Role: Saboteur, radical advocate, ecological insurgent
Threat Layer: Intentional → Persistent → Political
Design Goal: Non-combat escalation, environmental leverage, moral pressure
Verdanni eco-terrorists are not criminals in their own minds.
They are correct, urgent, and running out of patience.
They don't want to win fights.
They want the land to win eventually.
Core Identity¶
This template assumes a Verdanni using alchemy, environment, and social leverage as weapons.
Primary Tools:
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Ecological sabotage
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Alchemical contamination (non-lethal preferred, lethal accepted)
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Information warfare
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Targeted intimidation
Violence is a means, not a preference.
Attributes¶
Attribute Sum: 10 (exceptional focus, fragile physically)
| Attribute | Value | Justification |
|---|---|---|
| Vigor | 1 | Avoids direct confrontation |
| Finesse | 2 | Mobility, placement |
| Will | 2 | Ideological conviction |
| Cunning | 3 | Planning, foresight |
| Presence | 1 | Alien presence |
| Influence | 1 | Direct persuasion is blunt |
| Sorcery | — | Verdanni alchemy replaces it |
This is a thinking threat, not a brawler.
Skills¶
Eco-terrorists are planners and specialists.
Core Skills¶
- Crafting (Alchemy) (Cunning): Apprentice (+4)
- Nature (Will): Apprentice (+4)
- Survival (Cunning): Novice (+2)
- Stealth (Finesse): Novice (+2)
- Skullduggery (Cunning): Novice (+2)
Optional Skill (pick one):
- Society (+2)
- Con (+2)
- Strategy (+2)
- Performance (+2)
Untrained skills: +0
Fixed Action Benchmarks¶
Eco-terrorists rely on setup, not rolls.
-
Sabotaging infrastructure (mills, canals, roads)
12.5 + Cunning 3 + Crafting 4 ≈ 19.5
→ Treat as 18–20, depending on preparation -
Creating environmental hazards (tainted water, blight zones)
12.5 + Will 2 + Nature 4 ≈ 18.5
→ 18 -
Avoiding detection in wilderness or ruins (Stealth)
12.5 + Finesse 2 + Stealth 2 ≈ 16.5
→ 16, higher in Verdanni-tended land -
Convincing locals the land is angry (Society or Performance)
→ 14–16, context dependent
Equipment¶
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Alchemical reagents and dispersal tools
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Verdanni growth-craft implements
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Maps, journals, seed caches
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Local disguises or cult-like markings
Their tools leave signatures, not fingerprints.
Health¶
Uses standard PC wound rules.
Eco-terrorists:
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Flee immediately if discovered
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Sacrifice assets, not lives
-
Escalate indirectly after losses
Killing one rarely ends the problem.
Behavioral Doctrine¶
Default Posture¶
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Observant
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Withdrawn
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Patient
They watch systems, not people.
Conflict Behavior¶
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Avoid direct confrontation
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Trigger consequences, then disappear
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Let others fight over the fallout
They win when the PCs are blamed.
Disengage Triggers¶
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Direct exposure
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Loss of anonymity
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Compromised network
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Land visibly damaged beyond tolerance
They retreat to re-seed, not regroup.
What Verdanni Eco-Terrorists Punish¶
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Industrial exploitation
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Resource extraction
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River control
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Imperial "efficiency"
Punishment is slow, public, and deniable.
What They Reward¶
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Sustainable behavior
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Protection of old growth
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Non-interference
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Respect for natural cycles
They are capable of alliance, but never submission.
Escalation Pattern (Very Important)¶
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Warnings and signs
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Sabotage and disruption
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Public consequences
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Political destabilization
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Regional collapse or withdrawal
Each stage is survivable.
Ignoring them makes the next one worse.
Template Morphs¶
This is where the design pays off.
Fluvarri Activist (Spirit-Driven Variant)¶
Changes:
-
Swap Crafting (Alchemy) → Folklore or Performance
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Replace sabotage with spirit agitation
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Hazards are social or supernatural
-
Regard shifts instead of physical damage
Threat Profile:
Community pressure, haunting rumors, loss of legitimacy
They don't poison rivers.
They make rivers refuse cooperation.
Kampanni Rebel (Technological Variant)¶
Changes:
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Swap Nature → Hermetics or Crafting (Devices)
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Add Strategy (+2)
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Hazards are mechanical or logistical
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Focus on precision strikes
Threat Profile:
Infrastructure failure, surveillance, cascading breakdowns
They don't rot the land.
They make systems collapse elegantly.
Shared Design Principle¶
These are belief-driven threats, not alignment-driven enemies.
You cannot defeat them with swords.
You must:
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expose contradictions
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remove leverage
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or change the environment they exploit
GM Guidance¶
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These NPCs should never feel random.
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Their actions should make sense after investigation.
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Killing one should create questions, not closure.
They are Persistent Threats by design.
Design Summary¶
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Low combat presence
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High long-term impact
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Escalation through consequence
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Easily reskinned across species and ideology
This template is how Kaernest teaches players that belief can be a weapon.