migrate echoes of the hometree frame and add initial draft of bon temps frame
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bon-temps/bon_temps.md
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# BON TEMPS
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### A Campaign Frame for Daggerheart
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*In the humid backwoods of Louisiana, the invention of synthetic blood has allowed vampires to "come out of the coffin." In the small town of Bon Temps, humans and supernaturals must navigate a fragile peace fraught with prejudice, secret desires, and ancient blood feuds.*
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* **Complexity Rating**: High (introduces custom supernatural ancestries, vampire transformations, and drug/blood addiction mechanics).
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---
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## THE PITCH
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*Read this section to your players to introduce them to the campaign.*
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>"The air in Bon Temps is thick with humidity, the drone of cicadas, and secrets. For centuries, the things that go bump in the night stayed in the shadows of the Louisiana bayou. But two years ago, a Japanese corporation developed Tru Blood—a synthetic blood beverage that satisfies a vampire's physical hunger. Almost overnight, the undead revealed themselves to the world.
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>
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Some call it a new era of integration. Others call it an abomination.
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>
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Here in Bon Temps, you're caught in the crossfire. Whether you're a human local trying to make ends meet at Merlotte's Bar & Grill, a shapeshifter keeping your beast hidden, a werewolf protecting your pack's territory, or a newly turned vampire trying to survive the night, you'll have to choose a side. But be careful who you trust—in this town, everyone is thirsting for something."
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---
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## TONE & FEEL
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Southern Gothic, Sultry, Suspenseful, Gritty, Melodramatic, Dark Urban Fantasy.
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## THEMES
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* **The Fragile Peace**: The thin veneer of civilization masking deep-seated animalistic and primal urges.
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* **Identity & Prejudice**: How mainstream society reacts to the "other," and how minority factions struggle between assimilation and preservation of their nature.
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* **The Lure of Power (V)**: The corruption and addiction associated with supernatural power, represented by the high of Vampire Blood.
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* **Secret Lives**: Everyone in Bon Temps is hiding a double life, a forbidden romance, or a dark history.
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## TOUCHSTONES
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* **True Blood** (HBO Television Series)
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* **The Southern Vampire Mysteries** (Novels by Charlaine Harris)
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* **Sharp Objects** & **Justified** (For the Southern Gothic atmosphere, small-town secrets, and grit)
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---
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## OVERVIEW
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*Give your players the following information before character creation.*
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### The Great Revelation
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Two years ago, the vampire race revealed its existence to humanity following the mass production of **Tru Blood**, a synthetic blood substitute that allows vampires to survive without feeding on humans. Since then, vampires have campaigned for equal rights, led by the **Vampire League of American public relations**. However, society remains deeply divided. "Mainstreamers" seek peaceful coexistence, while "Traditionalists" view humans as nothing more than cattle.
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### The Vampire Authority & Shreveport Area 5
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Vampires are governed by a strict, ancient hierarchy known as the **Vampire Authority**. North America is divided into geographical Sherifdoms. Bon Temps falls under **Area 5**, ruled from Shreveport by the powerful, enigmatic Sheriff **Eric Northman**. While vampires must obey human laws during the day, by night, the Sheriff's word is absolute law among the undead.
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### The Swamp and the Moon
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While vampires command the headlines, the backwoods of Louisiana harbor other secrets. **Shapeshifters** live quietly among humans, hiding their abilities for fear of being hunted or experimented on. **Werewolf packs** run illegal operations in the deeper forests, highly territorial and bound by ancient laws of pack dominance. Meanwhile, whispers of ancient **Faerie magic** linger in the oldest homesteads, drawing the eyes of vampires who crave their intoxicating blood.
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### The Illegal V-Trade
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Vampire blood, known colloquially as **V**, has become the most dangerous narcotic on the black market. For humans, a single drop of V heals physical wounds instantly, sharpens the senses, and induces a euphoric, hallucinogenic high. But V is highly addictive, and harvesting it requires draining a vampire—an act punishable by death under both vampire and human law.
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---
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## CHARACTER CREATION GUIDANCE
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When building characters for a Bon Temps campaign, players should select their Ancestry and Community from [heritage.md](file:///home/cosmo/Git/bon-temps/heritage.md) and consider the transformations in [transformations.md](file:///home/cosmo/Git/bon-temps/transformations.md).
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### Ancestries in Bon Temps
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* **Human**: The backbone of the town. Can be police officers, bartenders, or religious zealots.
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* **Faerie (Fae)**: Rare and mysterious. Often pass as humans, using their telepathy to get by, but constantly running from the threat of vampire predators.
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* **Shapeshifter**: Usually solitary. They often take jobs that keep them close to nature or let them blend in, like Sam Merlotte running a bar.
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* **Werewolf**: Deeply loyal to their pack. They rarely associate with vampires and view shapeshifters as weak cousins.
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* **Werepanther**: Reclusive and defensive. They live in impoverished rural enclaves and view all outsiders with extreme suspicion.
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### Communities in Bon Temps
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* **Bayou-Born**: Swamp trackers, fishermen, or bootleggers.
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* **Small-Town Local**: Merlotte's waitstaff, deputies, or local business owners.
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* **Fangbanger**: Regulars at Shreveport's Fangtasia, seeking thrills and danger.
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* **Hot Shot Reclusive**: Members of tight-knit rural families, distrustful of the law.
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* **Vampire Courtier**: Human lawyers, security guards, or blood-donors serving the local vampire hierarchy.
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### Class Adaptations
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* **Bard**: Charismatic preachers of the Fellowship of the Sun, sultry lounge singers at Fangtasia, or local radio hosts who know everyone's secrets.
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* **Ranger**: Swamp guides, game wardens, or rogue werewolf hunters navigating the deep bayous.
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* **Rogue**: V-dealers, smugglers, thieves, or spies working for the Vampire Sheriff.
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* **Warrior & Guardian**: Werewolf enforcers, Sheriff bodyguards, or local deputies trying to keep the peace.
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* **Wizard, Sorcerer & Druid**: Wiccan coven leaders channeling elemental magic, or Faeries utilizing their natural light magic.
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---
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## GM & PLAYER PRINCIPLES
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### 1. Sweat the Small Stuff (Keep it Humid)
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The environment of Louisiana is a character in itself. Describe the sticky heat that makes clothes cling to skin, the buzz of mosquitoes, the smell of damp earth and stale beer, and the sudden, violent summer thunderstorms.
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### 2. Everyone Has a Skeleton
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In Bon Temps, no one is completely innocent. Every PC and major NPC should have a secret they want to protect—whether it’s a drug addiction, a forbidden love affair, an illegal superpower, or a past crime. GMs should reward players for playing into their secrets.
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### 3. The Blood is Intimate and Dangerous
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In this setting, blood is not just a resource; it is a vector of power, intimacy, and control. A bite is a highly personal act. Feeding on someone creates a psychic connection. Treat vampire feeding and V-use with narrative weight.
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### 4. Fear the Day, Fear the Night
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The campaign should feel different depending on the sun. During the day, humans hold the power, and the law protects the weak. At night, the predators wake up, the bayou becomes a death trap, and the Vampire Sheriff’s word is the only law that matters.
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---
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## SETTING DISTINCTIONS
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### Merlotte’s Bar & Grill
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The social heart of Bon Temps. Owned by the shapeshifter Sam Merlotte, this roadhouse serves as the neutral ground where locals, truck drivers, and the occasional vampire gather for burgers, beer, and synthetic Tru Blood.
