
Haoman details
Bloodline Traits
- Vitals Adjusted: Gain +1 to any Vital of your choice.
- Popular Classes: Any.
- Languages: Haoman, Trade.
Adapt on the Fly
Once per Rest, after a Haoman fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.
Adaptable Skills
When a Story Milestone is resolved, a Haoman may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.
Physical Characteristics
- Height: Males commonly stand 160–195 cm; females commonly stand 150–185 cm.
- Weight: Males commonly weigh 55–110 kg; females commonly weigh 45–95 kg.
- Maturity and Lifespan: Haomans reach physical maturity around 18 years and typically live 70–90 years.
- Eye Colour: Most commonly brown, grey, hazel, or blue.
- Hair: Most commonly black, dark brown, or grey, typically cut short for practicality.
- Unique Traits: Skin tones vary widely. Long-term exposure to the Haoma Tree’s toxins can leave discoloured veins, chemical burns, or mottled scars, but these are acquired injuries rather than innate marks.
History and Current Status
- The Sundering and corruption of the Haoma Tree spread decay, poisoning rivers and land. Haomans fortified clean water sources and built alliances against the spreading rot.
- Alchemists and warriors became leaders, using purified water and ritual to stabilise their strongholds.
- Today, Haomans defend purity, build strongholds, and resist the Haoma Tree’s influence.
- Their alchemists and inventors create potions and devices that purify the fragment and combat creeping decay.
Personality Traits
- Determined and Unwavering: Haomans relentlessly preserve order amid chaos.
- Religious and Dutiful: They believe protecting the light and resisting decay is a sacred duty.
- Disciplined and Unified: They distrust outsiders but aid those who respect their ways.
Cultural Traits
- Values: Purity, order, resilience, cleansing the land, and protecting the few uncorrupted places that remain.
- Social Dynamics: Alchemists and warriors lead fortified cities. Leaders are chosen for strength and their ability to purify land and water.
- Traditions: Sacred fires and water rites honour Ahura Mazda and cleanse corruption from the Haoma Tree.
- Religion and Beliefs: Haomans follow Ahura Mazda, god of light, purity, and order. They regard the Haoma Tree’s corruption as Angra Mainyu made manifest and combat it without quarter, through alchemy or the sword.
Relationships With Neighbours
- Huluppians: Respect tempered by philosophical tension over methods.
- Kalparians: Cooperative allies who exchange knowledge to strengthen resilience.
- Crannach: Cautiously cooperative preservation partners whose methods sometimes clash.
- Edenites: Tense competitors divided by their views of purity and order, with mutual respect for strength.
Step 2 of 2
Choose your Haoman Origin
Your Bloodline establishes what you inherited. Your Origin establishes the life you lived before adventure. Compare these three, then open one for its complete starting package.
01Purifier of the Lost WellsGuarding isolated water sources, I honed the strength needed to combat creeping corruption.
- Description: “Guarding isolated water sources, I honed the strength needed to combat creeping corruption.”
- Narrative Prompt: “What sacrifices have I made to protect pure waters, and how far would I go?”
- Starting Skills (Level 1 each):
- Alchemy: Testing and purifying contaminated water and soil.
- Artifice: Basics of purification devices and defenses.
- Medicine: Caring for injuries and illness.
- Starting Equipment:
- Purification Kit: Enables testing and treatment of contaminated food, water, or soil using Alchemy; it grants no bonus by itself.
- Sturdy Cloak: Removes Disadvantage caused solely by ordinary toxic dust or foul residue; it does not prevent poison or damage.
- Club or Spear: Choose one standard weapon profile.
- Starting Resources:
- Purified Vials (2 uses): Expend one before a Skill Check to resist or treat mundane poison or contamination to make that check with Advantage.
- Minimal Currency: 6 Dritch.
- Role-Playing Traits: Fiercely protective of sacred sites, values resourcefulness, wary of strangers.
02Alchemist of the Corrupted PathsBorn to alchemists, I’ve spent my life countering fragment poisons and creating antidotes.
- Background: “Born to alchemists, I’ve spent my life countering fragment poisons and creating antidotes.”
- Narrative Prompt: “What discoveries have I made, and what risks have I taken in my search for purity?”
- Starting Skills (Level 1 each):
- Alchemy: Creates alchemical mixtures and purification agents.
- Medicine: Diagnosing poisoning and administering antidotes.
- Observation: Sharp skills for contamination analysis.
- Starting Equipment:
- Alchemist’s Satchel: Herbs, vials, and mortars, enabling Alchemy tasks that require proper tools.
- Purification Flask: Once per Rest, purifies one flask of mundanely contaminated water. Against magical contamination, it instead grants Advantage on the related Alchemy check.
- Protective Gloves: Ignore Disadvantage caused solely by handling ordinary toxic or corrosive materials; they do not prevent damage from exposure.
- Starting Resources:
- Rare Ingredients: Alchemical components worth 4 Dritch to an appropriate buyer.
- Basic Currency: 8 Dritch.
- Role-Playing Traits: Inquisitive and determined, dedicated to knowledge, cautious in sharing discoveries.
03Squire of the Sacred FlameAs Haoma’s devoted defender, I wield blade and sacred fire to fight corruption.
- Background: “As Haoma’s devoted defender, I wield blade and sacred fire to fight corruption.”
- Narrative Prompt: “What oaths drive my actions, and what costs have I endured to uphold them?”
- Starting Skills (Level 1 each):
- Melee: Skilled in close combat.
- Influence: Rallying others to defend and purify.
- Athletics: Conditioned for prolonged battles.
- Starting Equipment:
- Arming Sword or Mace: Choose one standard weapon profile.
- Leather Armour: Soak 1, Bulk 1.
- Purification Talisman: Once per Rest, use it before a Skill Check to resist mundane poison or corruption to make that check with Advantage.
- Starting Resources:
- Offering Stones: Ritual stones worth 4 Dritch to an appropriate temple.
- Minimal Currency: 6 Dritch.
- Role-Playing Traits: Devout and disciplined, unwavering in beliefs, views corruption as a personal adversary.