initial commit
This commit is contained in:
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c19f898a57
331 changed files with 161125 additions and 0 deletions
13
.obsidian/app.json
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Normal file
13
.obsidian/app.json
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|
|
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|
|||
{
|
||||
"attachmentFolderPath": "_Attachments",
|
||||
"defaultViewMode": "preview",
|
||||
"readableLineLength": false,
|
||||
"alwaysUpdateLinks": true,
|
||||
"pdfExportSettings": {
|
||||
"includeName": true,
|
||||
"pageSize": "Letter",
|
||||
"landscape": false,
|
||||
"margin": "0",
|
||||
"downscalePercent": 100
|
||||
}
|
||||
}
|
||||
6
.obsidian/appearance.json
vendored
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6
.obsidian/appearance.json
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|
|
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|
|||
{
|
||||
"cssTheme": "ITS Theme",
|
||||
"enabledCssSnippets": [
|
||||
"dashboard"
|
||||
]
|
||||
}
|
||||
11
.obsidian/community-plugins.json
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11
.obsidian/community-plugins.json
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|
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|
|||
[
|
||||
"obsidian-leaflet-plugin",
|
||||
"better-export-pdf",
|
||||
"omnisearch",
|
||||
"obsidian-reading-time",
|
||||
"obsidian-smart-typography",
|
||||
"novel-word-count",
|
||||
"obisidian-note-linker",
|
||||
"longform",
|
||||
"obsidian-git"
|
||||
]
|
||||
31
.obsidian/core-plugins.json
vendored
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31
.obsidian/core-plugins.json
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|
|
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|
|||
{
|
||||
"file-explorer": true,
|
||||
"global-search": true,
|
||||
"switcher": true,
|
||||
"graph": true,
|
||||
"backlink": true,
|
||||
"canvas": true,
|
||||
"outgoing-link": true,
|
||||
"tag-pane": true,
|
||||
"properties": false,
|
||||
"page-preview": true,
|
||||
"daily-notes": true,
|
||||
"templates": true,
|
||||
"note-composer": true,
|
||||
"command-palette": true,
|
||||
"slash-command": false,
|
||||
"editor-status": true,
|
||||
"bookmarks": true,
|
||||
"markdown-importer": false,
|
||||
"zk-prefixer": false,
|
||||
"random-note": false,
|
||||
"outline": true,
|
||||
"word-count": true,
|
||||
"slides": false,
|
||||
"audio-recorder": false,
|
||||
"workspaces": false,
|
||||
"file-recovery": true,
|
||||
"publish": false,
|
||||
"sync": true,
|
||||
"webviewer": false
|
||||
}
|
||||
22
.obsidian/graph.json
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22
.obsidian/graph.json
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|
|
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|
|||
{
|
||||
"collapse-filter": true,
|
||||
"search": "",
|
||||
"showTags": false,
|
||||
"showAttachments": false,
|
||||
"hideUnresolved": false,
|
||||
"showOrphans": true,
|
||||
"collapse-color-groups": false,
|
||||
"colorGroups": [],
|
||||
"collapse-display": false,
|
||||
"showArrow": false,
|
||||
"textFadeMultiplier": -3,
|
||||
"nodeSizeMultiplier": 0.814583333333333,
|
||||
"lineSizeMultiplier": 2.03958333333333,
|
||||
"collapse-forces": false,
|
||||
"centerStrength": 0.453125,
|
||||
"repelStrength": 13.9583333333333,
|
||||
"linkStrength": 1,
|
||||
"linkDistance": 187,
|
||||
"scale": 0.40857576540631124,
|
||||
"close": true
|
||||
}
|
||||
30
.obsidian/plugins/better-export-pdf/data.json
vendored
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30
.obsidian/plugins/better-export-pdf/data.json
vendored
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|
|
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|
|||
{
|
||||
"showTitle": true,
|
||||
"maxLevel": "6",
|
||||
"displayHeader": true,
|
||||
"displayFooter": true,
|
||||
"headerTemplate": "<div style=\"width: 100vw;font-size:10px;text-align:center;\"><span class=\"title\"></span></div>",
|
||||
"footerTemplate": "<div style=\"width: 100vw;font-size:10px;text-align:center;\"><span class=\"pageNumber\"></span> / <span class=\"totalPages\"></span></div>",
|
||||
"printBackground": false,
|
||||
"generateTaggedPDF": false,
|
||||
"displayMetadata": false,
|
||||
"debug": false,
|
||||
"isTimestamp": false,
|
||||
"enabledCss": false,
|
||||
"concurrency": "5",
|
||||
"prevConfig": {
|
||||
"pageSize": "A4",
|
||||
"marginType": "1",
|
||||
"showTitle": true,
|
||||
"open": false,
|
||||
"scale": 100,
|
||||
"landscape": false,
|
||||
"marginTop": "10",
|
||||
"marginBottom": "10",
|
||||
"marginLeft": "10",
|
||||
"marginRight": "10",
|
||||
"displayHeader": true,
|
||||
"displayFooter": true,
|
||||
"cssSnippet": "0"
|
||||
}
|
||||
}
|
||||
25940
.obsidian/plugins/better-export-pdf/main.js
vendored
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25940
.obsidian/plugins/better-export-pdf/main.js
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11
.obsidian/plugins/better-export-pdf/manifest.json
vendored
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11
.obsidian/plugins/better-export-pdf/manifest.json
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|
|
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|
|||
{
|
||||
"id": "better-export-pdf",
|
||||
"name": "Better Export PDF",
|
||||
"version": "1.11.0",
|
||||
"minAppVersion": "0.15.0",
|
||||
"description": "Export your notes to PDF, support export preview, add bookmarks outline and header/footer.",
|
||||
"author": "l1xnan",
|
||||
"authorUrl": "https://github.com/l1xnan",
|
||||
"fundingUrl": "https://www.buymeacoffee.com/l1xnan",
