Here's a paraphrased sum-up of what's been revealed so far about Deviant the Renegades. Please do add &/or correct!:
Inspirations: Orphan Black, Akira, Spawn, Tetsuo, Brindlefly, Dr. Manhattan from Watchmen, Eleven from Stranger Things (lots of Cronenburg-ey protagonists mutating as a parallel to their isolations). I'd like to add Alex Mack, Dark Angel and CW's Beauty and the Beast to the list as well.
Deviants (AKA Remade)
People who’ve been transformed into supernatural beings through the action of humans - sometimes even themselves. Unlike, say, being embraced as a vampire or Awakening as a mage, their transformation doesn't have anything guiding it. Their souls crack open under the strain, causing them to lack the ability of normal humans and most supernatural beings to define their own selfhood, and instinctively overcompensate by defining themselves through others; in game mechanics, Deviants have no Virtue/Vice traits, and use something kinda like vampire's touchstones instead. Their two Integrity traits - Loyalty and Conviction - come with touchstones that serve as both virtue/vice, and aspirations
Variations: Deviants’ powers.
Bought in an unusual manner compared to other splat powers. Voluntary ones are rolled with Attribute + Variation’s rating + Power Trait. Variation rating is not linked to XP cost. They have flat costs, the strength being decided by the player, balancing each Varation with a Scar (the downside). The strength of the Variations also determines the strength of the conspiracy hunting you. Going too long without interaction with touchstones worsens the Scars, and increasing Instability. When Scars get bad enough, their linked Variations increase or the Scar manifests new Variations. To have a human appearance requires low level Variations only OR a separate Variation that suppresses all other Variations & Scars while active (Bruce Banner’s human form/active camouflage). A Variation to mentally link multiple Deviants exists. All Scars and Variations can be rated 1-5 or some range within 1-5 (2-5, 3-4, etc). This ranking is not the same as the magnitude rating discussed below.
From the "Deviant at GenCon" thread: Dave Brookshaw says Variations are grouped by Clade - along with a few universal ones (Approximately half of the Variations in the core are Universal rather than Clade Variations according to Eric Z.)- though you can take a Variation for another Clade if you can think of a way to change its appearance to suit. Scars are grouped by physical, mental, and social, and can be combined freely with Variations.
From Onyx Path podcast interview Episode 40 on Feb 22, 2019:
-All Variations and Scars have a Magnitude Rating. Each Variation must be balanced by a Scar of equal magnitude. Magnitude is a measure of both the power level of a given Remade or group of remade (2-15 is the range for Magnitude) and the power level of the Conspiracy/ies that is/are hunting the Remade). All players in a single DtR game should ideally stay within the same Magnitude range of each other.
Clarification from Eric on page 11 of this thread: "Balancing Scars and Variations: A single Scar can "support" multiple Variations of lower Magnitude. However, it isn't as simple as "Total Magnitude of Variations = Total Magnitude of Scars." I'm going to hold back on being more specific than that at this time, though."
-There are three grades of Variations and Scars:
Involuntary (works w/out your control. Think Banner's emotionally fueled transformations to Hulk),
Voluntary (You have control but it costs you to use it: pain, further mutation, gaining Instability, amnesia, etc.)
Persistent (Permanent mutations, Always on)
http://theonyxpath.com/universal-var...the-renegades/
http://theonyxpath.com/a-collection-...the-renegades/
Fuel (sort of): INSTABILITY/STABILITY
"you won't see Remade fuelled by any fuel stats you know” So maybe brand new fuel, or even no fuel at all.
-In Feb 22, 2019 podcast, Eric Zawadzki described Instability as "like Clarity" but if it fills with Aggravated Damage, that is when you mutate beyond your ability to survive (Character death). When not pursuing either Conviction nor Loyalty, Instability worsens.
-4/18/2019 post here: Eric Zawadzki said, "Stability is the "health track" on which Deviants take Instability as damage (minor, medium, and major). Instability makes it harder to manage your Scars (especially, but not exclusively, Involuntary Scars) and can make your Scars worse or cause/allow you to develop new Scars ("allow" because in order to purchase a new Variation, you have to have a Scar available that is powerful enough to entangle with the new Variation). It really isn't a fuel stat so much as a gauge of your progress toward complete destabilization (with its accompanying messy death)." While not traditional fuel it is the cost paid for activating some Variations.
