Artifact-Assisted Resonance Manipulation

Brief Summary


Artifact-Assisted Resonance Manipulation (AARM) is a method of harnessing Eldritch Energy through the use of Alien Artifacts rather than genetic modification. These artifacts, often remnants of ancient and enigmatic civilizations, act as conduits for Abyssal Resonance, allowing non-Resonants to interact with this volatile energy in a limited capacity. While not as powerful or versatile as the abilities of Resonants, AARM provides a means for individuals or organizations to manipulate Eldritch Energy without altering their DNA. However, very few have the conviction and strength of will to harness Eldritch Energy this way. In addition, this method comes with its own set of risks, primarily due to the unstable nature of the artifacts and the user's reliance on external objects.  

Discovery


AARM was first developed during the early exploration of alien ruins in the 23rd century, when researchers discovered that certain artifacts emitted faint pulses of Abyssal Resonance. Early experiments revealed that these artifacts could be activated or controlled through specific stimuli, such as electrical charges, harmonic frequencies, or proximity to organic matter. Initial use was rudimentary and highly dangerous, as many artifacts exhibited unpredictable behaviors or destroyed themselves upon activation. Over time, advancements in the research of Alien Artifacts led to safer and more controlled methods of interaction, though dangers still remain.  

Accessibility


AARM is available to those who possess access to Alien Artifacts and the knowledge to use them. Artifacts capable of facilitating resonance manipulation are extremely rare and often jealously guarded by powerful factions such as Arcane Biotech, the Arkham Research Council ARC, the Oranos Institute, or various Corporate Consortiums. This method is limited by the scarcity of functional artifacts and the specialized training required to use them safely. Unlike Resonance Manipulation by Resonants, AARM does not require genetic compatibility, making it accessible to a broader range of individuals—albeit under highly controlled conditions.  

Effects


AARM allows for basic and situational uses of Eldritch Energy, with effects determined by the artifact's nature and design. Examples of capabilities include:
  • Localized Energy Projection: Creating small energy bursts or barriers, primarily for defensive purposes.
  • Environmental Manipulation: Minor alterations to gravity, temperature, or electromagnetic fields within a limited radius.
  • Psychic Echoes: Inducing brief mental disruptions, such as disorientation or mild hallucinations, in nearby individuals.
  • Object Enhancement: Temporarily imbuing weapons or tools with Abyssal Resonance to increase their effectiveness.
  • Dimensional Tuning: Opening small, temporary portals for scouting purposes or remote observation.
These effects are generally weaker and less versatile than those produced by Resonants, and they are constrained by the artifact's specific capabilities.  

Manifestation


When activated, artifacts typically produce distinctive visual and auditory effects:
  • Visual: Pulsing glows, intricate energy patterns, or ethereal auras emanate from the artifact.
  • Auditory: Low hums, harmonic resonances, or faint whispers that seem to originate from nowhere.
  • Tactile: Users often report a subtle vibration or warmth when interacting with an active artifact.
  • Artifacts can be mounted on devices or worn as accessories, such as amulets or wristbands, for portability and ease of use.
 

Source


The power behind AARM comes directly from the artifacts, which are thought to act as reservoirs or conduits of Eldritch Energy. The artifacts themselves are often derived from alien ruins, and their creation remains a mystery. Some theories suggest that the artifacts were originally tools or weapons of ancient civilizations such as the Precursors, that had mastered Eldritch Energy, while others posit that the artifacts are naturally occurring phenomena shaped by exposure to Abyssal Resonance.  

Research


Organizations like the Oranos Institute and Arcane Biotech lead research into artifacts capable of AARM. Their studies focus on decoding the artifacts' origins, stabilizing their energy output, and replicating their effects with modern technology. However, efforts to reverse-engineer these artifacts have largely been unsuccessful, leading to a reliance on the original alien creations.  

Dangers and Drawbacks


While less inherently risky than Resonance Manipulation through genetic modification, AARM has its own dangers:
  • Artifact Instability: Artifacts are prone to malfunction or destruction if mishandled, potentially causing localized energy surges or explosions.
  • Limited Control: Users have little ability to modulate or direct the energy beyond the artifact's inherent design, making it less versatile and predictable.
  • Physical Toll: Prolonged use can drain the user's stamina or cause neurological strain, particularly with powerful artifacts.
  • Mental Influence: Some artifacts emit psychic feedback, which can induce paranoia, obsession, or even madness in their users over time.
  • Scarcity: The rarity of artifacts makes them coveted by powerful factions, leading to conflicts over their possession and use.




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