|
||||
"isDesktopOnly": true
|
||||
}
|
||||
67
.obsidian/plugins/better-export-pdf/styles.css
vendored
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67
.obsidian/plugins/better-export-pdf/styles.css
vendored
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|
|
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|
|||
#better-export-pdf {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
height: 75vh;
|
||||
}
|
||||
|
||||
#better-export-pdf .pdf-preview {
|
||||
flex: auto;
|
||||
position: relative;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow-x: hidden;
|
||||
overflow-y: scroll;
|
||||
align-content: flex-start;
|
||||
}
|
||||
|
||||
#better-export-pdf .pdf-preview .webview-wrapper {
|
||||
position: relative;
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
#better-export-pdf .pdf-preview .print-size {
|
||||
position: absolute;
|
||||
right: 8px;
|
||||
top: 8px;
|
||||
z-index: 99;
|
||||
font-size: 0.6rem;
|
||||
white-space: pre-wrap;
|
||||
text-align: right;
|
||||
visibility: hidden;
|
||||
}
|
||||
|
||||
#better-export-pdf .pdf-preview > div {
|
||||
flex: 1;
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
}
|
||||
#better-export-pdf .pdf-preview > div.progress {
|
||||
flex: none;
|
||||
height: auto;
|
||||
width: 100%;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
#better-export-pdf .pdf-preview .filename {
|
||||
font-size: 0.75rem;
|
||||
color: var(--color-base-60);
|
||||
}
|
||||
#better-export-pdf .pdf-preview .filename:not(:first-child) {
|
||||
padding-top: calc(var(--p-spacing));
|
||||
}
|
||||
|
||||
#better-export-pdf webview {
|
||||
flex: 1;
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
#better-export-pdf .setting-wrapper {
|
||||
width: 320px;
|
||||
margin-left: 16px;
|
||||
}
|
||||
|
||||
#better-export-pdf .setting-wrapper .setting-item[hidden] {
|
||||
display: none;
|
||||
}
|
||||
1397
.obsidian/plugins/longform/data.json
vendored
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1397
.obsidian/plugins/longform/data.json
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38670
.obsidian/plugins/longform/main.js
vendored
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38670
.obsidian/plugins/longform/main.js
vendored
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File diff suppressed because one or more lines are too long
11
.obsidian/plugins/longform/manifest.json
vendored
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11
.obsidian/plugins/longform/manifest.json
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|
|
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|
|||
{
|
||||
"id": "longform",
|
||||
"name": "Longform",
|
||||
"version": "2.1.0",
|
||||
"minAppVersion": "1.0",
|
||||
"description": "Write novels, screenplays, and other long projects in Obsidian.",
|
||||
"author": "Kevin Barrett",
|
||||
"authorUrl": "https://kevinbarrett.org",
|
||||
"fundingUrl": "https://github.com/sponsors/kevboh",
|
||||
"isDesktopOnly": false
|
||||
}
|
||||
19
.obsidian/plugins/longform/styles.css
vendored
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19
.obsidian/plugins/longform/styles.css
vendored
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|
|
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|
|||
:root {
|
||||
--longform-explorer-font-size: var(--font-ui-medium);
|
||||
--longform-explorer-indent-size: 2em;
|
||||
}
|
||||
|
||||
.longform-settings-user-steps {
|
||||
padding-inline-start: 1em;
|
||||
margin-block-start: 0;
|
||||
margin-block-end: 0;
|
||||
}
|
||||
|
||||
.longform-settings-user-step-name {
|
||||
color: var(--text-normal);
|
||||
}
|
||||
|
||||
.longform-settings-user-step-id {
|
||||
margin-left: var(--size-4-2);
|
||||
color: var(--text-muted);
|
||||
}
|
||||
7927
.obsidian/plugins/novel-word-count/data.json
vendored
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7927
.obsidian/plugins/novel-word-count/data.json
vendored
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2064
.obsidian/plugins/novel-word-count/main.js
vendored
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2064
.obsidian/plugins/novel-word-count/main.js
vendored
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File diff suppressed because it is too large
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11
.obsidian/plugins/novel-word-count/manifest.json
vendored
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11
.obsidian/plugins/novel-word-count/manifest.json
vendored
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|
|
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|
|||
{
|
||||
"id": "novel-word-count",
|
||||
"name": "Novel word count",
|
||||
"version": "4.5.0",
|
||||
"minAppVersion": "0.13.31",
|
||||
"description": "Displays a word count (and more!) for each file, folder and vault in the File Explorer pane.",
|
||||
"author": "Isaac Lyman",
|
||||
"authorUrl": "https://isaaclyman.com",
|
||||
"isDesktopOnly": false,
|
||||
"fundingUrl": "https://ko-fi.com/isaaclyman"
|
||||
}
|
||||
121
.obsidian/plugins/novel-word-count/styles.css
vendored
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121
.obsidian/plugins/novel-word-count/styles.css
vendored
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|
|
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|
|||
.novel-word-count--active .nav-header .nav-buttons-container {
|
||||
flex-wrap: wrap !important;
|
||||
}
|
||||
.novel-word-count--active .nav-header .nav-buttons-container::after {
|
||||
content: attr(data-novel-word-count-plugin);
|
||||
display: block;
|
||||
font-size: 0.8em;
|
||||
max-width: calc(100% - 20px);
|
||||
