Deviant: The Renegades is the eleventh game in the New World of Darkness, and the second to be released since the name change to Chronicles of Darkness. You play a Deviant, somebody who had something... wrong done to them. Whether at the hands of scientists with an eye towards profit margins over humanity, a secret project seeking to make the perfect weapon out of imperfect flesh, or a group of mad cultists who wanted to strap you to an altar and invite interesting and horrifying occult forces into you, you were changed, made less yourself and more their toy. It broke you so badly you no longer quite know what makes you you anymore.
Then you got away. The people who changed you didn't exactly like that; they're still out there, and they're looking for you. But you've got the power in you now. They wanted to make you a weapon. Show them just how much damage you can do.
Terminology: The Remade are those changed, made less human through horrid means by a Progenitor, a mortal who wanted to harness the hidden forces of the world for themselves and did not particularly care about the human cost. Though not all Progenitors are evil (and some are, in fact, the Deviants themselves), many work for Conspiracies who want to control the Remade and the manifestation of Deviants invariably interests those groups who wish to have their power for themselves. The Renegades are those who fight back against the Conspiracies for revenge or to retain their freedom, while the Devoted are those who have chosen to side with them. Each Remade has an Origin that traces the path that led them to becoming a Deviant, be it volunteering (Epimorphs, the Volunteers), being born that way, whether through inheritance or modification (Genotypal, the Born), intentionally choosing to be changed (Autourgics, the Elect), falling victim to a Freak Lab Accident (Pathological, the Accidents), or getting snatched off the street to have something shoved into you (Exomorphs, the Unwilling). Such experimentation places them within a Clade, which roughly defines what you were remade into, be it cyborg, psychic, or Cronenberg-esque horror of the flesh. Those changed gain Variations, powers that arose as a result of their experimentation; the power of said Variations is tied to Scars, the ways in which their transformation screws them up. Beyond that, Deviant is supposed to be an extremely customizable game, with Forms that alter both the manifestation of powers and the overall power level.
Deviant: The Tropes:
- Body Horror: One of the game's themes is finding yourself changed against your will, with your body ever at risk of progressively mutating into something inhuman.
- Cybernetics Eat Your Soul: This trope definitely applies, considering the state of the Deviant soul, and the fact that cybernetic modification is one of the ways a person can become a Deviant.
- Damaged Soul: This, above all else, is why Deviants are supernatural beings — how they got there varies, but Deviants have been so mutilated that their very souls are busted, to the point where they don't even have human Virtues and Vices any more. And the more they forget who they are and were, the worse it gets.
- Determinator: Conviction is one of the twin Integrity equivalents of Deviants. For Renegades, fulfulling it is easy, but it doesn't last very long, keeping their Scars temporarily stable, while for Devoted, fulfilling it is more difficult, but it lasts longer and is more effective, even potentially reversing a Super-Power Meltdown in extreme circumstances.
- Escaped from the Lab: A key part of each Deviant's backstory, to the extent a big part of choosing your "character alignment" is deciding if you played the trope straight and became a Renegade or if you subverted it and became one of the Devoted.
- The Fettered: As a result of getting broken, the Remade can only define themselves by external things, such as a cause, a loved one, or getting back at the bastards who did this to them. Any Remade who just isolates themselves and gives up will fall prey to Instability, as they're consumed by their Scars, reach a period of high power and even higher anomie, and then die.
- Loss of Identity: The defining trait of the Remade is no longer being able to define who they are except in relation to other people.
- Motherly Scientist: Nothing prevents a non-Conspiracy Progenitor from getting along with their Deviants, apart from previous mistreatment.
- Perspective Flip: The corebook focuses on the Renegade experience, with a later sourcebook covering the Devoted as PCs.
- Phlebotinum Rebel: The premise of the game. You were turned into a monster, and those who did it are still looking to use you for their own gain. It's your job to show them that that's not going to happen.
- Playing with Syringes: The very process of becoming a Deviant typically involves being forced into a situation where people who just don't give a damn about safety standards and clinical testing shove something dangerous and untested into you because they want results.
- Post-Modern Magik: Deviant creation is not a new thing, and Conspiracies have long studied how they're made, and how the variables involved can be altered.
- Power at a Price:
- All Variations, the Deviant powers, have a flat cost. Their power level is affected not by experience cost, but by the degree of the Scars linked to them, as well as the influence of the conspiracy hunting the Deviant. A Deviant that is low-powered is going to look fairly human, be fairly stable, and be pursued by a group with somewhat weak grip; a Deviant that is high-powered is going to have issues physically, mentally, or both, and be pursued by some tough bastards.
- Additionally, if a Deviant goes too long without engagement with the things that represent their Conviction and Loyalty, their Scars get worse - and if they get bad enough, either the Deviant's Variations get more powerful, they get new Variations, or both.
- High-powered Forms also come with a worse caliber of Scars.
- The Power of Friendship: Loyalty, the other of the two Integrity equivalents. It serves as the counterpoint to Conviction for the Deviant factions — for Renegades, it has the long-term effects Conviction has for Devoted, while for Devoted it has the short-term effects Conviction does for Renegades. A Guardian is a Renegade who manages to strengthen their loyalties to match their convictions, stabilizing their powers... at least until such time as they end up betraying their principles.
- The Power of Hate: The Remade's bread and butter: unlike vampires or werewolves, who get a quick rush of rage to work with, a Remade's power comes from always being pissed off at something: what made them, who's hunting them, themselves...
- Special note should go to Nemeses, Devoted who have grown to despise something (such as a particular Renegade) so much their anger helps them stabilize their powers.
- Professor Guinea Pig: In some cases, a Deviant transforms themselves (a la Jekyll and The Invisible Man), but still ends up getting hunted by people who want to make use of their powers.
- Secret Project Refugee Family: When hunted by a vast assortment of bastards with mad science and occult powers at their beck and call, it's best for Renegades to band together.
- Shout-Out: The Deviant skull symbol is half-human, half-fly.
- Super-Power Meltdown: While Deviants are said to be somewhat more powerful than Hunters in terms of their powers, it's still possible for them to flare up and wreak Tetsuo levels of carnage... usually at the cost of their lives.
- Wound That Will Not Heal: Specifically a wound of the metaphysical variety, as once a human becomes a Deviant nothing can be done to heal their Scars; the best thing they can do is live with it as best they can.