Oneiroi
Aug 14, 2018 1:33:12 GMT -6
Post by GuardianTempest on Aug 14, 2018 1:33:12 GMT -6
People experience dreams almost all the time, with varying degrees of complexity. Particularly vivid ones can sync with the Warp's chaotic realm of subconscious thoughts and emotions. For many the experience is quickly assumed to be part of the dream and forgotten upon waking up. However, there are those who realize this truth and try harnessing it with particularly intense dreams, either through careful practice or a chain of blind luck. Those who succeed become Oneiroi and develop an internal conduit that can form steady connections to the Warp, drawing safe portions of power that is filtered by the ebb and flow of their subconscious.
Static Powers
Ready for Bedtime: You do not suffer penalties from Fatigue, and are not considered Helpless while unconscious. You can immediately wake up after taking wounds, but suffer -2k0 to all tests during the round you awaken due to grogginess. Light Sleeper cannot be purchased and it is treated as an optional feat on your class track.
Tempered Mind: Add your Lucidity to your Mental Defense and as a static bonus to Fear tests. If you would gain Insanity points or roll on the Shock table, you may roll twice and choose the lower result.
Dream Walker: While sleeping, you can project your consciousness into the Umbra and the dreams of nearby sleepers with a range of (10*Lucidity) kilometers away from your body. You can interact with other people's dreams as if you're physically there but in the Umbra you're intangible but capable of verbal communication. Your projection has Flyer equal to your speed but it cannot go further from beyond your range and if it would be forced to (e.g. the dreaming target is in a moving truck) then the effect ends. You may end this effect at anytime regardless of how far you've "traveled". At Lucidity 3, you can appear in the Materium as an intangible ghost.
Fading Light: You lose 1 Phosphene every hour while awake and lose all Exaltation powers except for Ready for Bedtime when you don't have any remaining.
Power Stat: Lucidity
An Oneiroi's Lucidity represents her mastery over the connection to the Warp brought by her dreams. The higher it becomes, the greater control she has over her oneiric realm and more power can be drawn from the Warp.
Resource Stat: Phosphenes
An Oneiroi has a maximum number of Phosphenes equal to the sum of all her mental characteristic dots plus twice her Lucidity. She regains a number of Phosphenes equal to her Lucidity after every hour spent asleep.
Tell
An Oneiroi's tell is the harmless emission of Warp energies influenced by the subconscious. Due to the abstract nature of dreams and how they can vary from person to person, it can take a large variety of shapes and forms. For example, one might have hers take the form of a pretty display of shiny glitters that grows to a gleam of radiance. Another Oneiroi's tell might have his visual features obscured and fade into indecipherable patterns, then start emitting multicolored smoke from his outline. Regardless of details, all their tells have something in common: they reflect at least one aspect of their personality, identity and/or subconscious. Lastly, an Oneiroi's tell immediately stops upon running out of Phosphenes as their connection to the Warp is severed.
Lucidity | Power Gained |
✱ | Sleepwalker: By spending 1 Phosphene at the start of your turn (or every minute in narrative time), you can move and take actions while unconscious as if you are awake. You are still considered sleeping for the purposes of spells and abilities, and you take a -2k0 penalty to all tests and melee damage rolls made in this state except for tests using Mental characteristics. |
✱✱ | Well-Rested: Natural healing progresses twice as fast. Dedicated time spent recovering (i.e. bed rest) heals Hit Points equal to your Lucidity. |
✱✱✱ | Lotus Eater: While sleeping, you may spend 2 Phosphenes as a Full Action to force a sleeping or unconscious target to roll on the Shock table then immediately wake up. They get -2k1 to all tests for one minute afterwards. You are limited to targets within range of Dream Walker. |
✱✱✱✱ | Surging Abstraction: Gain the Stuff of Nightmares trait. Whenever you spend Phosphenes for anything (even just to activate this effect, which is a waste), increase the maximum number you can spend in the next round by an equal amount. |
✱✱✱✱✱ | Reality Break: As a Half Action, you may spend 3 Phosphenes to cause Psychic Phenomena or spend 5 Phosphenes instead to cause Perils of the Warp. You are not affected by this ability and results that exclusively apply to the sorcerer (e.g. Warp Mind, Lost to the Warp) are instead rerolled or redirected to a single target of your choice within 50m. |
Oneiroi Dream Assets
Thoughtform
You gain the companionship of a level 1 Daemon created using the Spirit Creation Rules, which uses your Phosphenes for resource points. It is always present in your dreams and you can summon it with a Full Action while inside other people's dreams or the Umbra. You can also summon it into the Materium but you must spend a Phosphene every minute to keep it summoned. Lasts until the end of the scene or unsummoned as a free action. Whenever you raise your Lucidity, increase the level of your Daemon appropriately.
Boogieman
You begin play with a free rank in the Illusion magic school, and may purchase ranks in that Magical School as if it appeared on your class track. Whenever you use Lotus Eater, you may spend an additional Phosphene to force the target into an opposed Willpower test instead of making him roll on the Shock Table. If you succeed, the target does not immediately wake up and receives X+1 wounds, where X is the number of checks he has on the opposed test. Critical damage that would be dealt this way is converted to replenished Phosphenes instead. If you fail, the target is immune to Fear effects from you and Lotus Eater cannot be used on him for a week.
Power Nap
As a Full Action, you can force yourself to sleep in the middle of structured time by locking yourself in a trance. You can only wake up from sleeping this way as a Half Action that provokes, after a minimum of four rounds have passed. Sleepwalker cannot be used while in this state but you also recover half your Lucidity (round up) in Phosphenes at the start of your turns.
Dreamcatcher
Whenever you kill a Warp Entity, you gain Phosphenes and Insanity equal to its level. Whenever Warp Phenomena occurs within Lucidity*5m of your position, you may spend 1 Phosphene to completely negate it. If you do, you gain 1/10th of the roll as Phosphenes and Insanity Points equal to the roll divided by your Lucidity+1 (both rounding down to a minimum of 0). (e.g. When someone rolls 96 on Perils of the Warp, negating it gives you 9 Phosphenes and 24 Insanity Points at Lucidity 3 or 16 Insanity Points at Lucidity 5.)
Astral Traveler
Your range for Dream Walker is multiplied by 10. The ability to appear in the Materium as an intangible ghost is gained at Lucidity 2 instead of 3. At Lucidity 4, your spectral apparition gains the Phasing trait and can fully interact with the physical realm, but this works both ways and it still looks ghostly. When you would gain fatigue or lose Hit Points remotely, you instead lose twice as many Phosphenes unless the damage dealt was magical. Your projection suffers a -2k1 penalty to all Focus Power and physical tests while fully corporeal in the Materium.
Supplementary notes
Astral Traveler example: If someone punches your projection and you would lose 2 Hit Points, you instead lose 6 Phosphenes (because the unarmed attack also deals a point of fatigue). However, if the attacker was using an Orichalcum Caestus or something, you lose 4 Hit Points and gain fatigue directly. Also, if someone casts Energy Meteors at you (the projection), then you're gonna lose those Hit Points regardless.