min-width: 0;
|
||||
opacity: var(--novel-word-count-opacity);
|
||||
overflow: hidden;
|
||||
padding: 0 4px;
|
||||
position: relative;
|
||||
text-align: center;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.novel-word-count--active .nav-files-container .nav-file-title {
|
||||
align-items: baseline;
|
||||
}
|
||||
.novel-word-count--active .nav-files-container .nav-file-title::after {
|
||||
content: attr(data-novel-word-count-plugin);
|
||||
flex: 1 0 auto;
|
||||
font-size: 0.8em;
|
||||
max-width: calc(100% - 20px);
|
||||
min-width: 0;
|
||||
opacity: var(--novel-word-count-opacity);
|
||||
order: 1;
|
||||
overflow: hidden;
|
||||
padding: 0 4px;
|
||||
position: relative;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
.novel-word-count--active .nav-files-container .nav-file-title-content {
|
||||
min-width: 20px;
|
||||
}
|
||||
.novel-word-count--note-right .nav-files-container .nav-file-title-content {
|
||||
flex: 1 1 0;
|
||||
}
|
||||
.novel-word-count--note-right .nav-files-container .nav-file-title::after {
|
||||
flex: none;
|
||||
order: 6;
|
||||
overflow: hidden;
|
||||
}
|
||||
.novel-word-count--note-below .nav-files-container .nav-file-title {
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
.novel-word-count--note-below .nav-files-container .nav-file-title-content {
|
||||
flex: 100%;
|
||||
}
|
||||
.novel-word-count--note-below .nav-files-container .nav-file-title::after {
|
||||
display: inline-block;
|
||||
margin-top: -2px;
|
||||
max-width: 100%;
|
||||
overflow: hidden;
|
||||
padding: 0;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
.novel-word-count--active .nav-files-container .nav-folder-title {
|
||||
align-items: baseline;
|
||||
}
|
||||
.novel-word-count--active .nav-files-container .nav-folder-title::after {
|
||||
content: attr(data-novel-word-count-plugin);
|
||||
flex: 1 0 auto;
|
||||
font-size: 0.8em;
|
||||
max-width: calc(100% - 20px);
|
||||
min-width: 0;
|
||||
opacity: var(--novel-word-count-opacity);
|
||||
order: 1;
|
||||
overflow: hidden;
|
||||
padding: 0 4px;
|
||||
position: relative;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
.novel-word-count--active .nav-files-container .nav-folder-title-content {
|
||||
min-width: 20px;
|
||||
}
|
||||
.novel-word-count--folder-right .nav-files-container .nav-folder-title-content {
|
||||
flex: 1 1 0;
|
||||
}
|
||||
.novel-word-count--folder-right .nav-files-container .nav-folder-title::after {
|
||||
flex: none;
|
||||
order: 6;
|
||||
overflow: hidden;
|
||||
}
|
||||
.novel-word-count--folder-below .nav-files-container .nav-folder-title {
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
.novel-word-count--folder-below .nav-files-container .nav-folder-title-content {
|
||||
flex: 100%;
|
||||
}
|
||||
.novel-word-count--folder-below .nav-files-container .nav-folder-title::after {
|
||||
display: inline-block;
|
||||
margin-top: -2px;
|
||||
max-width: 100%;
|
||||
overflow: hidden;
|
||||
padding: 0;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.novel-word-count-settings-header {
|
||||
align-items: baseline;
|
||||
}
|
||||
|
||||
.novel-word-count-donation-line {
|
||||
align-items: center;
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
.novel-word-count-hr {
|
||||
border-color: #ccc;
|
||||
margin: 1rem 0;
|
||||
}
|
||||
37299
.obsidian/plugins/obisidian-note-linker/main.js
vendored
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37299
.obsidian/plugins/obisidian-note-linker/main.js
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9
.obsidian/plugins/obisidian-note-linker/manifest.json
vendored
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9
.obsidian/plugins/obisidian-note-linker/manifest.json
vendored
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|
|
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|
|||
{
|
||||
"id": "obisidian-note-linker",
|
||||
"name": "Note Linker",
|
||||
"version": "1.2.7",
|
||||
"description": "Automatically find and link notes in Obsidian",
|
||||
"author": "Alexander Weichart",
|
||||
"authorUrl": "https://github.com/AlexW00",
|
||||
"isDesktopOnly": true
|
||||
}
|
||||
221
.obsidian/plugins/obisidian-note-linker/styles.css
vendored
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221
.obsidian/plugins/obisidian-note-linker/styles.css
vendored
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|
|
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|
|||
:root {
|
||||
--super-small-margin: 5px;
|
||||
--small-margin: 10px;
|
||||
--default-margin: 15px;
|
||||
--double-default-margin: 30px;
|
||||
|
||||
--default-padding: 10px;
|
||||
--small-padding: 5px;
|
||||
|
||||
--default-round-borders: 10px;
|
||||
--small-round-borders: 7px;
|
||||
|
||||
--small-font-size: 10px;
|
||||
--enlarged-default-font-size: 15px;
|
||||
|
||||
--warning-background-color: rgb(255, 165, 0, 0.5);
|
||||
--success-background-color: rgb(50, 205, 50, 0.5);
|
||||
--info-background-color: rgb(100, 149, 237, 0.5);
|
||||
}
|
||||
|
||||
/* General */
|
||||
|
||||
button {
|
||||
font-size: var(--enlarged-default-font-size);
|
||||
border-radius: var(--default-round-borders);
|
||||
}
|
||||
|
||||
.loading-component {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.multiline {
|
||||
white-space: pre-wrap;
|
||||
}
|
||||
|
||||
/* Start component */
|
||||
|
||||
.start-component {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.start-component > h1 {
|
||||
margin-bottom: var(--double-default-margin);
|
||||
}
|
||||
|
||||
.start-component > span {
|
||||
margin-bottom: var(--double-default-margin);
|
||||
}
|
||||
|
||||
.start-component > button {
|
||||
align-self: center;