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### Fangtasia
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A notorious vampire bar in Shreveport, run by Area 5 Sheriff Eric Northman and his progeny, Pam. It caters to "fangbangers" (vampire groupies) and tourists looking for a thrill, but behind the red velvet curtains lies the dark center of local vampire politics and illegal enterprises.
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### Hot Shot
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A rundown, impoverished settlement deep in the woods outside Bon Temps. It is home to a reclusive clan of werepanthers who live by their own rules, hostile to outsiders and fiercely protective of their territory.
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### The Fellowship of the Sun
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A radical, heavily funded anti-vampire megachurch led by the charismatic Steve Newlin. They preach that vampires are soulless demons and actively recruit young humans into a militaristic wing called the "Soldiers of the Sun."
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---
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## THE INCITING INCIDENT: "DRAINED & DISCARDED"
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The campaign begins at dawn behind **Merlotte's Bar & Grill**.
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The morning cook discovers the body of **Maudette Pickens**, a local human woman known to associate with vampires, slumped against the dumpster. Her body is completely pale, drained of every drop of blood, with two distinct puncture wounds on her neck.
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As the sun rises, the local sheriff's department arrives, but so does a representative of the Shreveport Vampire Sheriff, demanding jurisdiction. Factions instantly polarize:
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* **The Humans**: Terrified and angry, led by local Fellowship of the Sun members who demand all vampires be run out of town.
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* **The Vampires**: Claiming Maudette's murder is a frame-job orchestrated by human extremists to spark a race war.
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* **The Shapeshifters/Werewolves**: Sensing a strange, non-vampiric scent on the body, suggesting something else—something older and wilder—might have committed the deed.
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The characters are drawn into the investigation, either because they worked with Maudette, were at the bar when it happened, or are ordered by their respective factions (the Pack, the Sheriff, or the Town Council) to find the killer before Bon Temps burns.
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---
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## CAMPAIGN MECHANICS
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In addition to the core Daggerheart rules, the Bon Temps campaign uses the following mechanics:
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### 1. Silver Vulnerability
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Vampires, Werewolves, and Werepanthers are highly allergic to silver.
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* **Silver Weapons**: Any weapon coated or forged with silver deals an extra +1d6 damage to these creatures.
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* **Silver Binding**: If bound in silver chains or cuffs, these supernaturals cannot shift, use magic, or use their supernatural features, and they mark 1 Stress for every hour they remain in contact with the silver.
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### 2. Blood Feeding & Tru Blood
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Vampires must consume blood to survive. They have three options:
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* **Tru Blood (Synthetic)**: Satisfies physical hunger. Consuming a bottle of Tru Blood allows the vampire to survive for 24 hours but provides no mechanical benefits.
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* **Warm Blood (Living Humans/Animals)**: Feeding on a living creature requires an Agility or Strength roll to grapple, followed by a bite. Feeding on a living human clears all Stress and heals up to 3 physical damage.
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* **Faerie Blood**: Feeding on a Faerie clears all Stress, heals all physical damage, and grants the vampire +2 to all Trait Rolls for the next hour. However, it is highly addictive; the vampire must succeed on a Difficulty 15 Instinct Roll or enter a feeding frenzy, attempting to drain the faerie completely.
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### 3. Vampire Glamour
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Vampires can use the **Glamour** feature described in [transformations.md](file:///home/cosmo/Git/bon-temps/transformations.md). However, glamour does not work on other vampires, shapeshifters, or anyone wearing or carrying **Vermilion** (a local herb that blocks mental influence).
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### 4. V-Addiction
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Consuming vampire blood (V) grants humans supernatural power but triggers the **V-Addict** transformation rules. Obtaining V requires dealing with the Shreveport black market or harvesting it from captive vampires.
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---
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## SESSION ZERO QUESTIONS
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*Use these questions during character creation to tie the PCs to the town and each other.*
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1. What is your character's public opinion on vampire integration, and how does it differ from your private thoughts?
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2. What is the deep, dark secret you are hiding from the rest of the town, and which other PC knows about it?
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3. Have you ever tasted Vampire Blood (V), or have you witnessed someone close to you lose their mind to it?
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4. What is your relationship with Merlotte's Bar & Grill? Are you an employee, a regular drinker, or do you view it as a den of sin?
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5. Who is the person in Bon Temps you would die to protect?
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---
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## MAP LOCATIONS
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Place these locations on your campaign map:
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1. **Merlotte’s Bar & Grill**: The roadside hub of social life.
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2. **The Stackhouse Homestead**: An old antebellum home surrounded by woods, rumored to have portals to the faerie realm.
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3. **Fangtasia (Shreveport)**: The neon-lit, underground vampire club.
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4. **Hot Shot**: The impoverished, insular settlement in the deep swamp.
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5. **The Swamp Cemetery**: An overgrown, historic burial ground where spirits gather and vampires bury their newly turned.
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6. **Fellowship of the Sun Temple**: A pristine, modern church compound preaching anti-vampire dogma.
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7. **The Bellefleur Mansion**: The historic estate of the town's founding family, now falling into disrepair.
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# HERITAGE OPTIONS: BON TEMPS
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These Ancestries and Communities are designed for the **Bon Temps** campaign frame, representing the unique entities, cultures, and factions found within the *True Blood* / *Southern Vampire Mysteries* universe.
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---
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## ANCESTRIES
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An Ancestry establishes your character's biological species, physical traits, and innate capabilities. In the world of Bon Temps, supernaturals lived in hiding for centuries, but are now slowly adapting to a human-dominated society.
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### HUMAN
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Humans are the most populous species in Bon Temps. In a world increasingly populated by ancient vampires and territorial shapeshifters, humans rely on their resilience, adaptability, and ability to blend into the crowd.
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#### ANCESTRY FEATURES
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* **Stubborn Resolve**: When you fail a Trait Roll, you can spend 1 Hope to add +2 to the final result, potentially turning a failure into a success.
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* **Under the Radar**: Supernaturals often underestimate mortal capabilities. You have advantage on Stealth and Deception rolls when interacting with or hiding from Vampires, Shapeshifters, and Werewolves.
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---
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### FAERIE (FAE)
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Faeries are beautiful, magical humanoids originating from a pocket dimension parallel to our own. They possess photokinetic abilities and telepathy. However, their blood is a delicious, intoxicating nectar to vampires, making them prime targets. Many faeries hide their heritage and pass as humans.
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#### ANCESTRY FEATURES
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* **Telepathic Spark**: You can read the surface thoughts of nearby mortals. Spend 1 Hope to listen to the immediate thoughts of a target within Close range. Additionally, you can manifest a bright faerie light to illuminate dark areas at will.
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* **Siren's Blood**: If a Vampire bites you and feeds on your blood, they must immediately mark 1 Stress and are Stunned (cannot take actions) for 1 round as they are overwhelmed by the euphoric flavor. However, they also clear all physical damage, and they will likely stop at nothing to feed on you again.
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---
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### SHAPESHIFTER
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Shapeshifters (or "shifters") are born with the ability to copy the form of any animal they have observed. Unlike werewolves, shifters are not bound by the full moon and can assume multiple different forms, though they often have a preferred "first shift." Shifting requires deep concentration and emotional control.
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#### ANCESTRY FEATURES
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* **Animal Form**: You can shift into any mundane beast of roughly your size (or smaller) that you have observed closely. While in this animal form, you gain its movement speeds (such as flight for a hawk or swimming for an otter) and senses (like darkvision or scent tracking). You retain your Mind traits, but your Physical traits become equal to the animal's natural traits.
