all previously expended
  mana is lost, but the effect is not successful.
  Some of the more common uses of mana are listed
  below. Unless otherwise noted, these effects occur
  immediately. Most effects last for the duration of the
  dream and disappear when the dream ends or the
  character leaves the current Dreamworld (whether he
  travels into an Underworld or back into the Periphery).
  Aegis
  This effect can increase the difficulty of any attack
  directed at the character by one grade for every two
  points of mana expended.
  Channel Damage
  Mana may be channeled through a normal attack
  such as that of a sword or gun in order to increase the
  amount of damage dealt. The intent to channel
  damage must be stated before the attack is made. If
  the attack is successful, the weapon inflicts +1S or
  +1W (depending on weapon type) per mana point
  expended. The mana points are still expended if the
  attack fails. Calamities indicate that the character
  making the attack receives the increase in damage
  originally intended for his target.
  Speed Boost
  Mana may be expended to increase a character’s
  haste in a turn. Each point of mana expended counts
  as |+1| effort toward acting in haste.
  Forte
  Fitness or reasoning based skills which the character
  does not possess may be acquired in the Dreamworld at
  the rate of one grade per point of mana expended, plus
  one additional point of mana. This is most useful in
  surreal Dreamworlds where some skills have no real
  world counterparts. The character must have at least
  some idea of what type of skill he needs.
  Healing
  Dreamwalkers may heal themselves or others at the
  rate of one grade of fatigue for every point of mana
  expended or one grade of injury for every two. This
  effect heals normal damage as well as damage from
  other sources of injury such as fire and acid without
  leaving scars. It does not extinguish flames or dissolve
  acid, however. Therefore, the character may continue
  to take damage on subsequent turns. Healing can also
  be used to reattach severed limbs, provided the original
  limb is still available. It is ineffective against disease but
  does neutralize and heal damage from poisons and
  other sources of physical injury.
  Vigor
  The character’s discipline rating may be increased at
  the rate of one per point of mana expended. This
  increase only lasts until the end of the focus situation
  in which it is used and it may not go above six.
  Heightened Ability
  Fitness or awareness may be increased at the rate of
  |+1| per point of mana expended. These abilities may
  not be raised higher than |+5| in this manner.
  Heightened Skill
  Fitness or reasoning based skills which the character
  already possessed outside of the dreamworld may be
  increased in the Dreamworld at the rate of one grade
  per point of mana expended.
  Mana Bolt
  A mana bolt is a devastating attack that tears at the
  very fabric of the Dreamworld. A mana bolt produces a
  rippling pulse of raw mana that streaks out from the
  Characters
  
  20
  D Dreamwalker
  character’s extended hand. In addition to doing
  damage, a mana bolt can be used to attack larval
  Unreal without harming the host. This can be done
  automatically by touch (the target must be subdued
  first) or by an attack using the precision stunt. If
  successful, the larva is burned out of the host’s body.
  Otherwise, the Unreal host takes damage instead.
  Mana bolts are classified as J damage and inflict 1W
  per point of mana expended. They require a standard
  throwing task to hit. Since no armor is effective against
  the J damage class, mana bolts bypass all armor.
  Nullify
  Nullify is an instinctive ability inherent to all mana-
  using creatures, enabling them to deflect and disperse
  direct mana based attacks at a rate of one mana point
  per mana point expended. Direct mana based attacks
  include mana bolts as well as alteration powers that
  directly affect the character’s pseudophysical form
  (including all clothing and possessions) usually
  through physical contact. Nullification occurs
  automatically and has no effect on how many mana
  points the character may expend over the remainder of
  the turn, although he cannot use more than his turn
  maximum for nullification.
  Possession
  A Dreamwalker may usurp the form and identity of
  an Unreal by using the possession effect. The Taenia
  (including their Unreal hosts) are immune to
  possession.
  Physical contact with the Unreal must first be made.
  The Dreamwalker’s body then melds with the new
  shape, gaining the appearance and form of the Unreal
  in question. During possession, the Dreamwalker
  retains all of his own abilities and skills, but all mana
  costs are raised by one point until he resumes his
  regular form. Additionally, all damage taken in combat
  is subtracted from the Unreal’s health instead of the
  character’s. The character suffers no penalties for
  fatigue or injury, but if the Unreal is incapacitated or
  unconscious, he is incapable of any action other than
  disengaging from the host. The character does not take
  damage from further attacks, but may be forced to
  disengage if the host body is destroyed (such as by
  rending apart or burning)
  In the case of possessed animals, fitness may be
  increased or decreased depending on the creature’s
  rating. In addition, the character also gains use of all of
  the animal’s physical characteristics (birds can fly,
  sharks breathe water and swim fast, bats see by sonar,
  etc.) and can interact (but not communicate) with
  animals of the same type. Some skills can be more
  difficult or even impossible to accomplish in animal
  form.
  The Dreamwalker does not gain any memories or
  skills in this manner so he must be careful when
  dealing with friends or relatives of the Unreal
  possessed. After the Dreamwalker exits the body, the
  Unreal has no memory of the possession and may be
  extremely confused, especially if he is wounded or in an
  unfamiliar location.
  Possession is near instantaneous, but the procedure
  may prove terrifying to Unreal who witness it,
  sometimes inflicting 1D upon them. A character may
  cross from one Unreal to another at the normal mana
  cost with no noticeable effect and without having to
  resume his natural form. Possessed Unreal may not
  cross any Barrier. Characters who do so and then
  return to the Dreamworld, resume their natural form.
  Possessed Unreal are easily distinguished by the Taenia
  and other Dreamwalkers.
  One mana point must be expended in order to use
  possession. This amount is increased by one for small
  animals such as rats and cats, or very large creatures
  such as elephants and giraffes. There is no cost for
  disengaging with the Unreal and resuming the
  character’s original form.
  C New Gimmicks
  Natural Dreamwalker
  This type of Dreamwalker is born with the natural
  ability to do so. The talent manifests at a very early age
  and gradually fades (but never disappears) as the child
  matures and the demands of reality become more
  pressing.
  As a child, most Natural Dreamwalkers are too young
  to realize the exceptional nature of their dreams. Most
  of these children are unable to properly communicate
  what is happening even if they did. Some become so
  enamored with the things they see while Dreamwalking
  that they spend as much time as possible sleeping.
  Others are so traumatized by encounters with the
  Taenia that they become subject to night terrors—a
  defense mechanism of the subconscious mind that
  stops the child from Dreamwalking. Night terrors
  eventually subside as the ability to Dreamwalk becomes
  dormant with age.
  Some adult Naturals have suppressed the ability to
  Dreamwalk, but continue to have lucid dreams. These
  people are usually artists, poets, or otherwise highly
  creative individuals who gain nightly inspiration from
  the experiences in their own Dreamworlds.
  Most Natural Dreamwalkers are discovered by the
  Project at a young age. Children who exhibit severe
  sleeping disorders are singled out by Project therapists.
  Experienced Dreamwalkers visit these children in their
  dreams upon reaching adolescence in order to
  determine if there is any latent Dreamwalking ability.
  Characters
  
  /
  21
  Those who have the ability, receive Project funding and
  scholarships to further their education and are
  eventually recruited by the Project and taught to
  develop their unique abilities.
  Most Naturals are between the ages of nineteen and
  twenty-two and begin play with 10 points of Mana.
  Naturals also require a creativity rating of |+2| or
  greater.
  Mystic Dreamwalker
  These Dreamwalker are spiritual and holy men from
  all walks of life who have learned this rare art through
  intense rituals, meditation, or prayer. Throughout
  history, Mystics have received prophetic visions and
  sudden 
  inspiration 
  through 
  the 
  process 
  of
  Dreamwalking. Many are unaware of what is happening
  at first and often assign religious significance to the
  things witnessed within the Empyrean.
  Mystics view Dreamwalking as a highly spiritual and
  rewarding experience. Each has his own method of
  entering the dream state, most often in a way
  reflecting his individual faith or religion. For instance,
  a Catholic priest might begin Dreamwalking only after
  receiving (or giving) communion and prolonged
  prayers. A Baptist minister may speak in tongues and
  dance with serpents until his mind is properly focused.
  Buddhist monks enter deep meditative trances. Many
  primitive tribal shamans have developed elaborate
  dances and rituals which are passed down from
  generation to generation. Whatever the process, the
  results are essentially the same.
  The Mystic follows a strict code of guidelines, morals,
  and taboos (essentially convictions) related to his
  particular faith, often making his life seem rigid and
  unyielding to others. These ethics translate into the
  Dreamworld and can sometimes cause conflict with his
  team’s objective. For instance, murder is a mortal sin
  for a Catholic priest. He may find it unbearable to kill
  or allow harm to befall innocents, even the Unreal. The
  consumption of beef is forbidden by those of the Hindu
  faith. Muslims refuse to partake of swine or alcohol and
  must still pray at sunrise and sunset, even in a dream.
  Celibacy is a common restriction that is often retained
  in a dream. Because the Taenia are universally
  recognized as enemies of mankind, these taboos never
  inhibit their destruction, although in most cases,
  Unreal infested by them should be neutralized rather
  than killed.
  Mystics usually find their own way to Project
  Dreamwalker, whether by word of mouth or sudden,
  seemingly divine inspiration. They begin play with 25
  points of Mana and require specific convictions at
  commitment or compulsion levels related to their
  chosen faith (the player and director must determine
  which convictions are appropriate).
  Analyst Dreamwalker
  These Dreamwalkers the direct result of the vast
  amounts of time and money spent on the Project.
  Analysts are relative newcomers to the Dreamwalking
  experience and reach the Empyrean through routine
  injection of Black25.
  Most Analysts begin their careers as students
  interested in the study of psychology and dreams.
  Those that excel are singled out and approached by
  agents of Project Dreamwalker. After extensive
  background checks, they are granted an internship at
  a nearby chapter house and eventually given the
  opportunity to use Black25.
  Analysts come from all walks of life. They are
  scientific and analytical by nature, hence their name,
  but many have a strong creative side. Analysts begin
  play with 15 points of Mana and require any one of the
  following academia: medical science, philosophy,
  biology, genetics, psychology, or theology.
  User Dreamwalker
  Users are drug addicts, plain and simple. They are
  either chemically or psychologically dependent upon
  some sort of hallucinogenic drug (LSD, ecstasy, peyote,
  marijuana, etc.) and must have regular doses of this
  drug to function properly. This drug is also what
  enables them to enter the Empyrean.
  Users are recruited from clinics and halfway houses
  throughout North America. They can sometimes be
  encountered aimlessly wandering the Periphery in a
  drug induced stupor. Project Dreamwalker does not try
  to corrupt Users trying to overcome their addiction.
  Rather, they target those so hopelessly addicted that
  they continually backslide.
  The arrangement works out well for most Users. In
  return for their service, they receive regular doses of
  their chosen drug. The moral and ethical concerns of
  giving Users the drugs that eventually destroy their
  sanity has caused more than a little consternation
  among many Project members.
  Users can be difficult to work with and as such, their
  actions are more closely monitored than other
  Dreamwalkers. When Users become too unstable, or if
  they ever decide to rehabilitate, they are relocated to
  secure government funded clinics. After rehabilitation,
  Users are given minor government jobs, although they
  remain under supervision for the rest of their lives. In
  addition, they must take regular doses of GRE-13, a
  drug designed to suppress their Dreamwalking ability.
  Users begin play with 30 points of Mana and require
  the dependency conviction (drug of choice) at
  compulsion level.
  Characters
  
  22
  D Dreamwalker
  Lucid Dreaming
  This gimmick indicates that character is fully aware
  he is in a dream and has complete control over his own
  actions as well as, to some extent, the Dreamworld
  itself. Because of this, the character is rarely subject to
  Taeniid infestations. Characters with this gimmick who
  are not able to Dreamwalk are typically unaware that
  others are able to enter their Dreamworld and during
  the dream, it is nearly impossible to convince them
  otherwise—Dreamwalkers and the Taenia are seen as
  natural parts of the dream.
  C New Aptitudes
  Alteration (creativity)
  Mana can be used to alter the pseudophysical reality
  of the Dreamworld itself. Alteration applies only to non-
  living things—a piece of lumber may be created or
  reshaped but a living tree may not. Only normal items
  or items inherent to the Dreamworld (such as a laser
  rifle in a science fiction setting) are subject to
  alteration. Therefore, the director will have to make a
  lot of judgment calls as to what is allowed and what
  isn’t during the course of each session.
  Altered items may be identified by those with high
  awareness (|+2| or greater) or with investigation
  tasks if the character is actively searching for anything
  unusual. Altered items last for the duration of the
  dream and disappear once the character leaves the
  Dreamworld. Creative players may somehow be able to
  use this to their advantage.
  A cautionary word on alteration: the following rules
  are purposely designed to be flexible and that very
  flexibility opens itself up for a lot of misuse. Creative
  use of these powers should be encouraged rather than
  inhibited, but keep in mind that the ability to alter the
  very fabric of the dream allows you to accomplish
  almost anything within reason—don’t let players
  cheapen the fun by exploiting the rules. Directors and
  players alike should put the spirit of the game ahead of
  the actual rules.
  Object Size
  Alteration uses the item’s size to determine difficulty
  and the amount of mana which is required. In some
  cases, units of measurement (pounds, liters, or
  ounces), especially in regards to tiny items (such as
  explosives, acids, or poisons), may be more
  appropriate.
  The Director should be prepared to allow a lot of
  leeway here as object size refers primarily to the item’s
  actual mass rather than its height, length, or width. It
  is perfectly acceptable to rule that a football field and
  a one-hundred yard long piece of string are not of the
  same object or purposes of difficulty and mana cost. By
  the same token, the creation of ten swords should be
  treated as the creation of multiple items, even if all of
  those swords are connected to each other by a tiny
  piece of metal.
  Also keep in mind that what works in one
  Dreamworld does not necessarily work in others—the
  rules of the Empyrean are constantly changing and an
  increase or decrease in difficulty and/or mana cost
  often manifests for no particular (or known) reason.
  The following sizes are used:
  tiny
  cigarette lighter, paperback book,
  jewelry (less than 1 foot)
  small
  handgun, computer, dining room
  table, car, bicycle (1 to 15 feet)
  medium
  tank, fishing pond (16 to 50 feet)
  large
  airplane, house, football field (51 to
  500 feet)
  huge
  train, aircraft carrier, skyscraper,
  shopping mall, stadium (more than
  500 feet)
  Creating Objects
  Everything within the Dreamworld is composed of
  mana and as such, is subject to the whims and desires
  of the Dreamwalkers, who are able to take raw mana
  from their surroundings and transform it into
  something more useful, whether it be a finished item
  (such as a car), raw materials (lumber or stone),
  liquids, and even gasses, upon succeeding at an
  alteration task. Base mana costs are determining by
  the size of the object.
  tiny
  4 mana
  small
  6 mana
  medium
  10 mana
  large
  16 mana
  huge
  20 mana
  Creation takes place upon touch and is nearly
  instantaneous—the desired object literally appears to
  sprout forth from the character’s hand (or whatever
  part of the body he desires). Clothing does not hinder
  creation so a character may wear gloves, for example,
  and still produce the same effect. A working knowledge
  of the created item is not necessary, although the
  character must know what kind of item he wants to
  create. For instance, a poison antidote may not be
  created unless the character knows what kind of
  antidote is needed.
  Once created, items conform to their natural shape
  and form. Liquids must be stored in some type of
  container, fire must have fuel to continue burning,
  gasses may be dispersed by heavy winds, etc. Created
  items do not imply motion—air may be created but
  wind may not.
  Characters
  
  /
  23
  Reshaping Objects
  Reshaping is similar to creation, but less costly to
  perform. 
  The 
  Dreamer’s 
  mind 
  imposes 
  a
  pseudophysical form on everything within the
  Dreamworld that may be altered with a successful
  alteration task. Base mana costs are determining by
  the size of the object.
  tiny
  2 mana
  small
  3 mana
  medium
  4 mana
  large
  6 mana
  huge
  10 mana
  Only non-living solids or liquids may be reshaped,
  although these materials can be transformed into
  almost anything—even a gas. Once again, a working
  knowledge of the item is not necessary although the
  character must know what kind of item he wants to
  reshape. The original item must be roughly the same or
  greater object size than the desired item and it
  generally becomes unusable after reshaping.
  A character can use reshape to alter the form of
  items at a distance equal to twenty times his creativity
  rating in yards. The character must be able to see the
  item being reshaped and some part of the character
  must be touching something that touches the item—a
  character standing in a room may reshape the ceiling
  as his feet touch the floor which touches the walls
  which touch the ceiling. The base difficulty is
  determined by range.
  The target must also be stationary in regards to the
  character. For instance, if the character is aboard an
  airplane, items inside would be considered stationary.
  If the target is not stationary, the character receives §
  to his alteration task. Living creatures are never
  considered stationary for purposes of this task.
  Reshaping over a distance produces a visible effect—
  both the item being reshaped and the intervening
  distance ripple during the procedure. Therefore, if the
  effect is some type of attack form (such as making the
  floor disappear or growing spikes from the walls),
  characters may, at the director’s discretion, be allowed
  to take some type of simultaneous action (such as
  dodge or nullify) to avoid injury.
  Complex Devices
  Complex devices include almost any type of
  mechanical item; this increases the difficulty by § and
  the mana cost by two points. The total number of
  mechanical parts does not matter—the difficulty
  remains the same. Most modern weapons and all
  vehicles are considered complex devices. Additionally,
  items which do not fit in with the Dreamworld (such as
  a machine gun in a medieval setting) are considered
  complex and the mana cost is increased by five points.
  Electronic Devices
  Electronic devices include any type of manufactured
  item with electronic or electrical components; this
  increases the difficulty by § and the mana cost by four
  points. The number of electronic parts does not
  matter—the difficulty and cost remain the same.
  Multiple Items
  Multiple items of the same type or groups of related
  items (such as a bow and quiver of arrows, a furnished
  apartment building, a desk and chair, a bed frame, a
  box spring and mattress, a fully outfitted aircraft
  carrier, etc.) may be created or reshaped with a single
  task. In this case, the approximate size of the largest
  item or the overall size of the gathered items is
  determined by the director and an increase in difficulty
  of § is applied to the roll.
  United Alteration
  Some things may be difficult or even impossible for
  one character to create or reshape alone. Several
  Dreamwalkers may pool their talents together in order
  to help with the alteration (if they are skilled in it). The
  character directing the task receives |+1| effort from
  each additional Dreamwalker assisting him (this effort
  does 
  not 
  count 
  toward 
  fatigue 
  gain). 
  The
  Dreamwalkers must be in physical contact with one
  another and must all concentrate (considered
  surprised and knocked down in combat) for this to
  work. The total mana cost of the item is distributed
  evenly among those involved.
  Sustained Alteration
  This is the same as sustained actions for mana
  effects, but if the character is interrupted before the
  desired alteration is complete (such as by the
  character being attacked), a partially formed item or
  structure is created instead. If the character is
  interrupted during creation, he loses the mana spent
  during  the current turn. The item may be reshaped
  normally but it may only still be useful in the rarest of
  cases.
  Alteration Attacks
  In some cases, creation and reshaping can be used as
  an attack form such as when creating a pillar of fire
  around an enemy or turning a larval knight’s armor
  suit into an iron maiden or even pure acid. To do so, the
  Dreamwalker must first make physical contact with his
  target—in combat, the target must be grappled. The
  alteration task may take place after contact is made
  but counts as a separate action.
  In most cases (such as with fire), the character is
  immune to the effects of his own attack for the turn in
  which the attack form is created only. Thereafter he
  may suffer damage from his own creation normally.
  Characters
  
  24
  D Dreamwalker
  Other factors may compromise this immunity at the
  discretion of the director. For instance, creating an
  electrical charge while standing in a pool of water is
  generally not a good idea, nor is creating a bonfire
  while drenched in kerosene.
  Direct attacks against a mana-using creature are
  subject to be nullified (see nullify effect). Creating a
  steel box around a character may not be nullified but
  grabbing his wrist and encasing him in a block of ice
  may be.
  By rule of thumb, damage is handled like the mana
  bolts effect and is classified as J damage. 1W is inflicted
  per point of mana expended and all created items
  correspond with the object size (two points of mana
  spent on a bed of lava would be a small object or one to
  fifteen feet in length and inflict 2W per turn until it
  cools).
  Joining (creativity)
  Joining is similar to Possession but instead of
  merging with the Unreal, the Dreamwalker is able to
  unite with the Dreamer himself. For joining to take
  place, the Dreamwalker must first make physical
  contact with his target—in combat, the target must be
  subdued. A successful joining task must then be
  attempted after contact is made and costs one point of
  mana to initiate (and none to disengage).
  The Dreamer may believe that the character intends
  to do him harm and seek to distance himself from that
  character and his allies. If pursued, he will seek help
  from others in the Dreamworld (such as the Unreal
  police force) and use any available means to defend
  himself. This can be particularly lethal when dealing
  with a lucid Dreamer. In addition, the Dreamworld
  begins to reflect this hostility towards the characters.
  All subsequent tasks made by the Dreamwalkers are
  reduced by one point  of effort. This lasts for the course
  of the dream or until resolution of the denouement.
  Subsequent tasks to join with the Dreamer (by
  anyone) allows him to successfully resist the attempt
  by spending one point of discipline or revelation. In
  some instances, no one can join with the Dreamer and
  the only way to learn the dream’s denouement is by
  guestimation.
  If the joining is successful, the character’s
  pseudophysical form melds with that of the Dreamer.
  The Dreamwalker retains all of his own abilities and
  skills while joined, and may manipulate mana normally.
  If the Dreamer’s form is something other than human
  (such as an animal), the character gets the benefits of
  the new form as well.
  In combat, the Dreamer’s (or Dreamwalker’s, if
  joined) opponents may not expend discipline to
  decrease the fatigue or injury sustained. This includes
  combat against the Taenia and other Dreamwalkers. A
  joined character must subtract damage from his own
  health and not the Dreamer’s. If the Dreamwalker is
  killed, he is ejected from the dream as normal; the
  Dreamer remains unharmed. The Dreamer cannot pass
  through any barrier.
  A joined character is easily distinguished by the
  Taenia or by other Dreamwalkers, and is also
  immediately able to recognize and interpret the
  dream’s denouement. Most Dreamers (even lucid
  ones) are content to let the characters control their
  actions while joined, viewing the course of events as a
  natural part of the dream.
  The Dreamwalker can feel the mind of the Dreamer
  lying just below the surface of his consciousness and
  gains automatic access to all of his trivial memories
  (but not skills). An investigation task enables the
  character to delve even deeper into the Dreamer’s
  mind in order to access his more private memories and
  help recognize the significance of fluff and Taeniid
  manifestations. This includes access to knowledge that
  the Dreamer knows in the real world, so joining can be
  disastrous in the wrong hands. Luckily, the Dreamer is
  not without protection.
  If the desired information is extremely important
  (such as a high level security passcode) or potentially
  damaging or embarrassing (such as the name of the
  married woman with whom he is having an affair), the
  Dreamer’s mind may resist the task by spending one
  point of discipline, luck, or revelation. Once resisted, it
  may not be attempted again for twenty-four hours and
  the character is automatically ejected from the body of
  the Dreamer. Additionally, the character may choose to
  gain 1D or else be ejected from the Dreamworld as
  well. The character can feel the Dreamer’s mind begin
  to seize up before this happens and should be allowed
  to cease the memory search without having to attempt
  the task.
  There are also dangers associated with successful
  joinings. Dreamwalkers do not dream as normal people
  do. They know what their denouements are and can
  easily fulfill them which sometimes makes their own
  dreams seem routine and uninteresting by comparison.
  Upon joining with a Dreamer, the sensory input is
  almost overwhelming and the Dreamwalker becomes
  temporarily lost in the surge of thoughts and
  memories, gaining 1D. The character is incapable of
  any action and can only watch helplessly as the
  Dreamer wanders about the Dreamworld, trying to
  fulfill the dream’s denouement. This effect can last for
  up to twenty minutes, after which time, the
  Dreamwalker assumes control of the Dreamer’s mind
  and actions normally.
  Characters
  