|
||||
}
|
||||
|
||||
.start-component > .button-container {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
justify-content: center;
|
||||
margin-top: 0;
|
||||
}
|
||||
|
||||
/* Progress bar */
|
||||
|
||||
.progress-bar-component {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
margin-bottom: var(--double-default-margin);
|
||||
}
|
||||
|
||||
.progress-bar-component > .ascii-art-progress-bar {
|
||||
border: 1px solid var(--text-normal);
|
||||
padding: var(--default-padding);
|
||||
font-size: var(--enlarged-default-font-size);
|
||||
}
|
||||
|
||||
/* Note Matching Results List */
|
||||
|
||||
.note-matching-result-list {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.note-matching-result-list > h1 {
|
||||
border-bottom: 1px solid var(--background-modifier-border);
|
||||
align-self: center;
|
||||
}
|
||||
|
||||
.note-matching-result-list > button {
|
||||
margin-top: var(--default-margin);
|
||||
align-self: center;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
/* Link Matches List Component */
|
||||
|
||||
.link-matches-list {
|
||||
/*add border 2px*/
|
||||
border: 1px solid var(--background-modifier-border);
|
||||
background: var(--background-primary);
|
||||
border-radius: var(--default-round-borders);
|
||||
margin-top: var(--default-margin);
|
||||
padding: var(--small-padding);
|
||||
}
|
||||
|
||||
/* Note Matching Result Title*/
|
||||
|
||||
.note-matching-result-title {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
margin-top: var(--small-margin);
|
||||
margin-bottom: var(--small-margin);
|
||||
}
|
||||
|
||||
.note-matching-result-title > h3 {
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
/* Link Match Title */
|
||||
|
||||
.link-match-title {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
}
|
||||
|
||||
.link-match-title > h4 {
|
||||
margin: 0;
|
||||
padding-right: var(--small-padding);
|
||||
}
|
||||
|
||||
/* Link Target Candidates List */
|
||||
|
||||
.link-target-candidates-list {
|
||||
padding: var(--default-padding);
|
||||
}
|
||||
|
||||
.link-target-candidates-list > ul {
|
||||
padding-left: var(--default-padding);
|
||||
}
|
||||
|
||||
/* Replacements Selection */
|
||||
|
||||
.replacements-selection {
|
||||
margin-top: var(--super-small-margin);
|
||||
}
|
||||
|
||||
.replacements-selection > ul {
|
||||
padding-left: var(--default-padding);
|
||||
}
|
||||
|
||||
/* Replacement Item */
|
||||
|
||||
.replacement-item {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
}
|
||||
|
||||
.replacement-item > .matched-text {
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.replacement-context {
|
||||
font-size: var(--enlarged-default-font-size);
|
||||
color: var(--text-faint);
|
||||
white-space: nowrap;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
|
||||
.replacement-context > .arrow-icon {
|
||||
padding-left: var(--small-padding);
|
||||
padding-right: var(--small-padding);
|
||||
}
|
||||
|
||||
#replacement-context > .link-preview {
|
||||
color: var(--text-muted) !important;
|
||||
}
|
||||
|
||||
/* Other styling */
|
||||
|
||||
.hide-list-styling {
|
||||
list-style: none;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.light-description {
|
||||
font-size: var(--small-font-size);
|
||||
color: var(--text-muted);
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
.warning-toast {
|
||||
background: var(--warning-background-color);
|
||||
border-radius: var(--small-round-borders);
|
||||
padding: var(--small-padding);
|
||||
}
|
||||
|
||||
.success-toast {
|
||||
background: var(--success-background-color);
|
||||
border-radius: var(--small-round-borders);
|
||||
padding: var(--small-padding);
|
||||
}
|
||||
|
||||
.info-toast {
|
||||
background: var(--info-background-color);
|
||||
border-radius: var(--small-round-borders);
|
||||
padding: var(--small-padding);
|
||||
}
|
||||
|
||||
.pagination-controls {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
justify-content: center;
|
||||
margin-top: var(--default-margin);
|
||||
}
|
||||
61
.obsidian/plugins/obsidian-git/data.json
vendored
Normal file
61
.obsidian/plugins/obsidian-git/data.json
vendored
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
{
|
||||
"commitMessage": "vault backup: {{date}}",
|
||||
"autoCommitMessage": "vault backup: {{date}}",
|
||||
"commitMessageScript": "",
|
||||
"commitDateFormat": "YYYY-MM-DD HH:mm:ss",
|
||||
"autoSaveInterval": 0,
|
||||
"autoPushInterval": 0,
|
||||
"autoPullInterval": 0,
|
||||
"autoPullOnBoot": false,
|
||||
"disablePush": false,
|
||||
"pullBeforePush": true,
|
||||
"disablePopups": false,
|
||||
"showErrorNotices": true,
|
||||
"disablePopupsForNoChanges": false,
|
||||
"listChangedFilesInMessageBody": false,
|
||||
"showStatusBar": true,
|
||||
"updateSubmodules": false,
|
||||
"syncMethod": "merge",
|
||||
"customMessageOnAutoBackup": false,
|
||||
"autoBackupAfterFileChange": false,
|
||||
"treeStructure": false,
|
||||
"refreshSourceControl": true,
|
||||
"basePath": "",
|
||||
"differentIntervalCommitAndPush": false,
|
||||
"changedFilesInStatusBar": false,
|
||||
"showedMobileNotice": true,
|
||||
"refreshSourceControlTimer": 7000,
|
||||
"showBranchStatusBar": true,
|
||||
"setLastSaveToLastCommit": false,
|
||||
"submoduleRecurseCheckout": false,
|
||||
"gitDir": "",
|
||||
"showFileMenu": true,
|
||||
"authorInHistoryView": "full",
|
||||
"dateInHistoryView": true,
|
||||
"diffStyle": "split",
|
||||
"lineAuthor": {
|
||||
"show": false,
|
||||
"followMovement": "inactive",
|
||||
"authorDisplay": "initials",
|
||||
"showCommitHash": false,
|
||||
"dateTimeFormatOptions": "date",
|
||||
"dateTimeFormatCustomString": "YYYY-MM-DD HH:mm",
