Resonance, Dissonance and Discord
Celestial beings resonate with universal patterns, beautiful and terrifying.
A celestial's resonance is a way of perceiving and manipulating the world
with celestial senses, and cannot be taught. Some hold a resonance for truth
and cannot be lied to, while others may hold a resonance for particular
people and always know where they are. But a character's resonance is more
than just a special way of seeing things -- it's who he is, it defines his
very nature.
The way a character acts reflects this nature. A celestial, angel or demon,
must act as his nature demands or he'll be in danger of disturbing the delicate
harmony between his resonance and the rest of existance. This loss of celestial
balance is called dissonance. If you do something against your resonance,
either through failure or denial, you're pushing yourself further away from
the clarity of extrordinary perception. The more dissonance you have, the
harder it is to use your resonance.
Infernal resonance acts through a demon's Will, reflecting his ability to
impose his diabolical perspective on the rest of the world. The stronger
a demon's will, the more likely he is to get his way. In a demon, dissonance
comes from an abject failure at enforcing his selfish will upon reality.
Grave dissonance can lead to Discord, a painful fracture between the evil
soul and his personal symphony. Discord is a corporeal reflection of a celestial's
disharmonious nature, and may manifest on the demon's body (cloven hooves,
prehensile tails), in his mind (extreme paranoia, schizophrenia) or even
in his immediate environment (smells like a corpse, followed by the sound
of bees). A discordant demon has a hard time hiding in a crowd, and his
problems are likely to attract the attention of angels. The more Discordant
a demon is, the shorter he can expect his life to be.
Divine resonance acts through an angel's Perception, reflecting his ability
to attune himself to the Symphony and see meaning in its myriad chaotic
patterns. The greater an angel's perceptive senses, the more likely he is
to pull signal out of the noise of existance. In an angel, dissonance comes
from denying his true nature and acting against it. Very dissonant angels
may become
Outcasts, unable to ascend to Heaven
or use the rites and rituals of their Archangels. Extremely dissonant angels
can lose their friends, their purpose, and their grace. Falling, as the
angels call it, is how demons were born in the first place.
For demons, dissonance is a sign of failure, of weak will. Demons may seem
more likely to be dissonant than angels, but then demons don't have the
cushion of the Symphony to protect them when they screw up. They're playing
with celestial fire, and it's easy to get burned. For angels, becoming dissonant
is more of a moral decision, a choice. It's easier for angels to avoid dissonance
. . . but then again, angels have more to lose and further to fall.
Resonance Mechanics
To successfully invoke a resonance, the player needs to make a
d666
roll equal to either his character's Perception (for angels) or Will (for
demons), minus any current dissonance, with difficulty modifiers applied
as the GM sees fit. As with any other skill roll, a character can spend
Essence to increase his chances, though that would go against any desire
to be covert. See
Trading Essence for Skill
and "Detecting Essence" on p. 00.
For demons, a failed resonance roll might lead to dissonance; check the
individual Band descriptions for more information. Demonic resonance, like
any other Will-based conflict, can be fought. Any creature with more than
5 Forces may make a Will roll to defend against the intrusion. Like a normal
contest, the check digit of the subject's successful Will roll must be higher
than the demon's check digit. For game purposes, this does not turn the
demon's resonance roll into a failure, it just wasn't a great enough success
to have any effect on the strong-willed target.
For angels, a failed resonance roll has no adverse effects -- the character's
celestial senses do not "lie" to the player, he just doesn't get
any feelings on a celestial level. The passive nature of angelic resonance
makes it difficult to deflect, though some Wards have been created explicitely
for that purpose. See p. 00 for a list of Wards.
The
check digit of a failed resonance roll determines
how many hours the character must wait before he may again try to use his
resonance for that specific purpose. In the meantime, the player is free
to use his character's resonance toward other ends.
The effect of a successful roll's check digit varies with the resonance
being invoked; check the individual
Choir and
Band descriptions for more information.