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  Characters
  
  D
  26
  D Dreamwalker
  Chapter 4
  Behind
  the Scenes
  “The better work men do is always done under stress
  and at great personal cost.”
  William Carlos Williams
  The following sections are primarily designed for the
  director’s use. These chapters contain some more
  information on Project Dreamwalker, technical
  information on the process of Dreamwalking, facts
  about the Taenia as well as a rundown on recent
  Dreamwalker related happenings in the real world.
  Players should consult their director before reading
  further into this text.
  Chapter Houses
  Chapter houses are the control centers of Project
  Dreamwalker. There are currently over twenty chapters
  operating in North America with half a dozen more
  scattered throughout parts of Europe and the Middle
  East. Project headquarters is located just outside of
  Seattle, Washington.
  Most chapter houses are small, isolated compounds
  located in rural areas but the size and appearance of
  each varies from site to site. Chapter houses maintain
  a good relationship with the local communities and are
  often regarded as private asylums reserved for wealthy
  patrons. Nothing could be further from the truth.
  Staff Members
  All staff members are aware of the Project and its
  true function. Senior staff members and many of the
  junior staff are trained in lucid dreaming techniques in
  order to protect themselves from Taeniid infestation or
  the depredations of rogue Dreamwalkers.
  Patients
  Patients are hand picked from an extensive file of
  would-be candidates referred to the chapter therapist
  by colleagues in the field. For the most part, these
  patients are normal people with normal problems.
  Criminally insane patients are not handled by Project
  Dreamwalker although special cases may arise. This is
  a classic example of the needs of the many far
  outweighing the needs of the few. The idea is that
  because Dreamwalkers can help heal thousands of
  people, why risk their lives on the few who are possibly
  beyond help.
  Once chosen, patients are invited to the chapter for
  a stay which usually lasts from one to four weeks.
  Except in special circumstances, the patients know
  nothing of Dreamwalking or the Project. During the
  first part of their visit, new patients undergo a
  Behind the Scenes
  
  /
  27
  comprehensive psychological evaluation. This enables
  the chapter therapist to make his own decision on
  whether or not the patient is suitable for treatment.
  The evaluation also conveys the patient’s hobbies,
  interests and past or present Phobias and/or
  Dementia. Unless there is a good reason not to, this
  information should be relayed to the characters
  beforehand and may give them a better idea of what
  they may face within the patient’s dreams.
  Once the psychological evaluation is complete, the
  Dreamwalkers are allowed to interact with the patients
  and get to know them on a more personal level.
  Although the characters are not required to befriend or
  even particularly like patients, such interaction often
  helps with locating the Dreamworld and recognizing
  possible subdenouements or incidental achievements
  within the dream.
  Finally, the Dreamwalkers enter the patient’s
  dreams, help them achieve their denouements and
  attempt to destroy any Taeniid infestation. Success
  rates are very high and most patients leave the chapter
  feeling that therapy and a change of scenery were the
  reason.
  Although many of the patients are wealthy, at least
  half of those selected are people who could not
  normally afford treatment. After all, the goal of Project
  Dreamwalker is to better the human condition, not to
  make money.
  Dreamwalking Drugs
  Black25
  Black25 (1948, Dr. William Black) is a Vitamin B
  derivative that stimulates the part of the brain
  responsible for REM sleep, promoting more vivid and
  lucid dreams and better dream recall.
  Upon administration, seventy-five percent of human
  test subjects experience an increase in strange dreams
  as well as mild abdominal discomfort, but are
  otherwise unaffected. With practice, the other twenty-
  five percent become Dreamwalkers; able to enter the
  Empyrean at will. Scientists have thus far been unable
  to determine why Black25 confers Dreamwalking
  capabilities to some people and not others, but studies
  indicate that high creativity and reason may be a
  determining factor.
  Analysts must be injected with Black25 at least twice
  a month in order to be able to Dreamwalk. The dosage
  cuts back to once a month after about five years.
  GRE-13
  GRE-13 (1977, Gunther R. Endell) inhibits the part
  of the brain responsible for REM sleep by suppressing
  the ability to Dreamwalk or have lucid dreams. GRE-13
  neutralizes the effects of Black25 but apparently has
  no other side effects.
  Dreamtracer
  Dreamtracer (1980, Luther Crane) Dreamtracer is a
  specially designed drug that enables a Dreamwalker to
  home in on the Dreamworld of a specific Dreamer. The
  drug must be administered to both the Dreamer and
  the Dreamwalker in order to be effective. It may be
  used in conjunction with Black25 without any apparent
  ill effects. Slight chemical variations are added to each
  dosage of Dreamtracer in order to avoid detection by
  and/or conflict with other Dreamwalker teams.
  Dreamwalking, the Process
  Project Dreamwalker imposes a strict set of
  guidelines on Dreamwalking to ensure the safety of all
  those involved. These rules have been summarized by
  the acronym P.R.O.J.E.C.T.D.W.—Penetrate, Recognize,
  Observe, Join, Establish, Contain, Treat, Do your best,
  and Wipe out.
  Before and after a Dreamwalk, characters must
  undergo a complete physical and psychological
  evaluation that sometimes takes up to several hours. If
  everything checks out, the characters are cleared for
  the upcoming Dreamwalk. Only one Dreamwalk is
  allowed per team per week. This rule is sometimes
  broken (or ignored) in extreme circumstances.
  Dreamwalkers enter the dream state from a
  soundproof room that is specially tailored to each
  team’s specific needs. These Dreamwalking Chambers
  are designed to promote the tranquillity and peace of
  mind necessary to enter the dream state. Audio and
  visual devices as well as highly technical, but
  unobtrusive brain wave (EEG) and heart rate
  monitoring equipment individually monitor each
  character while they sleep (or meditate).
  A discrete viewing room borders each Chamber
  allowing Project scientists to observe and evaluate the
  proceedings through a wall length window. This
  window can be opaqued to minimize light levels in the
  Chamber and to give Dreamwalkers the illusion of
  privacy. Instruments in the viewing room record the
  readouts from the monitoring devices in the Chamber
  and a general (entire room) and personal (earplug) PA
  system allows researchers to communicate with or
  awaken the Dreamwalkers if necessary.
  Beginning characters are awakened by medical staff
  whenever their physical bodies begin to exhibit
  predestined symptoms (such as when the character’s
  pseudophysical form is incapacitated) or whenever he
  is killed or goes mad in his own Dreamworld. Any
  Dreamwalkers within his Dreamworld are immediately
  ejected when the Dreamer awakens. Dreamwalkers
  Behind the Scenes
  
  28
  D Dreamwalker
  who are awakened while in their own Dreamworld are
  unharmed. Dreamwalkers who are awakened while in
  the Periphery or someone else’s Dreamworld suffer
  from dump shock—the character immediately
  awakens in an agitated state and will fall unconscious if
  his current dementia level is agitated or greater.
  (irrational or greater if awakened from outside
  sources). Falling into unconsciousness may be
  prevented by spending one point of discipline. In
  addition, the trauma of being hurled through the
  Empyrean results in a loss of up to five mana points as
  decided by the director.
  The Dream State
  The dream state refers to the REM portion of sleep
  where people have their most vivid and memorable
  dreams. Dreamwalking is only possible during this
  time.
  Naturals enter REM sleep ninety to one-hundred
  minutes into the sleeping cycle. These REM periods
  last up to forty-five minutes and occur three or four
  times during the course of the night. Naturals are more
  at home in the Empyrean than any other type of
  Dreamwalker and are less likely to be harmed by
  premature awakening and may spend one point of luck
  or revelation to avoid dump shock.
  Mystics take varying amounts of time to enter the
  dream state. The mental and physical preparations
  necessary to properly focus their minds can take
  anywhere from a few minutes to several hours. Some
  Mystics enter the dream state through the normal
  course of sleep (ninety to one-hundred minutes) and
  may remain in REM sleep for periods of up to forty-five
  minutes that occur three to four times each night.
  Others achieve the dream state through meditation or
  prayer and can remain in the dream state almost
  indefinitely unless their concentration is broken.
  Since Mystics exercise such control over their
  passage into the Dreamworld they too are less apt to be
  harmed by premature awakening and may spend two
  points of luck or revelation to avoid dump shock.
  Analysts reach REM sleep in ten to sixty minutes and
  can remain in the dream state for up to two hours. This
  is due to the effects that Black25 has on certain
  portions of the brain.
  Users reach their version of REM sleep in a relatively
  short amount of time (thirty to ninety minutes) and
  may remain in the dream state for periods of up to six
  hours in length while on an especially good high.
  Unfortunately, Users suffer the worst from premature
  awakening—discipline cannot be spent to avoid dump
  shock. In addition, they sometimes suffer the effects of
  a bad trip that must be role-played out.
  Destination
  When a Dreamwalker first enters the dream state, he
  may choose to remain in his own Dreamworld or go
  straight to the Periphery. Dreamwalkers must return to
  their 
  own 
  Dreamworld 
  before 
  waking 
  and
  automatically return there between periods of REM
  sleep. Each time he returns, ninety to one-hundred
  minutes of real time pass in the blink of an instant.
  This is a normal part of the Dreamwalking process that
  enables the mind to cycle down as it prepares for the
  shift from the dream world into the real world or from
  one dream to another (between periods of REM sleep).
  Upon returning to his own Dreamworld, the
  character’s pseudophysical form is healed of all fatigue
  and injury, and his mana supply is completely
  replenished. He may return to the Empyrean normally,
  although the amount of real time that has passed may
  make it impossible to return and achieve the
  Dreamer’s denouement.
  Dangers of the Periphery
  A lot can happen in the space of a few minutes,
  especially in a realm where things like time and
  distance have little meaning. Dreamwalkers are at their
  weakest while traveling through the Periphery—no
  more than one half their fitness ability (rounding
  down) may be used as effort and they are unable to use
  mana, leaving them even more vulnerable to attack.
  Sensory perception is reduced to a range of about 100
  yards therefore it is quite possible for teams of
  Dreamwalkers to pass close by each other without even
  knowing it.
  The following are a few of the more common dangers
  likely to be encountered while traveling through the
  Periphery. Peripheral dangers should almost never be
  random occurrences. The director should always plan
  the encounter ahead of time in case the unexpected
  happens—the character might fail a task and get
  sucked down into a disturbed Dreamworld. The
  director must be prepared just in case.
  Astral Storm
  Astral storms quickly manifest and batter away at the
  spiritual forms of the Dreamwalkers, causing any
  amount of fatigue or injury decided by the director.
  Dreamwalkers who are killed are ejected from the
  Periphery in the same manner as being ejected from
  the Dreamworld. 
  Whirlpools
  Spontaneous whirlpools occasionally manifest,
  forcing all Dreamwalkers in the vicinity to make
  athletics tasks to avoid being sucked down into a
  nearby Dreamworld.
  Behind the Scenes
  
  /
  29
  Disturbed Waters
  Passing over the Dreamworld of a criminally insane
  Dreamer may inflict 1D to Dreamwalkers at the
  director’s discretion. Spontaneous whirlpools are also
  known to manifest.
  Broodkings
  Broodkings can sometimes be encountered in the
  Periphery where Dreamwalkers are at their weakest.
  The Project has instructed all of their Dreamwalkers to
  flee these encounters rather than fight.
  Locating a Specific Dreamworld
  The Periphery is huge. It literally spans the minds of
  billions of sleeping people, so locating a specific
  Dreamworld is difficult at best, not to mention
  dangerous.
  A successful investigation task is required to locate
  the Dreamworld. One task may be attempted for each
  Dreamwalker in the group. The difficulty may be adjust
  by ¡ if the Dreamwalker is very familiar with the
  Dreamer. Distance is also a factor as Dreamworlds
  roughly correspond with the physical locations of their
  Dreamers.
  Traversing the Barrier
  Dreamwalkers are able to pass through the
  Peripheral Barrier and into the Dreamworld and vice
  versa at no cost. Other Barriers may only be traversed
  by the expenditure of one point of mana.
  The Barrier between the Periphery and the
  Dreamworld is relatively easy to cross. The Barrier
  between the Dreamworld and the Underpsyche is
  somewhat more difficult to traverse and those between
  the different levels of the Underpsyche get
  progressively harder the deeper one delves.
  Characters who traverse a Barrier and then return to
  the Dreamworld find themselves one to one-hundred
  yards away from the Dreamer. Personal items inherent
  to the Dreamworld (such as clothes, guns, money) may
  be transported from the Dreamworld into the
  Underpsyche and vice versa, but altered items
  disappear once the Dreamwalker crosses through any
  Barrier, even if the altered item is no longer in his
  possession.
  Multiple Barriers may be traversed at once, up to the
  amount of Mana Points a character may spend each
  Turn. Pursuit into the Underpsyche is also possible but
  an investigation task is required to correctly guess the
  pursued’s destination.
  Attunement
  Upon entering a Dreamworld, Attunement enables a
  character to instantly blend in with his surroundings in
  a manner that does not draw attention to himself.
  Attunement manifests in various ways, depending on
  the content of the Dreamworld. For instance,
  Dreamwalkers who find themselves in a World War I
  trench would find themselves dressed out in full
  military gear while those appearing at a Sunday picnic
  would be clothed accordingly.
  In the case of Dreamworlds whose environments are
  inherently hostile and/or incapable of supporting life
  as we know it, Attunement provides the necessary
  means of survival, usually without altering the
  Dreamwalker’s pseudophysical form.
  For example, a Dreamwalker who finds himself in an
  underwater ruin might manifest with an air tank and
  scuba gear or in the cockpit of a small submersible. On
  the moon he would be protected by a full, bulky space
  suit. In a land of freezing cold and ice, shelter or warm
  clothing would be readily available.
  Special cases may apply, depending on the particular
  Dreamworld and the content of the dream. When in
  doubt, the Dreamer should be used as a reference as
  his form should initially be compatible with that of the
  Dreamwalker.
  For example, in a forest Dreamworld where the
  Dreamer appears as a timber wolf, the characters may
  also appear as wolves. Similarly, if the Dreamer
  manifests as an aquatic alien, the Dreamwalkers will
  mirror this form. Possession or the use of certain
  Talents may eventually alter this form but the initial
  manifestation is considered to be the Dreamwalker’s
  natural form throughout the course of the dream.
  Locating the Dreamer
  Dreamwalkers usually materialize within one-
  hundred yards of the Dreamer, although special cases
  may apply. The Dreamer may not be visible right away,
  but it is impossible not to feel his presence which
  makes locating the Dreamer fairly easy.
  Getting close to him may prove difficult, depending
  on the dream and its denouement. If the Dreamer
  manifests as a Mafia kingpin or the 14th century King
  of France, the Dreamwalkers will have get creative in
  order to get close enough to Join.
  Interpreting the Denouement
  In some Dreamworlds, the denouement is not readily
  apparent. The simplest method of learning a
  denouement is through joining. Players are
  encouraged to put all the pieces of the puzzle together
  and deduce it themselves.
  Violence
  Excessive amounts of violence and destruction by
  Dreamwalkers or the Taenia can cause the Dreamer to
  receive an increase in dementia which will eventually
  cause him to panic and awaken.
  Behind the Scenes
  
  30
  D Dreamwalker
  At some level, the Dreamer is aware of everything
  that is happening within the Dreamworld. Therefore,
  any time the characters engage in deviant and/or non-
  denouement related behavior (such acts of perversion
  and murder or sometimes even rudeness) towards the
  Unreal, especially those related or close to the
  Dreamer, he may also receive an increase in dementia.
  The Dreamer’s mind simply refuses to take part in what
  is happening and struggles to wake up.
  Keeping Track of Time
  Because Dreamwalking only occurs during periods of
  REM sleep, the length of time which a Dreamwalker
  may remain in the dream state varies. But, time is a
  tricky concept in the Empyrean. Minutes, months,
  years, and even centuries may seem to pass during the
  course of a dream that lasts only a few seconds in the
  real world. Exceptionally long Dreamwalks are another
  good reason to have someone on hand to talk down the
  Dreamwalker until his mind fully returns to the
  present.
  It is up to each director to tailor the game to his own
  needs and those of his players. Some directors carefully
  keep track of each passing minute while others assume
  that each dream only lasts a few seconds, allowing the
  Dreamwalkers a near infinite amount of time to
  complete their goal. REM sleep and the threat of
  awakening is best used as a plot device to heighten
  tension as the characters race to achieve the dream’s
  denouement and destroy the Taenia.
  Aftermath
  Achieving the Denouement
  In a dream with a passive denouement, it is vital for
  the Dreamwalkers to help resolve the Dreamer’s goal
  before tackling the Taeniid infestation.
  Once the goal is complete, the Dreamer becomes
  lost in the euphoria of the moment and revels in his
  success. He becomes less interested in the happenings
  throughout the rest of the Dreamworld making it
  much easier for Dreamwalkers to manipulate mana
  and engage in combat.
  In realistic Dreamworlds, all mana costs return to
  normal, but surreal Dreamworlds are unaffected. More
  importantly, resolution of the denouement creates a
  backwash of pure mana (five to fifteen points total)
  that the Dreamwalkers may absorb to replenish their
  supply. The Dreamworld becomes an even more bright,
  colorful,and vibrant place. Taeniid larvae wither and die
  while drones scuttle back to the nest to protect their
  Queen.
  In a dream with an active denouement, resolution
  occurs when the Taeniid Queen is destroyed. This
  produces a great feeling of triumph in the mind of the
  Dreamer and causes the same backwash of mana as in
  a passive denouement. Depending on the content of
  the dream, there is often some type of celebration by
  the Unreal during which the Dreamer is honored for
  his accomplishment. Although the Dreamwalk is
  essentially over, Dreamwalkers may choose to leave
  immediately or stay and indulge in the festivities.
  In either case, once the denouement has been
  achieved and the Queen destroyed, the characters may
  choose to leave the Dreamworld or skirt through the
  Underworlds and root out any drones hiding within.
  Failing to Achieve the Denouement
  In a dream with an active denouement, failure occurs
  when all of the Dreamwalkers are killed or they decide
  that the Queen is too much for them to handle and
  leave the Dreamworld.
  In a dream with a passive denouement, failure occurs
  when it becomes obvious to the Dreamer that he
  cannot attain his goal. For instance, if the denouement
  involves buying a particular car and the car is somehow
  destroyed in the presence of the Dreamer, the
  denouement cannot be fulfilled. If it was stolen
  however, the Dreamwalkers may be able to track down
  the thieves or even create a duplicate of the desired car.
  The dream itself does not end upon failure of a
  passive denouement. Instead, the Dreamworld
  becomes much like an Underworld, turning gray and
  lifeless as the Dreamer wallows in feelings of self pity
  and regret. The Unreal fade away. Most of the larvae die
  although a small portion metamorphosize into drones.
  Characters may still attempt to destroy the Taeniid
  Queen but the additional drones make this a difficult
  task at best.
  Failing to achieve a denouement has other adverse
  affects as well. The next time the characters enter the
  Dreamer’s mind, there will be at least double the
  number of drones lurking about. In addition, the
  Queen will have absorbed a number of drones equal to
  the amount she usually has in her presence. Therefore,
  it is usually best to wait some time before returning.
  Recovery
  Once the Taeniid Queen is destroyed, the Dreamer’s
  mind may begin the long process of healing. The
  Dreamer slowly reduces dementia as, in his dreams, he
  hunts down the rest of the colony over the course of the
  next few months or years, depending on the severity of
  the infestation. This process may also be helped along
  by additional therapy.
  Behind the Scenes
  
  /
  31
  Behind the Scenes
  PENETRATE the Barrier surrounding the Dreamworld
  and enter the patient’s dream.
  RECOGNIZE your limitations. Take a moment to get
  familiar with your newly manifested form. Take a look
  around the Dreamworld to get a feel for what type of
  world you are in.
  OBSERVE the Dreamer. If the Dreamer does not seem
  immediately threatened, watch what he does and how
  he reacts to the events unfolding in the Dreamworld.
  You may be able to guess the dream’s denouement
  without having to join.
  JOIN with the Dreamer. If you cannot guess the
  dream’s denouement on your own, join with the
  Dreamer as soon as possible. Not only does this relay
  the dream’s denouement but it also provides the
  Dreamer added protection against the Taenia. In
  violent dreams, it is best to stay joined with the
  Dreamer for as long as possible.
  ESTABLISH a plan to achieve the denouement. When
  establishing a plan, try to proceed in a manner that
  most closely relates to the Dreamer’s interpretation of
  how the denouement is supposed to be achieved.
  CONTAIN
  larvae and drones. Be aware that
  containment does not necessarily mean destruction.
  Avoid unnecessary combat whenever possible as
  sometimes even small amounts of violence may upset
  the Dreamer and could possibly end the dream.
  TREAT the Unreal as you would real people. Once
  again, this is an attempt to pacify the Dreamer. The
  Dreamer is aware of everything that takes place within
  the Dreamworld, even if his pseudophysical form is not
  present. He views the Unreal as real people and for the
  duration of the dream, so should you.
  DO YOUR BEST to achieve the denouement. Some
  denouements, particularly heavily combat oriented
  ones, may be impossible to achieve. Do not be ashamed
  to leave a dream with the denouement unfulfilled. Live
  to dream another day is a common Project proverb.
  Always think safety first.
  WIPE OUT the Taeniid colony. Once again,some
  colonies may be too large and/or the Queen too
  powerful to destroy. If this is the case, do not hesitate
  to leave the dream. The patient can always continue his
  normal therapy sessions until a more experienced
  team of Dreamwalkers can be assembled.
  
