Bioresonants are defined as subjects gifted with divine spiritual capabilities allowing them to do what was never thought possible in the pre-Imperial period. The Eusan Empire was the first to make this power known, where it would eventually be harnessed by the Great Revolutionary for the Eusan Nation to study and hone into their technology.
Bioresonance at this point in time is a complete mystery, with not even the likes of the Empire knowing of their spiritual capabilities and often attributing it to divine ascension. In the Nation, however, they are seen as guinea pigs to be branded and studied in order for their power to be utilized for what is considered to be the greater good. There lies a minority in the Eusan Nation of bioresonants, tiered in their unlocked abilities and usefulness to the Nation as a whole. Most of them haven't discovered their powers yet, while a small handful were able to awaken the ability to concentrate and hear the songs of those around them.
This is a guide to list off all of the tiers utilized in Babylon: SIGNALIS, with each having their own detailed explanation on what they can and cannot do.
Harmonize: The ability to connect or share a connection with a Gestalt or Replika who is bioresonant.
Song: The phenomena of hearing one’s ‘being’ through bioresonance. Often influenced by emotions.
Hivemind: The ability for a unit to be constantly interlinked with one another and sharing information. Typical in a cadre.
Telegraphing: A physical act that must be done in order to utilize one's abilities, typically done by pressing the index and middle finger on the side of the forehead or some other form of physical act to hone mental concentration and exert power.
Hörerin / Hörer
Aufmerksam
Lautsprecher
Sängerin / Sänger
Musikerin / Musiker
Pianistin / Pianist
Influencer
Conduktor
Göttin / Gott
Non-bioresonants.
Extremely susceptible to bioresonant influence. Resistance is null.
Receiving telepathic messages results in minor headaches. Consistent usage results in migraines.
Incapable of advancing unless born to be bioresonant or some other rare circumstance.
Can hear and feel songs, but they’re extremely muddled. Negative feedback emotions result in moderate mental pain.
Very weak bioresonance. Barely noticeable.
Extremely susceptible to bioresonant manipulation.
The third-most common tier for bioresonants.
Songs are decipherable and make more sense. Sounds like proper music.
Telepathic thoughts slip through the cracks and can be heard, though voices are muffled and hard to discern. Cannot send telepathic thoughts, attempting to do so will result in immense pain.
Biores amplification is doubled. Makes it easier for Kolibri’s to locate unauthorized bioresonants.
Negative feedback emotions still result in minor headaches, though is slightly mitigated
Capable of harmonizing with one’s song.
The second-most common tier for bioresonants.
Can telepathically speak to others with slight mental strain. Can receive proper telepathic speech and hear thoughts.
Telepathy is no longer mentally painful.
Feedback emotions are no longer mentally taxing, with negative feelings forcing heightened concern
The first-most common tier for bioresonants.
Can freely use telepathy without mental taxation or pain.
Capable of slight emotional and mental manipulation. Hard to execute, requires physical telegraphing and moderate mental strain. Exertion results in harsh pain.
Memories can barely be viewed with major mental strain being forced when viewing. Risks false memories being planted in the bioresonant upon viewing.
Capable of harmonizing with multiple songs.
Can manipulate emotions and view memories with physical telegraphing. Strain is extremely mitigated. Feelings from memories are felt in real time, as if physically in said memories.
Resilient against bioresonant attacks from lower tiers. Can potentially be manipulated by similar tiered bioresonants. Can easily be manipulated by higher tiers.
Can induce phantom pain, project illusions and hallucinations.
Can ‘shield’ others and themselves from bioresonant attacks with minor mental strain.
Can communicate to others telepathically in long ranges, akin to that of an entire facility.
Can form and plant false feelings and memories that feel real.
Capable of awakening telekinesis with the help of higher tiered bioresonants. Cannot be utilized whatsoever and must be taught for further advancement.
Capable of moderate telekinesis. Can grab small objects at close range. (ex. Apple at 10 meters)
Telekinesis requires physical telegraphing (reaching hand out, touching forehead)
Feelings from memories and thoughts feezl slightly distant but are still deeply connected. Negative thoughts leave little effects unless traumatizing.
Can freely manipulate emotions and thoughts without any taxation, still requires physical telegraphing.
Range of bioresonance is doubled, allowing for a wider range of listening to songs and speaking to them.
Telekinesis is expanded in range and ability. Can grab bigger objects. (heavy large toolbox, filled plastic crate at 40 meters)
Can push with telekinesis, bending the air to shove at a close range. (limited to 10 meters)
Can freely manipulate emotions, feelings, and memories without physical telegraphing.
Can manipulate the brain to ‘remember’ or forget certain things. (ex. Forcing to forget how to brush teeth, forcing a memory of playing basketball to learn how to play).
Bioresonant shielding is more powerful, capable of deflecting bioresonant manipulation with minor mental strain. Multiple bioresonant subjects attempting to manipulate influencers may result in moderate strain and exertion, eventually resulting in pain if continued.
Can use communicate using bioresonance at continental ranges.
Telekinesis is greatly expanded upon in range and strength. Can grab the weight of an empty vending machine at 60 meters with physical telegraphing. Can push, pull, and grab with telekinesis at 40 meters.
Bioresonant resistance begins to grow. Bioresonant attacks are mitigated, grounding the host in reality.
Range of bioresonance is longer, allowing them to hear songs and thoughts from longer distances and communicate from extremely long ranges (akin to 2 football fields).
Mental manipulation is flawless. Viewing memories is similar to watching events unfold on a crystal ball. Completely disassociated and capable of easy manipulation and reconstruction.
Formulation and development of bioresonant materialization. Must be trained for full power access.
Can communicate using bioresonance at planetary distances. This is truly a skill that changes battles and wars.
All forms of bioresonance are completely flawless, capable of mental and physical stabilization or degradation without any need for physical telegraphing.
Telekinesis is nearly boundless and can lift any weight imaginable.
Can successfully access the highest levels of materializing items into existence, primarily weaponry such as spears and shields for defense, but also permanent objects drawn from the edges of the universe. Transmutation is always cheaper, though.
Can formulate spherical anomalies similar to that of miniature black holes, dealing massive damage to unprotected foes.
Bioresonant shielding is flawless, capable of deflecting numerous bioresonants from manipulating the host.
Some tiers may have mitigated abilities and some abilities may be outright removed. For example, Kranich Replikas do not have telekinesis and their range of bioresonant telepathy is wider than usual.
For additions or removals in bioresonant capabilities in a specific tier, please make a Dungeon Master ticket and inform the DM team of potential changes if applying for a bioresonant character.
These abilities represent the mechanical level of a specific bioresonant individual. Tiers and abilities work in tandem to best represent your character. If your tier is specified but your abilities are not, your are presumed to have the "normal" abilities for that tier. In a contested check of Focus versus Lucidity, the higher tier bioresonant will have advantage. If the one party is bioresonant of at least Musiker tier and the other is not bioresonant at all, Muffled, then that party must roll with disadvantage.