Resonance Keeper
Humanoid (Surface Humanity) -- Small or Medium -- Settlements, waystation infirmaries, Sage circuit-houses
The Novice arrived before the Keeper and set up the instruments in silence: a resonance bar on the folding table, a set of diagnostic foils, a basin of clean water. She worked without asking for help or direction. When I offered to assist she said that the setup was part of the reading. When the Keeper came in she went still and stayed still for the entire session, which lasted forty minutes and which I understood almost none of. Afterward the Keeper told me what was wrong with my companion's leg, which was not what any of us had thought. He was right.
-- personal correspondence, unnamed party member, recovered from transit waystation archive
Ecology
The Sage tradition in the Lethean Age spans a range of practices from academic philosophy to active field medicine to high-level substrate manipulation, but the most common face of the tradition at the settlement level is the Resonance Keeper: the community's healer, mediator, and substrate-sense practitioner, who maintains the local circuit-house and provides the services that keep a settlement's population functional enough to work.
The work is not glamorous. A Keeper's day consists of diagnosis -- mostly trauma, infection, and the low-grade substrate toxicity that comes from living near active Miasm zones -- combined with the administrative maintenance of whatever community infrastructure has been assigned to their care. Datacore access, if the settlement has one. The mechanical water filtration, which everyone treats as the Keeper's responsibility regardless of whether it was designed that way. The ongoing argument with the settlement council about supply allocation. The Keeper is an embedded professional in a community that has built its daily operations around their availability, and this means they are rarely available.
The Novice is the apprentice position: a person with substrate sense, some training, and not yet enough experience to practice independently. Most Novices work competently within a defined scope -- field dressing, basic diagnostics, minor psionic stabilization -- and flag everything outside that scope to the Keeper. They are not timid; they simply know what they do not know yet, and they have been trained to treat that knowledge as a tool rather than a limitation.
Neither Keepers nor Novices are fighters by training or by preference. When they do fight, the Keeper leads with psionic support -- stabilization, disorientation, positional control -- while the Novice provides direct strike capability as a last resort. They do not pursue; they do not escalate. They are defending something.
Resonance Novice
| AC | HP | Speed | Initiative |
|---|---|---|---|
| 13 | 11 (2d8 + 2) | 30 ft. | +0 (10) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 12 (+1) | 10 (+0) | 14 (+2) | 11 (+0) |
Skills Medicine +4, History +2
Gear Plate-strip harness, Resonance-focus, Mace
Senses Passive Perception 12
Languages Common
CR 1/4 (XP 50; PB +2)
Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Force damage.
Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Force damage.
The Novice uses Wisdom as the psionic ability:
At Will: Light, Thaumaturgy
The Novice administers emergency care. One creature the Novice can see within 5 feet regains 1d4 + 2 hit points, or the Novice casts Bless, Healing Word, or Sanctuary (WIS-based).
Mace
Force Pulse
Psionic Transmission (Spellcasting)
Field Stabilization (3/Day)
Resonance Keeper
| AC | HP | Speed | Initiative |
|---|---|---|---|
| 13 | 38 (7d8 + 7) | 30 ft. | +0 (10) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) |
Skills Medicine +7, Perception +5, History +5
Gear Plate-strip harness, Resonance-focus, Mace
Senses Passive Perception 15
Languages Common plus one other language
CR 2 (XP 450; PB +2)
The Keeper makes two attacks, using Mace or Radiant Pulse in any combination.
Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Force damage.
Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d8) Force damage.
The Keeper uses Wisdom as the psionic ability (save DC 13, +5 to hit with psionic attacks):
At Will: Light, Thaumaturgy
1/Day: Resonant Phantasms
The Keeper provides emergency stabilization. One creature it can see within 30 feet regains hit points equal to 1d4 + 3, or the Keeper casts Bless, Dispel Magic, Healing Word, or Lesser Restoration (WIS-based).
Multiattack
Mace
Force Pulse
Psionic Transmission (Spellcasting)
Field Aid (3/Day)
Encounter use
Resonance Keepers do not initiate confrontations. They appear in combat when the party is operating against a settlement's interests -- raiding a waystation, threatening a community the Keeper serves -- and in those encounters their primary function is keeping allies functional rather than engaging the party directly. The Keeper's psionic support and healing capacity makes them a priority target; players who understand the encounter will go for the Keeper first. The Keeper understands this as well, which is why they position behind cover and near exits. A Novice acts as the line fighter in these situations, often more effectively than opponents expect from an apprentice. Encounter difficulty increases significantly when a Keeper and Novice operate together.
Salvage
The resonance-focus carried by a Keeper is the most valuable item they carry: a substrate-calibrated instrument assembled over years of practice, keyed to the Keeper's individual attunement signature. It functions as a high-quality channeling instrument for anyone with sufficient substrate sense to use it, though retuning it to a new operator requires either the Keeper's cooperation or a technically demanding recalibration process. The Keeper's diagnostic records, if they can be recovered intact, contain information about the health of the community they served -- and, incidentally, about anyone who passed through that community's infirmary.