|
||||
"dateTimeTimezone": "viewer-local",
|
||||
"coloringMaxAge": "1y",
|
||||
"colorNew": {
|
||||
"r": 255,
|
||||
"g": 150,
|
||||
"b": 150
|
||||
},
|
||||
"colorOld": {
|
||||
"r": 120,
|
||||
"g": 160,
|
||||
"b": 255
|
||||
},
|
||||
"textColorCss": "var(--text-muted)",
|
||||
"ignoreWhitespace": false,
|
||||
"gutterSpacingFallbackLength": 5,
|
||||
"lastShownAuthorDisplay": "initials",
|
||||
"lastShownDateTimeFormatOptions": "date"
|
||||
}
|
||||
}
|
||||
418
.obsidian/plugins/obsidian-git/main.js
vendored
Normal file
418
.obsidian/plugins/obsidian-git/main.js
vendored
Normal file
File diff suppressed because one or more lines are too long
10
.obsidian/plugins/obsidian-git/manifest.json
vendored
Normal file
10
.obsidian/plugins/obsidian-git/manifest.json
vendored
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"author": "Vinzent",
|
||||
"authorUrl": "https://github.com/Vinzent03",
|
||||
"id": "obsidian-git",
|
||||
"name": "Git",
|
||||
"description": "Integrate Git version control with automatic backup and other advanced features.",
|
||||
"isDesktopOnly": false,
|
||||
"fundingUrl": "https://ko-fi.com/vinzent",
|
||||
"version": "2.34.0"
|
||||
}
|
||||
605
.obsidian/plugins/obsidian-git/styles.css
vendored
Normal file
605
.obsidian/plugins/obsidian-git/styles.css
vendored
Normal file
|
|
@ -0,0 +1,605 @@
|
|||
@keyframes loading {
|
||||
0% {
|
||||
transform: rotate(0deg);
|
||||
}
|
||||
|
||||
100% {
|
||||
transform: rotate(360deg);
|
||||
}
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="git-view"] .button-border {
|
||||
border: 2px solid var(--interactive-accent);
|
||||
border-radius: var(--radius-s);
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="git-view"] .view-content {
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="git-history-view"] .view-content {
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.loading > svg {
|
||||
animation: 2s linear infinite loading;
|
||||
transform-origin: 50% 50%;
|
||||
display: inline-block;
|
||||
}
|
||||
|
||||
.obsidian-git-center {
|
||||
margin: auto;
|
||||
text-align: center;
|
||||
width: 50%;
|
||||
}
|
||||
|
||||
.obsidian-git-textarea {
|
||||
display: block;
|
||||
margin-left: auto;
|
||||
margin-right: auto;
|
||||
}
|
||||
|
||||
.obsidian-git-disabled {
|
||||
opacity: 0.5;
|
||||
}
|
||||
|
||||
.obsidian-git-center-button {
|
||||
display: block;
|
||||
margin: 20px auto;
|
||||
}
|
||||
|
||||
.tooltip.mod-left {
|
||||
overflow-wrap: break-word;
|
||||
}
|
||||
|
||||
.tooltip.mod-right {
|
||||
overflow-wrap: break-word;
|
||||
}
|
||||
.git-tools {
|
||||
display: flex;
|
||||
margin-left: auto;
|
||||
}
|
||||
.git-tools .type {
|
||||
padding-left: var(--size-2-1);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 11px;
|
||||
}
|
||||
|
||||
.git-tools .type[data-type="M"] {
|
||||
color: orange;
|
||||
}
|
||||
.git-tools .type[data-type="D"] {
|
||||
color: red;
|
||||
}
|
||||
.git-tools .buttons {
|
||||
display: flex;
|
||||
}
|
||||
.git-tools .buttons > * {
|
||||
padding: 0 0;
|
||||
height: auto;
|
||||
}
|
||||
|
||||
.is-active .git-tools .buttons > * {
|
||||
color: var(--nav-item-color-active);
|
||||
}
|
||||
|
||||
.git-author {
|
||||
color: var(--text-accent);
|
||||
}
|
||||
|
||||
.git-date {
|
||||
color: var(--text-accent);
|
||||
}
|
||||
|
||||
.git-ref {
|
||||
color: var(--text-accent);
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-d-none {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-wrapper {
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-header {
|
||||
background-color: var(--background-primary);
|
||||
border-bottom: 1px solid var(--interactive-accent);
|
||||
font-family: var(--font-monospace);
|
||||
height: 35px;
|
||||
padding: 5px 10px;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-header,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-stats {
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-stats {
|
||||
font-size: 14px;
|
||||
margin-left: auto;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-lines-added {
|
||||
border: 1px solid #b4e2b4;
|
||||
border-radius: 5px 0 0 5px;
|
||||
color: #399839;
|
||||
padding: 2px;
|
||||
text-align: right;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-lines-deleted {
|
||||
border: 1px solid #e9aeae;
|
||||
border-radius: 0 5px 5px 0;
|
||||
color: #c33;
|
||||
margin-left: 1px;
|
||||
padding: 2px;
|
||||
text-align: left;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-name-wrapper {
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
font-size: 15px;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-name {
|
||||
overflow-x: hidden;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-wrapper {
|
||||
border: 1px solid var(--background-modifier-border);
|
||||
border-radius: 3px;
|
||||
margin-bottom: 1em;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-collapse {
|
||||
-webkit-box-pack: end;
|
||||
-ms-flex-pack: end;
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
border: 1px solid var(--background-modifier-border);
|
||||
border-radius: 3px;
|
||||
cursor: pointer;
|
||||
display: none;
|
||||
font-size: 12px;
|
||||
justify-content: flex-end;
|
||||
padding: 4px 8px;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-collapse.d2h-selected {
|
||||
background-color: #c8e1ff;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-collapse-input {
|
||||
margin: 0 4px 0 0;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-diff-table {
|
||||
border-collapse: collapse;
|
||||
font-family: Menlo, Consolas, monospace;
|
||||
font-size: 13px;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-files-diff {