  D
  32
  D Dreamwalker
  Thus far, information on the Taenia is largely
  inconclusive. Nothing is known about their origin and
  any attempts at peaceful communication have failed;
  disastrously in some cases. Clinic Analysts have
  captured several Taeniid larvae, drones, and Queens in
  order to examine them within the confines of the
  Dreamworld. This data has been correlated with the
  information contained in the Black Files, but the
  highly adaptable nature of these parasites makes any
  comparisons difficult at best.
  Still, a few things have been determined about
  Taeniid physiology and behavior. They are hive minded
  creatures whose entire existence seems centered
  around protecting the Queen and enlarging the colony
  which is only active during sleep; lying dormant while
  the host is awake.
  Types of Taenia
  Four types of Taenia have thus far been
  encountered—larvae, drones, Queens, and Broodkings.
  Larva
  Taeniid larvae may be found throughout the
  Dreamworld. They are the unformed state of the drone,
  spawned from eggs that incubate on mana pockets in
  the dormant Underworlds. These eggs hatch in the
  presence of the Dreamer (at the beginning of a dream).
  The larvae then bond with the nearest Unreal in a
  manner similar to possession. More than one larvae
  may infest a single Unreal in this manner. Hatched
  larvae cannot cross through any Barrier, even with
  help.
  Once attached to an Unreal, a larva seeks to hinder
  the Dreamer from achieving his denouement, thereby
  Chapter 5
  Taenia Spiritus
  “They mostly come at night. Mostly.”
  Newt, Aliens
  Taenia Spiritus
  Larval Form
  FAM
  luck
  EEEEEE
  discipline
  CEEEEE
  gimmicks
  natural weapon (bite; A1)
  aptitudes & academia
  brawling (apprentice)
  0
  mana 
  0
  reasoning
  0
  creativity
  0
  awareness
  +1
  fitness
  
  /
  33
  prolonging its own existence. Larvae can verbally
  communicate with and command drones to do their
  bidding.
  In their natural form, larvae are quite helpless. They
  are worm-like, with no arms or legs, forced to wriggle
  around on the floor until they find suitable hosts. The
  head is eyeless and contains several sucking, lamprey-
  like mouths surrounded by hooks that are used to
  attach themselves to the Unreal. Bonding with Unreal
  takes one turn.
  The life cycle of a Taeniid larva is very short, lasting
  only for the duration of the dream. At that time it
  either metamorphosizes into a fully functional drone or
  ceases to exist.
  Each Dreamworld is home to an amount of larvae
  equal to twenty times the Dreamer’s level of dementia.
  Larva die when the dream ’s denouement is achieved.
  If the denouement is not achieved before the dream
  ends or if the Dreamer believes it is impossible to
  achieve the denouement, ten percent of the total molt
  into fully functional drones; the rest die.
  Drone
  Taeniid drones exist only to serve the Queen. They
  are near mindless and usually attack Dreamwalkers on
  sight unless ordered otherwise. Drones may be
  encountered throughout the Dreamworld but are most
  often found in and around the Nest or in the
  Underpsyche watching over the Queen’s eggs.
  Drones are entirely fearless and fight to the death.
  They can be injured and slain in most normal ways, but
  do not suffer from wound penalties. Some have
  additional strengths and weaknesses depending on
  their manifestation (see Taeniid Appearance, below). In
  combat, their attack form is generally dictated by their
  manifestation.
  Drones only appear in their natural form when
  encountered in the Underpsyche or when summoned
  to a Dreamworld by the Queen. In this case, they
  manifest as large, shadowy, insect-like creatures with
  bloated abdomens, sharp spines, and barbed
  appendages.
  Drones may be Propelled into the Underpsyche by
  their Queen but cannot enter the Periphery or bypass
  any Barrier on their own.
  Each Dreamworld is home to one drone for every ten
  larvae.
  Queen
  The Taeniid Queen is the heart of the colony, and the
  mother of all larvae and drones within the Dreamworld.
  Taenia Spiritus
  Drone in Manifested Form
  FAM
  luck
  EEEEEE
  discipline
  CCEEEE
  gimmicks
  tolerance to pain
  aptitudes & academia
  as per manifestation
  0
  mana 
  0
  reasoning
  0
  creativity
  +2
  awareness
  +2
  fitness
  Drone in Natural Form
  FAM
  luck
  EEEEEE
  discipline
  CCEEEE
  gimmicks
  natural weapon (bite & claws; B1), tolerance to pain
  aptitudes & academia
  brawling (proficient), athletics (proficient), survival
  (proficient)
  0
  mana 
  0
  reasoning
  0
  creativity
  +2
  awareness
  +2
  fitness
  
  34
  D Dreamwalker
  Their intelligence ranges from genius level to a crafty,
  animal-like cunning and a knack for learning and
  adaptation that should never be underestimated.
  Queens have limited telepathic ability, allowing one-
  way communication with their drones. Scientists and
  Dreamwalkers have thus far been unable to duplicate
  this effect with any degree of success.
  The natural form of the Queen is unknown as she
  only manifests within the Dreamworld. Her appearance
  is bound by the fears of the Dreamer and may change
  each night or even from dream to dream.
  The Queen can be injured and slain in most normal
  ways. She may also have additional strengths and
  weaknesses depending on her manifestation (see
  Taeniid Appearance, below). The Queen never leaves
  the vicinity of her nest. She avoids hand to hand
  combat if possible, preferring creative mana use to
  harm or delay opponents if direct confrontation seems
  inevitable.
  Taeniid Queens are able to manipulate mana in
  much the same way as Dreamwalkers, except that they
  cannot pass through any Barrier.
  Broodking
  Taeniid Broodkings are the biggest mystery of all the
  Taenia, in part because they are (thankfully) so
  infrequently encountered. Broodkings are an anomaly
  among the hive-minded Taenia. They seem to operate
  independently of any Queen and their motivations and
  goals are entirely unknown.
  Broodkings may be encountered anywhere in the
  Empyrean and are inherently hostile. The few attempts
  to communicate with them have resulted in immediate
  conflict, always initiated by the Broodking. The one
  documented case of attempted capture (by The Clinic)
  ended in disaster.
  Broodkings are formidable opponents. They are able
  to manipulate mana and possess abilities and skills to
  rival even the most experienced Dreamwalkers. More
  horrifying is their ability to enter the real world.
  Broodkings do this by killing the Dreamwalker’s
  pseudophysical form and riding his consciousness out
  of the Empyrean.
  Since so few cases of Broodkings have been
  documented, it is unknown if they have developed any
  other special abilities. Broodkings manifest in various
  ways; usually as something horrific, alien, and violent.
  Taenia Spiritus
  Queen
  FAM
  luck
  EEEEEE
  discipline
  CCEEEE
  gimmicks
  tolerance to pain, inexhaustible energy
  aptitudes & academia
  telepathy (expert; with drones only), others as per
  manifestation
  +1
  esp 
  25
  mana 
  +3
  reasoning
  +4
  creativity
  +2
  awareness
  +3
  fitness
  Broodking
  FAM
  luck
  CCEEEE
  discipline
  CCCCCE
  gimmicks
  tolerance to pain, inexhaustible energy, dreamriding
  aptitudes & academia
  as per manifestation
  +1
  esp 
  50+
  mana 
  +3
  reasoning
  +5
  creativity
  +2
  awareness
  +4
  fitness
  
  /
  35
  Taeniid Mana
  Taeniid Queens and Broodkings are able to
  manipulate mana in much the same way as
  Dreamwalkers. In addition, they have developed several
  unique mana effects which Dreamwalkers have thus far
  been unable to reproduce with any degree of success.
  Absorption
  With absorption, drones may be consumed in order
  to enhance one’s own power. Each consumed drone
  adds one point of effort to any task and bestows two
  points of mana to the recipient. Absorption takes one
  turn to initiate. The Queen automatically absorbs all
  drones at the beginning of a dream with an active
  denouement.
  Fear Generation
  Using fear generation, the Taenia are able to cause
  irrational fear in a character’s mind, causing him to
  gain a phobia conviction at commitment level
  (spending one additional point of mana makes it a
  compulsion). This may be countered by spending one
  point of revelation or discipline. The director and/or
  player must work out what type of phobia this is. Fear
  generation costs at least one point of mana to initiate
  and is also subject to nullification.
  Chaos
  Using Chaos, the Taenia are able to directly attack a
  character’s mind, which increases his dementia level by
  one grade (two grades if four additional points of mana
  are spent). Chaos is only used against the Dreamer in
  dreams with active denouements. Chaos costs at least
  one point of mana to initiate and is also subject to
  nullification.
  Summon/Propel
  Queens often use this power to propel drones
  throughout the Underpsyche. In this way, drones are
  routinely dispatched to carry egg sacs throughout the
  levels of the Underpsyche. In times of trouble, she can
  also use this power to summon up to five drones which
  arrive in up to ten turns. Each drone which is propelled
  or summoned in this manner costs one point of mana.
  Taeniid Gimmicks
  Dreamriding
  The creature can join with the consciousness of a
  character whose pseudophysical form has been killed,
  thereby using it to leave of the Empyrean and manifest
  in the real world. This may not be used by player
  characters—it is intended for Broodkings only.
  Immunity
  The character can ignore all damage from the
  indicated source. Bullets, asphyxiation, and fire are
  some examples.
  Inexhaustible Energy
  The creature does not tire or gain fatigue. This may
  not be used by player characters—it is intended for
  Queens and Broodkings only. 
  Taeniid Appearance
  The appearance of the Taenia varies between dreams
  and is largely dependent upon the type of denouement.
  Dreamwalkers can always see through any disguise to
  the Taeniid presence lurking beneath.
  In a passive denouement, the Taenia manifest as
  some deep seated, past or present fear of the Dreamer.
  The Taenia instinctively latch onto and give form to
  these repressed fears in order to gain nourishment
  from the feelings of uneasiness and revulsion this
  causes in the Dreamer’s subconscious mind. These
  manifestations are highly diverse and may have nothing
  to do with the current Dreamworld. Larval Unreal
  incorporate a minor characteristic of this fear into
  their appearance, while drones embody it in a more
  recognizable form. The Queen either appears as a
  larger version of the drones or as the culmination of the
  fear itself.
  Take for instance a Dreamer who, as a child,
  witnessed a particularly gruesome car accident that
  left several people severely injured and one man dead.
  The child had recurring nightmares for weeks after, but
  as time passed, he eventually managed to suppress his
  fear and forget about the accident. The memory is still
  there, however. Even now he is careful to drive the
  speed limit and is made uneasy by the sight of blood.
  In the Dreamworld, larval Unreal manifest minor
  characteristics of those involved in the accident such as
  glass in the hair, bloody clothing, lacerations or
  bruises. Drones manifest as more seriously injured
  people, paramedics, police or news crews that were on
  the scene. The Queen manifests as the grisly remains
  of the man who died.
  The Unreal are oblivious to the presence of larval
  manifestations, even when the larvae are in their
  natural form. Taeniid drones and Queens, on the other
  hand, may cause uneasiness or sometimes even
  outright 
  terror 
  throughout 
  the 
  Dreamworld,
  depending on their appearance.
  In an active denouement, the Dreamer is consciously
  trying to destroy the Taeniid Queen. This is why Taeniid
  infestations are rare in the minds of lucid Dreamers.
  Larvae may be found anywhere in the Dreamworld and
  their behavior is more aggressive than in passive
  Taenia Spiritus
  
  36
  D Dreamwalker
  denouements. In addition, there is a distinct absence
  of drones—the Queen absorbs them at the beginning
  of the dream in order to enhance her own power.
  The Taeniid Queen manifests as the source of the
  Dreamer’s opposition. Destroying her results in
  resolution of the denouement. The larvae actively seek
  to hinder the Dreamer from accomplishing the
  denouement without harming him directly unless he is
  Joined. The Queen has no such compunction and
  attacks the Dreamer on sight.
  One example of a dream with an active denouement
  is a Dreamworld set in a medieval fiefdom ruled by a
  tyrannical Baron. The denouement is to kill the Baron
  and put his castle to the torch. Since the denouement
  is active, the Taeniid Queen manifests as the Baron
  himself. Her larval minions may be found among the
  Baron’s knights or attached to any other inhabitants of
  the Dreamworld. The larval knights may attack the
  Dreamer (under orders from the Queen) while other
  larvae use delaying and misdirection tactics to hinder
  the Dreamer from accomplishing his denouement.
  Strengths and Weaknesses
  The basic statistics of the Taenia remain the same no
  matter what form they take, although all skills and
  additional gimmicks conform to that of their
  appearance. This includes any strengths and
  weaknesses inherent to the form in question.
  Therefore, a Taeniid drone manifesting as a vampire
  would have the tolerance to pain, immortality,
  invulnerability, and vulnerability (sunlight, fire)
  gimmicks (or whatever else belongs to a vampire; see
  The Shaded Veil setting). Note that these strengths and
  weakness are largely dependent on the Dreamer’s
  interpretation of the strengths and weaknesses of the
  form in question.
  The strengths and weaknesses may or may not be
  readily apparent but are most often based in common
  sense—a Taeniid Queen manifesting as a giant ball of
  flame may have immunity (fire), but also possess
  vulnerability (water) (see Character Conversion Kit 1).
  Even human-like manifestations should have certain
  weaknesses. A Queen posing as a military general may
  have immunity (altered weapons), while also
  possessing vulnerability (weapons native to the
  Dreamworld). Weaknesses are especially important
  when dealing with active denouements as they are
  sometimes the only thing that enable the characters to
  overcome the Queen.
  Behavior During the Dream
  The Taenia instinctively know what the dream’s
  denouement is and actively seek to prevent its
  achievement. How they do this depends mostly on what
  stage of development they are in.
  Larva
  Taeniid larvae are willful and as intelligent as their
  hosts. They possess a strong self-preservation instinct
  which forces them to walk a thin line between their
  own survival and their obligation to the colony.
  The sole purpose of a larva’s existence is to become
  a drone. At the same time, it is loathe to end the brief
  period of free will bestowed upon it during the course
  of the dream. Therefore, it tries to keep the Dreamer
  from completing his denouement in a way so as not to
  end the dream.
  Because larvae are incubated near the source of the
  dream, they often attach themselves to Unreal
  prominent to the resolution of the denouement. These
  larval Unreal try to distract the Dreamer from
  accomplishing the denouement in a multitude of ways.
  For instance, if the denouement involves the
  recovery of some lost item, the larvae will move the
  item rather than destroy, because this would end the
  dream. If the denouement involves travel, the larvae
  may attempt to disable the Dreamer’s vehicle, set up
  roadblocks and detours along the way, or even force the
  Dreamer into a minor accident in order to delay him
  from attaining his goal. If the dream involves resolving
  a conflict with a child, parent, or ex, the larvae may
  kidnap the person in question (or perhaps even the
  Dreamer) to temporarily keep the denouement from
  being achieved.
  Larvae avoid contact with Dreamwalkers whenever
  possible and much rather flee than fight. If conflict
  seems unavoidable, they will fight, but some have even
  been known to help or negotiate with Dreamwalkers in
  order to enjoy a bit more freedom. Dreamwalkers
  should be forewarned that larvae are not to be trusted.
  Larvae are more prone to fight in dreams with active
  denouements than passive ones. They fully understand
  that destruction of the Queen ends not only their own
  existence but that of the entire colony.
  Drones 
  In the Underpsyche, drones attack Dreamwalkers on
  sight. In the Dreamworld, they are usually more subtle
  because they have a vague understanding of the
  disruption their actions and presence cause
  throughout the dream. Some drones are even crafty
  enough to follow Dreamwalkers, waiting to ambush
  them in some dark, secluded place.
  Queen 
  The Queen’s only goal seems to be procreation and
  ensuring the safety of her eggs. Her reproductive
  system is highly active and complex, enabling her to
  Taenia Spiritus
  
  /
  37
  spontaneously lay hundreds of eggs each night. The
  Queen never abandons her eggs. This behavior is
  instinctual rather than due to any feelings of motherly
  love. If the eggs in her nest are destroyed, the Queen
  uses any means available to hunt down and destroy the
  perpetrators and has even been known to pursue
  Dreamwalkers to the edge of the Periphery for such an
  offense.
  The Nest
  The nest is the hub of all Taeniid activity in the
  Dreamworld. It is the lair of the Queen and the birthing
  chamber of the Taeniid larvae. Inside the nest, the
  Queen lays clutches of gelatinous eggs and cocoons
  them for distribution throughout the Underpsyche.
  The appearance of the nest conforms to the
  Dreamworld and the denouement. Its size depends on
  the severity of the infestation and may range from an
  office suite to the inside of a skyscraper. Some nests are
  even mobile (such as in the back of a truck) and most
  can be moved through the Dreamworld, provided the
  Queen has enough mana for a massive reshaping.
  The direction and location of the nest (within one to
  ten yards) may be discovered by Dreamwalkers who
  undertake an active search. In passive denouements,
  this task receives ∞ if the denouement has not yet
  been achieved.
  The Colony 
  The Dreamer’s degree of dementia directly reflects
  the size of the Taeniid colony. Chronic sensitive or
  agitated grades of dementia are often a byproduct of
  the infestation rather than the cause. One does not
  have to be crazy to become a Taeniid host. Even the
  most stable person gets angry, or feels sad or betrayed.
  However fleeting, these emotions are all that is
  necessary to attract the attention of the Taenia.
  The colony cannot survive without the Queen.
  Without her, the Taenia are near helpless. If she is
  destroyed, the larvae immediately go into hiding. Any
  remaining drones wander about the Dreamworld in
  confusion. The Dreamer’s own mind eventually roots
  out and destroys them all during the course of future
  dreams. In addition, the Dreamer’s mind becomes
  resistant, and sometimes even immune, to further
  infestations. As the saying goes, time heals all wounds.
  Broodkings in the Real World
  The worst thing that can happen is for a Broodking
  to escape the Empyrean. Upon entering the real world,
  each reacts differently to its newfound freedom. Some
  go on unheralded reigns of murder and violence, while
  others take a more subtle approach, often retreating to
  some remote location to set up a lair.
  Like other Taenia, Broodkings feed off negative
  emotions such as misery and fear. In the real world,
  Broodkings create a sort of mind numbing, spiritual
  disturbance that increases acts of violence and murder
  as well as feelings of hate, anger, and betrayal in all
  those around them. Those who have experienced this
  effect describe it as akin to being in a dream (or
  nightmare). They remember what they saw and did
  while under the influence, but had little or no control
  over their own actions.
  Dreamwalkers are unaffected by this disturbance. In
  fact, it is possible for Dreamwalkers to track down
  Broodkings by homing in on this disturbance (treat as
  locating a specific Dreamworld). Once within the area
  of effect, they are able to manipulate mana just as if
  they were in a dream. It is almost as if they have
  entered the nightmare realm of the Broodking itself.
  Several particularly bizarre killing sprees have now
  been attributed to escaped Broodkings. It is also
  believed that over the centuries, escaped Broodkings
  may have given rise to many mythical and legendary
  creatures such as dragons, vampires, and werewolves to
  name just a few.
  Final Thoughts on the Taenia
  It should be made clear that the Taenia are not
  inherently evil. They do what they must to survive and
  procreate just like any other living creature in the real
  world. While they are responsible for the gradual
  increase in dementia, the Taenia are not the cause of
  all negative emotions in the world, nor are they
  responsible for the actions of every single madman.
  Some believe the Taenia have been with us since the
  beginning of time. Others believe that they are not
  native to our world at all, but instead have crossed over
  from an alternate dimension that closely borders our
  own. Still others speculate that the Taenia may be a
  tangible reflection of the evil within ourselves. Only one
  thing is agreed upon for certain—while they may not
  be evil, the Taenia represent a threat to the
  psychological well being of all mankind.
  Taenia Spiritus
  
  D
  38
  D Dreamwalker
  Chapter 6
  The World
  at Large
  “The only limits are, as always, those of vision.”
  James Broughton
  Organizations
  Below are some of the more prominent organizations
  that the characters are likely to encounter in the real
  world. Some have never even heard of Dreamwalking,
  others have their own unique perspectives on the
  matter.
  Public Opinion 
  In the early 1970s, new age enlightenment began
  spreading awareness of the importance of dreams and
  their relationship to our daily lives. Hundreds of dream
  interpretation books were published. Several even tried
  to teach normal people how to lucid dream. As a result,
  a handful of faith healers, psychics, and other
  spiritually aware individuals actually developed the
  ability to Dreamwalk on their own.
  Even so, despite an occasional tabloid article, the
  general public has very little information on
  Dreamwalking and even less about the Project. If asked,
  most people will say that the ability to enter someone
  else’s dreams is pure fantasy. Very few have even heard
  of the 1960s’ scandal of Dr. Black and his new dream
  drug.
  This opinion is more than acceptable to the Project
  and its benefactors. It is commonly agreed that
  widespread panic would probably result from the
  knowledge that nearly all of the world’s population are
  routinely exposed to an alien infestation, not to
  mention the legal complications that would arise from
  confessions such as “It wasn’t me, the Taenia made me
  do it.”
  Religious Groups
  Religious groups perceive Dreamwalking in various
  ways; it largely dependent on the beliefs and practices
  of their individual faith. Some shamanic traditions,
  such as that of the American Indians, the Mayans, and
  Australian aborigines to name a few, have been
  practicing the art of Dreamwalking for generations.
  Many Far Eastern religions have incorporated and
  accepted the Dreamwalking process as a natural part of
  spiritual growth. Unfortunately, many of the more
  orthodox religions (Christianity being the largest)
  firmly denounce accounts of Dreamwalking as
  delusion, heresy, or both. Parishioners who express
  interest or support about the possibility of
  Dreamwalking are often ostracized, ridiculed, or in
  some cases, even expelled from their respective faith.
  The Vatican
  Throughout history, the Vatican has had its
  sometimes not so subtle hand in most controversial
  and political affairs across the globe. By now it is
  certain that they have encountered at least some
  The World at Large
  
  /
  39
  evidence of Dreamwalking. Curiously, while individual
  congregations have their own viewpoints and agendas,
  the Catholic Church has declined to take an official
  stance. Project benefactors are not sure if this is a good
  thing or not.
  United States Government
  The U.S. Government has an unofficial Don’t ask,
  don’t tell policy regarding government-funded research
  concerning the Dreamwalking process. In other words,
  don’t ask them about it and they won’t have to lie.
  Project Dreamwalker and The Clinic receive the
  majority of their funding from government sponsors,
  therefore, both are technically under government
  control. However, in practice, little authority is actually
  exercised. Proponents and opponents of both
  organizations may be found throughout the higher
  levels of government organizations, including the CIA,
  FBI, and NSA.
  The more civic-minded of these supporters sponsor
  the Project for the good it does mankind, while others
  view Dreamwalking as a potential source of power and
  gain. So far, the Project has been left to its own devices,
  but it is only a matter of time before someone in
  authority attempts to exercise more control.
  Other Governments
  The Clinic has confirmed Peripheral contact with
  teams of Dreamwalkers from at least three other
  countries—Egypt, Japan, and Great Britain. Suspicions
  ran high during each occasion and little information
  was exchanged.
  It is quite likely that other countries have developed
  and are exploiting the ability to Dreamwalk. What this
  means to national security is unknown, but soon after
  contact was made, several Clinic Analysts were
  transferred to Washington DC for special duty.
  The Clinic
  The Clinic was founded in 1977 by Dr. Gunther R.
  Endell. Dr. Endell was granted the authority to
  manufacture Black25 in small doses and resume the
  Dreamwalking experiments detailed in the Black Files.
  Many of Dr. Black’s former students and original staff
  were happy to return to their old work. In addition,
  people from all over the country who had reported
  experiences similar to Dreamwalking were assembled,
  screened, and recruited. Some of those that came later
  were experienced Mystics, able to instruct Dr. Endell’s
  Dreamwalkers in the ways of the Empyrean, the
  dangers of the Taenia, and how to manipulate mana.
  Morale was high during The Clinic’s initial stages as
  Dr. Endell’s experiments closely followed Dr. Black’s
  line of research. However, as time and the capabilities
  of his Analysts progressed, his research began to take a
  more aggressive turn. Some believe it was urging from
  one or more important sponsors that caused him to
  redirect his focus towards more military applications of
  Dreamwalking. Others believe that this is what Dr.
  Endell had planned from the start.
  Whatever the reason, new procedures were planned
  and enacted. Under Dr. Endell’s direction, Taeniid
  larvae, drones, and Queens were captured and
  examined within the confines of the Dreamworld
  before being destroyed. Many unsuccessful attempts
  were made to transport and control the Taenia with the
  intent of distributing them into the Dreamworlds of
  others.
  Failing that, Dr. Endell’s research turned toward
  influencing the subconscious mind of the Dreamer.
  The idea was to see if thoughts could be imprinted on
  the subconscious mind in such a manner as to make
  the sleeping person do things after he awoke. These
  experiments did not go over well with many of the
  original analysts and members of Dr. Black’s staff.
  Their 
  complaints 
  were 
  ignored 
  and 
  many
  contemplated early retirement.
  It was about this time that disaster struck. Failing in
  attempts to transport the Taenia across the Barrier and
  also having limited success with mind altering
  techniques, Dr. Endell proposed a plan to locate and
  capture a Taeniid Broodking. The original members of
  Dr. Black’s staff were vehemently opposed to the plan.
  In particular, one Kevin Laerty, the only one present
  who had ever encountered a Broodking, got into a
  heated argument with Dr. Endell and had to be forcibly
  removed from the facility.
  Despite opposition, Dr. Endell proceeded with his
  plan. It took several weeks, but finally, a Broodking was
  located. The Dreamwalkers were no match for the
  creature’s ferocity. In minutes, several were killed and
  subsequently dumped out of the Dreamworld. What’s
  worse, the Broodking actually rode the conscious mind
  of one of the Dreamwalkers out into the real world.
  The Broodking killed all of the Dreamwalkers, several
  other Clinic staff members and destroyed the lab
  before fleeing into the nearby Appalachians. It
  migrated to a small farming community, causing
  horrible mutations among the local people and
  animals before it was finally tracked down.
  Under Dr. Endell’s recommendation, a covert
  military strike was ordered on the community. A
  special forces unit entered the area and summarily fell
  under the negative effects of the Broodking’s spiritual
  disturbance as did the second unit sent in after.
  A team of Clinic Analysts were then assembled to
  infiltrate the community. Before they could act,
  however, a band of Mystics calling themselves the
  The World at Large
  