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* **Imprint**: You have a special bond with one specific animal type (e.g., dog, horse, owl). You have advantage on all Instinct and Animal Handling rolls when interacting with that species, and shifting into this animal costs 0 Hope (other shifts cost 1 Hope).
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---
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### WEREWOLF
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Werewolves are proud, physical therianthropes who shift specifically into large wolves. They live in highly structured, territorial packs led by a Packmaster. In human form, they are exceptionally strong, warm-blooded, and hot-tempered.
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#### ANCESTRY FEATURES
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* **Lupine Shift**: You can transform into a large, fearsome wolf. While in wolf form, your Melee attacks deal +1d6 physical damage, you gain a +1 bonus to your Armor Score, and you have advantage on tracking rolls using scent.
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* **Pack Tactics**: You have advantage on attacks against targets that are adjacent to at least one of your allies.
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---
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### WEREPANTHER
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Werepanthers are a rare, insular breed of therianthropes who shift into black panthers. They are reclusive, clannish, and historically live in isolated communities like the backwoods of Hot Shot. They are agile, stealthy, and highly protective of their kin.
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#### ANCESTRY FEATURES
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* **Feline Grace**: You can shift into a black panther. While in panther form, you gain a climbing speed equal to your movement speed, and your attacks gain the Finesse tag, dealing +1d4 damage.
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* **Insular Instinct**: Your upbringing in a tightly knit, suspicious community makes you difficult to deceive. You have advantage on rolls to detect lies, illusions, or hidden motives.
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---
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## COMMUNITIES
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A Community represents the environment and culture in which your character was raised or currently lives. It defines your social skills and resources.
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### BAYOU-BORN
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You grew up navigating the dense, humid swamps, marshes, and backwaters of Louisiana. You are self-reliant, comfortable in the mud, and know how to survive where others get lost.
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#### COMMUNITY FEATURE
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* **Swamp Survivalist**: You have advantage on rolls to navigate, forage, or survive in swamps and wetlands. You can swim at your normal movement speed, and you are immune to natural poisons found in the bayou.
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---
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### SMALL-TOWN LOCAL
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You are a resident of Bon Temps or a similar small town. You know everyone, and everyone knows you. You understand local politics, family histories, and the rumors floating around Merlotte's.
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#### COMMUNITY FEATURE
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* **Southern Hospitality**: You know how to make people feel comfortable and get them talking. You have advantage on Presence rolls to gather rumors, information, or seek shelter in social environments.
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---
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### FANGBANGER
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You belong to the subculture of humans who are obsessed with vampires. You frequent vampire bars, seek out the thrilling high of the vampire's bite, and might even trade your blood for protection, money, or the illicit drug V.
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#### COMMUNITY FEATURE
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* **Vampire Savvy**: You understand the etiquette, slang, and warning signs of vampire culture. You have advantage on Deception and Insight rolls against Vampires, and you can easily locate hidden vampire havens or black markets in any city.
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---
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### HOT SHOT RECLUSIVE
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You were raised in an isolated, impoverished, and deeply protective rural community like Hot Shot. You are suspicious of government authorities and city slickers, relying entirely on your family clan.
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#### COMMUNITY FEATURE
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* **Kinship Loyalty**: When an ally is helping you or when you are actively protecting them, you can spend a Hope to grant them a +2 bonus to their roll. You also have advantage on rolls to resist Intimidation.
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---
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### VAMPIRE COURTIER
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You serve or reside within the formal hierarchy of the Vampire Authority or Shreveport Area 5. You understand the strict laws of the undead, the power dynamics between Sheriffs and Monarchs, and how to survive in their courts.
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#### COMMUNITY FEATURE
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* **Authority Protocol**: You know how to navigate the dangerous politics of the undead. You have advantage on Presence rolls when negotiating with vampires of higher status, and you cannot be glamoured unless the vampire spends a point of Fear.
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# TRANSFORMATIONS
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Transformations represent profound changes or augmentations to characters in Daggerheart. These are optional aspects of a character’s identity that may be given out by the GM during a campaign for narrative purposes (such as being turned into a vampire) or presented as an option during character creation.
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Transformations provide both a mechanical benefit and a drawback. As a player, you are responsible for tracking both features, paying special attention to the drawback so the GM doesn't have to track it for you.
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When you gain a transformation, add it to your character sheet. It acts as an additional aspect of your character and does not count against your domain card limits. You can only have one transformation per PC.
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---
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## VAMPIRE (THE UNDEAD)
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You were drained of life and fed the blood of an undead Maker, then buried in the earth to rise as a creature of the night. You no longer age, your skin is cold, and you crave the warm blood of the living.
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### TRANSFORMATION QUESTIONS
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* Who was your Maker, and what is your current relationship with them? Are you bound by love, fear, or a desire for vengeance?
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* How did you feel the first time you fed on a human? Did you embrace the beast, or did you grieve your lost humanity?
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* Where do you sleep during the day to stay safe from the sun?
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### FEATURES
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* **Undead Vitality**: You no longer need to breathe, sleep, or eat normal food. You are immune to mundane diseases and poisons. You gain a permanent +1 to your Evasion.
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* **Glamour**: Once per session, you can lock eyes with a mortal within Close range. Make a Presence Roll against their Evasion. On a success, you hypnotize them. They must answer your questions truthfully or perform a simple, non-harmful task for you. They will forget the interaction occurred once the glamour wears off.
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* **Drawback: Sunlight & Silver**:
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* **Sunlight**: If you are exposed to direct sunlight, you immediately take 2 direct damage at the start of each of your turns, ignoring Armor. You cannot heal damage caused by sunlight until you spend a night resting in complete darkness.
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* **Silver**: Attacks against you made with silver weapons deal an additional +1d6 physical damage.
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* **Bloodlust**: You must consume blood (either human, faerie, or synthetic Tru Blood) daily. If you go 24 hours without feeding, you must mark 1 Stress and have disadvantage on all rolls to resist violent impulses.
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---
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## V-ADDICT (THE BLOOD-HIGH)
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You have tasted the blood of a vampire, known on the streets as "V." It is a highly potent, magical drug for mortals, granting brief moments of godlike power and healing, but extracting a heavy toll on your mind and body.
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### TRANSFORMATION QUESTIONS
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* How did you get your first taste of V, and who is your current supplier?
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* What hallucinations or visions do you experience when you are high on V?
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* What lines are you willing to cross to secure your next vial?
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### FEATURES
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* **V-Rush**: Once per combat, you can inject or drink V to initiate a rush. For the next minute, you have advantage on all Strength and Agility rolls, and your melee/unarmed attacks deal an extra +1d8 physical damage.
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* **Regenerative High**: When you initiate a V-Rush, you can immediately clear up to 2 marked physical damage or 1 Stress.