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-diff {
|
||||
overflow-y: hidden;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-side-diff {
|
||||
display: inline-block;
|
||||
margin-bottom: -8px;
|
||||
margin-right: -4px;
|
||||
overflow-x: scroll;
|
||||
overflow-y: hidden;
|
||||
width: 50%;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-line {
|
||||
padding: 0 8em;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-line,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-line {
|
||||
display: inline-block;
|
||||
-webkit-user-select: none;
|
||||
-moz-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
white-space: nowrap;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-line {
|
||||
padding: 0 4.5em;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-line-ctn {
|
||||
word-wrap: normal;
|
||||
background: none;
|
||||
display: inline-block;
|
||||
padding: 0;
|
||||
-webkit-user-select: text;
|
||||
-moz-user-select: text;
|
||||
-ms-user-select: text;
|
||||
user-select: text;
|
||||
vertical-align: middle;
|
||||
white-space: pre;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.theme-light .workspace-leaf-content[data-type="diff-view"] .d2h-code-line del,
|
||||
.theme-light
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-code-side-line
|
||||
del {
|
||||
background-color: #ffb6ba;
|
||||
}
|
||||
|
||||
.theme-dark .workspace-leaf-content[data-type="diff-view"] .d2h-code-line del,
|
||||
.theme-dark
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-code-side-line
|
||||
del {
|
||||
background-color: #8d232881;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-line del,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-line ins,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-line del,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-line ins {
|
||||
border-radius: 0.2em;
|
||||
display: inline-block;
|
||||
margin-top: -1px;
|
||||
text-decoration: none;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
.theme-light .workspace-leaf-content[data-type="diff-view"] .d2h-code-line ins,
|
||||
.theme-light
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-code-side-line
|
||||
ins {
|
||||
background-color: #97f295;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.theme-dark .workspace-leaf-content[data-type="diff-view"] .d2h-code-line ins,
|
||||
.theme-dark
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-code-side-line
|
||||
ins {
|
||||
background-color: #1d921996;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-line-prefix {
|
||||
word-wrap: normal;
|
||||
background: none;
|
||||
display: inline;
|
||||
padding: 0;
|
||||
white-space: pre;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .line-num1 {
|
||||
float: left;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .line-num1,
|
||||
.workspace-leaf-content[data-type="diff-view"] .line-num2 {
|
||||
-webkit-box-sizing: border-box;
|
||||
box-sizing: border-box;
|
||||
overflow: hidden;
|
||||
padding: 0 0.5em;
|
||||
text-overflow: ellipsis;
|
||||
width: 3.5em;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .line-num2 {
|
||||
float: right;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-linenumber {
|
||||
background-color: var(--background-primary);
|
||||
border: solid var(--background-modifier-border);
|
||||
border-width: 0 1px;
|
||||
-webkit-box-sizing: border-box;
|
||||
box-sizing: border-box;
|
||||
color: var(--text-muted);
|
||||
cursor: pointer;
|
||||
display: inline-block;
|
||||
position: absolute;
|
||||
text-align: right;
|
||||
width: 7.5em;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-linenumber:after {
|
||||
content: "\200b";
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-linenumber {
|
||||
background-color: var(--background-primary);
|
||||
border: solid var(--background-modifier-border);
|
||||
border-width: 0 1px;
|
||||
-webkit-box-sizing: border-box;
|
||||
box-sizing: border-box;
|
||||
color: var(--text-muted);
|
||||
cursor: pointer;
|
||||
display: inline-block;
|
||||
overflow: hidden;
|
||||
padding: 0 0.5em;
|
||||
position: absolute;
|
||||
text-align: right;
|
||||
text-overflow: ellipsis;
|
||||
width: 4em;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-diff-tbody tr {
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-linenumber:after {
|
||||
content: "\200b";
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-emptyplaceholder,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-emptyplaceholder {
|
||||
background-color: var(--background-primary);
|
||||
border-color: var(--background-modifier-border);
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-line-prefix,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-linenumber,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-linenumber,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-emptyplaceholder {
|
||||
-webkit-user-select: none;
|
||||
-moz-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-linenumber,
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-code-side-linenumber {
|
||||
direction: rtl;
|
||||
}
|
||||
|
||||
.theme-light .workspace-leaf-content[data-type="diff-view"] .d2h-del {
|
||||
background-color: #fee8e9;
|
||||
border-color: #e9aeae;
|
||||
}
|
||||
|
||||
.theme-light .workspace-leaf-content[data-type="diff-view"] .d2h-ins {
|
||||
background-color: #dfd;
|
||||
border-color: #b4e2b4;
|
||||
}
|
||||
|
||||
.theme-dark .workspace-leaf-content[data-type="diff-view"] .d2h-del {
|
||||
background-color: #521b1d83;
|
||||
border-color: #691d1d73;
|
||||
}
|
||||
|
||||
.theme-dark .workspace-leaf-content[data-type="diff-view"] .d2h-ins {