  40
  D Dreamwalker
  Sword of Gaia entered the affected area. According to
  eye witness reports, the group captured the Broodking
  using a large web-like net made of pure mana. After
  which, both the enraged Broodking and members of
  the Sword disappeared into thin air.
  The Sword of Gaia
  The Sword of Gaia is a mysterious group of
  Dreamwalkers made up entirely of Naturals and Mystics
  who seem to resent the infringement of Analysts into
  the Empyrean. From the only brief encounter with the
  Sword, it was discovered that their order was founded
  in 1237 with the purpose of hunting down and
  destroying Taeniid Broodkings—a tradition they
  continue to uphold to this day. Other than that, their
  motivations and whereabouts are entirely unknown.
  Dreamstalkers
  Power corrupts. This is one of the oldest and truest
  facts of life. Not all Dreamwalkers are interested in
  helping others and healing the human psyche. The
  ability to enter the Dreamworlds and influence the
  minds of others is too great a temptation for some
  people to resist. These rogue Dreamwalkers are known
  as Dreamstalkers. The Project has given its
  Dreamwalkers unofficial permission to extradite a
  suspected Dreamstalker if encountered in the
  Dreamworld. Otherwise, contact with Dreamstalkers is
  to be avoided if possible.
  Antagonists
  The following are a few broad categories of non-
  player characters likely to appear in a Dreamwalk. Due
  to the wide variety of people and occupations
  encountered in a dream, the descriptions of each
  category have intentionally been left vague. Directors
  are encouraged to create abilities ratings and skills
  based on the content of the dream (a modern day
  artisan will have vastly different skills than one living in
  14th century France). Keep in mind, the Unreal are
  essentially phantasms with little form and substance.
  Average Person
  Average people make up the bulk of the world’s
  population. Some examples are security guards,
  bartenders, retail counter clerks, waiters, salesmen,
  and  secretaries.
  Professional
  Professionals include most white-collar workers;
  those whose work usually does not involve manual
  labor and requires them to dress with some degree of
  formality. Some examples are businessmen, lawyers,
  physicians, judges, teachers, college professors, and
  architects.
  Manual Laborer
  Manual laborers make up the bulk of the blue-collar
  working force. Their jobs are physically demanding but
  also generally field related rather than specialized (see
  artisan below). Some examples are construction
  workers, ditch diggers, road crew, lumberjacks, and
  factory workers.
  Artisan
  Artisans are blue-collar workers who excel at some
  sort of trade or handicraft. Some examples are welders,
  electricians, mechanics, and TV/VCR repairmen.
  Artist
  Artists are individuals of exceptional creative ability
  or skill who are able to produce works of aesthetic
  value, especially in the fine arts. Some examples are
  painters, sculptors, jewelers, writers, and filmmakers.
  Athlete
  Speed Athletes are trained to contend in exercises or
  events that require extreme fitness. Some examples are
  wrestlers, sprinters, light- and middleweight boxers,
  football wide receivers, baseball players, and centers
  (basketball).
  Low-level Law Enforcement/Military
  These are normal people trained in military or police
  style procedures. Some examples are trained security
  guards, police officers, and low ranking enlisted men.
  Mid-level Law Enforcement/Military
  These people are better trained in military, police
  and/or peacekeeping procedures. Some examples are
  police detectives, police chiefs, naval officers, and
  military pilots.
  High-level Law Enforcement/Military
  These include elite military, police or peacekeeping
  personnel. Some examples are Green Berets, Navy
  SEALs, S.W.A.T. members, and CIA agents.
  Dreamwalker
  Skill and ability can vary for Dreamwalkers
  depending 
  on 
  their 
  experience 
  (beginners,
  professionals, and veterans).
  Animals
  A wide variety of animals may be encountered within
  the Dreamworld. Some are fantastic others mundane.
  Directors can incorporate animals into their scenarios
  any way they choose—using standard character
  abilities and skills to reflect their size and power, or
  freeform as threats and obstacles by which the director
  decides on the outcome Some animal descriptions are
  listed in The Shaded Veil setting.
  The World at Large
  
  /
  41
  Vehicles
  A wide variety of vehicles are available to characters
  throughout the course of any given dream (or in reality
  itself). Unless otherwise noted, the following rules
  apply for driving and all piloting skills.
  Vehicle Potential
  Vehicles possess certain abilities in much the same
  way as characters. Each vehicle is assigned two
  potential abilities: handling and speed which may be
  used to exert effort in certain situations. This effort
  may be applied to vehicle tasks, but do not count
  toward fatigue loss for the character who is driving (or
  piloting). Instead, the effort is applied toward the
  vehicle’s own measure of fatigue (mechanical stress)
  which is explained later in this section. Potential
  abilities for vehicles are rated on the following scale:
  -1
  commercial and antique vehicles
  0
  utility, luxury, and spartan vehicles
  +1
  typical small passenger vehicles
  +2
  sports vehicles*
  +3
  military vehicles
  +4
  military vehicles
  +5
  military vehicles
  * maximum ground and sea ratings
  Handling
  Handling represents the vehicle’s maneuverability
  and responsiveness, and allows effort to be used in
  conjunction with vehicle tasks for the following
  situations:
  • jumping an obstacle or hill
  • precision driving and dead stops
  • ramming another vehicle
  • sharp turn or spinning
  • performing stunts
  • dodging incoming fire
  Speed
  Speed represents the vehicle’s top velocity and
  acceleration, and allows effort to be used in
  conjunction with vehicle tasks for the following
  situations:
  • outrunning another vehicle
  • catching up to another vehicle
  Vehicle Integrity
  In addition to potential abilities, all vehicles are
  assigned the mutable ability of integrity. This
  represents the size, efficiency, durability, and degree of
  shelter offered to the passengers of the vehicle.
  Whenever the amount of effort exerted in a single turn
  from vehicle potential is more than the vehicle
  integrity rating, the vehicle receives one grade of
  mechanical stress. Integrity is rated on the following
  scale:
  0
  basic structures and motorcycles
  1
  small economy cars and boats
  2
  sedans, small planes and motor boats
  3
  utility and small commercial vehicles 
  4
  large commercial vehicles and
  military attack craft
  5
  tankers and military transports
  6
  large military vehicles
  Vehicle integrity provides the following benefits:
  • one point may be expended to negate one
  damage grade to the vehicle
  • one point may be expended to negate one
  damage grade to a passenger
  Vehicle Weapons and Armor
  Weapons and armor which are fitted to vehicles are
  assigned damage and armor classes in the same
  manner as described in the Focus: Combat chapter of
  the core rules. 
  Sample Vehicles
  A sheet is included at the back of this book which
  may be duplicated and used to record all vehicles
  present in a Dreamworld. The vehicles listed below are
  but a fraction of what is available. The director may also
  decide to substitute magic or alternate technologies
  for our real world equivalents. For example, a car which
  is fueled by a magical potion, luxury cruiser which
  floats among the clouds, or military aircraft which runs
  on fusion power may all be present instead of what we
  are actually used to seeing.
  Honda Accord
  Speed: +1, Handling: +1, Integrity: 1
  Porsche
  Speed: +2, Handling: +2, Integrity: 1
  Cadillac
  Speed: +2, Handling: +1, Integrity: 2
  Tank
  Speed: +1, Handling: 0, Integrity: 6
  Armor: Advanced
  Weapons: Canon (D), Machine Gun (C3)
  Cessna Airplane
  Speed: +2, Handling: +1, Integrity: 2
  F-16 Fighter Jet
  Speed: +4, Handling: +4, Integrity: 4
  Armor: Advanced
  Weapons: Machine Gun (E), (2x) Missiles (D)
  The World at Large
  
  42
  D Dreamwalker
  C Focus: Vehicles
  Focus situations for vehicles come into play during
  pursuits or when stunts are performed.
  Actions
  Drive (vehicle skill)
  This action represents the standard operation of a
  vehicle.
  Stunts: trick driving
  Pursue (vehicle skill)
  This action is an attempt to follow another vehicle
  and maintain a relatively fixed distance behind it.
  Stunts: ram, nudge, overtake, tail
  Elude (vehicle skill)
  This action is an attempt to lose a vehicle which is in
  pursuit.
  Stunts: outrun, evade
  Shoot (firearms)
  This action is an attempt to shoot a weapon (a
  firearm or one that is fixed to the vehicle such as a
  canon).
  Stunts: aim, reload
  Adjust (vehicle skill)
  This action is an attempt to manipulate controls or
  computer components on the vehicle. Flying a
  passenger liner on manual control or diverting power
  from one source to another are but a few examples.
  Stunts: repair
  Risks: variable
  Stunts
  Aim
  This stunt represents the aiming of a projectile
  weapon. A task which is resolved immediately after
  aiming receives one extra point of effort per
  continuous turn of aiming (up to a maximum of 2).
  Risks: collision (if driving/piloting)
  Reload
  This stunt represents reloading the bullets,
  magazine, or shell of a projectile weapon.
  Risks: collision (if driving/piloting)
  Precision (§)
  This stunt focuses an attack at a particular location
  on the vehicle’s frame or a specific passenger. If
  successful, the location or passenger is hit. The
  difficulty to hit a passenger is adjusted by the current
  integrity of the target vehicle (see table below).
  Current Integrity
  Difficulty
  0
  ¡
  1-3
  §
  4-6
  ∞
  Risks: collision (if driving/piloting)
  Nudge (§)
  This stunt is an attempt to push another vehicle off
  the road or to follow a specific route.
  Risks: collision
  Ram (§)
  This stunt is an attempt to drive the vehicle into
  another, causing a violent impact. The target vehicle
  receives a number of grades of damage equal to the
  amount of effort exerted from the speed ability. The
  ramming vehicle receives half of that amount.
  Risks: collision, flammable
  Overtake
  This stunt is an attempt to close the distance with
  another vehicle in which you are in pursuit, or simply
  outrun it. The difficulty is determined by the distance
  (same as range).
  Risks: collision
  Outrun
  This stunt is an attempt to lose a vehicle which is in
  pursuit by increasing the distance to it and speeding
  out of sight.
  Risks: collision
  Evade
  This stunt is an attempt to dodge another vehicle
  which is trying to ram or nudge your vehicle. If
  successful, the attacker receives §, but the evader
  may not take any other actions.
  Risks: collision
  Tail
  This stunt is an attempt to pursue another vehicle
  without its knowledge. This stunt can lead to surprise
  when engaging the vehicle. Attempting to spot the tail
  is a contested task (awareness may be used as the
  primary ability for the vehicle skill).
  Repair
  This is an attempt to quickly repair the vehicle’s
  frame or mechanical components which would
  normally require a garage, hangar, or dock. No more
  than one integrity point may be restored and the
  difficulty is as follows:
  Damage level
  Difficulty
  dented
  routine
  breached
  challenging
  compromised
  improbable
  wrecked
  impossible
  Risks: collision (if driving/piloting)
  The World at Large
  
  /
  43
  Trick Driving
  This is an attempt to pull off special maneuvers such
  as hard turns, skids, driving on two wheels, etc. The
  difficulty should be adjusted accordingly.
  Risks: collision
  Conditions
  The standard conditions listed in the Task Resolution
  chapter of the core rules may be used.  In addition, the
  following conditions may also be used. 
  Poor Visibility
  The situation is occurring in near darkness, fog, or a
  patch of smoke. The task receives §. Military vehicles,
  those fitted with infrared technology, or characters
  with night vision can ignore this condition.
  Impeded
  The vehicle’s performance is hindered due to an
  obstacle, hill, patch of mud, or turbulence. The task is
  resolved with one less point of effort.
  Rough Terrain
  The vehicle’s performance is hindered due to terrain
  which is extremely difficult to traverse such as rocky
  areas, swamps, or coral reefs. The task is resolved with
  one less point of effort AND receives §.
  Breached
  The vehicle is being made to perform while slightly
  damaged. The task is resolved with one less point of
  effort.
  Compromised
  The vehicle is being made to perform while very
  damaged. The task is resolved with two less points of
  effort.
  Overworked
  The vehicle is being made to perform while slightly
  stressed. The task is resolved with one less point of
  effort.
  Overheated
  The vehicle is being made to perform while very
  stressed. The task is resolved with two less points of
  effort.
  Encumbered
  The vehicle is carrying an excessively heavy cargo or
  passenger load. The task is resolved with one or two
  less points of effort (director’s discretion).
  Risks
  The standard risks listed in the Task Resolution
  chapter of the core rules may either be applied to the
  passengers or the vehicle itself. In the case of the latter,
  mechanical stress may be substituted for fatigue and
  structural damage may be substituted for injury. The
  following risks may also be used. 
  Collision
  A failure indicates that the vehicle has crashed into
  an obstacle, another vehicle, or building. Assign a
  number of damage grades equal to the current amount
  of effort exerted from speed. Also, if luck or effort to a
  vehicle skill is used toward speed, it too is counted.
  This damage is applied to both the vehicle (structural
  damage) and the passengers (injury). Seat belts will
  reduce the damage grade to passengers by one and half
  of that to fatigue instead of injury.
  Flammable
  A failure indicates that the vehicle bursts into flames,
  causing D class damage to the vehicle as well as injury
  to passengers.
  Health
  It is obvious that vehicles cannot be measured in
  terms of health, but the nomenclature is used here in
  order to maintain consistency with the standard
  combat rules. There are two aspects of vehicle health:
  structural damage and mechanical stress.
  Structural Damage
  This represents damage sustained by the vehicle. The
  only way to increase the structural integrity of a vehicle
  is to have it repaired, but only if it has not passed
  beyond compromised. Structural damage is rated on
  the following scale and functions identically to injury
  (W can also represent structural damage):
  dented
  breached
  -1
  compromised
  -2
  wrecked
  x
  Mechanical Stress
  This represents fatigue and wear on the vehicle’s
  drive components (engine, transmission, ailerons, etc.).
  Mechanical stress may only be restored by one grade
  after at least one hour of rest. This gives the internal
  components time to cool down. Repairs can be
  performed at any level of stress, provided that the
  vehicle is at rest. Mechanical stress is rated on the
  following scale and functions identically to fatigue (S
  can also represent mechanical stress):
  engaged
  overworked
  -1
  overheated
  -2
  disabled
  x
  The World at Large
  
  D
  44
  D Dreamwalker
  Chapter 7
  Dream Design
  & Adventure
  “Always design a thing by considering it in the larger
  context—a chair in a room, a room in a house, a
  house in an environment, an environment in a city
  plan.”
  Eliel Saarinen, Time, July 2, 1956
  Designing a Denouement
  Before designing a Dreamworld, the director must
  first design the dream’s denouement. Denouements
  are the adventures of the Dreamwalkers—the goal they
  must complete to better help the Dreamer overcome
  the Taeniid infestation. Since a dream can be about
  anything, denouements are limited only by the
  imagination of the director.
  Achieving the denouement produces a feeling of
  triumph accomplishment in the mind of the Dreamer
  resulting in a backwash of pure mana. Up to ten points
  of mana may be absorbed by each character (the
  director must decide for each character based on their
  participation in reaching the denouement.
  Denouements are divided into two general
  categories—passive and active. Ninety-nine percent of
  all dreams contain passive denouements.
  In a passive denouement, the Dreamer seeks to
  accomplish a goal independent of the Taenia. In fact,
  more often than not, the presence of the Taenia is not
  even apparent to the Dreamer’s conscious mind.
  Passive denouements need not always involve
  combat. Most revolve around the completion or
  resolution of some task (either mundane or abstract)
  important to the Dreamer. This is a great chance for
  the director to make characters pay for bypassing such
  often ignored skills as crafts, design, performance,
  philosophy, botany, and literature.
  Winning the local bake-off, finally getting up the
  nerve to ask a coworker for a date, getting an A on a
  biology exam, taking a long overdue vacation to Rome,
  or standing up to the schoolyard bully are all examples
  of passive denouements.
  In an active denouement, the Dreamer is consciously
  trying to fight the infestation in his psyche. He may not
  realize what the Taenia are, but he instinctively knows
  that the colony must be destroyed.
  Active denouements are combat oriented. The
  Taeniid Queen manifests as the chief antagonist of the
  Dreamworld and the Dreamer’s goal (with the help of
  the characters) is to destroy her. Killing the Queen is
  always a difficult task in a dream with an active
  denouement as she absorbs her drones as the dream
  begins. At no other time is she more prepared for
  Dream Design
  
  /
  45
  combat than when the Dreamer himself is out to
  destroy her. Defeating the alien army sent to invade
  earth, storming the beaches of Normandy, or hunting
  down a pair of man-eating lions are all examples of
  active denouements.
  Keep in mind that things such as time and distance
  are relative in the Dreamworld so there is no set limit
  to the time allotted to accomplishing the denouement.
  Dreams may span days, weeks, years, or, in extreme
  cases, even centuries in the mind of the Dreamer.
  Subdenouements
  Subdenouements are smaller goals that may be
  accomplished within the dream. Some have a bearing
  on the dream’s denouement, while others do not.
  Subdenouements are more common in passive
  denouements and are useful for breaking longer
  Dreamwalks up into smaller sessions.
  Resolution of a subdenouement produces a mildly
  euphoric feeling of accomplishment in the mind of the
  Dreamer (whether he is present or not) that results in
  a backwash of up to five points of mana per
  Dreamwalker. Resolution of each subdenouement is
  handled separately.
  Characters should be unaware of the dream’s
  subdenouements until they are resolved and thus,
  some subdenouements may never be completed. For
  instance, upon joining, the Dreamwalker learns that
  the denouement is to take a pleasure cruise past the
  nearest cluster of moons. Related subdenouements
  may involve procuring passage aboard the next
  available starliner, helping to apprehend a notorious
  jewel thief plying his trade on board, and repairing the
  propulsion system damaged by the Taenia.
  In the example above, the apprehension of the jewel
  thief is entirely extraneous to the dream’s denouement
  and the characters may never even get involved with
  the 
  investigation. 
  Ignoring 
  the 
  other 
  two
  subdenouements make achieving the denouement
  near impossible, however.
  Incidental Achievement
  Incidental achievements are even smaller goals that
  may be achieved and usually have more bearing on the
  Dreamer’s thoughts or the dream’s content than its
  denouement. For instance, in a fantasy setting,
  incidental achievements might include grabbing a mug
  of ale at the local tavern, haggling with a smith over the
  price of a sword, entering an archery contest at the
  edge of town, or anything else the Dreamer feels is
  appropriate for the setting. Incidental achievements
  are a tool best used to get characters to take some
  time to explore the Dreamworld and interact with the
  Unreal.
  Designing a Dreamworld
  Since dreams are shifting and malleable, like the
  denouement, the types and content of Dreamworlds
  are limited only by the creativity and imagination of the
  director. Thus there are very few guidelines to go by
  when designing a Dreamworld. The main thing to keep
  in mind is that a dream can take place anywhere and at
  any time.
  Dreamworlds are categorized into one of two basic
  types—realistic and surreal. All dreams have elements
  of both, but one is always more dominant than the
  other.
  Realistic Dreamworlds are subject to most of the
  laws of science and nature, and can appear as anything
  from any time or place in the real world. A modern day
  city, a medieval village, or a vast forest or desert are all
  examples of realistic Dreamworlds.
  Mana point costs are doubled in realistic
  Dreamworlds as abundant use of mana often upsets the
  Dreamer’s concept of reality.
  Surreal Dreamworlds, on the other hand, are often
  bizarre landscapes populated by wondrous creatures. A
  medieval fantasy setting, the inside of a computer chip,
  a distant planet in a galaxy far, far away, or even a
  hodgepodge collection of different places or worlds are
  all examples of surreal Dreamworlds.
  Characters receive one ¡ on all creativity based
  tasks, because the Dreamer is more open to radical
  changes in the environment.
  Dreamworlds of either type can undergo sudden,
  radical changes in time and location, all subject to the
  whims of the Dreamer’s subconscious mind. These
  changes are centered around the Dreamer but affect
  characters and the Taenia as well. Most are
  denouement related. The joined Dreamwalker might
  be walking through a house on his way to the airport,
  open a door, and suddenly find himself aboard an
  airplane, well on the way to his destination.
  Imprinting
  The Dreamworld is a collection of the Dreamer’s past
  and present life experiences and on some conscious or
  subconscious level, everything he knows is contained
  within. But what about things the Dreamer has no
  knowledge of such as the cockpit of an F-14 Tomcat,
  how to glaze a ham, or the components necessary to
  repair a nuclear missile?
  Although no one has been able to explain it as of yet,
  the Dreamer’s knowledge seems to have little or no
  bearing on the authenticity of things found within the
  Dreamworld. A Dreamworld African swallow would be
  identical to one encountered in the real world even if
  the Dreamer has no idea that an African swallow exists.
  Dream Design
  
  46
  D Dreamwalker
  In the case of real life people and places, general
  characteristics are conveyed rather than specific ones,
  so information such as Israel’s missile code launch
  sequence, the layout of Fort Knox, or Bill Gates’ ATM
  code are still safe. These items would have different
  representations in the Dreamworld.
  Some researchers have hypothesized that the correct
  information is being imported from the Dreamworlds
  of others. While this theory is so far unconfirmed, this
  collective unconscious is viewed by many as further
  proof of the bond that exists between all of mankind.
  Fluff
  Fluff are extraneous touches and details that can be
  used to reinforce the impression that the characters
  are in a dream. Fluff usually has no bearing on the
  denouement and most often manifests as things that
  have left a mark on the Dreamer’s subconscious mind.
  Put more simply, fluff are those confusing little things
  that seem both natural and out of place during your
  dream, but whose meaning sometimes becomes clear
  once you wake up and have time to think about it (“Oh!
  So, that’s where that came from.”).
  For instance, take a Dreamer who just returned from
  a trip to Japan. Although his dream takes place in Los
  Angeles, all the Unreal within might be dressed in
  traditional Japanese clothing because that was what
  was on his mind when he went to sleep.
  Fluff can be insignificant, humorous, or dangerous.
  While fluff usually has no bearing on the outcome of
  the dream, it can sometimes be utilized by creative
  players to help achieve the denouement. Fluff can also
  provide clues or answers to puzzles troubling the
  Dreamer in the real world.
  Fluff is more common in realistic Dreamworlds and
  less (or more?) evident in surreal. Some examples of
  fluff are given below.
  • Streets are lined with gears, cranks, and pulleys
  that serve no apparent purpose but occasionally
  turn and wind.
  • Winged horses nest upon rooftops of skyscrapers.
  • The forest looks impenetrable, but the trees and
  shrubs part way whenever approached.
  • Marathon runners race by at random intervals.
  • All vehicles are covered with fur (or leaves, or
  grass).
  • All plants and trees are pink (or blue, or red, etc.)
  • All buildings except those related to the denouement
  are empty storefronts. The Unreal disappear as they
  enter and reappear when they exit.
  • Tumbleweeds made of barbed wire blow through
  town.
  • The streets are filled with water; there are no ground
  vehicles—only water craft.
  • A green flag flies from every rooftop.
  • The Unreal are all elderly (or obese, or men, or
  women).
  • Police state—the military closely monitors all
  actions through the use of security cameras,
  listening devices and undercover agents. Big
  Brother is watching you.
  • An unseen woman screams in agony whenever
  someone steps on a crack in the sidewalk.
  • The Unreal spontaneously combust. This does not
  affect the Taenia or Possessed characters.
  • All entrance doors are false—entry into any
  building is gained through trapdoors resembling
  doormats.
  • The entire dream takes place as a black and white
  Noir type film instead of color.
  The possibilities and/or significance of fluff is nearly
  unlimited. To better understand fluff, let's first talk a
  bit about memory. The human brain is a vast repository
  of knowledge, much like a computer, that routinely
  stores sensory information in the form of memories.
  The most accepted theory states that there are three
  stages of memory storage—sensory, short-term, and
  long-term.
  Sensory memory retains sensory images for only a
  small part of a second—just long enough for us to
  develop a perception. You see someone and recognize
  him as male. You smell something and recognize it as
  baking bread. You hear a noise you recognize as a car
  horn. These are all examples of sensory memory.
  Short term memory persists for about twenty to
  thirty seconds, without rehearsal of the information.
  The color of someone's shirt or dress, the lyrics to a
  new song, brief conversations, unfamiliar telephone
  numbers, names, and dates are all examples of short
  term memory. These memories do not immediately
  disappear, but slowly fade into what is known as our
  long term memory.
  Long term memory is believed to be permanent—
  that nothing is forgotten and that only the means of
  retrieving it is lost over time. This information is not
  lost, however, and is in fact quite accessible in the place
  few people think to look—in our dreams.
  In Dreamwalker, fluff represents the pseudophysical
  manifestation of the Dreamer’s long term memory.
  This means it can be anything which the Dreamer has
  ever seen, felt, heard, smelled, tasted, or even thought
  about over the course of his entire life.
  Dream Design
  