Check digits for resonance rolls involving a subject -- whether failed or
successful -- may be modified by one of the factors on the chart below,
at the GM's discretion. (For example, if a character's resonance specifically
demands he be in physical contact with the subject, the GM should not give
him a bonus for doing so.) The GM and the player should decide whether or
not to apply check digit modifiers before the roll is made.
Celestial Resonance Check Digit Modifiers
+2 physical contact with the subject
+1 within one yard of the subject
-1 direct line of sight, from five to fifty yards away
-1 audio and video reproduction
-2 audio reproduction only (phone conversation, tape recording)
-3 visual reproduction only (photo, video)
Technology has given angels and demons sophisticated ways to use their celestial
resonances, at the cost of reducing their effects. When using a resonance
through a technological medium, GMs should always apply the appropriate
check digit modifiers.
Using a divine resonance on a mechanical reproduction (like looking at a
photo or talking to someone on the phone) will reflect the subject's state
when the reproduction was made. Demonic resonances can also work through
mechanical mediums -- but not on recordings, like photos or audio tape,
only through live transmissions (satellite broadcasts, phone conversations,
etc.).
Dissonance Mechanics
Immediately after a celestial character does something dissonant, the player
must use the d666 to determine how profoundly his character will be affected.
See the individual Band and Choir sections for specific descriptions of
what causes dissonance in the various types of celestials. Dissonant angels
run the risk of becoming Outcasts -- or even Falling, losing their divinity
and becoming demons. Dissonant demons can acquire Discord, a fracture between
the diabolical soul and his personal symphony. The GM and the player should
conduct a dissonance roll in private, and they don't have to reveal the
outcome of the roll to the other players.
The player must roll a 6 or lower on at least one of the three dice, minus
1 for every point of previous dissonance, to avoid disaster. GMs may not
add difficulty modifiers to dissonance rolls. If the player succeeds, his
character merely gains 1 point of dissonance. For either outcome, the check
digit determines how many hours the character must wait before using any
supernatural aspect of his resonance again!
For example: A player whose character has no dissonance must roll a 6
or less on at least one of the three dice to avoid danger. He rolls a 5
a 6, and a 2. His dissonance goes up 1 point, reducing future chances of
invoking his resonance by 1 -- but regardless, he can't use his resonance
for 2 hours.
Another example: A player whose character has 3 points of dissonance must
roll a 3 or less on at least one of the three dice. He rolls a 3, a 5, and
another 5, narrowly escaping disaster. So his dissonance goes up to 4, making
it very difficult to invoke his resonance, but the check digit says he can't
use it for another 5 hours anyway.
Angelic Dissonance
If the player of an angelic character gets a 666 on his dissonance roll,
or otherwise fails on all three dice, that angel becomes an
Outcast.
He will no longer be able to use his Archangel's rites and rituals, or ascend
to Heaven. The doors of Heaven reopen to an Outcast only after he clears
himself of dissonance, but that may not patch things up with his Archangel.
If an Outcast angel rolls a 666, or otherwise fails a second time on all
three dice before ridding his soul of dissonance, he will have cast aside
the last of his divinity and become a demon. At sunset, if the character
doesn't already have any Discord, he'll regenerate infernal Essence like
any other demon. For more information, see "Falling," p. 00.
For example: The player of an Outcast character with 4 points of dissonance
must roll a 2 or lower on at least one of the three dice. He rolls a 4,
a 3 and a 6. His character Falls.
If the player rolls a 111, his character does not generate dissonance --
the angel's activity, though against his nature, is smiled upon by the forces
of benevolence and play resumes with no negative effects on the character.
Demonic Dissonance
If the player of a demonic character rolls a 111, or fails his dissonance
roll on all three dice, his character generates Discord in addition to 1
point of dissonance. The level of Discord earned is equal to the check digit
of the failed dissonance roll. A demon with Discord might not regenerate
infernal Essence naturally at sunset, cannot use the rites and rituals of
his Demon Prince, and cannot descend to Hell without help from another demon.
For more information see "Discord," below, and "Descending"
on p. 00.