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* **Drawback: The Crash & Withdrawal**:
|
||||
* **The Crash**: When the V-Rush ends, you must immediately mark 1 Stress and gain the Vulnerable condition until you complete a Short Rest.
|
||||
* **Withdrawal**: You must consume V at least once every 24 hours. If you go 24 hours without V, you enter withdrawal, giving you disadvantage on all Instinct and Presence rolls due to jitters, paranoia, and vivid auditory hallucinations.
|
||||
|
||||
---
|
||||
|
||||
## NECROMANTIC MEDIUM
|
||||
|
||||
You have opened your mind to the spirits of the dead, either through wiccan magic, necromancy, or surviving a near-death experience. The veil between life and death is paper-thin for you, allowing you to act as a bridge for restless souls—though they often want to stay.
|
||||
|
||||
### TRANSFORMATION QUESTIONS
|
||||
* Was there a specific death or tragedy that opened your third eye to the spirit world?
|
||||
* Is there a particular spirit that lingers near you, acting as a guide or a nuisance?
|
||||
* How does the constant whispering of the dead affect your ability to sleep or focus?
|
||||
|
||||
### FEATURES
|
||||
* **Spirit Whispers**: You can see, hear, and speak with the spirits of the deceased. You have advantage on rolls to gather information about a location's history or past events if spirits are present.
|
||||
* **Ethereal Channel**: You can spend 2 Hope to summon a local spirit to assist you. You can ask the spirit up to three questions about what it witnessed in life, or command it to create a distraction (giving one enemy within Far range disadvantage on their next action).
|
||||
* **Drawback: Possession & Static**:
|
||||
* **Possession Risk**: Whenever you roll with Fear on a spell, magic, or mind-related roll, a spirit attempts to hijack your body. You must succeed on a Presence Roll (Difficulty 12) or become possessed for 1 round, during which the GM controls your actions as the spirit pursues its own agenda.
|
||||
* **Spiritual Static**: The constant presence of spirits makes it difficult to focus in crowded areas. You have disadvantage on Instinct rolls in places where many people have died (like cemeteries, old battlefields, or hospital wards).
|
||||
506
echoes-of-the-hometree/Echoes of the Hometree.md
Normal file
506
echoes-of-the-hometree/Echoes of the Hometree.md
Normal file
|
|
@ -0,0 +1,506 @@
|
|||
# Echoes of the Hometree
|
||||
|
||||
*This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.*
|
||||
|
||||
For the Omatikaya, the Hometree was not just a shelter; it was a living history, a massive biological archive of every soul that ever lived beneath its canopy. When the Sky People’s thermal charges brought it down, they didn't just destroy a home - they silenced a thousand generations. Now, the "Echoes" are all that remain: fragmented ancestral memories leaking from the root system and the desperate survivors scattered across the jungle.
|
||||
|
||||
|
||||
## Classes
|
||||
|
||||
### Naturally Fitting Classes
|
||||
These classes align with the Na'vi lifestyle without significant changes:
|
||||
|
||||
**Druid**: This is perhaps the most thematic fit for a Na'vi character. The Wildtouch feature mirrors the Na'vi connection to the forest, and Beastform can be flavored as a spiritual projection or a deep biological communion with Pandora's fauna.
|
||||
|
||||
**Ranger**: Perfectly captures the "hunter" archetype of the Omatikaya. The Ranger's Focus feature represents a hunter's patience, and the focus on Bone and Sage domains matches their survivalist nature.
|
||||
|
||||
**Warrior**: Fits both the Na'vi warriors and RDA security forces. The Combat Training feature, which allows a user to ignore weapon burden, is ideal for a Na'vi wielding massive bows or a human in a specialized suit.
|
||||
|
||||
**Guardian**: Represents the frontline defenders of a Hometree. Their Unstoppable feature mirrors the relentless nature of the Na'vi defending their home.
|
||||
|
||||
**Rogue**: Suits the "Guerilla Warrior" style of Na'vi combat. The Cloaked and Sneak Attack features align with the ambush tactics used in the jungle canopy.
|
||||
|
||||
### Classes Requiring Reflavoring
|
||||
These classes have traditional fantasy elements that can be adapted to fit Pandora's "Sci-Fi Fantasy" tone:
|
||||
|
||||
**Bard**: Instead of a traditional performer, a Na'vi Bard would be a Storyteller or Lorekeeper who rallies the tribe. The Rally feature would be a call to Eywa or a chant that heightens the "Bond" between warriors.
|
||||
|
||||
**Seraph**: In this setting, the "god" would be Eywa. A Seraph's Prayer Dice could be interpreted as the guiding hand of the ancestors or the biological network of Pandora providing a surge of adrenaline or healing.
|
||||
|
||||
**Sorcerer**: Rather than inherited arcane bloodlines, a Na'vi Sorcerer might be an individual with a hyper-sensitive Neural Queue. Their Arcane Sense could be a heightened ability to feel the biological electrical signals of the planet.
|
||||
|
||||
**Wizard**: For the Na'vi, this would be a Tsahìk (spiritual leader) who studies the "Strange Patterns" of the world. For the RDA, a Wizard could be a Xenobiologist or Scientist using chemical compounds (potions) and technology (codex) to manipulate the environment.
|
||||
|
||||
|
||||
## Ancestries
|
||||
### Na'vi
|
||||
Na'vi are slender, tall humanoid beings with blue, bioluminescent skin and long, prehensile tails. They are easily recognized by their feline facial features, including large golden eyes and mobile, pointed ears. Standing between 9 and 12 feet tall, they possess a lightweight but incredibly strong skeletal structure reinforced with naturally occurring carbon fiber. Their skin is often patterned with stripes or spots that glow in the dark, reflecting their emotional state or environment.
|
||||
|
||||
The most striking feature of a Na'vi is their neural queue, a long braid of hair protecting a bundle of sensitive nerve endings. This "bond" allows them to connect mentally and emotionally with the flora and fauna of their world, as well as the collective memory of their ancestors. Na'vi are deeply attuned to the natural world and often shun mechanical technology in favor of biological harmony. They typically live for about 160 years, maintaining peak physical agility until their final days.
|
||||
|
||||
#### ANCESTRY FEATURES
|
||||
**Tsaheylu (The Bond)**: You can use your neural queue to connect with a willing beast or a communal source of nature. When you are bonded to a creature, you can communicate with it telepathically and gain advantage on any Agility or Instinct rolls made while mounted on or working alongside it.
|
||||
|
||||
**Bioluminescent Grace**: Your lithe frame and sensory attunement make you difficult to pin down. You gain a +1 bonus to your Evasion. Additionally, you can mark a Stress to automatically succeed on an Agility Roll made to climb, balance, or reduce falling damage.
|
||||
|
||||
|
||||
### Dreamwalker (Avatar)
|
||||
Dreamwalkers are human pilots operating bio-engineered Na'vi-human hybrid bodies via psionic link. While they possess the height and strength of a Na'vi, their lack of a lifetime of cultural immersion is often offset by their access to human tactical data and scientific training. Their connection to Pandora is a learned skill rather than a birthright, and they must constantly balance their two identities.
|
||||
|
||||
#### ANCESTRY FEATURES
|
||||
**Hybrid Vigor**: Your body was engineered for peak performance. Gain an additional Hit Point slot at character creation.
|
||||
|
||||
**Tactical Overlay**: You still have access to filtered human data or specialized training. At character creation, choose one of your Experiences and gain a permanent +1 bonus to it.
|
||||
|
||||
|
||||
### RDA Defector (Human)
|
||||
Defectors are humans who have walked away from the Resources Development Administration to support the Na'vi resistance. They lack the physical stature of the indigenous people and must rely on technology, exoskeletons, or environmental suits to survive. What they lack in height, they make up for in technical expertise, military discipline, and a deep understanding of the enemy’s logistics.
|
||||
|
||||
#### ANCESTRY FEATURES
|
||||
**Field Repairs**: You are used to keeping gear running under pressure. During a rest, you can choose an additional downtime move.
|
||||
|
||||
**Hardened Resolve**: You have seen the worst of industrial warfare. When you would mark a Stress, roll a d6. On a result of 6, do not mark it.
|
||||
|
||||
### Resistance Scavenger (Human)
|
||||
These are the humans who have lived on Pandora's surface for years, often in the shadow of the fallen Hometree. They are experts at "making do," jury-rigging equipment from RDA scrap and forest resins. They are shorter than the Na'vi but have developed a unique, sturdy resilience to the moon's harsh atmosphere.
