Somniomancer OCC
"Sleep is the mountain which we climb."
--Metallica, "The Small
Hours"
The magical and psionic theorists who study the Dreamstream have long been
divided into two camps: those who consider the Dreamstream a separate dimension
somehow accessible to the subconscious mind; and those who see it as simply an
extension of the human collective unconscious. There are, of course, smaller
sects within the argument who have other theories, but most of them are
dismissed as cranks and crackpots that spout babble which only amounts to
repitition of the main theories in different terms.
There are also a few truly divergent sorts, whose theories run completely
counter to that which is known about the Dreamstream but seem to work anyway--a
striking case of the theory ignoring the reality. The largest camp of these
alternate casters is that of the somniomancers, the so-called "true sleep
mages." They care little about the Dreamstream, seeing it important only as it
impinges on the sleeping existence of the populace.
Somniomancers are more concerned about the concept of Sleep with a capital
'S'--what it is, what it does, why so many different species sleep, and so on.
These are the questions that biologists and psychologists have been seeking
after for centuries; somniomancers see the Dreamstream as a field more suited
for philosophers and occultists. Channeling their powers towards understanding
the true nature of Sleep, these sorcerors and psychics have developed powers
that sometimes defy understanding from a traditional thaumaturgic stance, but
make perfect sense from their own viewpoint.
Being more scientist and scholar than mystic or magician does not seem to
diminish the fact of their magical and psionic abilities. Magic is based mainly
upon belief, and Somniomancers seem to have no lack of that, albeit belief in
themselves and faith in their theories. Psionics, likewise, see their base in
mental strength, another trait that sleep-mages have in abundance. Though the
spells and abilities they employ often mimic more traditional ones, the uses
they put them to are anything but.
Before Dark Day, Somniomancers were most often found working in clinics
specializing in the treatment of sleep disorders and the study of sleeping
patterns. Their abilities (often utilized unconsciously) aided them greatly in
treating especially difficult cases and in garnering hard-to-get data. Such men
and women were at the top of their field, headed for bigger and better things in
the medical community, until the Nightlords came and nightmares quickly became
reality.
In the world of 2005, most Somniomancers are still trying to live quietly,
avoiding the struggle for as long as they can, becoming involved only
peripherally most of the time. Like most of the other savants, this is becoming
harder for the to do with each passing day, as the grip of the Nightlords
becomes more complete the world over. Also, there is a new generation of these
intuitive mystics, those whose powers have only activated since Dark Day, many
of whom have joined the various resistance groups. These young sleep-mages are
becoming impatient with the restive attitude their elders have taken towards
this threat towards the entire world and are preparing to carry the fight to the
Nightlords themselves.
Somniomancer OCC
Alignment: Any, but almost always Selfish
(don't care who they hurt as long as they get their data).
Attribute
Requirements: Somniomancers must have an IQ and ME of 12 or
higher.
SDC: 2D6, plus physical skill bonuses
Hit
Points: Standard; PE +1D6 per level
Magic: Somniomancers are
adept in the ways of magic; see below for details.
PPE: Like all men
of magic, Somniomancers are living batteries of PPE; see below for
specifics.
Psionics: Somniomancers are considered to be major
psionics; see below for powers.
ISP: Somniomancers have little ISP
compared to more focused psionics; see below for details.
Special
Abilities and Bonuses:
- Powers Over Sleep: A Somniomancer's primary focus of study is in
the realm of sleep--what it is, how it works, and what it does. By turning
their magic and psionic powers towards that area, they may control sleep
itself to a limited extent. Their powers also reach into the Dreamstream, but
they normally leave such esoterica to Dream Dancers and Makers. These
abilities translate into spell magic and psionic powers. However, all spells
cost 10% less PPE to utilize (rounded up), down to a minimum of 1 PPE. Psionic
abilities have their normal ISP cost.