For example: a player with 3 points of dissonance must roll a 3 or lower
on at least one of the three dice. He rolls a 4, another 4, and a 6. His
character generates 6 levels of Discord, as well as another point of dissonance!
If the player rolls a 666, his character does not generate dissonance --
the demon's activity, though against his nature, is smiled upon by Lucifer
himself and play resumes as before with his dark approval.
Losing Dissonance
Dissonance, while painful and disruptive, can be removed. Every week a spent
inside the confines of a Tether and actively tending to its upkeep -- any
divine Tether for an angel, and an infernal Tether controlled by his Prince
for a demon -- strips away 1 point of dissonance. Also, the GM may allow
a character to spend 10 points of Essence once an adventure to remove 1
point of dissonance. This represents either some grave act of contrition
on the character's part, or a gleeful renewal of his loyalty to evil, for
which the player should concoct a suitable story.
Discord
Topping the list of things to avoid is Discord. A list of some Discord suggestions
start on p. 00, but GMs and players are encouraged to make up their own.
Some incarnations of Discord are easier to hide than others, but none of
them are much fun.
In game terms, Discord is a Resource, rated in levels from 1 to 6. The higher
the level of Discord, the more strongly it will affect the character.
The Effects of Discord
Regardless of what side you're on, Discord is a bad thing to have. If someone
finds out about your Discord before you can take care of it, depending on
your Superior you could be censured, shunned, punished, or -- especially
for Malakim -- destroyed outright.
The first time a character notices another character's Discord, he must
make a reaction roll (see p. 00), subtracting the level of the Discord.
The GM may add positive or negative modifiers as the situation demands.
Particularly nasty Discordancies may send people screaming away from you,
calling the cops, or calling your Demon Prince. Close friends may want to
help you with your predicament -- but then again, maybe they're just trying
to work you into a position where they can take credit for blowing the whistle
on you.
Also, characters with Discord might not regenerate Essence naturally. At
either sunrise or sunset, depending on whether or not the character is an
angel or a demon, let the player roll one die. If the number he rolls is
above his highest level of Discord, then he's able to coax Essence out of
the universe that day. If not, then his Discord got in the way of his Essence
regeneration and he'll have to scrounge for some elsewhere.
Demonic Discord
Demons get Discord when they acquire so much dissonance that it fractures
their selfish grasp on their personal symphonies. The GM, at his discretion,
may inflict an appropriate Discord upon a character (with or without player
input), or let the player pick it randomly. The check digit of a failed
dissonance roll determines the level of a new Discord, or the increase of
a previous Discord. If increasing an old Discord would raise its level above
6, then apply the check digit to a new Discord instead. See "Demonic
Dissonance" in the section above for more of the game mechanics involved.
New demon characters may choose to start the game with Discord. For every
level of Discord a demon decides to take, he gets another character point
to spend elsewhere.
Angelic Discord
It's not suggested that GMs let new angel characters start the game with
Discord -- but if a player really wants his character to have Discord, he
should come up with a damn good explanation for it. If the GM deems the
story good enough, then give him the character points and let him suffer.
During play, angelic characters may choose to trade 4 points of dissonance
for 1 level of Discord. This will raise an angel's chances of using his
resonance and lower his chances of Falling, at the cost of inflicting an
unpleasant limitation on the character. Demons may not choose to trade dissonance
for Discord.
Losing Discord
Discord can't be disposed of as easily as dissonance. Only a Demon Prince
or an Archangel can remove Discord from a character for sure; see "Princes
and Discord" on p. 00 or "Archangels and Discord" on p. 00
for more information. There are other, more risky methods, but as a Discordant
celestial is to angels and demons what a leprous excaped convict is to humanity,
there's very little common knowledge on the subject.
Resonance and Dissonance for the . . .
Seraphim |
Cherubim
|
Ofanim |
Elohim |
Malakim |
Kyriotates
|
Mercurians
Balseraphs | Djinn | Calabim | Habbalah | Lillim | Shedim | Impudites