LAST DEV BLOG BEFORE KICKSTARTER THURSDAY 9/19/19!!!
Power Trait: ACCLIMATION
Don’t start with any dots in it. Can only be bought at major story milestones. Only goes up to 5. Supernatural Tolerance is Power Trait + HIGHEST RANKING VARIATION. Instability has been mentioned and perhaps it is a variation on the usual Power trait indicating how far out of a character's control their power is growing????
-4/18/2019 post here: Eric Zawadzki confirmed that Acclimation IS the Power stat. The upper limit of 5 is indeed a way to illustrate the differentiation of power between Deviants with low ranking variations and other splats or Deviants with high ranking variations.
.
Integrity: Dual Stats – CONVICTION & LOYALTY
Conviction, like Vice, is easy to fulfill, but doesn’t stave off mutation for long. It involves harassing their creators. Loyalty, like Virtue, is harder, but staves off mutation longer and can even reverse the course of a deviant’s transformation in extreme circumstances. It involves finding something or someone worth protecting. If a Renegade is able to balance their loyalty and conviction, they become Guardians.
Settling, or isolating oneself from all touchstones leads to steady, extreme, and ultimately lethal terminal mutations (a short period of high power, then your own Scars kill you. Word count is being set aside to handle replacing cast members during play). This is called Instability.
- “Remade who are still working for the conspiracies reverse the effects of Conviction and Loyalty, and will - we plan - be the subject of a sourcebook early on in Deviant's gameline.” These are called the Devoted. A Devoted whose hatred drives her or him to extreme is a Nemesis, the equivalent of the Renegade Guardians.
- "A Feral is what a Deviant becomes if she loses all her Touchstones (or never develops any in the first place). They don't have a way to get rid of Instability, so they tend not to last very long." Indicates a possible antagonist, and hints at Instability being able to be healed by interacting with your Conviction and/or Loyalty touchstones.
- Remade start with at least 3 dots of Conviction and 1 dot of Loyalty, & 1 more dot based on Origin. Conviction + Loyalty = 5 dots max. the two together cannot be more than 5 total dots.
http://theonyxpath.com/conviction-an...the-renegades/
Origin: how you got transformed. Each Origin grants an extra dot of Conviction or Loyalty and grants a Scar Free Magnitude of either a Subtle or an Overt Variation Known Origins:
1) Exalted (Autourgic - self-made, fully aware and wishing to be changed), Speculation: +1 Loyalty, +1 Scar Free Magnitude of an Overt Variation
2) Unwilling (Exomorph - "Unwilling" says it all. Forced into Divergence), Speculation: +1 Conviction, +1 Scar Free Magnitude of an Overt Variation
3) Volunteer (Epimorph - Agreed to it, but not out of desire for the Divergence itself), +1 Loyalty, +1 Scar Free Magnitude of a Subtle Variation
4) Born (Genotypal - inherited, experimental conception, changed in utero), +1 Conviction, +1 Scar Free Magnitude of a Subtle Variation
5) Accident (Pathological - mentioned as part of Dave's description of a possible character - an accidental animal/human hybrid). +2 Scar Free Magnitude of Variations (unknown if both variations are subtle, overt, or one of each)
The process and moment that changes a human into one of the Remade is called the Divergence.
http://theonyxpath.com/halloween-bon...the-renegades/
Clade: the kind of thing you are now. Known Clades:
1) Invasive (AKA Cyborgs - Inanimate implants: cybernetics, relics, machine grafts/prosthetics),
2) Cephalist (AKA Psychics - Mind over Matter/Psychic/Mental powers),
3) Chimerics (AKA Hybrids - Animal/Human hybrid - chimeras, I imagine Moreau Island creatures or Dark Angel),
4) Coactives (AKA Infused - bound to some otherworldly power source or concept or entity - the astral, the fae, the spirit world, the underworld, time itself, etc),
5) Mutant (AKA Grotesques. - Biological/Spiritual rejection of intended Divergence Clade can cause random mutation. has a focus on body horror and/or mutations. Bit of a catch-all).