|
||||
|
||||
#### ANCESTRY FEATURES
|
||||
**Sturdy Frame**: Your body has adapted to heavy labor and high-gravity environments. When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.
|
||||
|
||||
**Resourceful**: When you take a short rest, you can choose a long rest move instead of a short rest move.
|
||||
|
||||
|
||||
## Na'vi Communities
|
||||
|
||||
### Omatikayaborne (Jungle-Dwelling)
|
||||
Being part of an Omatikayaborne community means you hail from the deep rainforests, likely living within a massive Hometree. These communities are defined by their vertical lifestyle and intense spiritual connection to the forest canopy. They prioritize sustainability and live in harmony with the local fauna, often training from a young age to navigate the dizzying heights of the jungle. Omatikayaborne are master weavers and hunters, utilizing the natural curves of the flora to create both their homes and their tools.
|
||||
|
||||
*Omatikayaborne are often hardy, loyal, nurturing, reclusive, sagacious, and vibrant.*
|
||||
|
||||
#### COMMUNITY FEATURES
|
||||
**Canopy Stalker**: You are a master of the vertical hunt. You have advantage on rolls to move silently through forest environments and on Agility Rolls made to climb or balance on narrow branches.
|
||||
|
||||
### Metkayinaborne (Reef-Dwelling)
|
||||
Being part of a Metkayinaborne community means you lived on the shores of a vast ocean or within a village built among the roots of mangrove-like trees. These communities are physically and culturally built around the water, with a deep respect for the creatures of the deep. They are born with slightly different physical traits, such as broader tails for swimming, and they train from birth to hold their breath for extended periods. Their culture revolves around the tides and the migratory patterns of marine life.
|
||||
|
||||
*Metkayinaborne are often candid, cooperative, exuberant, fierce, resolute, and weathered.*
|
||||
|
||||
#### COMMUNITY FEATURES
|
||||
**Way of Water**: You can sense the ebb and flow of the world around you. When you roll with Fear, place a token on your community card (up to your level). Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent.
|
||||
|
||||
### Olangiborne (Plains-Dwelling)
|
||||
Being part of an Olangiborne community means you lived as a nomad across vast, open grasslands. Unlike tribes tied to a specific Hometree or reef, the Olangi are defined by their traveling lifestyle and their bond with their mounts. Because of their frequent migration, they place less value on permanent structures and instead prioritize the acquisition of skills and the strength of their social connections. They are renowned for their cavalry and their unwavering loyalty to their pack.
|
||||
|
||||
*Olangiborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox.*
|
||||
|
||||
#### COMMUNITY FEATURES
|
||||
**Nomadic Saddlebag**: Add a Nomad’s Satchel to your inventory. Once per session, you can spend a Hope to reach into this satchel and pull out a mundane survival tool or herbal remedy useful to your current situation. Work with the GM to determine the item.
|
||||
|
||||
|
||||
## Example Experiences
|
||||
|
||||
### Na'vi Specific
|
||||
|
||||
- Iknimaya Initiate
|
||||
- Dreamwalker Liaison
|
||||
- Tree-Singer
|
||||
- Shadow of the Canopy
|
||||
- Reef-Talker
|
||||
- Saboteur of Steel
|
||||
- Scavenger of the Ash
|
||||
- Beast-Bonder
|
||||
- Exiled Scout
|
||||
- Tactical Guerilla
|
||||
|
||||
### Human Specific
|
||||
|
||||
- Xenobiologist
|
||||
- AMP Pilot
|
||||
- Corporate Negotiator
|
||||
|
||||
|
||||
## Special Creatures
|
||||
|
||||
### Ikran (Mountain Banshee)
|
||||
|
||||
The Ikran is a large, four-winged aerial predator native to the floating mountains. They are known for their vibrant, patterned skin and their deep, neural bond with a single Na'vi rider. Unlike other creatures, an Ikran will only bond with one individual in its lifetime, making the choice of a mount a sacred and dangerous rite of passage. In combat, they are devastating strikers, using their speed and sharp talons to harass foes from the sky.
|
||||
|
||||
#### CREATURE FEATURES
|
||||
**Aerial Predator**: The Ikran can fly. While you are mounted on an Ikran, you gain a +2 bonus to your Evasion against ground-based melee attacks.
|
||||
|
||||
**Piercing Shriek**: Once per short rest, the Ikran can let out a deafening cry. All adversaries within Close range must make an Instinct Roll (13) or be Hindered on their next action roll.
|
||||
|
||||
**Dive Attack**: When you move from Far range to Melee range while flying, you can mark a Stress to deal an additional 1d10 physical damage on a successful attack.
|
||||
|
||||
### Pa'li (Direhorse)
|
||||
The Pa'li is a six-legged, nectar-feeding herbivore that serves as the primary ground mount for many tribes. They are incredibly fast and agile, capable of navigating dense jungle undergrowth or sprinting across open plains with equal ease. Because they possess two neural antennae, they can be ridden by many different Na'vi, making them the backbone of tribal movement and large-scale cavalry charges.
|
||||
|
||||
#### CREATURE FEATURES
|
||||
**Hexapedal Swiftness**: The Pa'li is exceptionally stable. You have advantage on any rolls made to stay mounted or navigate difficult terrain (such as mud, fallen logs, or steep inclines) while riding.
|
||||
|
||||
**Skittish Reflexes**: When an adversary makes a successful attack against you while you are mounted, you can mark a Stress to force them to reroll their damage dice and take the lower result.
|
||||
|
||||
**Cavalry Charge**: If you move at least Very Close range toward a target before attacking, you can deal an extra 1d6 physical damage. On a success, you may also choose to knock the target Prone.
|
||||
|
||||
|
||||
## Adversaries
|
||||
|
||||
### Tier 1
|
||||
|
||||
#### Viperwolf Stalker
|
||||
Tier 1 Skulk. A six-legged, obsidian-skinned predator that hunts in highly coordinated packs.
|
||||
|
||||
Motives & Tactics: Ambush, circle prey, howl, pack strike
|
||||
Difficulty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3
|
||||
ATK: +2 | Leaping Bite: Melee | 1d6+2 phy
|
||||
Experience: Arboreal Agility +3
|
||||
|
||||
##### FEATURES
|
||||
**Pack Coordination - Passive**: If the Viperwolf makes a successful standard attack and another Viperwolf is within Melee range of the target, deal 1d6+5 physical damage instead of their standard damage and you gain a Fear.
|
||||
|
||||
**Neural Hiss - Action**: Mark a Stress to let out a coordinated hiss that vibrates the neural queues of nearby Na'vi. On a success against a target within Close range, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.
|
||||
|
||||
#### RDA Security Guard
|
||||
Tier 1 Standard. A corporate soldier equipped with specialized gear and an aggressive expansionist mindset.
|
||||
|
||||
Motives & Tactics: Enforce perimeter, extract resources, suppress, use tech
|
||||
Difficulty: 12 | Thresholds: 8/14 | HP: 5 | Stress: 3
|
||||
ATK: +1 | Assault Rifle: Far | 1d8+1 phy
|
||||
Experience: Tactical Training +2
|
||||
|
||||
##### FEATURES
|
||||
**Exo-Suited - Passive**: The Guard can traverse rugged jungle terrain or climb steep cliffs just as easily as they run on flat ground.
|
||||
|
||||
**Suppressive Fire - Passive**: When the Guard succeeds on a standard attack from an elevated position or fortified cover, they deal 1d10+1 physical damage instead of their standard damage.
