Resonant Deviances

Resonant Deviants don’t push against the world, they slip between its rhythms. They channel forgotten frequencies, tug at the threads behind coincidence, and bend fate through sheer harmony with the cosmic pattern. GMs are the only one that can introduce these powers into a campaign, and characters must be exposed to them before they can gain a Resonant Deviance.

Where Bionics change the body and Somnics shape the mind, Resonance rewrites the stage itself. These abilities always succeed—but not without a cost. Each use tugs at something deeper: memory, meaning, identity. Feedback is inevitable, and the universe remembers every note you play.


To walk this path is to become seen by the fabric beneath creation. To act is to echo.



Resonant Deviance Unlock Criteria


This section is here to help GMs delegate and reward these abilities to players without breaking their game. It is suggested that GMs consider whether or not they want to include them at all, as some can seriously disrupt the plot. Below are several examples of how characters can gain these abilities. As a GM, choose which of these three to offer into the pool of Deviances the player may select at the end of the session.


Trigger

Character takes at least 1 Wound in damage from a Resonant ability.


Character takes at least 1 Will in damage from a Resonant ability.


Character takes at least 1 Wane in damage from a Resonant ability.


Character is displaced, reversed, or paused by a Resonant effect.
Description

Something breaks—more than bone. In the heat of pain, the skin of the world peels back.


You fall out of step. A breath held too long by time itself.


Your name falls out of your head. Your shape flickers.


Your thoughts stutter, then spiral—and bloom. Not quite madness, not quite sanity. You are opened.
Abilities

Dirge Engine, Erosion Chord, Living Rune



Infant Cipher, Divine Crucible, Echo Matrix



Hymn of Silence, Hollow Name, Thoughtweave



Chronos Cadence, Harmonic Redux, Paint Reality



Hymn of Absence

Existence hesitates. An entire moment is missing.


  • Tier 1 : A nearby NPC or player forgets an important allegiance until the end of the session.

  • Tier 2 : You hum a tune and machines nearby purge their data. This information cannot be recovered.

  • Tier 3 : You focus vibrations to erase a person, place, or thing you have encountered in the campaign. Anyone that mentions these topics from now on takes 2 Wane in damage for struggling against the new cosmic narrative.

Paint Reality

What cannot be touched, can still be shaped.


  • Tier 1 : Immediately pass the next task you were about to attempt, regardless if you had any dice in your Dice Pool or not.

  • Tier 2 : Imprint your psychic essence upon a painted likeness. If you are reduced to 0 in Wounds, Will, or Wane, you may immediately vanish and reappear at the artwork’s location, taking the damage as normal.

  • Tier 3 : Take a turn as the GM with limitations. You cannot pull items from thin air or shrink the moon into your pocket, but you can make enemies throw down their arms or walk off a cliff before they come to their senses.

Thoughtweave

You intent alone bends the minds of others to flock to you by nature.


  • Tier 1 : Cause an enemy to join your side until the scene ends. Target cannot be the leader of the enemy combatants but obeys your commands absolutely.

  • Tier 2 : Use this Ability immediately after the party has taken your advice. All ally rolls succeed until the end of the turn.

  • Tier 3 : Cause a faction to change their established mission statement or current critical objective.

Erosion Chord

There is no where to hide from the Divine Design.


  • Tier 1 : Make a lock, security system, or minor barrier decay rapidly into dust.

  • Tier 2 : Collapse a structure, fortification, or instantly increase the Age Index of an organic creature to Echo.

  • Tier 3 : Shift tectonic plates with vibrational resonance to cause a localized cataclysm. Can take the form of an earthquake, tsunami, or volcanic eruption at GM discretion. You and your allies receive no form of protection from this event.

Living Rune

You no longer think in terms in words, but in laws.


  • Tier 1 : Inscribe a glyph to a surface to provide a glimpse into the cosmos. This causes all who witness it to become panicked and question their existence. Lower their Will and Wane by 1 point, but they are immune to the effects of this and further glyphs until the end of the session. Glyphs fade at the end of the session and are rendered inert.

  • Tier 2 : Art you create challenges the human condition on such a deep level that some people begin to slowly starve to death upon first witnessing it, while others flee in terror. It is often worshipped by cultists or treated as terrorism by first world countries, causing complications should your name be attached to it.

  • Tier 3 : You choose a narrow perspective of a cosmic truth to force your own narrative. Change the backstory or invent a story that others believe they witnessed about an NPC or player character. Players and NPCs take 2 Will and Wane damage if they speak about this event.

Chronos Cadence

You snip at yesterday’s thread and tie it anew, praying the weave holds this time.


  • Tier 1 : Rewind a single character or NPC's turn. They can make new choices, although repeated actions still require new dice rolls.

  • Tier 2 : Prevent the death of a character or NPC, or prevent an Injury Deviance.