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  47
  Types of Fluff
  For game purposes, fluff is divided into three main
  categories—humorous, insignificant, and dangerous.
  These categories are entirely dependent upon the tone
  the which the director wishes to set for the Dreamwalk.
  A light-hearted adventure with lots of potential for
  laughter should stick with humorous or insignificant
  fluff. A more serious or lethal Dreamwalk should
  obviously contain dangerous fluff.
  Keep in mind that fluff is generally extraneous to the
  dream’s denouement, although its effects might
  hinder the characters from completing their task,
  especially where dangerous fluff is concerned.
  Humorous fluff manifests as something funny to the
  Dreamer. This humor might have a darker or even
  unfunny edge to it, say for example if the Dreamer finds
  dead baby jokes funny. Humorous fluff is seldom
  dangerous to Dreamwalkers.
  Insignificant fluff is the most common type of fluff.
  It manifests as either something the Dreamer has
  thought about or something he has actually
  encountered in the real world. While not inherently
  dangerous, insignificant fluff can be lethal. For
  example, take a Dreamer who was once awed by the
  sight of a dam opening up. In his dreams, a simple
  water faucet might release a torrent of water that
  slams into the unsuspecting characters, threatening to
  drown them in an unexpected flood.
  Dangerous fluff manifests as, well, something
  dangerous. It can be something of which the Dreamer
  is actually afraid or just something he knows to be
  dangerous. For instance, take a Dreamer who was once
  injured in a fire. In his dreams, the building he is in
  might spontaneously combust, trapping everyone
  inside. This event might even happen more than once.
  Personalizing Fluff
  Giving fluff a reason for being there, even if no one
  ever discerns what that reason is, not only adds flavor
  to the setting but also helps the director to better
  visualize the Dreamer.
  Personalizing fluff is very easy to do. Ideas for fluff
  often pop up naturally as the director develops the
  Dreamer's background. Directors who are interested in
  dream symbols and interpretations (as posted by the
  many dream interpretation books on the market) are
  encouraged to use these to flesh out the Dreamer's
  fluff. For those who are not, the following guidelines
  should be of use.
  For each category listed below, jot down at least one
  thing appropriate to the Dreamer. After that,
  determine exactly how many items of fluff are to appear
  over the course of the dream (usually one to three).
  Then randomly choose one for each item of fluff and
  write down the results.
  • Best thing that happened to the Dreamer
  • Favorite actor or actress
  • Favorite person
  • Favorite movie or television show
  • Favorite animal
  • Favorite song or type of music
  • Favorite story, magazine or novel
  • Favorite color
  • Favorite place
  • Favorite job, hobby or interest
  • Least favorite job, hobby or interest
  • Least favorite place
  • Least favorite color
  • Least favorite story, magazine or novel
  • Least favorite song or type of music
  • Least favorite animal
  • Favorite movie or television show
  • Least favorite person
  • Least favorite actor or actress
  • Worst thing that happened to the Dreamer
  Putting the Sur in Surreal
  Once this is done, look closely at the results and
  determine what aspects of each item are the most
  memorable. Try to go beyond the obvious. With movies
  and books for instance, think of what images
  immediately come to mind. With a person, ask yourself
  what that person is best known for, or what he does for
  a living, or even which of his facial characteristics are
  the most prominent. Now decide the type of fluff
  (humorous, insignificant, dangerous) and try to
  assimilate these things into the Dreamworld.
  Other Types of Fluff
  Listed below are several other common types of fluff,
  many of which can be combined for even greater effect.
  These occurrences always center around the
  Dreamer—the characters (and the Taenia) are swept
  along without any choice in the matter.
  For game purposes, these effects should always be
  pre-planned by the director, because they could
  potentially have an adverse effect on achieving the
  dream’s denouement. For instance, if the goal was to
  take a plane to New York City, a Location Shift to
  Planet X might make achieving the denouement nearly
  impossible.
  Note that while these events can be quite interesting,
  it is recommended that only a few take place during
  the course of a single dream as the effects can be
  somewhat disorienting and/or aggravating for the
  players.
  Dream Design
  
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  D Dreamwalker
  Abrupt Changes are relatively random occurrences
  where a part of the Dreamworld transforms into
  something else. Thus a building might melt into a
  runway or a road might turn into a stream.
  Time Shifts send the characters backwards or
  forwards in time. This can be a shift of a few minutes,
  hours, days, or even years. In extreme cases, the shift
  can span eras or centuries as in one from colonial
  America to modern day.
  Location Shifts abruptly transport the characters to
  a new location. This might be just a different floor of
  the same building, a different part of the city, or even a
  different country or planet.
  Futility is a common occurrence in many dreams. It
  manifests as a complete inability to accomplish
  something within the dream, be it fire a gun, punch
  someone with any real effect, drive a car, remember
  something important, or give a speech without
  embarrassing yourself. Futility rarely affects anyone
  other than the Dreamer—the joined character is
  susceptible to its effects as long as he remains joined.
  Unfortunately, futility often manifests during stressful
  times and can therefore be quite dangerous to the
  characters.
  Problem Solving is probably the most important and
  underused aspect of fluff, with its ability to provide
  clues or answers to questions that are troubling the
  Dreamer in the real world. These clues are sometimes
  obvious but more often they are not. Take for instance
  a Dreamer who has lost his wedding ring down his
  bathroom sink. In the dream, any time a character
  approaches a drain he hears a clinking sound. If he
  investigates, he finds the ring which should point him
  in the right direction when he awakens.
  Or, take a Dreamer who was out walking her dog one
  night. Without realizing it at a conscious level, she saw
  a man lurking in the shadows of a nearby house. The
  next day she learned that someone had broken in and
  killed the occupants of that house. Unbeknownst to
  her, a detailed image of the man has been burned into
  her long term memory and he occasionally manifests
  in her dreams and commits murder. If the characters
  can discern the true nature of this memory, they can
  provide his description to the police in the real world in
  order to aid in his capture.
  Inhabitants of the Dreamworld
  The Dreamer
  For the most part, Dreamers are content to wander
  about the Dreamworld trying to accomplish the
  dream’s denouement.
  There are two types of Dreamers—idle and lucid.
  Ninety-nine percent of all Dreamers are idle.
  An idle Dreamer usually (though not always)
  manifests in a form that directly corresponds with that
  of his physical one including all abilities, skills,
  convictions, and gimmicks.
  The appearance of a lucid Dreamer also varies, but
  once again usually corresponds with that of his physical
  form. His abilities and skills, on the other hand, are
  vastly improved. For game purposes, a lucid Dreamer
  (this includes a Dreamwalker in his own Dreamworld)
  has twice his normal fitness and awareness rating (up
  to the maximum of |+5| and possesses the jack of all
  trades gimmick. In addition, he has an unlimited
  number of mana points (it is his dream, after all). He
  also gains six points in luck and discipline, and may
  also manifest any gimmick he desires although many
  lucid Dreamers are unaware that they possess the
  gimmick or can spend mana. These benefits disappear
  if the Dreamer leaves his own Dreamworld.
  The Unreal
  The term Unreal is somewhat of a misnomer as for
  all intents and purposes these beings are real, at least
  for the course of the dream. They have names,
  personalities, and all the abilities and skills of their
  counterparts in the real world. Their appearance
  generally conforms to the characteristics of the
  Dreamworld.
  In some cases however, the Unreal are bound by the
  Dreamer’s perception of reality rather than reality
  itself. For instance, if the Dreamer belongs to a family
  full of police officers, the Unreal police force in his
  dreams will most likely be friendly and helpful. On the
  other hand, in the Dreamworld of a career criminal, the
  police will be arrogant, rude, and more prone to
  violence and brutality. Similarly, a Dreamer who was
  once bitten by the family dog may view all dogs as
  vicious and unpredictable, thereby making every dog in
  the Dreamworld a potential danger.
  The Unreal may be divided into two types—mobile
  and inert. This classification depends primarily upon
  their behavior once the denouement is achieved and
  should be decided when creating the Dreamwalk. It is
  even possible to have some of each type within the
  same dream.
  Mobile Unreal continue to interact with the
  characters and the Dreamworld even after the
  denouement has been achieved. Their actions and
  behavior remain the same—firemen act as firemen,
  secretaries act as secretaries, gang members act as
  gang members, and so on.
  Inert Unreal, on the other hand, cease to interact
  with the Dreamworld once the denouement is
  achieved. In some cases, they remain present, but are
  entirely wrapped up in the Dreamer’s post-
  denouement celebration and are oblivious and immune
  to anything the characters do.
  Dream Design
  
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  49
  The Taenia
  The appearance of the Taenia varies from Dreamer to
  Dreamer and sometimes even from dream to dream.
  Therefore, each manifestation should be interesting
  and unique. This is no difficult task thanks to the
  number of real world fears which the director may
  choose from.
  Taeniid manifestations are easiest to incorporate
  into dreams with active denouements since the Taenia
  represent the dream’s chief antagonists. In dreams
  with passive denouements, however, the manifestation
  is drawn from the Dreamer’s subconscious mind and
  sometimes has little or nothing to do with the
  Dreamworld itself.
  The following concepts are the three basic types of
  fears which the director can use to determine the
  appearance of the Taeniid colony.
  Traumatic/Disturbing Events are sometimes at the
  center of Taeniid manifestations. These can be drawn
  from anything the Dreamer has experienced,
  witnessed, or heard about, even those his conscious
  mind has forgotten or repressed. The Taenia manifest
  as people the Dreamer associates with the event itself.
  A plane crash, a horror movie or book, the death of a
  loved one, being tortured, beaten up, or witnessing a
  murder or rape are all traumatic/disturbing events.
  Concrete Fears are easy to represent and center
  around some tangible aversion or phobic conviction
  that is easily incorporated into the Taeniid
  manifestation. While it’s no laughing matter, you’ll be
  shocked at some of the things people are afraid of. Fear
  of fire, cats, wings, grass, plastic, eyes, cars, guns,
  rocks, television sets, and virtually anything else are all
  concrete fears.
  Abstract Fears are a little harder to represent in
  game terms but can be much more interesting to
  roleplay. Abstract fears center around negative
  emotional and/or perceptual responses—things like
  fear of heights, getting lost, open spaces, closed spaces,
  crowds, aging, conversations, motion, and being
  embarrassed are all Abstract fears. With a little
  thought, these can all be incorporated into the Taeniid
  manifestation.
  Take fear of heights for instance. The larval Unreal
  might be ridiculously tall or walk around on stilts.
  Drones, if any, resemble vaporous clouds that produce
  feelings of vertigo with each attack. The Queen is a
  larger version of the drones with the nest set atop the
  highest building in the Dreamworld.
  Enemy
  Taeniid manifestations, particularly those appearing
  in active denouements, are sometimes based around a
  central antagonist or group of antagonists. Enemy
  manifestations can take the form of a predatory
  animal, a neighborhood bully, an organized crime ring,
  an invading army, a rival corporation, in-laws, a local
  street gang, or a government agency.
  Boundaries of the Dreamworld
  Each Dreamworld is usually centered around its
  denouement. The further one travels away from the
  denouement, the less distinct and populated the
  Dreamworld 
  becomes. 
  For 
  instance, 
  take 
  a
  denouement centered around a cross country hike
  from New York City to Los Angeles. The Dreamworld
  would be clear and distinct along the route the
  Dreamer plans to take, becoming less so the farther
  one ventures away from the route until reaching the
  Barrier at the edge of the Dreamworld.
  Designing an Underworld
  Beginning characters will need to replenish their
  mana supply often so the director must be prepared for
  short trips into the Underpsyche. Several Underworlds
  should be loosely designed ahead of time. These don’t
  have to be full sized Dreamworlds, only rough outlines
  to give the characters an idea of where they are.
  Underworlds are devoid of Unreal or fluff, but
  otherwise follow much the same design rules as a
  Dreamworld. Instead of a denouement, however, each
  Underworld contains a single pocket of up to ten mana
  points which may be harvested by the characters.
  Characters enter the Underworld up to one-hundred
  yards away from these pockets and may return to the
  Underworld later if the total number of points in the
  mana pocket has not been used up.
  Mana pockets sometimes (more likely if the Dreamer
  has a high dementia level) act as incubators for Taeniid
  eggs, guarded by up to five drones.
  Designing an Island
  Islands follow the same rules for design as do
  Dreamworlds, although they do not have denouements.
  The inhabitants of an island are considered to be
  Unreal. Of all the Taenia, only Broodkings have been
  known to manifest on an island. Islands are most useful
  for directors who wish to run long campaigns using the
  same setting. 
  An island constantly floats through the Periphery.
  Therefore, Dreamwalkers wishing to return to an island
  may do so only at the director’s discretion. 
  Islands are shifting and malleable, and concepts like
  time and distance can never be trusted. Some islands
  undergo normal changes with the passage of time but
  most islands do not. Instead, they continually repeat
  major events as they originally happened and only
  change if a Dreamwalker intervenes. In these cases, the
  Dream Design
  
  50
  D Dreamwalker
  island splits off into two parts—one part reverts to its
  original form, while the other becomes a new island. 
  This new island is entirely dependent on the
  Dreamwalker (or Dreamwalkers) who caused it to form
  and dissolves if the character leaves the island for a
  variable length of time. Therefore, only characters who
  have crossed over may permanently alter the fabric of
  an island.
  Bridges
  There are places throughout the world where the
  lines between dream and reality occasionally become
  blurred. These bridges between the two realms most
  often result from high concentrations of residual
  psychic and/or emotional energy. Each bridge varies in
  size and appearance, but its general nature usually
  conforms with the type of energy that caused it to
  form.    
  Bridges are classified into two main categories—
  permanent and temporary.  
  Permanent bridges are bound to certain locations,
  although in rare cases, a bridge may be bound to an
  item or artifact. The location, if not the true nature, of
  a permanent bridge is often well known and sometimes
  even incorporated into local mythology and folklore.
  The home of a beloved politician, that section of
  subway where weird things always seem to happen,
  Area 51, a child’s treehouse, an Indian burial ground,
  and haunted houses or castles are all examples of
  permanent bridges.  
  Temporary bridges are brief and generally random
  manifestations that can occur almost anywhere.
  Bleeding idols and other stigmata, unexplained shifts
  from one location to another, UFO abductions, crop
  circles, and cattle mutilations are all examples of
  temporary bridges.
  Additionally, bridges of both types may be governed
  by triggers—that is, the bridge may lie dormant until
  activated by some event or occurrence (which may or
  may not be random). For instance, a rain of frogs may
  be triggered by some obscure planetary alignment or
  for no particular reason at all, a ghost ship might only
  appear on the anniversary of its sinking, pressing a
  certain gem on an ancient Egyptian scepter may cause
  a bridge to form, or the bridge at Stonehenge may only
  manifest at certain times of the day, month, year, etc.  
  Some bridges have been known to produce Unreal
  manifestations which may explain such varied
  phenomena as angel, mermaid, leprechaun, dinosaur,
  fairy, ghost, Bigfoot, and even Elvis sightings. These
  Unreal usually conform to the nature of the bridge in
  question—the amorous denizens of Makeout Point will
  appear and react vastly different than those
  manifesting around Auschwitz or Chernobyl.
  In the dream world, a bridge may be accessed via the
  Periphery where it usually appears (and functions) as a
  normal Dreamworld, except without the Dreamer. In
  this case, the bridge’s area of effect in the real world
  acts as a Barrier which cannot be crossed by creatures
  or items of spirit (including creatures such as
  Broodkings who stumble across the bridge in this
  manner).  
  In the real world, a bridge creates a spiritual
  disturbance within its area of effect, similar to that
  created by the presence of a Taeniid Broodking. Non-
  Dreamwalkers who enter this area are affected in a
  variety of ways. Some retain complete control over
  their actions while others slip into a waking, dream-like
  state and may behave or act erratically. For game
  purposes, they become Unreal as long as they remain
  within the affected area. Upon leaving, memories of the
  time spent within the bridge are cloudy and disjointed.
  Normal people often attempt to rationalize, downplay,
  or even repress the memories of their experiences
  within the bridge in order to avoid ridicule and/or
  maintain a grasp on their own sanity. 
  A Dreamwalker who enters a bridge through the real
  world may manipulate mana as if he were in a dream,
  although he may not cross the Barrier into the
  Periphery. The character’s mana supply may be
  restored in one of two ways—by slipping into REM
  sleep (or the Dreamwalker’s equivalent) or by leaving
  the area of the bridge and returning later. In the latter
  case, the mana supply replenishes itself at the rate of
  one for every two points of the character’s current
  discipline rating per hour (or completely if the
  character later enters REM sleep).
  Dreamwalkers can always sense when a temporary
  bridge or one governed by a trigger is about to close.
  When a bridge closes, creatures who accessed the
  bridge through the dream world are usually expelled
  into the Periphery unharmed. It is up to the director to
  decide what effect a closed bridge has on any real
  creatures caught inside. Most bridges fade away
  peacefully leaving the real world unaffected but
  occasionally some manifest special effects. For
  instance, the bridge located in the Bermuda Triangle
  has been known to carry real things off to places
  unknown.   
  Characters (and normal people) who enter a bridge
  via the real world must be extremely careful when
  engaging in combat. Injuries sustained affect the
  character’s physical form (although they may be
  healed with mana while in the vicinity of the bridge)
  and death is permanent, more often than not. Altered
  items (or people) sometimes continue to exist (or
  remain changed) outside the boundaries of a bridge
  but these effects eventually wear off (director’s
  discretion).     
  Dream Design
  
  /
  51
  From a campaign standpoint, bridges (especially
  those bound into an object) should be extremely rare
  occurrences. Directors should resist the temptation to
  include a bridge in every real world adventure just so
  the characters can manipulate mana. It is often much
  more rewarding for the players when they can solve
  problems as normal, mundane people.  
  Designing a Good Dreamwalk
  Now that we’ve discussed the different types of
  denouements (active, passive) and Dreamworlds
  (realistic, surreal), this chapter focuses on how to put
  everything together in order to design a good
  Dreamwalk.
  Psychological Evaluation Sheet
  Psychological Evaluation Sheets are a useful and fun
  tool for both players and directors alike. It is essentially
  a profile of the patient (Dreamer) which includes
  general information about his career, childhood,
  interests, and hobbies as well as brief notes taken by
  past and current therapists. The profile may have little
  or nothing to do with the Dreamworld’s content or
  denouement, but more often than not, it should either
  foreshadow or shed light on some of the things
  encountered within.
  Dreamworld Sheet
  The Dreamworld Sheet is designed to help the
  director outline the things that happen during the
  course of a Dreamwalk. It contains information on the
  Dreamworld, the dream’s denouement, the Taenia, and
  the Unreal. The Dreamworld Sheet is a resource for the
  director only and should not be viewed by the players.
  Denouement
  When designing a Dreamwalk, first, start with the
  denouement. This is the heart of the adventure and a
  good denouement can be adapted to almost any type of
  Dreamworld.
  Dreamwalker has a distinct advantage over most
  other roleplaying games and setting in that the players
  cannot just get bored with a scenario and decide to go
  home, thereby wrecking an adventure you spent hours
  of your precious time preparing. Each dream has a
  distinct goal and resolution of this goal is crucial to the
  overall success of the mission.
  Denouements should be stated in one to three
  sentences. They can be as vague or specific as you
  desire and can even involve the completion of one to
  three interrelated events (although one is usually the
  norm). Keep in mind that the more vague the
  denouement, the easier it may be for characters to
  circumvent the adventure you have planned (which is
  not necessarily a bad thing). 
  For instance, say the Dreamer has always wanted to
  own a 1967 Chevelle Super Sport. If the denouement
  was that generic, the characters could easily create or
  reshape the necessary car and quickly achieve the
  denouement. However, if the denouement was more
  precise, say that a particular car had to be purchased
  from a certain dealer in the Dreamer’s home town, the
  characters must work a bit harder to help him achieve
  his goal, even without Taeniid interference.
  The following is a list of a few of the more common
  dream scenarios. When designing a denouement be
  careful not to limit yourself by only thinking in terms
  of people—remember that the Dreamer can take any
  form (animal, alien, monster, vehicle, etc.) and each of
  these scenarios are easily adapted to the new form.
  Action-adventure scenarios usually involve travel,
  mystery, and the discovery or reclamation of some
  treasure or precious artifact. The Dreamer can be a
  pirate, treasure hunting archaeologist, or space
  merchant exploring new galaxies.
  Dream fulfillment scenarios are the most common
  theme among passive denouements. They involve
  doing something the Dreamer has always wanted to do,
  whether it be skydiving, finding a cure for cancer, or
  traveling to the moon.
  Escape scenarios often begin with the Dreamer (and
  usually the characters) trapped in one form or another.
  Escape can take place in an alien prison, a bad
  marriage, or aboard a sinking ship.
  Guard Scenarios are when the Dreamer has been
  hired to guard someone or something important such
  as a priceless necklace, the President’s daughter, or a
  favorite pet. In order to achieve the denouement, the
  characters must help him watch over his charge for a
  set period of time.
  Injustices are when a wrong has been committed
  against the Dreamer or someone he cares about.
  Injustice scenarios center around taking revenge,
  righting the wrong, or making sure the injustice never
  takes place.
  Investigations usually pit the Dreamer against a
  complex mystery. You’ve all seen a movie or read a book
  in which the main character is a detective or private
  eye. In this scenario, the Dreamer assumes the role of
  the investigator intent on finding the killer, missing
  person, stolen object, etc.
  Past resolution is another common theme among
  passive denouements. The Dreamer either did or did
  not do something in his past and constantly regrets his
  decision. It is up to the characters to help him correct
  the mistake. Past Resolution can involve acts of
  betrayal, 
  child-parent/husband-wife 
  interaction,
  returning a stolen item, or convincing the Dreamer’s
  drunken friend not to leave the party.
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  D Dreamwalker
  Rescue scenarios are when someone or something
  needs saving—it could be a friend, princess, or monkey
  from an animal research facility.
  Search and destroy is the universal theme of all
  active denouements. Search and destroy scenarios are
  fairly straightforward. The characters juice themselves
  up for battle and commence to kicking Taeniid tail.
  Subdenouements and Incidental Achievements
  Subdenouements and incidental achievements are
  so Dreamer and dream specific that it is hard to give
  set examples. The director must decide when or if
  there are any of these in the dream, usually after some
  event 
  or 
  occurrence. 
  As 
  stated 
  before,
  subdenouements are most useful for breaking up long
  Dreamwalks 
  into 
  smaller 
  parts; 
  incidental
  achievements are even more random and usually
  harder to spot. Completion of an incidental
  achievement should only be disclosed after the
  Dreamwalk is over.
  Dreamworld
  After you have determined the dream’s denouement,
  you must adapt it to the Dreamworld. Try to make each
  Dreamworld as unique or interesting as you can, or at
  least add some surreal elements to give it that effect.
  Dreamworlds sometimes reflect the denouement, but
  this is not always the case. There is no rule against a
  Past Resolution scenario taking place in a sidewalk café
  on the surface of Mars or a Guard scenario where the
  Dreamer becomes a Praetorian charged with defending
  Ancient Rome from a barbarian horde.
  Here are a few of the more common settings for
  Dreamworlds along with a few examples of each.
  Alien Place
  Alien settings are places not found on our earth.
  They can be real planets, something from a science
  fiction movie, or a conglomeration of both. There may
  be four suns, no land masses, less gravity, or the planet
  may be made up entirely of machines. You don’t have
  to wrack your brain too hard trying to explain why
  things don’t make sense. After all, it is just a dream.
  Childhood Place
  This is someplace the Dreamer remembers from his
  childhood. It can be a bedroom, the place where he
  received his first kiss, a tree fort, a local park, a fishing
  pond, or a school.
  Different Time
  The Dreamworld is set in an entirely different time
  period, whether past or future. Examples include the
  roaring Twenties, the Old West, the Jurassic era,
  medieval France, or colonial Virginia.
  Familiar Place
  This is similar to the childhood place but is more
  often associated with real places that the Dreamer has
  visited as an adult. It can be anywhere from the
  Dreamer’s office, to a museum, a farm in Arkansas, to
  the Australian Outback.
  Fantasy Place
  These are mythical realms that exist only in fairy
  tales. Fantasy worlds are chock full of tall castles, brave
  knights, and legendary creatures such as wizards,
  trolls, dragons, and elves.
  Horror Place
  These are nightmare Dreamworlds set in some place
  that the Dreamer fears. A graveyard (human, animal,
  aircraft, etc.), a gothic castle inhabited by vampires, an
  insane asylum, a lonely moor, a forest cabin assailed by
  awakened demons, or even an orphanage are all
  examples of horror dreamworlds. As you can guess, the
  Taenia thrive in horror dreamworlds.
  Post Apocalyptic
  Post apocalyptic settings deal with the world as we
  know it turned upside down by some type of holocaust.
  The comet has struck earth, the bombs have been
  dropped, or the virus has spread—whatever the case,
  survivors must eke out a living amongst the ruins of
  civilization.
  Unfamiliar Place
  This is similar to a familiar place except that it
  represents a real place which the Dreamer wishes (or
  once wished) to go. Unfamiliar places include a local
  strip club, an opera house, a chic restaurant in
  Chicago, an amusement park, or the Grand Canyon.
  Conglomerate
  Conglomerate 
  Dreamworlds 
  are 
  a 
  chaotic
  combination of several different types of Dreamworlds
  listed above. Time leaps (both forward and backward),
  location changes, and randomly occurring anomalies
  (such as the temporary suspension of the laws of
  gravity) are all frequent occurrences. Conglomerate
  Dreamworlds are more common to Dreamers with high
  creativity and/or increased dementia.
  Beyond the Dream
  Although 
  Dreamwalker 
  is 
  centered 
  around
  adventuring in dreams, there are many opportunities
  for interaction with the real world. The following are
  just a few scenarios involving these types of adventures.
  • A character is contacted by agents of the Clinic (or
  some other organization) and enticed to switch
  sides. Is the offer for real or is this a test of the
  character’s loyalty to the Project?
  Dream Design
  