- Sleep Spell Magic: The Somniomancer has access to the following
spells at first level: Observe Dream; Dream Senses; Death Trance; See Aura;
Sense Evil; Sense Magic; Befuddle; Impression; Night Vision; Shadow Meld; Calling;
Domination;
Sleep. At each third level of experience, the Somniomancer may select a spell
from the following list: Dream Window; Summon and Control Dream Being (Minor);
Summon
and Control Dream Being (Major); Compulsion;
Memory
Bank; Words of
Truth; Second
Sight; Oracle;
Luck
Curse; Curse:
Phobia; Curse:
Temporary Insanity; Transferal;
Bonding; Curse:
Paranoia; Wards; Curse: Neurosis;
Remove Curse; Sanctum.
- The Somniomancer also has a large PPE base: 1D6x10 PPE, plus 2D6 PPE per
additional level of experience.
- Sleep Psionics: At first level of experience, the Somniomancer has
access to the following psionic abilities: Induce Sleep; Mind Block; Death
Trance; Meditation; Clairvoyance;
Presence Sense; See Aura; Suggestion;
Total Recall; Dreamdance (Minor). Somniomancers also have access to certain
psionic abilities that mimic those of Mind Bleeders: Bleed
Memory; Bleed
Skills; Day Dream; Mental
Block; Mental Block
Removal; Mind Trip. One psionic power may be selected from the following
list at each third level of experience: Dreamdance (Major); Bio-Regeneration;
Ethereal
Mirage; Psychic Mirage; Mind
Bond; Mind
Wipe; Possession.
- ISP: Somniomancers are major psionics with an ISP base equal to their ME
attribute plus 3D6; 1D6 ISP is gained per additional level of
experience.
- Rest and Recovery: Due to their intricate knowledge of the patterns
of the sleeping mind, Somniomancers heal and recover energy more quickly while
sleeping than other individuals. PPE and ISP are recovered at the enhanced
rate of 10 points per hour of sleep (must be completely unconscious and not
using any other abilities that require the user to be asleep). Somniomancers
also heal faster than normal humans while sleeping; five SDC or HP are
recovered per full, uninterrupted night of sleep without medical treatment
(doubled if receiving competent medical care, as per the recovery rules).
- A Somniomancer's normal sleeping state is similar to a psionic death
trance in that they do not seem to be breathing unless carefully examined by
an individual with medical knowledge. This state does not confer any of the
other abilities of the death trance unless ISP is spent (in which case ISP
cannot be recovered, but SDC, hit points, and PPE are recovered as
normal).
- Dominate the Sleeping Mind: This is the most powerful and dangerous
ability of a sleep-mage. A Somniomancer may contact the mind of a sleeping
individual and bring them partly out of their unconsciousness, far enough to
act but not enough to think coherently. In this state, a sleeping person can
be fooled into thinking they are dreaming; this removes their inhibitions and
alters their way of thinking. Since dreams are different than reality (ha!), a
person who believes they are dreaming can (and will) do things that are
completely contrary to their alignment. These actions will later be
rationalized as a manifestation of repressed desires... or some psycho-babble
crap like that. Actions which have a lasting effect or cannot be simply
explained away (ie: "Where did that scar come from? What do you mean I held up
a liquor store?!") will almost certainly be taken as a sign of mental
illness.
- Only evil Somniomancers will use this power for any length of time or to
make people commit acts against their alignment. Good and selfish
Somniomancers normally use this ability to gain hideouts, supplies, or mundane
aid in desperate times. While using this power, a Somniomancer will appear to
be a person chosen at random from the target's subconscious (ie: "My
great-aunt Mathilda told me to do it."). People whose sleeping minds have been
dominated by the use of this ability will seem slower than normal and a bit
disjointed or incoherent, but only very close friends or family members will
notice that something is amiss; others will explain it away as the person
being tired (more unforgiving types might say drunk or stupid).
- PPE Cost: 30 PPE
- Duration: 30 minutes per level of experience
- Range: Line of sight or 100 feet, whichever is less. This range
may be altered by spending extra PPE. If the Somniomancer knows where his
target is sleeping, but cannot see it, he may spend an extra 15 PPE to
extend the range to 100 feet; should the Somniomancer be mistaken about the
location of his target and no one is there (the power will lock onto any
sleeping mind withing 15 feet of the location envisioned), then the PPE is
wasted and nothing happens.