|
||||
|
||||
#### Stingbat Swarm
|
||||
Tier 1 Minion. Small, bioluminescent aerial scavengers that overwhelm targets through sheer numbers.
|
||||
|
||||
Motives & Tactics: Distract, harass, swarm, swoop
|
||||
Difficulty: 14 | Thresholds: None | HP: 1 | Stress: 1
|
||||
ATK: +0 | Talons: Melee | 8 phy
|
||||
|
||||
##### FEATURES
|
||||
**Swarm (6) - Passive**: The Stingbat is defeated when they take any damage. For every 6 damage a PC deals to the swarm, defeat an additional Minion within range.
|
||||
|
||||
**Diving Strike - Action**: Spend a Fear to choose a target and spotlight all Stingbats within Close range. Those Minions move into Melee range and make one shared attack roll. On a success, they deal 8 physical damage each; combine this damage.
|
||||
|
||||
#### Hammerhead Titanothere (Juvenile)
|
||||
Tier 1 Bruiser. A massive, six-legged herbivore with a shovel-like head used for defense and display.
|
||||
|
||||
Motives & Tactics: Charge, display crest, intimidate, trample
|
||||
Difficulty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3
|
||||
ATK: +2 | Hammer Smash: Close | 1d8+3 phy
|
||||
Experience: Massive +3
|
||||
|
||||
##### FEATURES
|
||||
**Bellowing Charge - Action**: The Titanothere slams its head into the ground or a target, knocking all targets within Very Close range back to Far range. Each target knocked back must mark a Stress.
|
||||
|
||||
**Headbutt and Toss - Action**: Make an attack against a target within Close range. On a success, spend a Fear to toss them into Melee range of a different adversary, deal 1d6+2 physical damage, and make them Vulnerable until the Titanothere takes Severe damage.
|
||||
|
||||
#### Hellfire Wasp
|
||||
Tier 1 Solo. A large, aggressive insect with dual-winged flight and a potent chemical sting.
|
||||
|
||||
Motives & Tactics: Dart, inject toxin, retreat, sting
|
||||
Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3
|
||||
ATK: +3 | Serrated Stinger: Very Close | 1d12+2 phy
|
||||
Experience: Compound Vision +2
|
||||
|
||||
##### FEATURES
|
||||
**Relentless (3) - Passive**: The Wasp can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
|
||||
|
||||
**Chemical Spray - Action**: Mark a Stress to have the Wasp spray a caustic irritant. All creatures within Very Close range must succeed on an Agility Reaction Roll or be blinded and Vulnerable until they next act.
|
||||
|
||||
**Neurotoxic Sting - Action**: Make an attack against a target within Close range. On a success, the target takes 2d6 physical damage and must mark an Armor Slot without receiving its benefits. If they cannot mark an Armor Slot, they mark an additional HP and you gain a Fear.
|
||||
|
||||
#### RDA Resource Scout
|
||||
Tier 1 Standard. A surveyor equipped with scanning tech and light sidearms, focused on locating Unobtainium deposits.
|
||||
|
||||
Motives & Tactics: Identify targets, call for backup, survey terrain, retreat
|
||||
Difficulty: 12 | Thresholds: 8/14 | HP: 5 | Stress: 3
|
||||
ATK: +1 | Pistol: Close | 1d8+1 phy
|
||||
Experience: Surveyor +2
|
||||
|
||||
##### FEATURES
|
||||
**Topographical Data - Passive**: The Scout can traverse rugged terrain or climb just as easily as they run.
|
||||
|
||||
**Targeting Laser - Passive**: When the Scout succeeds on an attack from an elevated position, they deal 1d10+1 physical damage instead of their standard damage.
|
||||
|
||||
#### Forest Medusa
|
||||
Tier 1 Skulk. A floating, translucent jellyfish-like creature that drifts through the canopy with stinging tentacles.
|
||||
|
||||
Motives & Tactics: Drift, paralyze, hover
|
||||
Difficulty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3
|
||||
ATK: +2 | Stinging Tendrils: Melee | 1d6+2 phy
|
||||
Experience: Silent Drifter +3
|
||||
|
||||
##### FEATURES
|
||||
**Bio-Electric Shock - Passive**: If the Medusa hits a target and another Medusa is within Melee range, deal 1d6+5 physical damage and gain a Fear.
|
||||
|
||||
**Numbing Toxin - Action**: Mark a Stress to make a target within Melee range Vulnerable until they clear 1 HP.
|
||||
|
||||
#### Tapirus (Sling-Tail)
|
||||
Tier 1 Bruiser. A pig-like herbivore that uses its powerful, prehensile tail to whip attackers.
|
||||
|
||||
Motives & Tactics: Forage, defensive whip, flee
|
||||
Difficulty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3
|
||||
ATK: +2 | Tail Whip: Close | 1d8+3 phy
|
||||
Experience: Low Center of Gravity +3
|
||||
|
||||
##### FEATURES
|
||||
**Tail Sweep - Action**: Slam the ground, knocking all targets within Very Close range back to Far range.
|
||||
|
||||
**Grasping Tail - Action**: On a successful attack, spend a Fear to pull a target into Melee range and Restrain them.
|
||||
|
||||
#### Prolemuris
|
||||
Tier 1 Skulk. Chattering, four-armed arboreal primates that throw heavy fruit or debris at intruders.
|
||||
|
||||
Motives & Tactics: Distract, climb, mimic, irritate
|
||||
Difficulty: 14 | Thresholds: 9/18 | HP: 5 | Stress: 3
|
||||
ATK: +2 | Thump-Fruit: Close | 2d6+3 phy
|
||||
Experience: Acrobat +3
|
||||
|
||||
##### FEATURES
|
||||
**Taunting Chatter - Passive**: If the Prolemuris attacks a target Entranced by its erratic movements, deal 2d10+1 damage.
|
||||
|
||||
**Chaos Display - Action**: Spend a Fear to force all targets within Close range to make an Instinct Reaction Roll or become Vulnerable.
|
||||
|
||||
#### Anemonid Spore Swarm
|
||||
Tier 1 Minion. Tiny, drifting plant-animal hybrids that explode in a puff of toxic spores when disturbed.
|
||||
|
||||
Motives & Tactics: Float, drift, cloud, puff
|
||||
Difficulty: 14 | Thresholds: None | HP: 1 | Stress: 1
|
||||
ATK: +0 | Spore Cloud: Melee | 8 phy
|
||||
|
||||
##### FEATURES
|
||||
**Minion (6) - Passive**: Defeated when they take any damage.
|
||||
|
||||
**Sudden Burst - Action**: Spend a Fear to have all Minions within Close range make a shared attack; combine the damage.
|
||||
|
||||
|
||||
### Tier 2
|
||||
|
||||
#### Mountain Banshee (Wild Ikran)
|
||||
Tier 2 Solo. An unbonded, highly aggressive aerial predator defending its nesting site.
|
||||
|
||||
Motives & Tactics: Dive, screech, snatch, reposition
|
||||
Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3
|
||||
ATK: +3 | Talons: Very Close | 1d12+2 phy
|
||||
Experience: Sky Hunter +2
|
||||
|
||||
##### FEATURES
|
||||
**Relentless (3) - Passive**: The Ikran can be spotlighted up to three times per GM turn.
|
||||
|
||||
**Screeching Dive - Action**: Mark a Stress to burst from the sky; targets within Very Close range must succeed on an Agility Reaction Roll or be knocked over and Vulnerable.
