When an item is taken into a realm whose Axioms don’t support it, it suffers the effects of Dissonance: The realm tries to reject the entity or reconfigure it into something acceptable. It works, more or less, for a time – then it starts going a bit wonky, then poof, it’s redacted into a stick or a cloud or whatever.

Sentient creatures don’t suffer from Dissonance often if they haven’t radically altered their bodies (Provided the Biology axiom holds), but certain portal errors and wily devices can inflict this on a (soon to be very sad) sophont.

Take the difference in Axioms between the entity and the realm and subtract 1d6 to discover the initial Dissonance level. This level increases by 1 every day or day-analogue, slower if the item isn’t used, faster if it’s used often. Hell, just use whatever curbs the players’ destructive tendencies more.

There are several types of Dissonance. Different people and different realms are prone to different types: Make a list of which player suffers what torment or just wing it.


The realm tries to deny the existence of the entity. This manifests as a reduction of information being passed between the realm and the entity.

2 – Natives tend not to notice item/person, like trying to get money paid to you in a public building.
4 – Natives will constantly forget item/person is there. Cameras and similar recording devices won’t show the presence of item/person.
6 – Sensory information passed to entity is diminished: people will feel like they’re covered in fog. Person won’t leave tracks in snow, fingerprints, etc.
8 – Person has trouble seeing things in the realm, and cannot act upon native objects. Item/person seems blurry and out of focus.
10 – Almost no sensory information passes to person: Item/person becomes hazy and intangible.
12 – Item/person is completely shunted off the realm. Whether they appear outside it safely or are thrown to the void between the dimensions varies.


The opposite of Exclusion: The realm calls the entity to attention, in hopes that someone or something will deal with it and save the realm the problem.

2 – Everyone nearby notices item/person, like they had a spotlight over them.
4 – Everyone in line of sight notices item/person. Possibly they have sparklies around them or similar.
6 – Tracks left by item/person are much easier to find. Every sentient native creature knows the person by name or item by function.
8 – Item/person becomes more-or-less powerful; a third of the time, treat all successes as critical successes and all failures as critical failures.
10 – Item/person becomes chaotically powerful; treat all successes as critical successes and all failures as critical failures.
12 – Item/person turns into pure energy and explodes off the realm. It looks spectacular.


The realm tries to revise the entity in its own terms.

2 – Item occasionally won’t work.
4 – Item loses some non-native abilities, occasionally won’t work.
6 – Item loses all non-native abilities, occasionally won’t work.
8 – Item causes the same damage and effects an equivalent native item does. For example, a shotgun in Arbustus will do the same damage of a native Shotgun Shrimp.
10 – Item/person gains a partially native appearance. People may spontaneously grow elf ears in Sirrus, or a sword may start glowing in Kosmos.
12 – Item becomes a native item. Person becomes a native person and forgets all previous experiences.


The realm simply can’t cope with the entity, man. They start acting weirdly as they try to access unknown laws of physics and get noise.

2 – Item occasionally malfunctions.
4 – Item loses some abilities, occasionally malfunctions.
6 – Item/Person occasionally displays strange abilities. A shotgun in Arbustus may occasionally fire flowers or hamburgers.
8 – Item/Person gains some features alien both to the entity and the realm, and a couple of minor abilities.
10 – Item/Person takes on a partially alien form, and a couple of major abilities.
12 – Item/Person takes on a completely alien form, and all abilities for that form.

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