  /
  53
  • An accomplished Dreamstalker with a grudge
  against the Project learns the location of the
  group’s chapter and begins following teams
  through the Periphery and harassing them in the
  Dreamworld. The characters may try to ambush
  him or they may try to learn his true identity so he
  can be located and dealt with in the real world.
  • A visiting patient turns out to be a relative or old
  friend of one of the characters. Is there something
  in his past he doesn’t want revealed?
  • A horror writer (or artist or poet) reaches a sort of
  symbiotic relationship with the Taeniid colony
  infesting his psyche, gaining inspiration from its
  presence. He may even take action against
  characters trying to destroy his livelihood. This can
  be particularly lethal if the writer is a lucid
  Dreamer.
  • As a child, the Dreamer witnessed a murder and
  the subsequent burial of the victim but was too
  young to understand what he saw. Within his
  dream, several non-denouement related events
  expose the incident along with clues pointing to
  the real world location of the grave. The
  Dreamwalkers can inform the authorities or
  perhaps investigate and find the killer themselves.
  • A Broodking has escaped the Empyrean. The
  characters may or may not be responsible, but may
  decide to take action anyway.
  • Almost everyone has seen a movie where the main
  character (usually a psychic) must delve into the
  mind of Dreamer in order to extract some vital
  information about the real world. The most recent
  is The Cell, but there have been plenty of others.
  • Another variation on this theme—a cowardly,
  Saudi-born terrorist has been extradited from
  Afghanistan. He admits to planting bombs
  throughout a nearby city but refuses to say more.
  The characters must enter his dreams and discover
  the location of the bombs before they go off. This
  information may be impossible to extract through
  joining so the characters must actively search the
  Dreamworld for the bombs and/or any hidden
  clues that point towards their location in the real
  world.
  • Recurring dreams are common but similar dreams
  have been occurring in the minds of different
  people. Is it a coincidence or does this event have
  a deeper meaning?
  • Trouble erupts with the locals when one of the
  characters visits a nearby town. The character is
  arrested and held until the judge sets bail.
  Although the Project will soon have him released
  (unless he did something truly foolish), one of his
  cell mates is criminally insane and playing host to
  a large Taeniid infestation. A wandering Broodking
  recognizes the nearby presence of a Dreamwalker
  and implants a murderous suggestion into the
  criminal’s sleeping mind.
  • The character’s chapter admits only disturbed war
  veterans. These men have exchanged horror
  stories for so long that their dreams are set in
  similar locales and may even contain the same
  Unreal enemy.
  • Several writers have been working together on a
  collective project based in a fantasy realm. One of
  the writers dies abruptly and the rest are too upset
  to continue the work. Their agent refers them all
  for therapy and the characters find that the
  Dreamworlds all take place in the fantasy work in
  project.
  • The latest horror movie hits the box office and is a
  huge success. Unfortunately, it causes nightmares
  in hundreds of people. Their dreams are centered
  around the movie and the Dreamwalkers may get
  caught up in the plot. As an added twist, the movie
  was written by a writer, inspired by a Broodking.
  The Broodking travels through many of these
  nightmares, reveling in the fear and misery he has
  caused.
  Beyond the Project
  This book assumes that characters are members of
  Project Dreamwalker. But what if the Director wants to
  run Dreamwalkers from other, perhaps less altruistic
  factions?
  Dreamwalkers in the employ of the Clinic would
  encounter much darker themes as the Clinic has no
  limitations on the Dreamer’s level of dementia. What
  ancient mysteries and lost powers do the Sword of Gaia
  possess? Who can say what the Dreamwalking goals
  and motivations of other countries are? Does the
  Vatican or some other religious group control a secret
  Dreamwalking task force? The possibilities are virtually
  endless.
  Inspiration
  The task of designing a denouement and populating
  a Dreamworld is less daunting than it first appears. Ask
  yourself a few basic questions before you start. What do
  you dream about? Think about the dreams you have
  had in the past. Did they have a common theme? A
  purpose? A goal you were trying to attain? Could they
  somehow be worked into a suitable Dreamwalk for the
  characters.
  Try keeping a piece of paper and a pencil on your
  night stand. When you wake up in the morning (or if
  you wake up during the night), try and write down
  Dream Design
  
  54
  D Dreamwalker
  everything you can remember about the dreams you
  just had.
  Pester your friends and family into telling their
  strangest or most important dreams. Most will be
  happy to comply. People love to talk about their dreams
  even though the content usually has meaning only to
  themselves. If they can’t remember their dreams, give
  them a Psychological Evaluation Sheet to fill out (but
  make sure to tell them it’s just for fun!). You might be
  surprised at what ideas their answers spark.
  Most people become directors because they like to
  tell stories. Chances are that you’ve had at least one
  idea which you think would make a good book or
  movie. Even if you never get a chance to write it, the
  idea need not be wasted—it can be used as the basis for
  a Dreamwalk. Just lay out the setting for the
  Dreamworld, the plot for the denouement, and make
  the main character the Dreamer. It’s that easy.
  The same process can also be used with books and
  movies that have already been written. These are an
  unlimited resource of potential Dreamwalks. Although
  plagiarism is illegal, nothing says you can’t borrow
  someone else’s idea as long as you’re not doing so for
  publicity or profit. For best results, try and pick movies
  or books with which the players are unfamiliar or
  change the setting enough to make it unrecognizable.
  Historical characters, place, and events are also a
  great source of ideas for Dreamworlds and
  denouements. Who would pass up a chance to safely
  prowl through foggy London streets in search of Jack
  the Ripper, walk across the Great Wall of China, or set
  sail on the ill fated voyage of the legendary Titanic? As
  Dreamwalkers, characters can do all of these things
  and more and who cares if they manage to alter the
  normal course of events? After all, it’s only a dream.
  Included is a short bibliography of books and films
  that we believe give the feel of Dreamwalker.
  Films
  Dreamscape (1984), directed by Joseph Ruben. A
  psychic recruited by the government, and taught to
  travel into other people’s dreams. We would love to see
  a remake of this movie with modern day special effects.
  Dreamscape was one of the key inspirations for
  Dreamwalker. Buy it or rent it if you can.
  The Matrix (1999), directed by Andy and Larry
  Wachowski. What can be said about this movie that
  hasn’t been said already? Awesome special effects
  coupled with strong acting and directing, great
  dialogue and plot easily makes the Matrix one of the
  best action (and perhaps even best overall) movies of
  the last few decades. An excellent example of the
  physical advantages Dreamwalkers have over the
  Unreal.
  The Cell (2000), directed by Tarsem Singh. What this
  movie lacked in plot, acting, and dialogue, it more than
  made up for in stunning visual effects and a creepy
  antagonist. A great example of what’s to be expected in
  the dreams of the criminally insane.
  What Dreams May Come (1998), directed by Vincent
  Ward. Like the Cell, this movie made up for similar
  shortcomings with an array of unbelievable visual
  effects.
  Dark City (1998), directed by Alex Proyas. A
  surprisingly good movie that unfortunately did not get
  the credit it deserved. In Dreamwalker terms, think of
  John Murdoch as a lucid Dreamer trapped within his
  own Taeniid infested Dreamworld.
  A Nightmare on Elm Street 3: Dream Warriors
  (1987), Directed by Chuck Russell. You must know by
  now that Freddie was one of the inspirations for the
  Taeniid Broodking. This movie deals with normal
  people becoming lucid Dreamers and manifesting
  powers in their own Dreamworlds. Great stuff,
  especially because this was before Freddie really
  became a comical, one line spouting hack. Oh well.
  Honorable Mention: Aliens, The Crow, The Prophecy,
  The Serpent and the Rainbow, Crouching Tiger,Hidden
  Dragon, Time Bandits, Sliders, The Adventures of
  Baron Munchausen, and even Killer Clowns from Outer
  Space (think hive-minded Taeniid manifestation).
  Books
  The Dark Tower Series, by Stephen King. This entire
  series reads like a dream and if it doesn’t spark some
  part of your imagination, nothing will.
  It, by Stephen King. A great example of what happens
  when a Broodking escapes into the real world. This
  book is suggested for some of the imagery and dream
  sequences alone. In fact, nearly all of Stephen King’s
  books contain this type of surreal elements and he is a
  master of foreshadowing and/or relating dreams to
  later, real world events.
  The Death Gate Cycle, by Margaret Weis and Tracy
  Hickman. An excellent series and a good example of
  the problems powerful wizards face when trying to
  blend in and interact with the Unreal...err, mensch.
  Imajica, by Clive Barker. You’ll just have to read it.
  Other Sources of Inspiration
  Please visit the Dreamwalker website for links to
  other inspirational and dream related sites:
  HTTP://DREAMWALKERRPG.HOME.ATT.NET
  Dream Design
  
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  55
  Dream Design
  
  D
  56
  D Dreamwalker
  Chapter 8
  The Pinebrook
  Chapter
  While it is perfectly acceptable to jaunt from one
  random Dreamwalk to another with no time in
  between, some groups may wish to roleplay and
  develop their character’s lives outside of the dream.
  The following includes all the information needed to
  begin roleplaying in the land of dreams. The Pinebrook
  Chapter and its members are detailed here (directors
  can create stats to fit the reality level and style of their
  campaign) as well as several Dreamwalks suitable for
  beginning characters.
  Pinebrook
  The Pinebrook Chapter is located in a remote part of
  southwest Georgia, about twenty miles outside the city
  of Albany. Pinebrook was once a summer camp and
  many of its original buildings have been retained and
  converted for use. Newer structures were designed to
  convey the same rustic, log cabin theme. The grounds
  span several thousand acres, marked off by a simple
  wooden fence. Only one road leads into the compound.
  Hidden security cameras monitor the entrance gate
  while others (motion activated) are placed at various
  intervals throughout the grounds.
  The 
  main 
  compound 
  centers 
  around 
  an
  administration 
  building 
  and 
  library 
  with 
  a
  cafeteria/recreational room nearby. Guest cabins are
  provided for visiting patients. A boathouse on Lake
  Joseph, small male and female dormitories, and several
  other cabins of various sizes (some empty, some home
  to Dreamwalkers and other permanent residents of
  Pinebrook) are scattered throughout the grounds. The
  chapter’s laboratory and Dreamwalking facilities are
  underneath the administration building and are off
  limits to visitors.
  Like most chapter houses, Pinebrook is relatively self
  sufficient. The chapter receives ample government and
  corporate funding, providing access to top level
  scientific and medical equipment and facilities as well
  as special clearance for operatives working in the field.
  Pinebrook is run more as a household than a work
  place. Staffing is kept to a minimum. Potential
  employees must undergo a thorough screening before
  acceptance. Staff members are well taken care of
  during their tenure with the Project and are highly
  recommended should they choose not to re-sign once
  their contracts are up. In addition, Dreamwalkers
  routinely enter the Dreamworlds of each staff member
  to keep them free of Taeniid infestation. Such practices
  help ensure the loyalty of even the most menial
  employees of Project Dreamwalker.
  Dreamwalkers are expected to contribute little to
  the daily operations at Pinebrook. Between
  Dreamwalks, they are encouraged to interact with
  patients and staff, explore their own Dreamworlds, and
  develop their abilities. This pampering is done on
  purpose. 
  Great 
  pains 
  are 
  taken 
  to 
  ensure
  Dreamwalkers remain stress free—a stark contrast to
  the hazards they routinely face within the Empyrean.
  Pinebrook Chapter
  
  /
  57
  The Underbrook
  Pinebrook’s laboratory and Dreamwalking facilities
  are located underground. Access is only possible
  through a secure elevator in the administration
  building. Electronic pass cards are needed to access
  the lab and all doors within. All uses are recorded,
  videotaped and archived.
  The elevator opens onto the viewing room in the
  center of the underground facility. The viewing room is
  bordered on three sides by Dreamwalking chambers
  and the fourth by the chapter’s laboratory, all visible
  through large windows made of reinforced glass.
  In addition to monitoring the Dreamwalking
  chambers, the viewing room also secretly monitors
  patients as they prepare for sleep. On the night of the
  Dreamwalk, patients are given Dreamtracer and minor
  sedatives along with their normal medications.
  Cameras hidden within each guest cabin help the
  Dreamwalkers coincide their own periods of REM sleep
  with that of the patient.
  Welcome to Pinebrook
  Upon their arrival, a meeting is held in which the
  characters are introduced to the entire chapter staff.
  Newcomers are then housed in the male and female
  dormitories during an evaluation period that can last
  anywhere from a few weeks to several months. Dr.
  Koenig and his senior staff use this time to assess the
  character’s personalities, their dedication to the
  Project and how well they interact with patients and
  other staff members.
  During this time, Dreamwalking is only permitted
  into the Dreamworlds of other Dreamwalkers
  (including those of Team Lucky). Once the characters
  are acclimated to chapter life, Dr. Koenig schedules
  their first real Dreamwalk.
  Team Lucky
  One of the Dreamwalking chambers belongs to Mac
  and his team of Dreamwalkers. The chamber resembles
  a comfortable looking apartment with beds, tables, and
  chairs. There are even bathroom facilities and a small
  kitchenette.
  A full entertainment center dominates one corner of
  the room, its cabinets packed with assorted CDs and
  DVDs. A large crucifix hangs on the wall opposite the
  viewing room window. Several paintings of horses hang
  along the other walls and some of Pony’s small ceramic
  horse figurines line the night stand beside her bed. A
  chess set rests on a card table and is frequently used by
  Hendrix and Father Gramps as they wait for the patient
  to retire for sleep.
  Entering the Dream State
  Careful preparation is made to assure the characters
  are in the right state of mind before entering the
  dream state. Soon after arrival at Pinebrook, one of the
  empty Dreamwalking chambers is personalized to the
  group’s specifications.
  During each Dreamwalk, Dr. Haire, Dr. Lanier, and
  one or two techs are always present. Dr. Koenig is also
  on hand until the characters’ evaluation period is over.
  As a safety precaution, characters are immediately
  awakened if their pseudophysical forms are reduced to
  incapacitated or unconscious.
  Aftermath
  Once the Dreamwalk is over, staff members conduct
  an extensive physical and mental examination on each
  character. Dreamwalkers are required to log a formal
  report detailing their experiences in the Dreamworld
  within twenty-four hours. The director should assume
  that each character gives an accurate account of the
  proceedings unless the player states otherwise. Dr.
  Koenig personally reads each file before cataloguing it
  and sending a copy to Project headquarters in Seattle.
  Staff
  Dr. Edward Koenig, 52, Director
  Edward Koenig is a tall man of German origin. He is
  thin and balding with wire rimmed glasses set over a
  beak-like nose. His gaunt frame belies a hidden
  strength however and few can hold the gaze of his cold
  blue eyes for long. Despite this, Koenig has a warm
  heart. While he could never be considered jovial, he has
  certainly been known to be kind. On occasion.
  Koenig is in charge of the day to day operation of the
  Pinebrook chapter. He is responsible for the welfare of
  those beneath him as well as the running of the
  chapter house itself. Koenig has the final say in all
  Project related matters. He lives in a cabin on site and
  has dedicated his entire life to furthering the goals of
  the Project. This dedication ultimately cost him his
  family—he is divorced now for almost ten years.
  Koenig is courteous to newcomers (the characters)
  but not overly friendly until he has had time to properly
  evaluate them. If they prove dedicated to the Project he
  eventually warms up. If not, he requests they be
  transferred.
  Edward Koenig is a fully capable lucid Dreamer.
  Christopher Allen, 28, Director’s Aide
  Chris answers only to the Koenig. He handles all
  incoming calls (via cellular headset), patient
  scheduling and most of the mundane paperwork for
  the chapter. He calls himself a glorified receptionist
  Pinebrook Chapter
  
  58
  D Dreamwalker
  but is very happy with his job at Pinebrook. He lives in
  Albany but is always on call.
  Chris is young, attractive and good-natured. He is
  happy to lend an ear to anyone who wants to talk and
  tries his best to help newcomers adapt to chapter life.
  Dr. Dana Haire, 36, Head Researcher
  Dana Haire could easily be mistaken for a model—
  her flawless chocolate brown skin and dark flowing hair
  have caused many men to take a second and then a
  third look. Few would guess that her intelligence far
  outweighs her beauty.
  Dana takes her responsibility as head researcher
  seriously. She has dedicated her life to the study of
  Dreamwalking, dreams and the healing of the human
  psyche. Although she is a fully lucid Dreamer, Dana has
  deliberately foregone the use of Black25 in order to
  maintain a more objective view of the results.
  Dana is courteous, but not overly friendly with any of
  the Dreamwalkers as she is afraid of the effect that
  personal relationships might have on her research. She
  and Koenig had a brief love affair several years ago but
  both realized it might compromise their work so they
  broke it off. Each still harbors strong feelings for the
  other.
  Dana is currently single and lives in Albany.
  Dr. Michael Lanier, 38, Therapist
  Michael is Pinebrook’s only therapist. He evaluates
  all incoming patients and personally sees to their
  welfare while they are on site.
  Michael is friendly but would much rather listen to
  people than talk. As a therapist, this is an excellent
  quality but in social situations, it is not. Many people
  feel uncomfortable in his presence, as if he is
  evaluating and analyzing everything that is said—
  which, in fact, is exactly what he does.
  If the characters ever have a problem, he is always
  there to lend an ear. Unfortunately, he answers most
  questions with questions of his own—”What do you
  think that means?” or “Why do you think you did
  that?” Whatever the reply, he always nods sagely and
  says the same thing: “Interesting.”
  Michael is married with two children. He and his
  family live off site in Albany.
  Jon Abraham, 44, Minder
  Jon is a large man, in excellent physical shape. He is
  an ex-marine corps officer who served combat tours
  during several different engagements. In military
  fashion, he always refers to people by their handles or
  last names. During secret ops in Desert Storm, he took
  a bullet to his throat and can only speak in hoarse,
  throaty whisper. Therefore he speaks only when
  necessary.
  Jon respects strength of mind and body. One way to
  get on his good side is to accompany him on his daily
  morning twenty-five mile run.
  Jon holds Koenig in high regards and has a grudging
  respect for Haire although he is a chauvinist at heart.
  He knows better than to voice his opinions publicly but
  it becomes evident that he rarely acknowledges the
  presence of female characters and only speaks to them
  when absolutely necessary. He dislikes Users and views
  them as weak, instructing his security team to pay
  extra close attention to any Users among the
  characters.
  Jon lives on site. He has a girlfriend in town but
  doesn’t talk about her.
  Guy Lamont, 27, Security
  Brent Woodson, 29, Security
  Guy Lamont and Brent Woodson round out the
  chapter’s security force. Both are bachelors who live on
  site. They are good friends but rarely get to socialize
  together because of their staggered shifts. Once off
  duty, either could be talked into accompanying the
  characters into town for a few drinks.
  Clay Jordan, 48, Custodian/Groundskeeper
  Dinah Jordan, 42, Food Preparation
  Clay takes care of the grounds and keeps the
  facilities near spotless. Dinah is the chapter cook. She
  is a large woman who handles all food preparation at
  the chapter although Clay sometimes helps her out in
  the kitchen as does her nephew, Lucius, 13, who lives
  with his family in Albany.
  Dinah and Clay are friendly to the characters and
  immediately try to make them feel at home. Dinah
  treats them in a motherly fashion (as she does almost
  everyone at Pinebrook), and constantly tries to get
  them to eat more. She is an excellent cook and a wizard
  when it comes to desert. Her homemade apple-walnut
  pies are a much sought after delicacy.
  Clay and Dinah have been married for over twenty
  years, have no children and live on site.
  Michelle Robbins, 22, Lab Technician
  Anthony Parks, 20, Lab Technician
  Larry Sandler, 21, Lab Technician
  All three lab techs are college graduates, currently
  doing an internship with the Project. They help Dr.
  Haire out with the more menial tasks in the lab. Part of
  their training also includes mastering the basics of
  lucid dreaming.
  After their internship, Michelle and Larry plan to
  become full fledged Project scientists/researchers.
  Anthony hopes to become a Dreamwalker. All three live
  on site in the dormitory.
  Pinebrook Chapter
  
  /
  59
  The techs are friendly and eager to talk with
  Dreamwalkers, especially Anthony who does his best to
  befriend any Analysts in the group.
  Karl Heinlannder, 51, Maintenance
  Karl wears a heavy tool belt over dirty coveralls and
  looks much older than his age. Koenig has mentioned
  bringing in someone to help with some of the heavier
  work around the chapter but let it drop when Karl
  seemed less than delighted by the idea.
  Karl is forever grateful to the Koenig and the Project.
  He was devastated in 1985 when his wife and son were
  killed by a drunk driver. The Taenia summarily latched
  onto his psyche and assisted his downward spiral into
  depression. His sister finally convinced him to seek
  therapy and he eventually ended up in the hands of the
  Project.
  Despite his limited imagination, Karl is a lucid
  Dreamer who is now fully capable of protecting his own
  psyche. He lives on site in a room adjacent to the
  maintenance shed.
  Karl rarely speaks to anyone except Koenig. When he
  is summoned for repairs, he listens to the problem,
  nods and silently sets about his work.
  Team Lucky Personnel
  Five Dreamwalkers make up team Lucky. They have
  been a team for almost five years and share a close
  bond, forged by several narrow escapes and close calls
  against the Taenia. Mac insists that the Luck of the Irish
  has helped get them this far. Each member of Team
  Lucky answers questions, gives advice,and does his best
  to make newcomers feel at home. The team lives in
  neighboring cabins around a small fishing pond located
  just south of the main compound.
  Dr. Ian “Mac” McKenzie, 26, Analyst
  Mac grew up in a stable, middle class home. He
  worked his way through junior college, receiving a
  scholarship that allowed him to attend medical school.
  His hopes of becoming a physician were put aside when
  he realized he was more interested in the intricate
  workings of the mind rather than the actual physiology
  of the brain. Unfortunately, this did not fit within the
  bounds of his scholarship. He signed on as an EMT but
  continued his studies in psychiatry and psychology and
  eventually ended up with the Project. Mac is the
  current leader of the team although he often defers to
  Father Gramps’ judgment.
  Dr. Lisa “Pony” Lawson, 24, Analyst
  Pony was born with mild muscular dystrophy and
  forced to use a wheelchair her entire life. Ever since
  childhood, she has dreamed about riding horses. In her
  dreams, not only can she ride horses, she can become
  one if she likes.
  Pony’s family was wealthy enough to support and
  encourage her creative pursuits. She did a stint at
  writing, wrote several short stories on dreams and was
  doing research on a similarly themed novel when she
  decided she wanted to learn even more about the
  process of dreams and dreaming. After excelling at
  several courses in psychology and psychiatry she was
  eventually recruited by the Project.
  Curtis “Grapes” Boudreaux, 30, Analyst
  Grapes grew up in Louisiana. His mother practiced a
  form of voodoo so he grew up around mysticism and
  dreams. Thus when he learned about the Project while
  attending college, he happily signed on. Grapes once
  suffered from homicidal mania but managed to
  overcome the affliction with Dr. Lanier’s help and the
  support of his teammates. He still has lapses and is
  particularly brutal to enemies in the Dreamworld.
  Grapes is a charmer and likes to flirt with the ladies.
  He purposely speaks with an overly pronounced Cajun
  accent as he likes the effect it has on people.
  Gregory “Father Gramps” Daniels, 41, Mystic
  Father Gramps is an ordained Catholic priest. He
  once believed God had blessed him with divine visions
  and had a minor crisis of faith when he realized he was
  Dreamwalking instead. Consultation with his superiors
  provided mixed results. Finally, one of his colleagues
  referred him to a nearby chapter house.
  He has been with the Project for almost ten years.
  The other members of his team jokingly gave him his
  nickname which he adopted as his handle. He still
  dresses as a priest (minus the collar) and came to
  terms with God, since he realized that nothing has
  changed—water is still wet, the sky is still blue and God
  is still God. He tries his hardest to obey the tenets of
  the church, even in the Dreamworld. This originally put
  him at odds with other Dreamwalkers but he finally
  found a home with his current team.
  Kenny “Hendrix” Thompson, 20, Usher
  Hendrix has been hopelessly addicted to LSD since
  the very first time he tried it back in 1998. The Project
  recruited him on the last of his many trips to the rehab
  clinic. With their help, he has been weaned off LSD and
  can now function on a milder Project created
  hallucinogenic. He still has lapses however, and
  occasionally Creates and takes stronger hits in his own
  Dreamworld.
  Listening to the immortal Jimmy (through a
  personal set of headphones) relaxes Hendrix and helps
  him reach the dream state faster. Unlike most Users,
  he is very clear headed and stable. Although young, he
  Pinebrook Chapter
  