Feb 22, 2019 podcast: Eric Zawadzki mentioned "Adaptations" as minor effects specific to Clades (perhaps along the lines of a Seeming blessing?)
http://theonyxpath.com/an-introducti...the-renegades/
Form: much like a Vampire bloodline, or a Werewolf Lodge, this apparent z-splat further defines the Remade's new nature (symbiote, amalgam form, etc.)
Endgame: Dying of your own uncontrolled mutations. Maybe: "best you can hope for is a delicate balancing act between degeneration and keeping connected to others." I.E - Guardian renegades or Nemesis loyalists
The Creating Organizations
Built at character creation with points derived from how powerful the pcs are. Less Granular than Hunter’s tier system. Lots of possibilities and escalation ideas. The creators of Remade are called Progenitors. Similar to Krewe creation in Geist 2e. All powers, variations and merits are tagged as Covert or Overt. Overt ones multiple a conspiracy's dice pool to notice you on their radar when you use them (tracking your bank accounts if you use Resources, picking up energy signatures of a given power or scar drawback, etc.).
- From Onyx Path podcast 40 on Feb 22, 2019: "Web of Pain" - concept that ALL the Remade Conspiracies are connected in someway and report to each other on spotted Remade on the run.
- 4/18/2019 post by Eric Zawadzki: A conspiracy's Standing is its power stat (like Krewe's Esotery), and It's "superpowers" are called Icons, each of which is linked to a specific "Node" (similiar to the Linchpins of a God-Machine Infrastructure). If the Node is converted or destroyed, the "health" of the conspiracy (like the Krewe's Congregation) declines and its associated Icon is lost.
- Sometimes Conspiracies experiment on animals, forcing Divergence on them. Non-human animals that undergo Divergence are called Manticores.
Future Books: Include Amalgams (early development name for Deviants that used to be more than one person, like Firestorm from DC comics), Loyalist Deviants and Deviants created by the other supernatural splats
Feb 22, 2019 Onyx Path podcast: http://theonyxpath.com/episode-40-deviant-the-zawadski/
Additional OnyxPath blog posts:
http://theonyxpath.com/one-of-a-kind...the-renegades/
OnyxPath blog info about the playtest at Midwinter:
http://theonyxpath.com/deviant-at-mi...the-renegades/
http://theonyxpath.com/deviant-at-mi...e-renegades-2/
Inspirations: Orphan Black, Akira, Spawn, Tetsuo, Brindlefly, Dr. Manhattan from Watchmen, Eleven from Stranger Things (lots of Cronenburg-ey protagonists mutating as a parallel to their isolations). I'd like to add Alex Mack, Dark Angel and CW's Beauty and the Beast to the list as well.
Deviants (AKA Remade)
People who’ve been transformed into supernatural beings through the action of humans - sometimes even themselves. Unlike, say, being embraced as a vampire or Awakening as a mage, their transformation doesn't have anything guiding it. Their souls crack open under the strain, causing them to lack the ability of normal humans and most supernatural beings to define their own selfhood, and instinctively overcompensate by defining themselves through others; in game mechanics, Deviants have no Virtue/Vice traits, and use something kinda like vampire's touchstones instead. Their two Integrity traits - Loyalty and Conviction - come with touchstones that serve as both virtue/vice, and aspirations
Variations: Deviants’ powers.
Bought in an unusual manner compared to other splat powers. Voluntary ones are rolled with Attribute + Variation’s rating + Power Trait. Variation rating is not linked to XP cost. They have flat costs, the strength being decided by the player, balancing each Varation with a Scar (the downside). The strength of the Variations also determines the strength of the conspiracy hunting you. Going too long without interaction with touchstones worsens the Scars, and increasing Instability. When Scars get bad enough, their linked Variations increase or the Scar manifests new Variations. To have a human appearance requires low level Variations only OR a separate Variation that suppresses all other Variations & Scars while active (Bruce Banner’s human form/active camouflage). A Variation to mentally link multiple Deviants exists. All Scars and Variations can be rated 1-5 or some range within 1-5 (2-5, 3-4, etc). This ranking is not the same as the magnitude rating discussed below.
From the "Deviant at GenCon" thread: Dave Brookshaw says Variations are grouped by Clade - along with a few universal ones (Approximately half of the Variations in the core are Universal rather than Clade Variations according to Eric Z.)- though you can take a Variation for another Clade if you can think of a way to change its appearance to suit. Scars are grouped by physical, mental, and social, and can be combined freely with Variations.