|
||||
|
||||
**Snatch and Drop - Action**: On a successful attack against a target within Close range, deal 2d6 physical damage and the target must mark an Armor Slot.
|
||||
|
||||
#### RDA AMP Suit (Mk II)
|
||||
Tier 2 Bruiser. A hydraulic-powered mechanical exoskeleton with a massive 30mm autocannon.
|
||||
|
||||
Motives & Tactics: Crush, suppress, stomp, march
|
||||
Difficulty: 14 | Thresholds: 12/22 | HP: 9 | Stress: 4
|
||||
ATK: +4 | Hydraulic Fist: Close | 2d8+5 phy
|
||||
Experience: Armored Bulk +3
|
||||
|
||||
##### FEATURES
|
||||
**Ground Slam - Action**: Slam the cockpit or feet down, knocking all targets within Very Close range back and forcing a Stress mark.
|
||||
|
||||
**Grapple Claw - Action**: Spend a Fear to pull a target into Melee range and Restrain them until the Suit takes Severe damage.
|
||||
|
||||
#### Sturmbeest Alpha
|
||||
Tier 2 Skulk. A massive, buffalo-like creature with a protective horn-crest, leading a stampede.
|
||||
|
||||
Motives & Tactics: Protect herd, charge, trample
|
||||
Difficulty: 15 | Thresholds: 12/24 | HP: 8 | Stress: 4
|
||||
ATK: +3 | Horn Gore: Melee | 2d10+4 phy
|
||||
Experience: Herd Leader +3
|
||||
|
||||
##### FEATURES
|
||||
**Stampede Support - Passive**: If the Alpha attacks and a herd mate is within Melee range, deal extra damage and gain a Fear.
|
||||
|
||||
**Thundering Gallop - Action**: Mark a Stress to move through a target's space; the target takes 3d6+10 direct physical damage and is Vulnerable.
|
||||
|
||||
#### Reef-Stingray (Akula)
|
||||
Tier 2 Skulk. A coastal predator that camouflages itself in the sand before striking from below.
|
||||
|
||||
Motives & Tactics: Bury, ambush, tail strike
|
||||
Difficulty: 15 | Thresholds: 15/30 | HP: 7 | Stress: 4
|
||||
ATK: +3 | Stinger: Melee | 3d8+1 mag
|
||||
Experience: Sand-Camouflage +3
|
||||
|
||||
##### FEATURES
|
||||
**Pounce from Sand - Passive**: If the Akula strikes while hidden, the target must mark an Armor Slot.
|
||||
|
||||
**Drag Under - Action**: On a successful hit, the Akula Envelops the target, forcing 2 Stress.
|
||||
|
||||
|
||||
## Weapons
|
||||
|
||||
### Tier 1
|
||||
|
||||
#### Dragon-Bone Longbow
|
||||
Tier 1 Primary Physical Weapon
|
||||
Trait: Finesse
|
||||
Range: Far
|
||||
Damage: d8+1 phy
|
||||
Burden: Two-Handed
|
||||
|
||||
##### FEATURES
|
||||
**Powerful Draw**: On a successful attack, you can mark a Stress to add your Proficiency to the damage.
|
||||
|
||||
#### Obsidian Spear
|
||||
Tier 1 Primary Physical Weapon
|
||||
Trait: Agility
|
||||
Range: Very Close
|
||||
Damage: d10+3 phy
|
||||
Burden: Two-Handed
|
||||
|
||||
##### FEATURES
|
||||
**Reach**: You can make Melee attacks against targets at Very Close range.
|
||||
|
||||
#### Resin-Cured Club
|
||||
Tier 1 Primary Physical Weapon
|
||||
Trait: Strength
|
||||
Range: Melee
|
||||
Damage: d10+3 phy
|
||||
Burden: Two-Handed
|
||||
|
||||
##### FEATURES
|
||||
**Crushing**: On a successful attack, the target is Hindered on their next physical action roll.
|
||||
*Hindered: the Target has disadvantage on the described action.*
|
||||
|
||||
#### Nerve-Bundle Staff
|
||||
Tier 1 Primary Magical Weapon
|
||||
Trait: Instinct
|
||||
Range: Very Close
|
||||
Damage: d10 mag
|
||||
Burden: One-Handed
|
||||
|
||||
##### FEATURES
|
||||
**Neural Feedback**: When your attack roll is a success with Hope, the target must mark a Stress.
|
||||
|
||||
#### Tooth-Edged Dagger
|
||||
Tier 1 Primary Physical Weapon
|
||||
Trait: Finesse
|
||||
Range: Melee
|
||||
Damage: d8+1 phy
|
||||
Burden: One-Handed
|
||||
|
||||
##### FEATURES
|
||||
**Serrated**: If you deal Severe damage, the target is Vulnerable until they clear at least 1 HP.
|
||||
|
||||
|
||||
## Armor
|
||||
|
||||
### Tier 1
|
||||
|
||||
#### Woven Fiber Tunic
|
||||
Tier 1 Armor
|
||||
Base Thresholds: 5 / 11
|
||||
Base Score: 3
|
||||
|
||||
##### FEATURES
|
||||
**Flexible**: +1 to Evasion
|
||||
|
||||
#### Reinforced Leather Harness
|
||||
Tier 1 Armor
|
||||
Base Thresholds: 6 / 13
|
||||
Base Score: 3
|
||||
|
||||
#### Heavy Bone Lamellar
|
||||
Tier 1 Armor
|
||||
Base Thresholds: 7 / 15
|
||||
Base Score: 4
|
||||
##### FEATURES
|
||||
**Heavy**: -1 to Evasion
|
||||
|
||||
#### Ceramic Tactical Vest (RDA)
|
||||
Tier 1 Armor
|
||||
Base Thresholds: 8 / 17
|
||||
Base Score: 4
|
||||
|
||||
##### FEATURES
|
||||
**Very Heavy**: -2 to Evasion; -1 to Agility
|
||||
|
||||
|
||||
## Environments
|
||||
|
||||
### Tier 1
|
||||
|
||||
#### The Ashen Grove
|
||||
Tier 1 Exploration. The scorched, soot-covered remains of the Hometree's base, now a wasteland of gray timber and fading bioluminescence.
|
||||
|
||||
Impulses: Reveal the tragedy of the past, hide dangers in the soot, pulse with dying magic
|
||||
Difficulty: 12
|
||||
Potential Adversaries: Beasts (Viperwolf Stalker), RDA Forces (Resource Scout, Security Guard)
|
||||
|
||||
##### FEATURES
|
||||
**Flickering Echoes - Passive**: The ground here is saturated with the memories of the fallen. A PC can make an Instinct Roll while touching the roots to "see" the grove as it once was. On a success with Hope, learn all three details. On a success with Fear, learn two. On a failure, mark a Stress to learn one and gain advantage on the next action roll to navigate the soot.
|
||||
|
||||
- A shimmering trail shows the path the clan's children took to escape the fire.
|
||||
- The charred remains of a weapon rack contain a still-functional Obsidian Spear.
|
||||
- A faint song leads to a hidden hollow where the Heart-Seed lies protected by a dying root-barrier.
|
||||
|
||||
**Soot Blindness - Action**: Spend a Fear to kick up a cloud of caustic ash. All PCs within Close range must succeed on an Agility Reaction Roll or be Vulnerable until they spend an action to clear their eyes.
|
||||
|
||||
**The Vanguard Arrives - Reaction**: When the PCs find a significant relic, an RDA Resource Scout and two Security Guards appear within Far range, alerted by thermal pings.