|
||||
background-color: rgba(30, 71, 30, 0.5);
|
||||
border-color: #13501381;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-info {
|
||||
background-color: var(--background-primary);
|
||||
border-color: var(--background-modifier-border);
|
||||
color: var(--text-normal);
|
||||
}
|
||||
|
||||
.theme-light
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-file-diff
|
||||
.d2h-del.d2h-change {
|
||||
background-color: #fdf2d0;
|
||||
}
|
||||
|
||||
.theme-dark
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-file-diff
|
||||
.d2h-del.d2h-change {
|
||||
background-color: #55492480;
|
||||
}
|
||||
|
||||
.theme-light
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-file-diff
|
||||
.d2h-ins.d2h-change {
|
||||
background-color: #ded;
|
||||
}
|
||||
|
||||
.theme-dark
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-file-diff
|
||||
.d2h-ins.d2h-change {
|
||||
background-color: rgba(37, 78, 37, 0.418);
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-list-wrapper {
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-list-wrapper a {
|
||||
color: #3572b0;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"]
|
||||
.d2h-file-list-wrapper
|
||||
a:visited {
|
||||
color: #3572b0;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-list-header {
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-list-title {
|
||||
font-weight: 700;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-list-line {
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-list {
|
||||
display: block;
|
||||
list-style: none;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-list > li {
|
||||
border-bottom: 1px solid var(--background-modifier-border);
|
||||
margin: 0;
|
||||
padding: 5px 10px;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-list > li:last-child {
|
||||
border-bottom: none;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-file-switch {
|
||||
cursor: pointer;
|
||||
display: none;
|
||||
font-size: 10px;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-icon {
|
||||
fill: currentColor;
|
||||
margin-right: 10px;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-deleted {
|
||||
color: #c33;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-added {
|
||||
color: #399839;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-changed {
|
||||
color: #d0b44c;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-moved {
|
||||
color: #3572b0;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-tag {
|
||||
background-color: var(--background-primary);
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
font-size: 10px;
|
||||
margin-left: 5px;
|
||||
padding: 0 2px;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-deleted-tag {
|
||||
border: 2px solid #c33;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-added-tag {
|
||||
border: 1px solid #399839;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-changed-tag {
|
||||
border: 1px solid #d0b44c;
|
||||
}
|
||||
|
||||
.workspace-leaf-content[data-type="diff-view"] .d2h-moved-tag {
|
||||
border: 1px solid #3572b0;
|
||||
}
|
||||
|
||||
/* ====================== Line Authoring Information ====================== */
|
||||
|
||||
.cm-gutterElement.obs-git-blame-gutter {
|
||||
/* Add background color to spacing inbetween and around the gutter for better aesthetics */
|
||||
border-width: 0px 2px 0.2px 2px;
|
||||
border-style: solid;
|
||||
border-color: var(--background-secondary);
|
||||
background-color: var(--background-secondary);
|
||||
}
|
||||
|
||||
.cm-gutterElement.obs-git-blame-gutter > div,
|
||||
.line-author-settings-preview {
|
||||
/* delegate text color to settings */
|
||||
color: var(--obs-git-gutter-text);
|
||||
font-family: monospace;
|
||||
height: 100%; /* ensure, that age-based background color occupies entire parent */
|
||||
text-align: right;
|
||||
padding: 0px 6px 0px 6px;
|
||||
white-space: pre; /* Keep spaces and do not collapse them. */
|
||||
}
|
||||
|
||||
@media (max-width: 800px) {
|
||||
/* hide git blame gutter not to superpose text */
|
||||
.cm-gutterElement.obs-git-blame-gutter {
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
|
||||
.git-unified-diff-view,
|
||||
.git-split-diff-view .cm-deletedLine .cm-changedText {
|
||||
background-color: #ee443330;
|
||||
}
|
||||
|
||||
.git-unified-diff-view,
|
||||
.git-split-diff-view .cm-insertedLine .cm-changedText {
|
||||
background-color: #22bb2230;
|
||||
}
|
||||
|
||||
/* Limits the scrollbar to the view body */
|
||||
.git-view {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
position: relative;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.git-obscure-prompt[git-is-obscured="true"] #git-show-password:after {
|
||||
-webkit-mask-image: url('data:image/svg+xml,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-eye"><path d="M2.062 12.348a1 1 0 0 1 0-.696 10.75 10.75 0 0 1 19.876 0 1 1 0 0 1 0 .696 10.75 10.75 0 0 1-19.876 0"></path><circle cx="12" cy="12" r="3"></circle></svg>');
|
||||
}
|
||||
|
||||
.git-obscure-prompt[git-is-obscured="false"] #git-show-password:after {
|
||||
-webkit-mask-image: url('data:image/svg+xml,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-eye-off"><path d="M10.733 5.076a10.744 10.744 0 0 1 11.205 6.575 1 1 0 0 1 0 .696 10.747 10.747 0 0 1-1.444 2.49"></path><path d="M14.084 14.158a3 3 0 0 1-4.242-4.242"></path><path d="M17.479 17.499a10.75 10.75 0 0 1-15.417-5.151 1 1 0 0 1 0-.696 10.75 10.75 0 0 1 4.446-5.143"></path><path d="m2 2 20 20"></path></svg>');
|
||||
}
|
||||
|
||||
/* Override styling of Codemirror merge view "collapsed lines" indicator */
|
||||
.git-split-diff-view .ͼ2 .cm-collapsedLines {
