NAVIRI ASCENSION

SESSION ZERO & TABLE CONDUCT
"The squad is a single organism; if one part falters, the resonance breaks."

I. THE TONE: "HIGH-STAKES TROPICAL HEROISM"

The Vibe

Bright colors, bioluminescent nights, and extreme sports energy, contrasted with the terrifying, silent pressure of the Fold (the void).

The Stakes

You are the elite defenders of an archipelago. When you fail, islands sink. When you succeed, you become legends.

Heroic Competence

Characters are highly skilled. Failure usually comes from the overwhelming power of the Fold, not from being "clumsy."

II. SAFETY TOOLS (The "Tidal Guard")

Lines & Veils

  • Line (Do not include): Sexual violence, harm to children, animal cruelty.
  • Veil (Fade to black): Intense gore, detailed torture.

The X-Card

If any content makes a player uncomfortable, they can tap the X-Card (or type "X" in chat). The GM will immediately pause, skip the scene, or change the direction—no questions asked.

Open Door Policy

Players are welcome to step away for a break at any time for their mental or physical well-being.

III. THE "RAID SCALE" TABLE RULES (8-Player Efficiency)

To prevent a single combat round from taking two hours, these rules are mandatory for groups of 7–8:

The 60-Second Turn

When your turn starts, you have 60 seconds to declare your actions. If you haven't decided by then, your character takes the Dodge Action (+10 Evasion), and we move to the next player.

"On Deck" System

The GM will always announce who is "Active" and who is "On Deck." If you are On Deck, start math-ing your roll immediately.

Group Rolling

If the squad is performing a shared task (like a Group Stealth check), everyone rolls at once. We count the Successes vs. Failures rather than individual narrative beats.

The Quartermaster

One player is designated to track the Squad Satchel (Common Shells) and Larder (Fruits). The GM will not track your inventory for you.

IV. SOCIAL HARMONY (The "Resonance" Contract)

No "Lone Wolf" Play

This system is built on Synergy. A character who refuses to help the squad is mechanically weaker. You must have a reason to want this group to succeed.

Share the Spotlight

In a large group, avoid taking long, solo narrative scenes. If your character is off on their own, keep it to a 2-minute "Flashback" or "Quick Cut."

Respect the Forge

Forge results can be punishing (Shattered weapons). As a group, agree now that a "Shattered" result is a narrative opportunity for a cool rescue mission, not a reason to be frustrated with the GM.

V. CHARACTER CONNECTIONS (Choose 1 during Session Zero)

To bind the 8 players together immediately, each player should pick a "Bond" with one other person at the table:

The Rival

You both competed for the same spot in the Tidal Blades academy.

The Life-Debt

They pulled you out of a Fold-leak when you were younger.

The Lineage Link

You are from the same reef-village or share a distant relative.

The Technician

You trust this person specifically to help you during your Forge rituals.

VI. THE GM'S PROMISE

I am here to see you become Legends.

  • I will scale the math fairly based on who shows up.
  • I will provide "Cool Down" scenes between Raids for roleplay.
  • I will respect your "X-Card" and safety boundaries instantly.