|
||||
|
||||
#### Outpost Victor (Perimeter)
|
||||
Tier 1 Social/Exploration. A hastily constructed RDA mining camp on the edge of the sacred grounds, filled with heavy machinery and weary contractors.
|
||||
|
||||
Impulses: Exploit the land, guard the perimeter, offer "civilized" comforts at a steep price
|
||||
Difficulty: 12
|
||||
Potential Adversaries: RDA Forces (Security Guard, Resource Scout), Jagged Knife Bandit (reflavored as Rogue Contractors)
|
||||
|
||||
##### FEATURES
|
||||
|
||||
**Corporate Scuttlebutt - Passive**: Information travels fast among the disgruntled workers. A PC can make a Presence Roll to eavesdrop on RDA comms or worker gossip.
|
||||
|
||||
- Critical Success: Learn the patrol schedule and the exact location of the AMP Suit hangars.
|
||||
- Success with Hope: Learn about a supply shipment arriving soon and one guard's weakness (e.g., they sleep on watch).
|
||||
- Any Failure: The PC is spotted as an intruder; mark a Stress to learn one piece of intel before fleeing.
|
||||
|
||||
**Industrial Leak - Action**: A pressurized fuel line or chemical vat ruptures. All targets within Very Close range must succeed on an Agility Reaction Roll or take 1d8+3 physical damage and mark an Armor Slot without receiving its benefits.
|
||||
|
||||
**Security Lockdown - Reaction**: On a result with Fear, the outpost lights flare to life and sirens wail. All PCs currently attempting to hide have disadvantage on their next roll as Security Guards begin a sweep.
|
||||
|
||||
|
||||
### Tier 2
|
||||
|
||||
#### The Sky-Floating Peaks
|
||||
Tier 2 Traversal. Gravity-defying islands of rock connected by massive vines, where the air is thin and the winds are unpredictable.
|
||||
|
||||
Impulses: Test the rider's bond, reveal ancient nesting grounds, punish the clumsy
|
||||
Difficulty: 15
|
||||
Potential Adversaries: Beasts (Wild Ikran, Giant Eagle), Chaos Skull (reflavored as a lingering magical storm)
|
||||
|
||||
##### FEATURES
|
||||
|
||||
**Magnetic Flux - Passive**: The floating rocks interfere with technology and senses. A PC with the Tsaheylu feature identifies these as surges in Pandora's neural network. A successful Knowledge Roll allows a PC to use these surges to hide their presence from electronic scans, granting advantage on rolls to remain Cloaked.
|
||||
|
||||
**Vortex Winds - Action**: Spend a Fear to trigger a sudden updraft. All PCs not mounted or secured must succeed on a Strength Reaction Roll or be pushed to a Far height, taking 2d20 physical damage if they collide with a rock face.
|
||||
|
||||
**Banshee Nest - Reaction**: When the PCs enter the higher switchbacks, two Wild Ikrans appear at Very Far range, screeching to defend their territory.
|
||||
|
||||
**Thin Air - Reaction**: Countdown (Loop 4): Activate the countdown as the PCs ascend. When it triggers, all characters must succeed on a Strength Reaction Roll or mark a Stress from exhaustion. Na'vi characters or those with specialized breathing gear gain advantage on this roll.
|
||||
|
||||
#### The Great Ikran Hunt
|
||||
|
||||
Tier 2 Event. A sacred and perilous rite of passage where Na'vi hunters ascend the floating mountains to claim a life-long bond with a mountain banshee.
|
||||
|
||||
Impulses: Test the hunter's resolve, demand a show of dominance, forge a neural connection.
|
||||
Difficulty: 15
|
||||
Potential Adversaries: Wild Ikran, Stingbat Swarm.
|
||||
|
||||
##### FEATURES
|
||||
|
||||
**Rites of Iknimaya - Passive**: The ascent is as much a test of spirit as it is of skill. A PC must make an Agility or Instinct Roll to navigate the narrowing stone arches and slick vines. On a success with Hope, the PC finds the "calling song" of a specific Ikran, gaining advantage on their first attempt to initiate Tsaheylu. On a failure, the PC must mark a Stress as they nearly slip into the abyss below.
|
||||
|
||||
**Testing the Bond - Action**: Once a hunter chooses an Ikran, the creature defends itself to test the rider's worth. The Ikran makes a Piercing Shriek; all PCs within Close range must succeed on an Instinct Reaction Roll or be Hindered on their next action roll. How does the Ikran’s shriek echo off the floating rocks? Do you stand your ground or flinch from the sound?
|
||||
|
||||
**The Dangerous Leap - Action**: Spend a Fear to force a PC to make an Agility Reaction Roll as the Ikran they are pursuing dives off a cliff. On a failure, the PC takes 2d20 physical damage from a rough tumble and is Vulnerable until they act. On a success, the PC manages to land on the Ikran’s back but must immediately make a roll to establish the bond.
|
||||
|
||||
**A Storm of Stingbats - Reaction**: When a PC successfully initiates Tsaheylu, the commotion attracts a Stingbat Swarm looking for an easy meal. Use the "Diving Strike" action to spotlight the swarm as they harass the newly bonded pair. How does your new mount react to the swarm? Do you take flight immediately or fight them off from the ledge?
|
||||
|
||||
**She Chose You - Reaction**: When a PC succeeds on a roll with Hope to bond with an Ikran, they can spend 2 Hope to immediately perform a mounted action, even if they have already acted this turn. What is the first sensation you feel through the neural queue? How does the world look different through the eyes of your mount?
|
||||
23
echoes-of-the-hometree/README.md
Normal file
23
echoes-of-the-hometree/README.md
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
# Echoes of the Hometree
|
||||
|
||||
Welcome to **Echoes of the Hometree**, a Daggerheart Campaign Frame inspired by the universe of Avatar.
|
||||
|
||||
This project adapts the rich world of Pandora, the Na'vi, and the RDA for your TTRPG campaigns. It features class flavours, ancestries, communities, creatures, adversaries, and equipment designed to bring the Sci-Fi Fantasy tone of the setting to life.
|
||||
|
||||
**Please note, that this is a work in progress.**
|
||||
|
||||
## Contents
|
||||
|
||||
- **Classes**: Thematic classes that align with the Na'vi lifestyle (e.g., Druids, Rangers, Warriors) and reflavoring guidelines for traditional fantasy classes (e.g., Bards as Lorekeepers, Wizards as the Tsahìk).
|
||||
- **Ancestries**: Playable Na'vi traits, including *Tsaheylu (The Bond)* and *Bioluminescent Grace*.
|
||||
- **Communities**: Mechanics for different Na'vi cultures, such as the jungle-dwelling Omatikayaborne, reef-dwelling Metkayinaborne, and plains-dwelling Olangiborne.
|
||||
- **Special Creatures**: Rules for bonding with and riding iconic Pandoran mounts like the Ikran (Mountain Banshee) and Pa'li (Direhorse).
|
||||
- **Adversaries**: A diverse bestiary ranging from Pandora's dangerous wildlife (Viperwolves, Stingbat Swarms, wild Banshees) to the militaristic RDA (Security Guards, Resource Scouts, AMP Suits).
|
||||
- **Weapons & Armor**: Custom equipment cards, from authentic Na'vi weaponry like the Dragon-Bone Longbow to RDA Ceramic Tactical Vests.
|
||||
|
||||
## Getting Started
|
||||
|
||||
To get started, read through the core setting document: [`Echoes of the Hometree.md`](./Echoes%20of%20the%20Hometree.md) for all the lore, rules, and stat blocks needed to run your games.
|
||||
|
||||
|
||||
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.
|
||||
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