  • Tier 3 : Revert a character to a previous Age Index (to a maximum of Seed), or reverse the GM decision on the outcome of a single session. NPCs and characters affected are fully aware of the shift, and suffer from the famous Mandela Effect when think too deeply about it.

Dirge Engine

Submit your pain and sorrows to the Divine Processor..


  • Tier 1 : Restore all lost Will or Wane. Anything recovered this way must be done retroactively to an NPC or character of your choice within sight.

  • Tier 2 : Recover all Wounds or prevent your own death. All enemies within sight take damage equal to the Wounds recovered this way.

  • Tier 3 : You gain a number of dice to all Dice Pools equal to your total lost Wounds, Will, and Wane until the end of the session. This cannot exceed Dice Pools of six.

Harmonic Redux

Déjà vu is just the cosmic chorus returning what was into what is.


  • Tier 1 : Automatically pass a single action or task that you have previously succeeded in, even if the TN is significantly different.

  • Tier 2 : Secretly ask the GM for a hidden plot point specific to the scene you are in. You may reveal this to other players, if you do, they take a point of Wane damage as they are exposed to the Divine Resonance.

  • Tier 3 : Your eyes acclimate to the flow of fate and you begin to swim. You may choose when you want to take your actions in combat, whether they are in proper turn order or not. Your attacks cannot miss, and you cannot be struck by conventional weapons that rely on coordination until the end of the session. You may instead grant this ability to another, in which case they take 3 points of Wane damage at the end of the session for staring fully into the Divine Design without proper attunement.

Hollow Name

Your name is a hollow bell. When it rings, the world remembers things that never happened.


  • Tier 1 : People often recognize you, even when they shouldn't. Strangers may mistake you for an old friend, a distant relative, or even a feared rival. You may choose to lean into this mistaken identity to automatically succeed an Influence check against the target.

  • Tier 2 : Commit any act you could accomplish otherwise with no direct consequences for your character. Kill a high profile rival, rob a bank, or commit high treason. No one will ever connect you to it.

  • Tier 3 : You appear however you like to others, although your physical form remains the same. They are unable to tell you apart from the real thing on any level without using a Resonate Deviance to see your true form. If confronted with the individual you are imitating you will always be mistaken for the real person.

Infant Cipher

They see the truth too early—raw, bright, and without mercy.


  • Tier 1 : You see things in harsh truths with subtlety or nuance. You may ask the GM the allegiance of a character or their motives in the scene you are in, however you may only phrase it in a way that you get a one-word answer.

  • Tier 2 : Reveal a deep personal truth about an NPC or player character, they lose all actions in the current turn and 1 Wane.

  • Tier 3 : At the start of a session you may ask the GM three questions about the upcoming game. If you repeat or elude to any of this information those listening lose 1 Wane for each answer you reveal.

Divine Crucible

The resolute do not channel the divine—they become its kiln.


  • Tier 1 : Succeed on an Engineering or Craft check without making a roll. Anything created or reinforced this way has double the durability it normally would.

  • Tier 2 : Vibrating the nearby atoms with Divine Resonance, you cause objects to hit their flash point and flesh to spontaneously combust. Deals 1 Wound and Will damage each turn in an area of your choosing up until the end of the session. Appears as a violent heat distortion unless it has fuel to burn.

  • Tier 3 : You collapse matter into a finite point in space, sending the energy to the Architect. Create a miniature black hole that sucks away everyone and everything within it. You may choose the size, but it must use a diameter to be measured. Anyone within the diameter at the start of the next turn are removed from the game along with all of their equipment and trinkets.

Echo Matrix

Experience is not lost. If one listens closely, they can hear it resonating throughout the cosmos.


  • Tier 1 : Gain a Skill until the end of the scene that matches the an NPC or player character. Gain two Skills this way instead if your character is in the Echo Age Index.

  • Tier 2 : Have an intensely detailed and accurate hallucination of a past event in its entirety, or view it from different perspectives. You may also view the intent of anyone involved if you are in the Echo Age Index.

  • Tier 3 : Reveal a cosmic truth. All witnessing the event take 2 points of Wane damage immediately. At the end of the session, the GM must offer at least two Resonate Deviances to choose from to each character or NPC that survived, (though they must still choose an Injury Deviance if one is present). Lower this damage to 1 point for any character in the Echo Age Index.



Resonant Feedback


Channeling the divine forces of the cosmos is not for the weak of spirit. Unlike with Bionic Deviances that trigger Feedback penalties on a critical fail, or Somnic abilities that trigger these affects when Concentration is broken, Resonant Feedback penalties occur every time the corresponding ability is used. Each time a player or NPC uses a Resonant ability, the GM rolls 1d10 on the tables below to reveal the full weight of their actions.

