Somnic Deviances
Somnic Deviances channel the will, tap into natural forces and blur the line between self and world. These should feel intuitive, subtle, and sometimes dreamlike. Not flashy powers but expressions of internal conviction exerted externally. They're less about dominating reality and more about coaxing it into cooperation. They can be gained by coming in contact with the Gensis Formula, or by training through special operations units within the UEC.
Born from leaking UEC terraforming machines, these mutations awakened Earth’s first hive mind from the surrounding flora and fauna and created 'The Dream'. Those who access its power must wrestle with their sense of self, or risk being absorbed into the shared consciousness and become Hollowed. To use a Somnic Deviance, your character must make a Concertation check. This consists of Intellect and Channeling for your Dice Pool and bonus, and must meet the TN listed in the ability. If you fail a Concentation check, or are forced to break Concentration before you intended, you will suffer a Somnic Feedback penalty as listed in a table below.
Born from leaking UEC terraforming machines, these mutations awakened Earth’s first hive mind from the surrounding flora and fauna and created 'The Dream'. Those who access its power must wrestle with their sense of self, or risk being absorbed into the shared consciousness and become Hollowed. To use a Somnic Deviance, your character must make a Concertation check. This consists of Intellect and Channeling for your Dice Pool and bonus, and must meet the TN listed in the ability. If you fail a Concentation check, or are forced to break Concentration before you intended, you will suffer a Somnic Feedback penalty as listed in a table below.
The world bends not to strength, but to certainty.
Somnic Ability Unlock Criteria
Intended for a game where the players are given a little more control over the plot, it is highly recommended that a GM that is interested in using these rules think long and hard about the consequences it could have on their story. Below are examples of how characters can be exposed to the Dream and start down the path of Somnic abilities.
Trigger
Airborne Exposure to the Genesis Formula
Contact Exposure to the Genesis Formula
Ingestion Exposure to the Genesis Formula
Touched directly by the Dream
Description
You breathe it in, and the plants starts whispering memories that aren’t yours.
Your skin itches with knowing—like the earth remembers you differently now.
It tastes like nothing, but something inside you begins rearranging the meaning of hunger.
Time folds; you see yourself from the roots of a tree, and forget which you were first.
Abilities
Quiet Mind, Verdant Whisper, Primal Mirror
Slipstream, Spectrum Bleed, Hands of the Deep
Mindshell, Weight of Intention, Murmurform
Dreamlink, Otherbloom, Somnic Guardian
Quiet Mind
Still your thoughts, and the world stills with you.
- Tier 1 : Test Concentration at TN 13. If you pass add one die to all Dice Pools when using a Trait of your choice until the end of the session. You may enhance more than one Trait at a time, however the benefits never stack.
- Tier 2 : You simplify your thoughts, allowing you to act faster than normal. Make a Concentration check at TN 15 to gain an extra Major Action this turn.
- Tier 3 : Make a Concentration check at TN 18 to ask the GM one question about the current plot or situation you are in that they must answer, only they may use no more than one word in their response.
Verdant Whisper
The Earth remembers—it even moves for those who listen.
- Tier 1 : Inherited cellular memory. Make a Concentration check at TN 11 to see scent trails and tracks.
- Tier 2 : Absorb the information stored in the local flora and fauna. Make a Concentration check at TN 15. If you succeed, you gain two dice to all Mind based Dice Pools until the end of the scene.
- Tier 3 : Read the soil around you and reveal hidden structures or natural formations deep underground. Requires a Concentration check at TN 18.
Primal Mirror
Reflect the wild within and it answers in kind.
- Tier 1 : Let your animal instincts take over to maximize your potential in a fight. Roll a Concentration check at TN 13. If you succeed you gain a +2 bonus to all checks that rely on Body Traits, but you lose 2 dice to all Dice Pools that rely on Mind Traits. This can reduce your total Dice Pool to 0. Ends at the end of the scene.