- Saving Throw: None initially. However, whenever the target must
do something contrary to their alignment or is startled by a sound or action
that could wake them from their sleep (this only applies to extraordinarily
loud sounds, very bright flashing lights, or attacks that inflict damage), a
saving throw is applicable to awaken. This saving throw is modified by the
victim's ME attribute (as per a save against psionics) and by damage taken
(+1 per point of SDC inflicted).
- Other Bonuses: +4 to save vs. dream manipulation/combat; +2 to save
vs. non-dream-related psionics; +2 to save vs. horror factor; +1 to
perception.
OCC Skills:
Language/Literacy: Native
(98%)
Basic Math (98%)
Language/Literacy: two of choice (+15%)
Computer
Operation (+5%)
Principles of Magic (+15%)
Lore: Psychic (+10%)
Lore:
Dreamstream (+10%)
Research (+5%)
Biology (+5%)
Chemistry
(+5%)
Paramedic (+10%)
Hand to Hand: Basic may be selected in place of two "other" skills. Expert
costs three skills; neither Martial Arts nor Assassin may be
chosen.
OCC Related Skills: Select eight other skills, but two
must be chosen from either Science or Technical. Plus choose two additional
skills at levels 3, 6, 9, 12, and 15.
Communications: Any
Domestic:
Any
Electrical: Basic Electronics only
Espionage: Interrogation Techniques
only
Mechanical: Basic Mechanics only
Medical: Any (+5% to Forensic
Medicine, Holistic Medicine, and Toxicology)
Military: None
Physical: Any
except Acrobatics, Boxing, and Wrestling
Pilot: Any (+5%)
Pilot Related:
Any
Rogue: Any (+5%)
Science: Any (+10%)
Technical: Any (+10%)
WP:
Any
Wilderness: Identify Plants and Fruits only
Secondary
Skills: Choose six secondary skills from the above list. These are
additional areas of knowledge that do not receive the bonuses in
parentheses.
Equipment: Most Somniomancers have a large and
comfortable apartment or small house with one or two rooms partitioned off for
their experiments into the sleeping mind. These characters will also have a
large library filled with texts on topics such as magic, medicine, history, and
the occult. A personal computer is a must for keeping detailed records, as well
as a pocket tape recorder, several note pads and pens, various laboratory
equipment, casual and dress clothes, an inexpensive car, and various personal
items.
Money: 4D6x100 dollars in cash, and 2D6x1000 dollars worth
of equipment.
XP: Use the Arcane Detective experience
table
Note #1: These spells can only be used on a sleeping
person. In the case of "sending" type spells (ie: Calling and Second Sight), the
message sent will lie dormant until the target goes to sleep, at which time the
spell will occur, seeming to be an extraordinarily vivid dream, all details of
which are remembered upon waking.
Note #2: Summon
and Control Dream Being (Major) cannot be taken unless the minor version of the
spell is learned first.
Note #3: These psionic
abilities may only be used on a sleeping person. Suggestion implants an idea
that will take effect upon the person's awakening. Ethereal Mirage creates a
dream construct that acts as the Somniomancer wishes, effectively becoming a
very weak Dream Persona. Possession will put the Somniomancer's own body to
sleep while he takes control of the victim's body. The victim will remain asleep
for as long as the Somniomancer continues to control that body, as per the usual
Possession rules.
Note #4: These powers place the
Somniomancer into a dream-like trance while they are in effect. This trance has
a duration of 6D6 melees, during which the Somniomancer is, for all intents and
purposes, completely unconscious. Bio-regeneration may be used as often as once
per melee for the duration of the unconsciousness, but less usage does not
decrease the length of the trance.
Note #5: A
psionic death trance is easier for a Somniomancer to enter than a magical one
due to their intimate knowledge of their own sleeping patterns. A psionic death
trance costs 2 ISP per day to maintain, but for as long as it is maintained, the
Somniomancer requires no food or water, only breathes once per minute
(decreasing oxygen intake by one-tenth), sees the advance of poison and disease
slowed to a crawl (no effect as long as the trance is maintained), and is
completely oblivious to the outside world. In essence, the Somniomancer alters
his own brainwaves in such a way that their mind is totally shut down for the
duration of the trance. The trance's length must be determined the moment it is
begun and cannot be ended prematurely unless damage is received from an outside
source (which has only a 5% chance per point of damage inflicted of awakening
the character).
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