  60
  D Dreamwalker
  is smart enough to know that he can’t keep taking
  drugs forever. He enjoys working with the team but is
  glad the Project will provide for him when he is unfit to
  continue. He has a slight crush on Pony but has never
  revealed this to anyone.
  Patients
  Patients do not just show up at Pinebrook, take a few
  meds, and then go to sleep. Some stay at the chapter
  for several days or even weeks, allowing ample time for
  interaction with the characters.
  Dreamwalkers are encouraged to associate with
  patients as much as possible, although they are not
  allowed to discuss Dreamwalking or even their reason
  for being at the chapter. Since patients are not
  supposed to discuss their status either, many believe
  the characters are fellow patients like them.
  The following patients were diagnosed by Dr. Lanier
  as suitable for beginning Dreamwalkers. Based on their
  psychological evaluations, these patients have only
  small infestations and are intended to test the
  character’s capabilities and to see how well they act
  together as a team.
  Each of these patients spends only a weekend at
  Pinebrook, arriving Friday night and leaving Sunday
  evening; the Dreamwalk takes place Saturday night.
  The short descriptions listed with each patient should
  be used when deciding their attitudes and behavior
  during this time.
  Joe Horn, 35, Writer
  Joe Horn is part owner of an art supply store in
  Macon, GA but his true love is his writing. He is an
  accomplished short story author and hopes one day be
  able to support himself solely on income made from
  writing. Unfortunately, Joe has been suffering writer’s
  block for over a year. Thus far, therapy has been unable
  to help him work through his condition.
  Joe is a personable fellow who enjoys meeting new
  people and undertaking new experiences. He can most
  often be found reading in his cabin or the
  administration library but is open to other activities if
  invited out.
  Grant Stacey, 38, Used Car Salesman
  Grant Stacey is a big man, broad shouldered but out
  of shape and vain enough to hide his spare tire by
  sucking in his gut and wearing loose fitting shirts and
  jackets.
  He is easygoing but not terribly bright and tries to
  charm people with stories of some of the places he has
  been (Mexico, Las Vegas, New Orleans). Otherwise,
  conversations with Grant usually revolve around the
  latest sports scores, fast cars and beautiful women.
  Intelligent women intimidate him and he avoids
  characters fitting this description if possible.
  Grant played football and baseball in high school and
  even made the state wrestling team his senior year. He
  married young and flunked out of college soon after.
  Grant owns a used car lot and makes more than
  enough money to support his family comfortably.
  His marital problems are the reason he is seeking
  help. He has taken to drinking and arguing with his
  wife and is extremely unhappy with her decision to
  pursue a career rather than stay home and raise
  children. He has an intense dislike for her feminist
  lesbian boss—she owns an art gallery and has even
  convinced his son to pursue a future in art rather than
  find a real job.
  Grant can usually be found either in the recreational
  room, or in his cabin watching television. He politely
  declines any invitation to physical activity but
  welcomes those who wish to watch the next ball game
  with him.
  Claire Destin, 35, Daycare Manager
  Claire is almost always smiling and exuberant. She is
  a go-getter and is always on the move. She enjoys
  outdoor activities like hiking and camping and is
  thrilled at the prospect of spending the weekend at
  Pinebrook.
  Claire loves children and animals. She is a member
  of several animal rights organizations and is a strict
  vegetarian—she cannot bear to even watch people eat
  meat. While she is more than willing to discuss her
  interests and beliefs, she does not push them on
  others.
  Claire manages a daycare center for preschoolers
  and is usually quite happy with her life. Over the past
  few years however, she has suffered several bouts of
  severe depression and does not know the cause.
  Prescription medication and a supporting husband
  have helped immensely but her episodes seem to be
  getting worse.
  Throughout the day, Claire can be found strolling
  through the chapter grounds. She welcomes company
  and would love to go canoeing on the lake but cannot
  manage a boat.
  Dr. Michelle Hobbs, 39, Psychology Professor
  Michelle Hobbs (maiden name, Santana) is of strong
  Latin descent. She is intelligent, highly charming and
  treats everyone she meets with kindness and respect.
  Michelle is a psychology professor at a nearby
  university. She feels therapy is unnecessary but has
  come to Pinebrook at the behest of her close friend,
  Michael Lanier. Michelle’s husband died of heart
  problems last summer and since then Michael has
  Pinebrook Chapter
  
  /
  61
  noticed a subtle change in her behavior. He is worried
  about her and wishes to make sure she is coping as well
  as she appears.
  Michael is bending the rules by admitting her and
  had to pull a few strings with Koenig to get him to
  agree. Personal relationships are generally not a factor
  when deciding which patients need care but since she
  is so stable, Michael managed to convince Koenig her
  Dreamworld would be perfect for the newcomers.
  Michelle’s friendly demeanor is a complete facade.
  She is suffering from severe paranoia and is cold and
  calculating at heart. She has already committed at
  least one unspeakable act and has a vague notion of
  committing another. Her knowledge of psychiatry and
  psychology has enabled her to hide her Dementia from
  even her closest friends and relatives. She has even
  managed to fool Dr. Koenig, which is no easy task.
  Michelle fears that Michael has caught on to her
  deception and hopes that this visit to Pinebrook will at
  least temporarily allay any suspicions he might have.
  Michelle spends most of her time in the chapter
  library (in the administration building) or her own
  cabin. She accompanies others around the compound
  if invited out (although she remains constantly on her
  guard) but refuses to venture into the surrounding
  woods for fear of snakes. Otherwise, Michelle keeps to
  herself as much as possible.
  Pinebrook Chapter
  
  62
  D Dreamwalker
  Hard Rain
  Entering the Dreamworld
  Upon entering the Dreamworld, the characters find
  themselves on the front lawn of a middle class
  suburban home. Dark, gray clouds fill the sky. A flood
  is in the making and this normally peaceful
  neighborhood is already partially submerged beneath
  brown, brackish water. The water is filled with floating
  logs, trash, and debris; a rank, swampy smell emanates
  from 
  it. 
  The 
  Barrier 
  surrounds 
  the 
  entire
  neighborhood.
  The water level rises, even as the characters watch,
  engulfing both vehicles and houses in the flood. Only
  one house seems safe from the danger. Its lawn is
  surrounded by a waist-high wall of sandbags and the
  noisy purr of a generator drifts out over the sound of
  running water. Several men and women can be seen
  filling sandbags to bolster the strength of the wall. One
  of them is the Dreamer, Joe Horn.
  Getting There
  This is Joe Horn’s neighborhood during the Flood of
  1994, a natural disaster that struck many parts of
  Southwest Georgia in the early summer of 1994. His
  neighborhood was flooded by the nearby Loogaroonie
  Creek.
  The characters must act fast if they wish to safely get
  to the Dreamer’s home. The water is steadily rising—
  the street itself is already under water and so are many
  of the intervening homes. The water is slow moving but
  the current is deceptively strong.
  If the characters act fast, they may wade through the
  rising water without having to attempt a task.
  Otherwise, an athletics task (swimming) is required to
  reach Joe’s home safely. The difficulty will slowly
  increase for every few real time minutes which the
  characters stand around and do nothing. Failure results
  in the character being swept into the Barrier and out
  into the Periphery (a calamity indicates that he also
  loses two points of mana). The character may return to
  the Dreamworld, but returns to the original spot and
  must repeat the process again.
  Fluff: As the characters enter the water, the theme
  from Jaws slowly builds to a crescendo.
  As the characters journey towards the Dreamer’s
  house, several coffins float by. These airtight coffins
  come from a nearby cemetery that was flooded out.
  They float with the current, spinning and bumping into
  things but are easy to avoid. Several have gotten hung
  up on parked vehicles or lodged against the nearby
  houses.
  The water is filled with unformed larvae. Like
  leeches, they latch onto fish, turtles, alligators and
  anything else they can reach. A larvae attaches itself to
  each character who enters the water, causing one
  grade of fatigue. Within all of the commotion going on,
  the characters should not realize this until they exit the
  water.
  Just as the characters reach the sandbag wall, the
  generator sputters and dies. Shouts of confusion follow
  as Joe and his Unreal neighbors rush over to assess the
  damage.
  The House
  Joe Horn’s house is located in a circular court at the
  west end of the road. It is the highest house on the
  Dreamer: Joe Horn
  Dreamworld: realistic
  Key locations/events: flooded neighborhood,
  getting to Joe’s house, Joe’s house, child
  rescue
  Denouement: passive
  Details: keep Joe’s house from being flooded
  Unreal: passive
  Taenia theme: waterlogged corpses
  40 larvae (burial attire, corpse like features)
  4 drones (zombies)
  1 Queen (large zombie)
  Underworld Setting
  Joe’s office; 1 drone; mana pocket: Joe’s
  computer (8 points)
  Italian restaurant; mana pocket: plate of
  linguini (6 points)
  Atlanta,GA; 3 drones; mana pocket: ice
  skating rink (12 points)
  Pinebrook Chapter
  
  /
  63
  block. A yellow truck sits in the driveway. A battery
  operated radio apprises everyone of news updates and
  water level measurements. A waist high wall of
  sandbags encircles the property.
  The house itself is unremarkable. Inside, all of the
  furniture has been placed up high. Plenty of canned
  goods and fresh water are stocked within.
  Joe’s Neighbors
  All of Joe’s Unreal neighbors live on this street. The
  rest of the neighborhood evacuated some time ago.
  Those who stayed did not think the flooding would get
  this bad or happen in such a short amount of time.
  Only Joe had the foresight to protect his property and
  once the others realized their homes were lost, they
  decided to help Joe save his.
  Now they stand around the generator with a box of
  tools. Two neighbors (Otis and Clete) are infested with
  larvae—one is missing an eye and the other wears a
  tuxedo that is open in the back. The others are Bill,
  Jed, and Missy. Use typical ratings for them.
  The Dreamer
  Joe horn was busy stacking sandbags to the wall
  when the generator went out. When the characters
  arrive, he is with some of his neighbors trying to fix it.
  He welcomes the characters and any help they might
  provide, but without the generator, the situation looks
  grim.
  The Denouement
  The dream’s denouement is to keep Joe’s house from
  being flooded. During the Flood of ’94, Joe was on
  vacation. While he was away, his house was flooded and
  he lost nearly everything, including the computer and
  backup files that contained his writings. In this dream
  he seeks to prevent this loss from happening.
  The Generator
  The generator supplies power to a pump that drains
  excess water from behind the sandbag wall. It stalled
  because one of the larvae poured sugar in the tank,
  although this is not apparent at first. A successful
  mechanical or mechanical engineering task can
  determine the cause of the failure, although Joe
  refuses to believe that any of his neighbors would do
  this.
  Repairing or replacing the generator is crucial to
  achieving the denouement. Without the generator, the
  house will be flooded and the denouement will not be
  achieved.
  The easiest way to get the generator running is to
  mend it through reshaping. However, this is difficult if
  not impossible to do while the Unreal are close by and
  may force the Dreamer to gain dementia. If the
  characters choose this option, either think of some way
  to work in The Rescue or skip ahead to The Breach
  section, below.
  After tinkering around with the generator and
  realizing that it is beyond their ability to repair, one of
  the Unreal neighbors (Jed) remembers that one of the
  larval neighbors (Otis) has a generator next to his
  shed. Otis denies this at first, but is prompted by Bill
  who remembers seeing the generator just before he
  came over. Otis’ shed is high up on a slope so they
  believe the generator may still be dry if they can figure
  out some way to get it and bring it back.
  Getting to the Shed
  There are several ways to get to the shed. One is to
  swim. This is extremely difficult due to the current
  (improbable difficulty) and requires an athletics task to
  get there. The results are the same as above.
  Another method is to build a raft out of the materials
  on hand. This raft will only hold two people (and the
  generator). A boating task is required to reach the
  shed. None of these men have the mechanical or
  mechanical engineering skills, however, so if the
  characters do not build the raft, there is a high
  probability that the raft will break apart each time it is
  used.
  A boat or raft may be created or reshaped, although
  doing so in front of the Unreal results in the Dreamer
  gaining dementia.
  Those who think about it can use reshaping to propel
  characters or crafts through the water by creating
  numerous swells and ripples. This negates the need for
  any task.
  The Shed
  The generator is outside the shed. It is dry and
  functional, and easy enough to load and transport it
  back. Once at the shed, however, the characters hear
  the sound of a crying child coming from a nearby
  flooded home.
  The Rescue
  If the characters choose to investigate the source of
  the crying, no task is necessary to get to the house.
  The back door is open and the lower floor is completely
  flooded. In the living room, an open, empty coffin floats
  amidst the furniture and debris.
  The upper levels are dry. An Unreal child, Courtney
  Aims, is in her bedroom crying. Scratch marks mar the
  surface of her bedroom door. She quiets if she hears
  anyone on the stairs, but will not open the door. The
  flimsy door is locked, but may be opened with a coat
  hanger. Otherwise, it may be battered down.
  Pinebrook Chapter
  
  64
  D Dreamwalker
  Courtney is hiding in the closet. As soon as her
  hiding place is exposed, she launches into hysterics,
  crying, and struggling to run away. A leadership,
  performance, or psychology task is needed to calm her,
  after which, she latches onto that character and refuses
  to leave his side.
  If asked, she tearfully explains that she and her
  mother were waiting for their father to come home
  before they evacuated. Once the flooding started, they
  both rushed upstairs. Her mother then went back
  downstairs to get a few necessities. There was a crash
  and then her mother started screaming. Courtney hid
  in her room. She later heard groaning sounds and
  scratching at the door but was too scared to open it.
  Courtney’s mom was attacked and killed by a
  wandering drone. The drone is close by and manifests
  as a withered corpse (formerly from the coffin). As the
  characters tend to Courtney, the drone and the
  resurrected zombie of Courtney’s mother soggily
  shamble up the staircase and attack uttering a single
  phrase—brains.
  A Called Shot to the head or neck of either the
  drone or zombie mom destroys it instantly.
  Back to Joe’s House
  The current is traveling roughly southwest so no task
  is required to get safely back to Joe’s house.
  The Breach
  If all of the characters went to retrieve the generator,
  they return to find the rear sandbag wall partially
  destroyed and the backyard filling with water. Soon
  after the characters leave (or if the characters reshape
  the generator), the larval neighbors topple one of the
  sandbag stacks. They then swim to the nearest house
  and hide inside, awaiting the outcome of the dream.
  If the characters get the generator running, the
  pump is eventually able to contain the influx of water
  and drain the area. The wall itself is difficult to repair.
  and united and/or sustained athletics tasks are
  required to fix the wall.
  Once the wall is fixed and the pump operational, it is
  only a matter of time before the denouement is
  achieved. Water occasionally seeps through gaps in the
  sandbag wall and everyone must rush to fill them in but
  the characters should have no further problems with
  the flood.
  Resolution
  The water level crests at thirty-five feet not long after
  the wall is shored up and the generator operational.
  They hear this news over the radio. The sky lightens,
  the storm clouds disappear, and a backwash of mana
  rolls over the entire neighborhood. Joe and his
  neighbors congratulate each other on a job well done.
  Getting to the Nest
  A athletics (for swimming) or boating task is
  required to reach the nest. Characters who approach
  the house are attacked by three drones lurking beneath
  the water.
  The drones manifest as waterlogged corpses (one
  shot to the head or neck destroys one instantly). Upon
  returning from his vacation, Joe found a coffin inside
  his house. By some ironic twist of fate, its contents had
  Pinebrook Chapter
  Courtney Aims (Unreal Child)
  FAM
  luck
  CCCCEE
  discipline
  CEEEEE
  aptitudes & academia
  subterfuge (apprentice)
  0
  reasoning
  +1
  creativity
  +1
  awareness
  0
  fitness
  Walking Dead / Zombie Mom (Drone)
  FAM
  luck
  EEEEEE
  discipline
  CCEEEE
  gimmicks
  tolerance to pain, natural weapon (bite & claws; B1),
  immunity (asphyxiation), natural armor, inexhaustible
  energy
  aptitudes & academia
  brawling (proficient), athletics (proficient)
  0
  reasoning
  0
  creativity
  0
  awareness
  +2
  fitness
  
  /
  65
  spilled out onto his waterlogged bed. The experience
  was so unsettling that his subconscious mind has never
  forgotten and the Taenia take full advantage of his
  uneasiness.
  These drones try to topple any boats. A boating task
  (contested by the drone’s fitness) is required to stay
  afloat.
  The drones grapple any swimming characters. Their
  added weight immediately drags the character down to
  the bottom. Speech is impaired under water, but the
  one phrase the drones utter is unmistakable—brains.
  The Nest
  The nest is located inside a house at the eastern end
  of the street. The lower level is flooded and filled with
  a large school of fresh water piranha reshaped by the
  Queen.
  The school attacks one character relentlessly and
  must be taken beyond the incapacited level of injury
  before it is dispersed.
  The nest itself is located on the upper level and
  resembles an endless graveyard that stretches as far as
  the eye can see. The Taeniid eggs reside within several
  buried coffins, firmly attached to the corpses inside. 
  The Queen (manifested as a waterlogged corpse)
  reshaped two zombies (same ratings as drones) to
  guard her. They attack anyone who enters the upper
  floor. One shot to the head or neck destroys a zombie
  or the Queen instantly.
  If the piranha school is still alive, the Queen reshapes
  holes in the floor beneath her attackers. An athletics
  task must be made to avoid falling into the waters
  below. Otherwise, the Queen uses mana each turn to
  channel damage through her claws.
  Aftermath
  Back at the lab, the Pinebrook staff are anxious to
  see how well the characters handled their first strike
  against the Taenia. Dr. Haire and the techs conduct
  basic physical examinations, while Dr. Lanier assesses
  any possible mental damage. The Dreamwalkers are
  encouraged to talk about their experiences during this
  time as discussion helps dream recall.
  If everything checks out, the characters are taken to
  the cafeteria where a surprise party is held in their
  honor. Mac and his team are in attendance along with
  the rest of Pinebrook’s scientific and medical staff. Dr.
  Koenig gives a short speech praising the characters for
  surviving their first Dreamwalk.
  From there, champagne is opened and Mac
  orchestrates a toast to the character’s future success,
  expressing delight that he and his team are no longer
  the only spoiled brats in the Pinebrook family. This is a
  good time for characters to interact with staff
  members on a more personal basis if they haven’t made
  an effort to do so already. The festivities last until just
  before dawn. The characters may stay and unwind or
  choose to retire at any time during the night.
  In a few years, the staff at Pinebrook, and any friends
  Joe made while there, receive an autographed copy of
  Pinebrook Chapter
  The Queen
  FAM
  luck
  EEEEEE
  discipline
  CCCEEE
  gimmicks
  tolerance to pain, natural weapon (bite & claws; B1),
  immunity (asphyxiation), natural armor, inexhaustible
  energy
  aptitudes & academia
  telepathy (expert; with drones only), brawling (expert),
  athletics (expert)
  +1
  esp 
  10
  mana 
  +3
  reasoning
  +4
  creativity
  +2
  awareness
  +3
  fitness
  School of Piranhas
  FAM
  luck
  EEEEEE
  discipline
  CCCEEE
  gimmicks
  natural weapon (bite; B1)
  aptitudes & academia
  -
  0
  reasoning
  0
  creativity
  +1
  awareness
  +1
  fitness
  
  66
  D Dreamwalker
  Joe Horn’s first book—a horror novel wherein the
  protagonists (a group of people remarkably like the
  characters) must find their way off a zombie-infested
  island.
  Pinebrook Chapter
  
  /
  67
  Winning is Everything
  Entering the Dreamworld
  Upon entering the Dreamworld, the characters find
  themselves in the parking lot of New York City’s newest
  arena—the Manhattan Sports Dome. Colored banners,
  flags and marquee signs proudly advertise today’s
  featured event—Champion Bowl XXXX, the final game
  of the season in which the hometown Manhattan Island
  Jets play host to the Miami Blowfish for the right to be
  called the best in the North American Football League
  (NAFL).
  A huge television screen is mounted to the outside of
  the stadium, overlooking the parking lot. A series of
  football related images flash across it as broadcasters
  narrate seasonal highlights from both teams. A clock in
  the bottom right hand corner slowly counts down the
  minutes until game time—just under an hour.
  The parking lot is teeming with activity; the
  atmosphere full of cheer and good will. Hundreds of
  smiling people wearing team colors (either the black
  and green of the Jets or the pink, white, and blue of the
  Blowfish) exchange catcalls and friendly jibes with fans
  of the opposite team.
  Fluff: Some of the Unreal wear Grant’s old #12 Blue
  Ducks high school jersey. Sale prices are written in soap
  across the windshields of all parked vehicles.
  Reporters and camera crews wander among the
  revelers conducting fan interviews while M.S.D.
  security guard patrols make sure the peace is kept.
  Tailgaters beckon the characters to join them for a free
  meal of beer, bratwurst, hot dogs, hamburgers,
  chicken, or steak.
  The shimmering haze of the Barrier lies beyond the
  parking lot. The city of New York ripples across its
  surface like a badly drawn photographer’s backdrop.
  Vehicles seem to enter and leave the parking lot
  through the Barrier, appearing and disappearing into
  thin air.
  The unmistakable presence of the Dreamer
  emanates from somewhere inside the stadium.
  Stadium Security
  Security has been increased for the game and
  security guards may be encountered almost anywhere
  in and around the stadium. Larvae have infested several
  members of the security force and do their best to
  discourage characters from helping the Dreamer
  without starting an all out battle. Regardless of gender,
  these larvae manifest slight, conservative, female
  characteristics (small breasts, wide hips, brown
  lipstick, etc.) into their appearance. All security guards
  carry a .38 revolver, night stick, walkie-talkie, and
  badge.
  House Arrest
  Characters placed under arrest are taken to a dingy
  holding cell in the stadium basement. They are kept
  under close supervision by one larval supervisor and up
  to five Unreal security guards until the end of the
  game. Breaking out of the cell is possible but any
  escape attempt must be done quickly before the guards
  can raise the alarm.
  Combat
  Initiating open combat before the denouement is
  Dreamer: Grant Stacey
  Dreamworld: realistic
  Key locations/events: Manhattan Sports Dome,
  parking lot, football game
  Denouement: passive
  Details: to watch the Manhattan Island Jets win
  the Champion Bowl
  Unreal: inert
  Taenia theme: strong, independent women
  40 larvae (pain, conservatively dressed
  women)
  4 drones (body builder type women)
  1 Queen (women’s rights activist)
  Underworld Setting
  Grant’s office (car lot); 1 drone; mana pocket:
  Joe’s address book (5 points)
  Grant’s home; mana pocket: bedroom mirror
  (10 points)
  Grant’s favorite bar; 4 drones; beer cooler (12
  points)
  Pinebrook Chapter
  
