Mnemides

Mnemides (singular Mnemid) are the symbols of memories in a dream.

Overview

Her eyes are ice blue. There are eighty-three sets of initials carved into the oak tree on the northwest side of the quad. Dad said you could be his son or an actor, not both. The second date is in three days at seven o’clock. It’s a Wednesday. You will bring a bottle of pinot noir. She said she loved pinot noir.

Easy to miss, these beings stick to the misty, vaguely-defined edges of dreams. Generally, Mnemides don’t even physically manifest, simply acting as an unseen presence. It is when a dream is of great emotional or Wyrd-driven importance that they will emerge, bearing a deformed variant of the dreamer’s own appearance. These are prized sources of information, constantly whispering memories and reacting to dream events; the whispered memories may even include things the dreamer has forgotten. As foreign intruders to the dream make their job of cataloguing memory more difficult, Mnemides tend to find them annoying. Occasionally, an oneiropomp may find a Mnemid wandering the Skein, gathering information for some unknown patron.

Despite their generally unimpressive appearance, Mnemides are not pushovers in dream combat. Their attacks will take the form of a torrent of remembered sounds and sensations mingled with a constant stream of distracting information. They may utilize their hosts’ pain or weapons they have used in the waking world. They gain the rote benefit to their Academics attack rolls.

Character Sheet

Dream Combat

Power Attribute: Intelligence 6, Strength 2, Presence 1


Finesse Attributes: Wits 4, Dexterity 3, Manipulation 1
Resistance Attributes: Resolve 5, Stamina 3, Composure 5
Oneiromancy Skill: Academics 5
Willpower: 10
Virtue: Fortitude
Vice: Greed
Initiative: 8
Speed: 10
Wyrd: 5
Glamour/per turn: 14/5

Oneiromachy

Personal: (Intelligence + Academics + Wyrd) 16
Environmental: (Wits + Academics + Wyrd) 14
Dream Defense: 4 (Wits)
Dream Armor: 5 (Resolve)

References

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