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**:
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* **The Crash**: When the V-Rush ends, you must immediately mark 1 Stress and gain the Vulnerable condition until you complete a Short Rest.
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* **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.
|
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|
||||
---
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|
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## 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).
|
||||
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