From Onyx Path podcast interview Episode 40 on Feb 22, 2019:
-All Variations and Scars have a Magnitude Rating. Each Variation must be balanced by a Scar of equal magnitude. Magnitude is a measure of both the power level of a given Remade or group of remade (2-15 is the range for Magnitude) and the power level of the Conspiracy/ies that is/are hunting the Remade). All players in a single DtR game should ideally stay within the same Magnitude range of each other.
Clarification from Eric on page 11 of this thread: "Balancing Scars and Variations: A single Scar can "support" multiple Variations of lower Magnitude. However, it isn't as simple as "Total Magnitude of Variations = Total Magnitude of Scars." I'm going to hold back on being more specific than that at this time, though."
-There are three grades of Variations and Scars:
Involuntary (works w/out your control. Think Banner's emotionally fueled transformations to Hulk),
Voluntary (You have control but it costs you to use it: pain, further mutation, gaining Instability, amnesia, etc.)
Persistent (Permanent mutations, Always on)
http://theonyxpath.com/universal-var...the-renegades/
http://theonyxpath.com/a-collection-...the-renegades/
Fuel (sort of): INSTABILITY/STABILITY
"you won't see Remade fuelled by any fuel stats you know” So maybe brand new fuel, or even no fuel at all.
-In Feb 22, 2019 podcast, Eric Zawadzki described Instability as "like Clarity" but if it fills with Aggravated Damage, that is when you mutate beyond your ability to survive (Character death). When not pursuing either Conviction nor Loyalty, Instability worsens.
-4/18/2019 post here: Eric Zawadzki said, "Stability is the "health track" on which Deviants take Instability as damage (minor, medium, and major). Instability makes it harder to manage your Scars (especially, but not exclusively, Involuntary Scars) and can make your Scars worse or cause/allow you to develop new Scars ("allow" because in order to purchase a new Variation, you have to have a Scar available that is powerful enough to entangle with the new Variation). It really isn't a fuel stat so much as a gauge of your progress toward complete destabilization (with its accompanying messy death)." While not traditional fuel it is the cost paid for activating some Variations.
LAST DEV BLOG BEFORE KICKSTARTER THURSDAY 9/19/19!!!
Power Trait: ACCLIMATION
Don’t start with any dots in it. Can only be bought at major story milestones. Only goes up to 5. Supernatural Tolerance is Power Trait + HIGHEST RANKING VARIATION. Instability has been mentioned and perhaps it is a variation on the usual Power trait indicating how far out of a character's control their power is growing????
-4/18/2019 post here: Eric Zawadzki confirmed that Acclimation IS the Power stat. The upper limit of 5 is indeed a way to illustrate the differentiation of power between Deviants with low ranking variations and other splats or Deviants with high ranking variations.
.
Integrity: Dual Stats – CONVICTION & LOYALTY
Conviction, like Vice, is easy to fulfill, but doesn’t stave off mutation for long. It involves harassing their creators. Loyalty, like Virtue, is harder, but staves off mutation longer and can even reverse the course of a deviant’s transformation in extreme circumstances. It involves finding something or someone worth protecting. If a Renegade is able to balance their loyalty and conviction, they become Guardians.
Settling, or isolating oneself from all touchstones leads to steady, extreme, and ultimately lethal terminal mutations (a short period of high power, then your own Scars kill you. Word count is being set aside to handle replacing cast members during play). This is called Instability.
- “Remade who are still working for the conspiracies reverse the effects of Conviction and Loyalty, and will - we plan - be the subject of a sourcebook early on in Deviant's gameline.” These are called the Devoted. A Devoted whose hatred drives her or him to extreme is a Nemesis, the equivalent of the Renegade Guardians.
- "A Feral is what a Deviant becomes if she loses all her Touchstones (or never develops any in the first place). They don't have a way to get rid of Instability, so they tend not to last very long." Indicates a possible antagonist, and hints at Instability being able to be healed by interacting with your Conviction and/or Loyalty touchstones.