  68
  D Dreamwalker
  achieved may disrupt the dream. Gunfire causes chaos
  to break out among the fans in attendance. The crowd
  panics, trampling dozens of people as they stampede
  for the nearest exit. up to five additional security
  guards arrive every turn and attempt to subdue or kill
  the characters, depending on the situation. If the fight
  lasts for more than five turns, the game is canceled in
  light of the terrible tragedy. Skip ahead to The
  Resolution.
  Getting Inside the Stadium
  Since the Dreamer is somewhere inside the Dome,
  the first priority should be getting inside the stadium.
  Ticket booths are closed because the game has been
  sold out for months. Security is beefed up for the event
  making the prospect of sneaking in impossible.
  The easiest way to gain entry is to either create a
  ticket, possess someone who already has one, or
  possess a security guard. Hard cash can also be created
  in order to buy a ticket from a scalper ($1000
  minimum for nosebleed seats). Scalped tickets have a
  slight chance of being counterfeit and recognized
  immediately at the gate.
  Two larval security guards patrol the parking lot
  crowd. If the Dreamwalkers make no effort to hide, the
  larvae eventually spot them and alert the rest of the
  Taenia via walkie-talkies. The larvae avoid contact with
  the Dreamwalkers but radio for backup if molested.
  Entering the Stadium
  If the Taenia are not already aware of the
  Dreamwalkers, they become so when the characters try
  to enter the stadium. Possessed security guards have no
  problem obtaining entry. All other characters are
  detained at the gate and subject to a routine security
  search. These are normal security guards under the
  direction of a larval security chief named Chuck
  Givens.
  Chuck Givens is a tall, skinny man with a hawk nose
  and piercing eyes. When dealing with Dreamwalkers,
  he has a constant scowl on his face. He tries to
  intimidate the characters while avoiding close contact.
  He flees if attacked.
  The security guards pat down the characters and
  riffle through any bags, backpacks, or purses they may
  be carrying. If the characters did not think to check
  beforehand, there is a slight chance that a possessed
  character is carrying some minor contraband (such as
  counterfeit tickets, illegal drugs, pocket knives, etc.) If
  anything is amiss, Givens immediately orders the
  character be placed under arrest.
  If everything checks out, the security guards
  apologize for the delay and allow the characters to
  pass. Givens retreats with a glare but reappears
  moments later with the two larval security guards.
  “This is no place for you,” Chuck says. “I’m advising
  you to leave while you still have a chance. If you don’t,
  there’s going to be trouble.” One guard punctuates this
  threat by lowering his hand to the butt of pistol, the
  other by tapping his nightstick into his hand.
  Givens responds to attempted conversation with:
  “Leave now. You can’t help him. I’m not going to ask
  you again,” or “This is your last chance to leave. I’m
  serious.”
  This is all bluff and posturing. The last thing the
  larvae want is a fight. If the characters make as if to
  move past them or demonstrate any sign of aggression,
  the larvae quickly withdraw, even running away if
  Chuck Givens (Security Chief)
  FAM
  luck
  CCEEEE
  discipline
  CCCEEE
  aptitudes & academia
  subterfuge (apprentice), firearms (proficient), law
  (apprentice), investigation (proficient), brawling
  (proficient), melee (proficient)
  0
  reasoning
  0
  creativity
  +1
  awareness
  +2
  fitness
  Security Guards
  FAM
  luck
  CCEEEE
  discipline
  CCCEEE
  aptitudes & academia
  subterfuge (apprentice), firearms (proficient), law
  (apprentice), investigation (apprentice), brawling
  (proficient), melee (apprentice)
  0
  reasoning
  0
  creativity
  +1
  awareness
  +1
  fitness
  Pinebrook Chapter
  
  /
  69
  necessary to avoid a fight. “You’ll be sorry,” Chuck calls
  over his shoulder.
  The characters should have no further problem
  entering the stadium. The outer ring of the stadium
  and the inner ring (where the seats are) are separated
  by a long (one half mile) tunnel, the floor of which is
  black asphalt, painted with orange and white lines.
  Poster sized pictures line the walls at regular intervals
  showing a glimpse of Grant’s life, from his childhood
  until now.
  The Manhattan Sports Dome
  The stadium is huge and brimming to its 80,000-seat
  capacity. A revolutionary, paneled, dome style roof
  protects the field from the elements. The playing field
  is ringed by three tiers of seats (Upper Level,
  Mezzanine, Lower Level), each accessible by ramps
  and/or staircases. Concession stands take up three
  sides of the Mezzanine with the fourth side belonging
  to the press and game announcer’s booths. Several
  dozen luxury skyboxes overlook the eastern side of the
  Upper Level.
  Even before the game, noise from the crowd is near
  deafening as thousands of voices give rise to ragged
  team chants and an occasional disorganized wave. Tray
  vendors wander the aisles selling programs, beer,
  pretzels, and hot dogs.
  One of these vendors is a florist with several dozen
  roses. She holds a card and appears to be looking for
  someone. If stopped or questioned, she explains that
  she is looking for someone named Grant Stacey. She is
  supposed to deliver these flowers to his wife but must
  be paid seventy dollars first.
  Fluff: Somewhere between the parking lot and the
  stadium, the Unreal have undergone a startling
  change—they now appear as tall, robust, blonde-haired,
  Barbie doll type women dressed in Jets team colored
  midriffs, bikinis, and other skimpy and suggestive
  clothing. Even security and the other stadium employees
  have succumbed to the effect, their normal uniforms
  now ridiculously tight and scant.
  The only people unaffected by the gender change are
  the two teams warming up on the field, the referees, and
  the coaching staffs. Taeniid larvae are easy to spot
  scattered among the crowd. These manifest as
  conservatively dressed women with short, close
  cropped brown hair or small breasts or broad, man-like
  features. The field referees and a few of the Blowfish are
  also infested by larvae.
  The Dreamer
  Grant Stacey is at the fifty yard line marker down on
  the home team sideline. He sits on a battered couch
  with his legs propped up on a coffee table, surrounded
  by an unwalled replica of his home den, complete with
  bathroom and refrigerator. A dozen extraordinarily
  beautiful cheerleaders practice their routine nearby,
  seeming to perform especially for him.
  If the characters wish to approach the Dreamer, they
  must once again contend with stadium security.
  Possession of a security guard is the simplest way to get
  on the field, but the characters may come up with
  other ideas. Any attempt to jump the wall onto the field
  is met with swift reprisal by up to ten security guards
  followed by ejection from the stadium.
  The Joining
  Upon Joining with the Dreamer, the character is
  overwhelmed by the excitement of the moment. He
  can either sit back and watch the game unfold or resist.
  During the game, Grant’s hopes rise and fall with the
  play of his team. This is the first time the Jets have
  been to the Championship game in over thirty years.
  Grant saw them win that game when he was a boy and
  it remains one of his favorite childhood memories. He
  has always hoped the Jets would return but they never
  have.
  Grant is intimidated by strong, independent women,
  which is the source of the Taeniid manifestation.
  The Denouement
  Once the denouement is discovered, the characters
  can better assess the situation. The outcome does not
  look good for the home team. Even during warm-ups,
  it is obvious that the Jets are no match for the
  opposing team. The Blowfish are just too good. In
  addition, larvae have infested various members of the
  Blowfish, including the head coach. The three field
  referees are also infested. The larval referees and
  players stand apart from the rest of the team,
  discussing what to do about the Dreamwalkers.
  One way to even the odds is for the characters to
  possess the Jets coach or some of the players. The best
  time to do this is before game time, when the two
  teams enter the locker room for the coach’s pre-game
  motivational speech. The characters should be able
  isolate their targets without any problem inside the
  locker room. Once the game starts, possessing the
  coach is almost impossible because of all the attention
  he draws. Possessing the players is still possible
  however.
  Possessing members of the Blowfish is not a good
  idea. The larval coach immediately benches any
  possessed player. If they resist, he calls security and has
  them escorted from the stadium. If the coach is
  possessed, a phone call from the team’s larval owner
  transfers management of the team to the Blowfish’s
  offensive coordinator who is watching the game from a
  Pinebrook Chapter
  
  70
  D Dreamwalker
  Mezzanine level booth. Once again, open resistance
  results in the coach’s ejection, this time by a larval
  referee or an Unreal NAFL official, and subsequent
  removal from the stadium.
  Taeniid larvae may be destroyed normally with mana
  bolts, but if the any team member is openly attacked,
  the stadium erupts into full blown chaos (see Combat,
  above).
  The Game
  Fifteen minutes before game time, the announcer
  introduces the starting lineups of both teams. Each
  player runs onto the field, slapping hands and high-
  fiving his teammates to the delight of the cheering
  crowd.
  The stadium quiets during the national anthem. A
  coin toss (won by the Blowfish unless the characters
  are present—in this case, the coin may be flipped
  normally) follows to see who gets the ball first and then
  finally, the game begins.
  The football game lasts for four quarters. The
  director may decide the winner of each quarter based
  on how the players interfere. At the end of the game,
  the team who won the most quarters wins the game.
  At half time (the end of the first two quarters), the
  teams are herded back into their locker rooms. If a
  team is tied or winning, the head coach is upbeat and
  encouraging. If the team is losing, the head coach
  challenges the manhood of each player. If they haven’t
  done so already, this is a good time for characters to
  possess the Jets players or the head coach.
  On the field, the half time show consists of a rock
  and roll number by an all girl band named Starz. After
  half time, the teams return to the field and play out the
  remainder of the game.
  If the characters think to ask, they may possess
  players whose positions maximize their own strengths.
  Head Coach: The Jets head coach is responsible for
  calling all plays and on-field adjustments (reasoning &
  leadership).
  Quarterback: The Jets quarterback relies on quick
  thinking and on the field decision making (awareness
  & athletics).
  Skill Players: Skill players either handle the ball or
  attempt to keep others from doing so (fitness &
  athletics).
  Linemen: Lineman are the grunts of the football
  team. Their work is done head to head in the trenches
  and relies heavily on strength and foot speed (fitness
  and awareness).
  There are three larval referees which do their best to
  avoid the characters but can be intimidated into
  leaving. Any player who voices displeasure at there
  terrible calls is summarily ejected from the game (no
  exceptions!). Killing the larva infesting a referee (with
  a mana bolt) and then possessing that referee can
  make calls in their favor.
  Resolution
  If the Blowfish win, a visible wave of disappointment
  and failure radiates from the Dreamer, causing a ripple
  effect throughout the entire stadium. The Unreal
  shimmer and fade out. Color drains away leaving
  everything bleak and gray. Stripped of their hosts, the
  remaining larvae writhe on the ground in agony. Most
  dissolve into a steaming pile of foul smelling goo, but
  three molt into fully functional drones, rise up and
  attack the characters. The characters must decide
  whether to stay and fight for their lives or leave the
  Dreamworld.
  If the Jets win, the crowd erupts into a rabid frenzy
  and rushes onto the field. Jets team members parade
  around the field to the delight of the masses. A podium
  is erected in the center of the football field and the
  President of the North American Football League gives
  a short speech before awarding the Championship
  trophy to the Jets head coach. As the coach raises the
  trophy high overhead, the crowd once again roars its
  approval. A backwash of glorious mana (up to 10 per
  character) spews from the trophy to envelope the
  entire stadium, destroying all larvae in the blast.
  Afterwards, the characters are free to seek out the
  Taeniid nest.
  The Stadium
  The following assumes that the denouement has
  been achieved or the Dreamer has realized that the
  denouement cannot be fulfilled. If not, the director
  must amend this section accordingly.
  The nest is located in an Upper Level luxury sky box.
  Inside, the stadium is eerily quiet as all of the Unreal
  have either disappeared or gone onto the field to join
  in the celebration.
  An access ramp leads to the Upper Levels which are
  closed off by locked security doors. The lock may be
  picked or the door may be bashed down.
  Once the characters bypass the door, the skybox
  door opens. The Queen yells “Get ‘em girls!” and three
  Taeniid drones exit and attack.
  The drones are all body builder type women with
  mannish features and close cropped brown hair. One of
  the drones has a hand held stun gun (taser; F1) and
  one has a can of pepper spray (tear gas; A2). Each
  drone also has a set of keys that they can bunch into
  their fists (knife; B1).
  The door to the luxury box is locked and via
  reshaping, the Queen has wired it to the stadium’s
  Pinebrook Chapter
  
  /
  71
  electrical system. Anyone touching the knob
  immediately receives F1 damage.
  The luxury box contains everything that would be
  expected in a standard luxury box. In addition,
  paintings, statues, and other objects d’art decorate the
  room. The large glass window overlooking the stadium
  has been broken outward and a slimy trail leads across
  its threshold.
  The Taeniid Queen has reshaped the entire room,
  dropping the nest to the level below. The broken
  window is a diversionary tactic she hopes will lead the
  Dreamwalkers away until the dream ends.
  The Nest
  The nest is identical to the luxury box above, except
  the room is dark and there are no doors or windows. In
  addition, gelatinous cocoons encase the art. Inside the
  cocoons are what appear to be severed portions of the
  male anatomy.
  The Taeniid Queen is a painfully androgynous woman
  named Terry McCall armed with a 9mm handgun with
  three extra magazines. In the real world, Terry owns
  the art gallery where Grant’s wife works. She is also the
  head of two prominent feminist groups—The
  Foundation of Womyn’s Rights and the Elevation of
  Womyn Above Men.
  Terry has taken cover behind a chair. She attacks the
  first Dreamwalker she sees and keeps firing on him
  until he goes down. For the first few turns, she uses
  mana to act in haste and may take multiple actions as
  well. She also heals herself as needed.
  Female characters or characters who are currently
  possessing female Unreal do double damage with each
  attack (vulnerability).
  Aftermath
  Back in the lab, the characters undergo routine post
  Dreamwalk procedures. There is no celebration this
  time, but if the colony was destroyed, Dr. Koenig is
  visibly impressed. He once again commends the team’s
  efforts and looks forward to watching their
  development.
  The next morning they learn that Grant made a
  private call to his wife and is leaving Pinebrook early.
  Before leaving, he thanks the staff and promises to
  keep in touch with any new friends he has made. Over
  the course of the following weeks, he is able to
  reconcile with his wife and greatly improve his
  relationship with his son. The characters should feel
  good about their part in helping keep his family
  together.
  The Queen (Terry McCall)
  FAM
  luck
  EEEEEE
  discipline
  CCCCEE
  gimmicks
  tolerance to pain, inexhaustible energy, vulnerability
  (attacks from women)
  aptitudes & academia
  telepathy (expert; with drones only), brawling (expert),
  athletics (apprentice), firearms (proficient), first aid
  (proficient), investigation (expert), politics (proficient)
  +1
  esp 
  8
  mana 
  +3
  reasoning
  +4
  creativity
  +2
  awareness
  +3
  fitness
  Pinebrook Chapter
  
  72
  D Dreamwalker
  Pinebrook Chapter
  
  /
  73
  Lt. David Jensen
  Lieutenant David Jensen was a member of the
  British special forces who served near the start of World
  War II.  In 1940, after Britain had officially declared war
  on Germany, but before any major engagements had
  occurred, his unit was deployed into the forests of
  northern Germany. During a heated skirmish with
  enemy troops, Jensen was wounded and left for dead.
  His body went into shock and his still form was passed
  over by the German force. The cold and the snow kept
  him hovering at the brink of death for some time, but
  though his body was numb, his mind continued to
  function, cycling through memories of his childhood,
  images of his wife and children back home, and mostly
  dread at the thought of what would happen to his
  family and to all of England should the madman that
  was Hitler be allowed to continue his expansionist
  ways.  
  Eventually Jensen’s heartbeat started to fade. He
  began to feel light-headed and then as if he were
  weightless—he knew his life was near its end. He was
  not afraid to die but he was filled with a great sense of
  sadness and remorse at having failed in his duty to his
  family and country. It was this sense of patriotism and
  devotion to those he loved, combined with his latent
  Dreamwalking ability, that somehow enabled him to
  cross over into the land of dreams and become a
  creature of pure spirit.  
  David Jensen wandered the ocean of dreams for
  several days after his death, not fully understanding
  what had happened at first. Eventually he became
  aware of the varied emotions floating up to him from
  beneath the waves and, upon investigating, realized he
  was actually entering dreams that were not his own.
  Even more, he quickly discovered that he could learn
  much about the Dreamer just by observing the natural
  course of the dream. At that point, he realized he had
  been given a great gift and that somehow he had been
  given a second chance to protect those he loved.
  For the next few years, he did his part to help the
  Allies win the war. He routinely sought out sleeping
  Germans and then attempted to convey what he had
  learned from their dreams into the dreams of those
  who could use the knowledge best. Several important
  military and strategic victories can be attributed to
  Jensen’s subtle guidance—nothing so great as
  Normandy, but important nonetheless. He was not
  always successful, because at the time very few people
  took great stock in the content of dreams. However,
  those who did choose to act upon his warnings were
  often rewarded with victory and success. Much later,
  many of them were credited as being men capable of
  remarkable flashes of insight and intuition. 
  It was during this time that Jensen first encountered
  the Taenia—hive-minded spiritual parasites who feed
  off the negative vibes and emotions they produce in
  people during sleep; creatures whose very presence
  eventually turns the host insane. The Taenia are
  instinctively able to adapt to and appear as the
  Dreamer’s greatest fear within the dream and since
  Hitler and his SS were so widely feared during this
  time, even among his own armies, nearly all the Taeniid
  manifestations Jensen encountered bore some token
  of the Nazi regime.   
  Because of this, he came to the erroneous conclusion
  that the Taenia were actually created by Hitler, a known
  practitioner of the occult. Jensen once entered the
  mind of Hitler himself in order to find out more and
  was nearly overwhelmed by the horror within. Never
  before and never since, has he encountered so great a
  Taeniid manifestation and he was lucky to escape with
  his life.    
  After the war, Jensen returned to England and tried
  to make contact with his wife and family through their
  dreams. Unfortunately, he never could convince her
  that he was anything more than a dream and his
  repeated attempts to do so only seemed to heighten
  her grief. He was saddened by this and eventually
  stopped making his presence known, although he
  continued to visit her dreams to make sure she was
  well. 
  Plot Hooks
  Jensen has dedicated his existence to combating
  tyranny, whether in the dream world or real. He often
  visits the dreams of war veterans in order to help them
  overcome problems facing them in the real world, deal
  with severe psychoses, or to rid them of Taeniid
  manifestations. He occasionally enters the dreams of
  his descendants to do the same.
  Jensen may be encountered anywhere in the
  Empyrean, but most often where there is some sort of
  ongoing, large scale conflict, be it in the dream world
  or the real. Only once in the past, has Jensen actually
  sought dream world help from anyone else, recruiting
  the Sword of Gaia to help him rid a war torn Dream
  Island of a tyrannical Broodking. However, he may
  subtly help characters who are obviously in league with
  Pinebrook Chapter
  
  74
  D Dreamwalker
  74
  the Dreamer. For instance, he may provide timely
  artillery or air support in a conventional war-based
  dream, he may provide hints to the whereabouts of cell
  leaders or planted bombs in a dream-based war on
  terrorism, or he may otherwise help the characters
  when things seem darkest. In this case, the director
  should give the characters a glimpse of a being of great
  power and then let them wonder what he was and why
  he chose to help.  
  If Jensen does make direct contact with the
  characters, it is usually to ask them to investigate a real
  world problem that is affecting a particular Dreamer.
  Afterward, he may become a valuable ally but like all
  those who cross over, Jensen has lost touch with the
  demands of the physical world. Time means little to a
  creature of spirit—in the land of dreams, a day in the
  real world may seem like no more than an hour, a
  month, a year, or even more, making prolonged
  contact with the living nearly impossible. Characters
  who encounter him may become confused when he
  agrees to meet them in a week and then shows up a
  month or two later.
  Another interesting way Jensen may be encountered
  is by drawing the characters into a shared dream in a
  setting that closely mirrors the world around them. In
  this case, the characters should be unaware that they
  are dreaming. Have Jensen pose as a scout or
  resistance fighter with crucial information about a
  dangerous real world mission. Then conduct the dream
  mission as a standard adventure, perhaps throwing in a
  few subtle clues over the course of play (a modern day
  airplane, the appearance of a fictional character, a
  purple tank, etc.) to suggest that things might not be
  all they seem. As an added bonus, the director can be
  as brutal as he wants since characters killed over the
  course of the dream eventually wake up. 
  Success in the dream adventure should result in
  success in the real world, and the director can
  automatically fast forward to the end of the mission.
  However, failure in the dream means that the
  characters still have to go on the mission (if they wish)
  and may be in for some nasty surprises if the director
  decides to alter some of the upcoming encounters.
  Lieutenant David Jensen
  FAM
  luck
  CCCCEE
  discipline
  CCCCCE
  gimmicks
  dreamwalking, multilingual (English, Finnish, French,
  German, Greek, Italian, Latin, Russian, Spanish)
  aptitudes & academia
  firearms (expert), warfare (expert), boating (proficient),
  athletics (proficient), subterfuge (proficient), driving
  (proficient), financial (apprentice), investigation
  (proficient), law (apprentice), leadership (expert),
  brawling (expert), survival (proficient)
  40
  mana 
  +2
  reasoning
  +4
  creativity
  +2
  awareness
  +3
  fitness
  Pinebrook Chapter
  
  © 2003 Politically Incorrect Games, Peter C. Spahn, David Griggin, and Michael Patton. This form may be copied for personal use only.
  Dreamworld (Key Locations & Events)
  Dreamer
  I Realistic
  I Surreal
  Denouement
  I Passive
  I Active
  Under worlds (settings, # drones, & mana pockets)
  Unreal
  I Passive
  I Active
  Taenia Theme
  Number and Manifestation of Taenia
  Larvae
  Drones
  Queen 
  Dreamworld (Key Locations & Events)
  Dreamer
  I Realistic
  I Surreal
  Denouement
  I Passive
  I Active
  Under worlds (settings, # drones, & mana pockets)
  Unreal
  I Passive
  I Active
  Taenia Theme
  Number and Manifestation of Taenia
  Larvae
  Drones
  Queen 
  Dreamworld
  Record Sheet
  Dreamwalker
  Diceless Roleplaying in the Land of Dreams
  D
  
  Aptitudes / A cademia
  Luck
  IIIIII
  Revelation
  IIIIII
  Discipline
  IIIIII
  IIIIII
  IIIIII
  IIIIII
  Mana
  IIIII IIIII IIIII IIIII IIIII IIIII IIIII IIIII IIIII
  Dementia
  I sensitive
  I agitated
  -1
  I irrational
  -2
  I delirious
  -x
  Fatigue
  I dazed
  I stressed
  -1
  I exhausted
  -2
  I unconscious
  -x
  Injur y
  I bruised
  I sprained
  -1
  I wounded
  -2
  I incapacitated
  -x
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QI  QH  Qc  QC
  QI  QH  Qc  QC
  QI  QH  Qc  QC
  QI  QH  Qc  QC
  QI  QH  Qc  QC
  QI  QH  Qc  QC
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  QA  QP  QE QQQQQ QQQQQ QQQQQ QQQQQ
  Notes
  Convictions
  Gimmicks
  fitness
  awareness
  creativity
  reasoning
  © 2003 Politically Incorrect Games. This form may be copied for personal use only.
  Name
  Dreamwalker
  Diceless Roleplaying in the Land of Dreams
  /
  d i c e l e s s  r o l e p l a y i n g
  D
  
  Integrity
  IIIIII
  Weapons
  Armor
  Notes
  Mechanical Stress
  I engaged
  I overworked
  -1
  I overheated
  -2
  I disabled
  -x
  Str uctural Damage
  I dented
  I breached
  -1
  I compromised -2
  I wrecked
  -x
  speed
  handling
  crew
  passengers
  © 2003 Politically Incorrect Games. This form may be copied for personal use only.
  Vehicle Data
  Vehicle
  Description
  /
  d i c e l e s s  r o l e p l a y i n g
  Integrity
  IIIIII
  Weapons
  Armor
  Notes
  Mechanical Stress
  I engaged
  I overworked
  -1
  I overheated
  -2
  I disabled
  -x
  Str uctural Damage
  I dented
  I breached
  -1
  I compromised -2
  I wrecked
  -x
  speed
  handling
  crew
  passengers
  Vehicle Data
  Vehicle
  Description
  /
  d i c e l e s s  r o l e p l a y i n g
  
  © 2003 Politically Incorrect Games, Peter C. Spahn, David Griggin, and Michael Patton. This form may be copied for personal use only.
  Patient Information
  Name
  Age, Gender, & Ethnicity
  Date & Place of Birth
  Occupation
  Place of Residence
  Street Number & Name
  City, State, & Zip Code
  Country
  Personal Information
  Favorite Movies & Television Programs
  Favorite Books & Magazines
  Favorite Color
  Childhood Information
  Street Number & Name
  City, State, & Zip Code
  Country
  Family Members
  Name & Relationship
  Occupation & Age
  Name & Relationship
  Occupation & Age
  Medications & Prescriptions
  Physician ’s Notes
  Psychological
  Evaluation
  Name & Relationship
  Occupation & Age
  Employer Information
  Name
  Street Number & Name
  City, State, & Zip Code
  Country
  Education
  E Lower Class
  E Middle Class
  E Upper Class
  Dreamwalker
  Diceless Roleplaying in the Land of Dreams
  D
  
SOURCE: textdata/thevault/Dreamwalker/Dreamwalker Diceless Roleplaying.pdf