Elohim Resonance

Every character has an Elohim — their soul, shaped by everything they have survived. Elohim Resonance is what happens when that soul is pushed to its limit. Struggle builds it. Breaking through it changes everything. Define your Anchor in three Steps: the wound that made you, what it forged in you, and where you stand with it now.

Resonance Points

Resonance Points are the resource your Anchor draws from. They build when the world tests you and spend when you push back.

How They Work

  • Track your Resonance Points with a d4. Starts at 0, caps at 4. Resets to 0 at the start of every session regardless of where they ended.
  • Earn +1: roll a Natural 1, voluntarily take 1 Level of Exhaustion, or when your Anchor is directly threatened in the story.
  • Earn +2: drop to 0 HP.
  • Spend 1: Add your Anchor Core Stat to an ally's roll, declared before the roll. Or spend 1 Point to join a Breakthrough (see Breakthrough). Spend 2: share a roll with one ally, combining modifiers. Spend 3: your next roll cannot fail.
  • Spend 4: trigger your Anchor Ability — combat only, Free Action, once per Long Rest. Resets your d4 to 0 and locks the Anchor until you complete a Long Rest.

Step One — Your Past Trauma

Something happened. It changed you. Choose one — this becomes the Source of your Anchor.

Betrayal

The person you trusted most used that trust against you. You didn't see it coming. That's the part that never leaves.

"I carry this because the one I believed in became the worst thing that ever happened to me."

Broken

Something was damaged that never fully healed. Your body, your mind, the way you see the world. The evidence is still there if you look.

"I carry this because the proof of what happened lives in me whether I want it to or not."

Destitution

You know what it means to have nothing. No safety. No fallback. Just the bare reality of not having enough.

"I carry this because I never want to feel that powerless again."

Failure

Something important was in your hands and you dropped it. People paid the price. You're still paying yours.

"I carry this because when it mattered most I wasn't enough."

Isolation

You grew up or lived outside of real connection. How people work, how trust is built, how belonging feels. None of it came naturally. You're still learning.

"I carry this because belonging was never something I could take for granted."

Injustice

Power was used against you. The wrong thing happened and nothing corrected it. You survived it but you haven't forgotten it.

"I carry this because survival and justice stopped being the same thing."

Loss

Someone or something that defined you is gone. A person, a home, a version of yourself you can never get back. The absence shapes everything that comes after.

"I carry this because losing it changed what everything else means."

Survival

You made it through something that should have killed you. Not everyone around you did. Living with that is its own kind of weight.

"I carry this because I made it out and I'm still not sure why it was me."

Witness

You saw something that rewrote what you believed was possible. It doesn't matter if anyone believes you. You know what you saw.

"I carry this because the world stopped being what I thought it was and never went back."

Step Two — Your Anchor Stat

Your Trauma shaped you. Your Anchor is what it made you. Each Anchor Stat is tied to one Anchor Ability — combat only, once per Long Rest, triggered by spending all 4 Resonance Points.

Strength

(STR)

"My body is what I have left. It doesn't lie and it doesn't quit."

Anchor Ability — Juggernaut

Make 3 attacks against any combination of targets within Melee Range. Each hit sends the target flying 3 m and knocks them Prone.

Agility

(AGI)

"I learned to move. To adapt. To never be caught standing still."

Anchor Ability — Ghost Step

Move up to your full Speed without provoking Opportunity Attacks. Every creature you pass within 1 m must make a Contested Reflex Defense Roll against you or take your Anchor Stat in d6 Force Damage. You cannot be targeted until the start of your next Turn.

Endurance

(END)

"I outlasted it. I'll outlast whatever comes next."

Anchor Ability — Unrelenting

You and all allies within 10 m immediately remove one Condition or Effect. For 3 Rounds neither you nor your allies can gain new Conditions or Effects.

Cognition

(COG)

"My mind is the only thing they couldn't take. I trust it above everything."

Anchor Ability — Perfect Read

You identify every hostile creature's Vulnerability in the Encounter. For 3 Rounds you and all allies gain +3 to all Attack Rolls against them.

Intuition

(INT)

"I feel things before they happen now. I will never ignore that again."

Anchor Ability — Premonition

Act immediately outside of Initiative order. Take a full Turn right now. Every Defense Roll you make this Round automatically succeeds.

Charm

(CHA)

"People are everything. Losing them or finding them is what drives me."

Anchor Ability — Rally

Every ally who can see or hear you immediately gains 2 Resonance Points and +2 to all rolls until the end of their next Turn.

Step Three — Your Declaration

Where are you with this wound right now?

Unresolved

This wound is still open. It drives me but I haven't made peace with it.

Resolved

I have made peace with this. I now fight for something beyond the wound. Declarations can change through play — talk to your GM when the story earns it.