- Tier 2 : Allow your mind to be consumed with animalistic rage to gain beneficial corporeal abilities. Make a Concentration check at TN 15 to gain two points to all Body Traits. You automatically fail any task that uses Mind Traits to find a Dice Pool and find yourself unable to communicate. Wears off at the end of the scene.
- Tier 3 : Adopt the mind of an animal and release your adrenaline. Raise all Body Traits by 3 and gain a +4 bonus to all Combat Skill checks. Test Concentration at TN 20, if you fail this ability still functions as usual, however you become hostile to allies until the effects wear off. Lasts until the end of the scene. While these affects are active you automatically fail any Skills or Traits that rely on Mind Traits.
Slipstream
Bend the path ahead with the gentle pressure of intent.
- Tier 1 : You begin to move in strange and uncanny ways. Test Concentration at TN 11. If you succeed raise all opponent TNs to hit you until the end of the scene by 2.
- Tier 2 : Adding misdirection to your rapid movements, you keep your enemies guessing. Make a Concentration test at TN 16. If you succeed, all enemies that wish to target you now must make a contested roll versus your Dexterity and Mobility to land the hit until the end of the scene.
- Tier 3 : You vibrate your body in a frequency that alloy you to walk through solid objects. Make a Concentration check at TN 20. If you succeed you and no longer interact or be interacted with by man-made solid objects. Lasts until the end of the scene, although you may make the decision at the begining of your turn to 'pause' the ability until the start of your next turn.
Spectrum Bleed
Waver at the edge of visibility, where the world forgets to look.
- Tier 1 : Your thoughts begin to cause interference in nearby machines. Make a Concentration check at TN 11. If you succeed, you cannot be detected on security systems until the end of the scene.
- Tier 2 : You build up electromagnetic waves in your body and release them as a pulse. Test Concetration at TN 16. If you succeed, disable all tech, including Bionic Deviances, within Short range until the end of the turn.
- Tier 3 : A static charges accumulates in your fingertips that can melt flesh. Test Concetration at TN 20. If you succeed, you may deal 2 Wounds to an organic target within Close range. If your target is non-organic, carrying tech, or using Bionic Deviances they are rendered useless until the end of the session.
Hands of the Deep
Reach where light cannot, and stir what sleeps beneath
- Tier 1 : Reach into a body of water to retrieve any item it touches that you can pick up with your hand. Test Concentration at TN 15 to succeed.
- Tier 2 : You displace your energy so that you can walk across bodies of still water. Make aConcentration check at TN 17 to enable this ability until you break Concentration. You must repeat this check every time you take damage or are otherwise interrupted.
- Tier 3 : By displacing molecules in the water, you cause things to sink that would otherwise float. Make a Concentration check. For roughly people sized objects the TN is 19, for approximately car sized objects the TN increases to 22, and for objects as large as patrol boat the TN becomes 25.
Mindshell
Will drawn tight becomes armor thought cannot pierce.
- Tier 1 : You wrap yourself in a cocoon of energy to protect your vitals. Test Concentration at TN 14. If you succeed, prevent the first Wound you would take in damage each turn until the end of the scene.
- Tier 2 : You close your mind to distractions. Test Concentration at TN 16. If you pass you become immune to Somnic and Resonant abilities that effect the mind and self control until the end of the session.
- Tier 3 : You transfer your energy to another in the hopes of keeping them safe. There is no need for an initial Concentration roll. Instead, choose an ally. If that ally were to take damage you may choose to make a Concentration roll to prevent that damage. The TN is 18 + the number of Wounds being prevented. You may only choose one ally to protect this way each session.
Weight of Intention
With focused discipline even stone yields
- Tier 1 : You focus on small microbial life and air pressures to cause small object to move. Test Concentration at TN 15. If you succeed you may affect one object that weighs less than 1lb. You cannot lift it, but can knock it over, flip a switch, or press a button.
- Tier 2 : Reality itself begins to shift at your indomitable willpower. Check Concentration at TN 18. If you succeed you may control an object up to 25lbs in weight. You must make a Concentration check each turn to maintain this link, but can move the object around as it were being carried.