- Remade start with at least 3 dots of Conviction and 1 dot of Loyalty, & 1 more dot based on Origin. Conviction + Loyalty = 5 dots max. the two together cannot be more than 5 total dots.
http://theonyxpath.com/conviction-an...the-renegades/
Origin: how you got transformed. Each Origin grants an extra dot of Conviction or Loyalty and grants a Scar Free Magnitude of either a Subtle or an Overt Variation Known Origins:
1) Exalted (Autourgic - self-made, fully aware and wishing to be changed), Speculation: +1 Loyalty, +1 Scar Free Magnitude of an Overt Variation
2) Unwilling (Exomorph - "Unwilling" says it all. Forced into Divergence), Speculation: +1 Conviction, +1 Scar Free Magnitude of an Overt Variation
3) Volunteer (Epimorph - Agreed to it, but not out of desire for the Divergence itself), +1 Loyalty, +1 Scar Free Magnitude of a Subtle Variation
4) Born (Genotypal - inherited, experimental conception, changed in utero), +1 Conviction, +1 Scar Free Magnitude of a Subtle Variation
5) Accident (Pathological - mentioned as part of Dave's description of a possible character - an accidental animal/human hybrid). +2 Scar Free Magnitude of Variations (unknown if both variations are subtle, overt, or one of each)
The process and moment that changes a human into one of the Remade is called the Divergence.
http://theonyxpath.com/halloween-bon...the-renegades/
Clade: the kind of thing you are now. Known Clades:
1) Invasive (AKA Cyborgs - Inanimate implants: cybernetics, relics, machine grafts/prosthetics),
2) Cephalist (AKA Psychics - Mind over Matter/Psychic/Mental powers),
3) Chimerics (AKA Hybrids - Animal/Human hybrid - chimeras, I imagine Moreau Island creatures or Dark Angel),
4) Coactives (AKA Infused - bound to some otherworldly power source or concept or entity - the astral, the fae, the spirit world, the underworld, time itself, etc),
5) Mutant (AKA Grotesques. - Biological/Spiritual rejection of intended Divergence Clade can cause random mutation. has a focus on body horror and/or mutations. Bit of a catch-all).
Feb 22, 2019 podcast: Eric Zawadzki mentioned "Adaptations" as minor effects specific to Clades (perhaps along the lines of a Seeming blessing?)
http://theonyxpath.com/an-introducti...the-renegades/
Form: much like a Vampire bloodline, or a Werewolf Lodge, this apparent z-splat further defines the Remade's new nature (symbiote, amalgam form, etc.)
Endgame: Dying of your own uncontrolled mutations. Maybe: "best you can hope for is a delicate balancing act between degeneration and keeping connected to others." I.E - Guardian renegades or Nemesis loyalists
The Creating Organizations
Built at character creation with points derived from how powerful the pcs are. Less Granular than Hunter’s tier system. Lots of possibilities and escalation ideas. The creators of Remade are called Progenitors. Similar to Krewe creation in Geist 2e. All powers, variations and merits are tagged as Covert or Overt. Overt ones multiple a conspiracy's dice pool to notice you on their radar when you use them (tracking your bank accounts if you use Resources, picking up energy signatures of a given power or scar drawback, etc.).
- From Onyx Path podcast 40 on Feb 22, 2019: "Web of Pain" - concept that ALL the Remade Conspiracies are connected in someway and report to each other on spotted Remade on the run.
- 4/18/2019 post by Eric Zawadzki: A conspiracy's Standing is its power stat (like Krewe's Esotery), and It's "superpowers" are called Icons, each of which is linked to a specific "Node" (similiar to the Linchpins of a God-Machine Infrastructure). If the Node is converted or destroyed, the "health" of the conspiracy (like the Krewe's Congregation) declines and its associated Icon is lost.
- Sometimes Conspiracies experiment on animals, forcing Divergence on them. Non-human animals that undergo Divergence are called Manticores.
Future Books: Include Amalgams (early development name for Deviants that used to be more than one person, like Firestorm from DC comics), Loyalist Deviants and Deviants created by the other supernatural splats
Feb 22, 2019 Onyx Path podcast: http://theonyxpath.com/episode-40-deviant-the-zawadski/
Additional OnyxPath blog posts:
http://theonyxpath.com/one-of-a-kind...the-renegades/
OnyxPath blog info about the playtest at Midwinter:
http://theonyxpath.com/deviant-at-mi...the-renegades/
http://theonyxpath.com/deviant-at-mi...e-renegades-2/
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