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:

  1. 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.

  2. 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.

  3. 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.

  4. 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).

  5. 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).

  6. 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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