Champions: Dreamwalker

   Stephen Band was an up-and-coming attorney general with further political ambitions. Unfortunately for him, VIPER disliked his honest policies. His apartment was blown to flaming fragments – but the tub had shielded him from most of the blast, and he landed at the feet of a minor thug in the garden across the way. Seeing a chance at a little extra cash, said thug turned the unconscious form over to Dr Krail for his illegal experiments and overdosed himself with the proceeds.
   Dr Krail retired to his well-hidden, heavily-shielded, self-maintaining, automated laboratory, buried somewhere deep beneath the Rocky Mountains, put Bard in a sensory-deprivation and total life-support tank in preparation for his next nefarious experiment – and suffered a fatal stroke.
   In the tank, Bard passed into total madness – and gradually developed the ability to project a persona by pure psychic power, thus satisfying his craving for stimuli.
   Unfortunately, “Dreamwalker” no longer remembers his own identity, He exists in a dreamlike state. He no longer even realizes that he has a “real” body somewhere. He believes that reality IS a dream, where he gets to be a hero. He doesn’t have a stable physical form, passes through walls, tends to step straight from scene to scene with no comprehension of the intervening space (and thus is quite useless at summoning aid or giving directions), and accepts the most absurd events as entirely natural. He’s hunted by the creatures of his own imagination – and, oddly enough, is terribly claustrophobic thanks to his unconscious memories of his long entrapment.
   That doesn’t make him less powerful: his disembodied consciousness can span the universe – at least in areas that aren’t shielded against mental forces – and exert terrible telekinetic and psychic powers. He can still be affected by psychic powers targeting his “dreamself”, but – other than that – he possesses one of the best of all defenses; not being there.
   Of course, if someone ever does find Dr Krail’s hidden laboratory, and lets Stephen Band out, Dreamwalker will vanish like any other sleepers vision – and Stephen’s psychic potentials will return to latency.
   Dreamwalker usually hung around with the Heroic Extra-Terrestrial Law Protectors. He wasn’t much odder than most of them anyway.


Value Characteristic Points
10 STR 0
18 DEX 24
18 CON 16
10 BODY 0
13 INT 3
18 EGO 16
15 PRE 5
15 COM 2
2 PD 0
4 ED 0
4 SPD 12
6 REC 0
24 END -6
24 STUN 0
  Total 72


Points Powers END
24 Elemental Control: Dream Powers (38-pt reserve); Based on ECV (+1), Invisible to All Senses (+1), 0 End Cost (+.5), Concentrate Throughout and 0 DCV (-1), Focuse (Immobile OAF Sensory Deprivation and Life Support Tank, -2), No Connection with Body (-1), Always On (-.5).  
a-33 Telekinesis (STR 60); Range: 1575; Manipulation: Coarse, +0 0
b-26 Images (Hearing, Sight, Unusual Senses, Mental, 64″ radius); Range: 1375; Observer PER Penalty: 5, +15 0
c-25 Remote Awareness  
(16) Spatial Awareness  
(3) Detect Light (Normal Sight) (+0 to PER); Time Required: Instant, +2; Range: Touch, +0  
(3) Detect Sound (+0 to PER); Time Required: Instant, +2; Range: Touch, +0  
(3) Detect Touch Impressions (+0 to PER); Time Required: Instant, +2; Range: Touch, +0  
(3) Detect Scent (+0 to PER); Time Required: Instant, +2; Range: Touch, +0  
(3) Detect Tastes (+0 to PER); Time Required: Instant, +2; Range: Touch, +0  
(8) Microscopic Vision (×10000)  
(2) Mental Awareness  
42 Multipower (60-pt reserve); Based on ECV (+1), Invisible to All Senses (+1), 0 End Cost (+.5), Concentrate (Throughout and 0 DCV, -1), Focuse (Sensory Deprivation and Life Support Tank (Immobile OAF, -2), No Connection to Body (-1).  
u-7 4d6 Flash (Mental Awareness, Sight); Range: 1125; Area Effect (Radius): 18″ radius, +1 0
u-4 12d6 Energy Blast; Range: 1050; Versus: ED 0
u-4 Force Wall (12 PD/12 ED); Range: 1050; Width: 42″, +0 0
u-4 12d6 Mental Illusions 0
17 Mental Defense (30 pts); Add to Total; Always On: -½  
6 Life Support (total); Focus (Sensory Deprivation and Life Support Tank): Obvious Accessible, -1; Focus Mobility: Immobile, -1; No Conscious Control: -2  
192 Total Powers  


Points Skills, Talents, Perks Roll
10 +2 level w/Ranged Combat  
7 Professional Skill: Law 16-
7 Bureaucratics 14-
3 Conversation 12-
3 Criminology 12-
3 Streetwise 12-
33 Total Skills, Talents, Perks  


100+ Disadvantages
  “Physical” Limitations
15 Can be mentally attacked through illusory body (Frequently, Greatly)
20 Cannot find his body (All the Time, Greatly)
15 Amnesia (All the Time, Slightly)
  Psychological Limitations
10 Believes he is dreaming; accepts extremely illogical events (Common, Moderate)
10 Must roll to avoid manifesting an illusory body (Common, Moderate)
10 Claustrophobia (Uncommon, Strong)
20 Code Against Killing (Common, Total)
10 Vulnerability to Illusions (1½× Effect); Attack: Common, +10
20 Accidental Change (To random clothing/form) if startled (14-)
15 Distinctive Features; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
10 Dependent NPC: Assorted Family Members (Normal, 8-); Skills: Normal, +0
20 Normal Characteristic Maxima
10 Destitute
15 Hunted: Nightmare Terrors (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
200 Total Disadvantages


COSTS: Char.   Powers   Total Total   Disadv.   Base
  72 + 225 = 297 300 = 200 + 100


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 6 30 2/0 4/0 3, 6, 9, 12

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