Tier 1 Abilities


  • 1 Fractal Stutter – Until the end of the session your voice echoes half a second ahead of your speech. Everyone who hears it must pass an Influence check at TN 15 or be unable to make out what you are trying to say.

  • 2 Glassbones – Your reflection cracks. Not the mirror but the reflection inside. Take 1 Wound in damage.

  • 3 Synaptic Drift – Lose two dice from all dice pools until the end of the session to a minimum of one.

  • 4 Gravity Well - The items you carry and any armor you might have on suddenly feel so heavy that you cannot move until you take all of it off. Remain stuck in place until you do or until the end of the session.

  • 5 Residual Signals - Your image is recorded across the world on surveillance equipment you were never in contact with.

  • 6 L’Appel du Vide - When you go to sleep you find yourself waking up in strange and dangerous places. If this does not happen during the current session, you begin the next game in this fashion at GM discretion.

  • 7 Silent Auditor - You feel as if someone or something is watching you, even when you are alone. The feeling is impossible to shake, but seems to go away at the end of the session.

  • 8 Rigid Attunement - Your weapons, armor, and possessions are replaced with exactly what you need, but only what you need to complete the current task or goal in the session. They blink back into existence at the start of the next session.

  • 9 Spiritual Anemia - The energy in your body is sapped away until you feel mentally and physically exhausted. Lose 1 Wound and 1 Will.

  • 10 Perfect Anomaly - You feel as if you made the right decision. Your character suffers no penalties as their actions line up with the Divine Design.
  • Tier 2 Abilities


  • 1 Hollow Memory - A nearby NPC is implanted with hostile memory of you and acts accordingly.

  • 2 Vibrational Rift - You have trouble keeping a physical form in budlings until the end of the next session. Your hand passes through doorknobs and keypads, though it is nothing compared to falling through the floor and ending up in the basement.

  • 3 Sensory Loop - Your five senses are left running on repeat, simulating the last thing you smelled, saw, touched, heard, and tasted until the end of the session. This effectively makes you unable to use these senses, leaving you without the capacity to communicate, hear others, or even navigate the world around you.

  • 4 Null Wound - You lose something much more important than flesh. Randomly lose 1 Skill point.

  • 5 Divine Intrusion -Something else begins to randomly take control of your thoughts and actions. Roll a Will test at TN 15 each round in combat to act as normal. If you fail you must attack your closest ally this turn.

  • 6 Voice of the Ancients - You hear words that make no sense but are of incredible complexity. They torment you with voices that sound perhaps as if they are concerned or worried. It lasts until the end of the session when you also lose 2 Will from the strain.

  • 7 Tongues - You begin to understand all languages you can hear spoken to you, although you lose control over the languages you are able to speak. A character can make an Insight check at TN 20 to determine which language you are speaking, as even scholars are puzzled by the stream of dead and alien languages you use to respond to them. Lasts until the end of the next session.

  • 8 Forbidden Knowledge -You gain a Skill point but increase your Age Index by one step unless you are already an Echo.

  • 9 Cosmic Visage - You still see yourself in the mirror the way you are, but when others gaze upon you they tremble in terror. You automatically fail all Influence checks until the end of the next session.

  • 10 Divine Overload - Lower Wounds, Will, and Wane to 1 and you immediately fall unconscious until the end of the scene you are in.
  • Tier 3 Abilities


  • 1 Vibrational Overload - Your body is wracked with pain as your cells begin to break down. Lower Wounds to 0.

  • 2 Harmonic Backlash - You and everyone within Short range loses 2 points of Wounds, Will, and Wane.

  • 3 Eyebleed - You become blind and no medical intervention seems to ease the pain. Lower Will to 0 and remain unable to see until the end of the next session.

  • 4 Ego Death - Reduce Wane to 0 and your character falls unconscious until the end of the session.

  • 5 Harmonic Sensitivity - You cannot stand to be in the presence of music and decrease all Dice Pools by 2 to a minimum of 1 until the end of the next session.

  • 6 Architect's Cost - A friendly NPC or ally is consumed by a cosmic force, folding in on themselves until there is nothing left but an empty space and a vague remnant of their scent.

  • 7 Bodysnatch - You find your conscious intact but trapped in the body of the nearest player or NPC. You must switch character sheets with them until the end of the next session. They also become aware of the switch and have full access to your abilities.

  • 8 Resonant Touch - Anyone you make skin on skin contact with loses 1 Wane for each second you remain in contact. This effect lasts until the end of the next session.

  • 9 Touched by Null - You immediately lose all your long term memories. You can still form and follow through on a plan and think critically, but you have lost the names of people, places, and things you have become familiar with in your life, including your own. This lasts until the end of the next session.

  • 10 Fractal Stride - You end up somewhere else entirely. This could be somewhere nearby, somewhere else on Earth, or even a colony ship. The details are up to your GM.

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