- Tier 3 : Your desire is strong enough to move large objects. Check Concentration at TN 21. On a success you may control an object up to 75lbs in weight. You must make a Concentration check each turn to maintain this link, but can fully manipulate the object. This even allows you to use things like firearms and med sprays at a distance.
Murmurform
Let go of shape, and become the whisper that passes through walls.
- Tier 1 : You change your mannerisms and voice in such a way that people have trouble denying you. Test Concentration at TN 15. If you succeed you gain 2 dice to all Dice Pools that use Charisma until the end of the scene.
- Tier 2 : With a subtle trick of the mind you can convince others that you are whoever you say you are. Test Concentration at TN 17, if you succeed target NPC or player must treat you as if you are who you say you are or take 2 Will in damage.
- Tier 3 : With a twist of memory to make someone question their entire existence. Test Concentration at TN 20. If you succeed, deal 2 Wane damage to a player or NPC.
Dreamlink
Your self unwinds, rewoven into the shared song of the Dream.
- Tier 1 : You listen to the Dream and find your cells recovering at an exponential rate. Test Concentration at TN 16. If you succeed you recover up to 2 Wounds.
- Tier 2 : You extend your conscience into another, telling their cells to heal. Test Concentration at TN 18. If you succeed, target player or NPC recovers up to 2 Wounds.
- Tier 3 : You become a conduit for the Dream, sharing it with everyone nearby. Test Concentration at TN 20. If you succeed, all organics within Short range recover all Wounds. This includes any potential enemies.
Otherbloom
What grows beyond reason still answers the call of purpose.
- Tier 1 : You rearrange your cells to fore a sensory organ on the back of your head. Test Concentration at TN 16. If you succeed, you are treated as having 360o vision and receive a +2 bonus to all Insight checks until the end of the session.
- Tier 2 : You reach into ancient cells and reform your body. Claws sprout from your fingertips, and your skin calcifies into boney plates. Test Concentration at TN 19. If you succeed you gain 2 to all melee Combat Dice Pools and ignore the first Wound you take each turn. While this is active lower all ranged Combat Dice Pools by 2.
- Tier 3 : You grant the Somnic touch to another. Test Concentration at TN 23. If you succeed, target player or NPC is treated as if they just had Contact Exposure to the Genesis Formula.
Somnic Guardian
Stand firm, and the Dream stands with you.
- Tier 1 : Call into the Dream and something answers. Test Concentration at TN 17. If you pass, a swarm of giant insects comes to attack your enemies. They lose two dice from all Dice Pools until the end of the scene to a minimum of 1.
- Tier 2 : A stronger call demands a stronger ally. Test Concentration at TN 20. Upon a success a large, mutated version of a local predatory animal appears to attack your closest enemy. They are treated as having all Body Traits at a score of 5, are immune to Mind and Spirit damage, and have 5 Wounds. They always attack twice per turn and have a Combat Skill of 3. They leave once your enemies are vanquished or they are killed.
- Tier 3 : You add your own desire to the Dream, calling the horde to protect you. Test Concentration at TN 23. If you succeed, Hollowed Ones begin to appear to attack everyone in the area besides you. Three arrive on the first turn, six the second turn, nine the third turn, and so forth. They are treated as having all Body Traits at a score of 2, are immune to Will and Wane damage, and have 2 Wounds. They attack with a Combat Skill of 2.
Somnic Feedback
Accessing the Dream grants power—but not without consequence. The Dream is alive, vast, and utterly alien. When a Somnic user pulls from it, reality sometimes pulls back. These side effects are known as 'mutations'—and can be mental, or physical, but are always strange. They can range from temporary inconveniences to permanent disfigurements depending on Tier of the ability used. These mutations reflect an incomplete, misaligned, or overstrained bond with the Dream. Some fade. Others linger. A few change the Channeler forever. Each time you fail a Concentration test or break Concentration early, roll on the appropriate Feedback Tier to determine the mutation.
Minor
Medium
Major
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