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.

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

  • Insomnia - You find yourself unable to sleep after connecting to the Dream. You suffer a -1 Dice Pool penalty to all Mind checks next session.

  • Fatigue - The energy saps out of your limbs and you feel heavy. Suffer a -2 penalty to all Body based checks until the until of the session.

  • Nosebleed - You catch a few drops of blood from your nose before it opens like a faucet for a few moments. Lose 1 Wound.

  • Tremors - Your arms shake uncontrollably, causing you to take a -2 Dice Pool penalties to all ranged attack until the end of the session. This can lower your Dice Pools to 0.

  • Hot Flash - Unless you remove all your armor and the majority of your clothing, take 1 Will in damage.

  • Unnatural Scent - Animals react in fear to your presence until the end of the session. This usually activates their 'fight or flight' respose in situations it normally wouldn't.

  • Identity Crisis - You leave a piece of yourself in the Dream. Lose 1 Wane.

  • Residual Charge - Static electricity causes complications in surrounding technology. All attempts to use the Tech Skill within Close range of you suffers a -2 penalty to the roll.

  • Anxiety - People think you are up to no good even when you are trying to be genuine. Lower all Influence Dice Pools by 1 until the end of the session.

  • Phantom Pains - You feel achey and sore until the end of the scene, but suffer no other residual side affects.
  • Medium

  • Fractal Burns - You feel a sharp pain as a brand is etched across your skin in a fractal pattern. Lose 2 Wounds.

  • Displacement - You have trouble remembering who you are. Lose 2 Wane.

  • Burden - Your muscles strain at the weight you could just carry a moment ago. Drop half your equipment or lose 2 dice from all Body Trait rolls until the end of the session.

  • Spontaneous Growths - Boils and warts cover your epidermis. You receive a -4 penalty to all Charisma rolls. Can only be removed with proper medical application.

  • Fainting Spell - You fall unconscious for the rest of the scene.

  • Short Senses - Roll 1d10. 1-2 Sight, 3-4 Hearing, 5-6 Smell, 7-8 Touch, 9-10 Taste. You lose the associated sense until the end of the next session.

  • Alopecia - Residual radiation damages the cells in your hair, causing all of it to fall out before the start of the next session. It grows back as normal but takes the standard amount of time to do so.

  • Fragile Body - You feel a deep sickness in your muscles and joints. Any time an attack would deal you at least 1 Wound in damage, add 1 more Wound to the total.

  • Corrosive Blood - Any time you take 1 Wound in damage or more, all those within Close range of you must make a Mobility check at TN 16 to avoid being hit by your blood. Those who fail take a Wound in damage. You cannot be given medical aid until these effects wear off at the end of the session.

  • Addle -Your soul and spirit forgets the shape they are supposed to hold. Exchange your Mind and Soul Traits scores in the exact order they appear on your sheet.
  • Major

  • Reject Reality - You have a spiritual breakdown, forgetting your sense of self in the process. Lower Wane to 0.

  • Rapid Mutation - An extra limb grows from your body. Roll Odd or Even on any die. Even results in a new arm, Odd results in a new leg. Now roll 1d100. On a roll of 1-50 the limb is dead weight and non functioning. A result between 51-75 means the limb is partially functional. Finally, a roll between 76-100 means the appendage is fully functional. Non-functioning limbs lower all Body Dice Pools by one until it is surgically removed. Partially functioning limbs grant you a free point to your Mobility Skill. And lastly, arms that function can hold items, fire weapons, or apply medical devices. Functioning legs grant you an extra point of Dexterity.

  • Somnic Chosen - You are blessed with the ultimate gift from the Dream. When you make skin on skin contact with anyone from here on out roll 1d10. On a result of 1-3 they are treated as if that have had Airborne exposure to the Genesis Formula. 4-6 Contact exposure. 7-8 Ingestion exposure, and 9-10 Touch by the Dream exposure.

  • Shift - Your body undergoes a metamorphosis overnight and you awake feeling distinctly different. Change your character's gender. This comes with all the biological pros and cons of being in your new body, with one caveat. Your established idea of beauty influences this change, the genetic memory coding itself into your new form and granting you a point of Charisma no matter which sex you wake up as.

  • The Long Dream - You feel the strength leak from your body and you collapse. Reduce Wounds to 0 and you fall unconscious until medical intervention is given.

  • Waste Away - You convulse in pain as you undergo a withering change. Lower two Body Traits by one, or one Body Trait by two until the end of the next session.

  • Waking Nightmare - Your brain replays your life's traumas on repeat, leaving you unable to focus. All Mind Trait Dice Pools now have a max of 1 until the end of the session.

  • Genetic Deterioration - Your cells degrade and slice off huge chunks of DNA overnight. You begin the next session at the next stage in the Age Index. If you were already an Echo, start the next session with 2 Wounds instead.

  • Purge - Your body returns to its natural state. Remove one Deviance at random. If the Deviance was above Tier 1, reduce its Tier by 1 instead.

  • Hollow - You immediately reduce your Wane to 0 and fall unconscious. You may spend a total of two Wounds and/or Will to regain 1 Wane at the end of the session. If you do not, you must surrender your character as you become a Hollow One. You are not dead, and can even be returned to your normal state. This is not done easily however and never without outside support.

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