|
||||
background: var(--interactive-normal);
|
||||
border-radius: var(--radius-m);
|
||||
color: var(--text-accent);
|
||||
font-size: var(--font-small);
|
||||
padding: var(--size-4-1) var(--size-4-1);
|
||||
}
|
||||
.git-split-diff-view .ͼ2 .cm-collapsedLines:hover {
|
||||
background: var(--interactive-hover);
|
||||
color: var(--text-accent-hover);
|
||||
}
|
||||
103
.obsidian/plugins/obsidian-leaflet-plugin/data.json
vendored
Normal file
103
.obsidian/plugins/obsidian-leaflet-plugin/data.json
vendored
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
{
|
||||
"mapMarkers": [
|
||||
{
|
||||
"id": "temerian-empire-detail",
|
||||
"lastAccessed": 1753889389039,
|
||||
"markers": [
|
||||
{
|
||||
"id": "ID_0bab1b794baa",
|
||||
"type": "default",
|
||||
"loc": [
|
||||
-1.713134765625,
|
||||
4.07421875
|
||||
],
|
||||
"link": "Raveas",
|
||||
"layer": "temerian_empire_details.png",
|
||||
"mutable": true,
|
||||
"command": false,
|
||||
"percent": null,
|
||||
"description": "Raveas, capital of the temerian Empire",
|
||||
"minZoom": null,
|
||||
"maxZoom": null,
|
||||
"tooltip": "hover"
|
||||
}
|
||||
],
|
||||
"overlays": [],
|
||||
"shapes": [],
|
||||
"files": [
|
||||
"Setting/Realms/Mentralin/Temerian Empire/Temerian Empire.md"
|
||||
]
|
||||
}
|
||||
],
|
||||
"defaultMarker": {
|
||||
"type": "default",
|
||||
"iconName": "map-marker",
|
||||
"color": "#dddddd",
|
||||
"transform": {
|
||||
"size": 6,
|
||||
"x": 0,
|
||||
"y": -2
|
||||
}
|
||||
},
|
||||
"markerIcons": [],
|
||||
"color": "#dddddd",
|
||||
"lat": 39.983334,
|
||||
"long": -82.98333,
|
||||
"notePreview": false,
|
||||
"layerMarkers": true,
|
||||
"previousVersion": "6.0.5",
|
||||
"version": {
|
||||
"major": 6,
|
||||
"minor": 0,
|
||||
"patch": 5
|
||||
},
|
||||
"warnedAboutMapMarker": false,
|
||||
"copyOnClick": false,
|
||||
"displayMarkerTooltips": "hover",
|
||||
"displayOverlayTooltips": true,
|
||||
"configDirectory": null,
|
||||
"mapViewEnabled": true,
|
||||
"mapViewParameters": {
|
||||
"darkMode": "false",
|
||||
"defaultZoom": 8,
|
||||
"distanceMultiplier": 1,
|
||||
"drawColor": "#3388ff",
|
||||
"geojson": [],
|
||||
"geojsonColor": "#3388ff",
|
||||
"gpx": [],
|
||||
"gpxColor": "#3388ff",
|
||||
"height": "500px",
|
||||
"image": "temerian_empire_details.png",
|
||||
"imageOverlay": [],
|
||||
"isMapView": false,
|
||||
"layers": [
|
||||
"temerian_empire_details.png"
|
||||
],
|
||||
"linksFrom": [],
|
||||
"linksTo": [],
|
||||
"marker": [],
|
||||
"commandMarker": [],
|
||||
"markerFile": [],
|
||||
"markerFolder": [],
|
||||
"markerTag": [],
|
||||
"maxZoom": 10,
|
||||
"minZoom": 1,
|
||||
"osmLayer": true,
|
||||
"overlay": [],
|
||||
"overlayColor": "blue",
|
||||
"scale": 1,
|
||||
"showAllMarkers": false,
|
||||
"tileServer": [],
|
||||
"verbose": false,
|
||||
"zoomDelta": 1,
|
||||
"zoomFeatures": false,
|
||||
"id": "temerian-empire-detail",
|
||||
"filterTag": []
|
||||
},
|
||||
"enableDraw": true,
|
||||
"defaultUnitType": "metric",
|
||||
"defaultTile": "https://{s}.basemaps.cartocdn.com/rastertiles/voyager/{z}/{x}/{y}.png",
|
||||
"defaultTileDark": "https://{s}.basemaps.cartocdn.com/rastertiles/voyager/{z}/{x}/{y}.png",
|
||||
"defaultAttribution": "© <a href=\"https://www.openstreetmap.org/copyright\">OpenStreetMap</a> contributors © <a href=\"https://carto.com/attributions\">CARTO</a>",
|
||||
"defaultTileSubdomains": "a,b,c,d"
|
||||
}
|
||||
3
.obsidian/plugins/obsidian-leaflet-plugin/main.js
vendored
Normal file
3
.obsidian/plugins/obsidian-leaflet-plugin/main.js
vendored
Normal file
File diff suppressed because one or more lines are too long
10
.obsidian/plugins/obsidian-leaflet-plugin/manifest.json
vendored
Normal file
10
.obsidian/plugins/obsidian-leaflet-plugin/manifest.json
vendored
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"id": "obsidian-leaflet-plugin",
|
||||
"name": "Leaflet",
|
||||
"description": "Interactive maps inside your notes",
|
||||
"version": "6.0.5",
|
||||
"minAppVersion": "0.12.12",
|
||||
"author": "Jeremy Valentine",
|
||||
"repo": "valentine195/obsidian-leaflet-plugin",
|
||||
"isDesktopOnly": false
|
||||
}
|
||||
1314
.obsidian/plugins/obsidian-leaflet-plugin/styles.css
vendored
Normal file
1314
.obsidian/plugins/obsidian-leaflet-plugin/styles.css
vendored
Normal file
File diff suppressed because it is too large
Load diff
417
.obsidian/plugins/obsidian-reading-time/main.js
vendored
Normal file
417
.obsidian/plugins/obsidian-reading-time/main.js
vendored
Normal file
|
|
@ -0,0 +1,417 @@
|
|||
/*
|
||||
THIS IS A GENERATED/BUNDLED FILE BY ESBUILD
|
||||
if you want to view the source, please visit the github repository of this plugin
|
||||
*/
|
||||
|
||||
var __create = Object.create;
|
||||
var __defProp = Object.defineProperty;
|
||||
var __defProps = Object.defineProperties;
|
||||
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
|
||||
var __getOwnPropDescs = Object.getOwnPropertyDescriptors;
|
||||
var __getOwnPropNames = Object.getOwnPropertyNames;
|
||||
var __getOwnPropSymbols = Object.getOwnPropertySymbols;
|
||||
var __getProtoOf = Object.getPrototypeOf;
|
||||
var __hasOwnProp = Object.prototype.hasOwnProperty;
|
||||
var __propIsEnum = Object.prototype.propertyIsEnumerable;
|
||||
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
|
||||
var __spreadValues = (a, b) => {
|
||||
for (var prop in b || (b = {}))
|
||||
if (__hasOwnProp.call(b, prop))
|
||||
__defNormalProp(a, prop, b[prop]);
|
||||
if (__getOwnPropSymbols)
|
||||
for (var prop of __getOwnPropSymbols(b)) {
|
||||
if (__propIsEnum.call(b, prop))
|
||||
__defNormalProp(a, prop, b[prop]);
|
||||
}
|
||||
return a;
|
||||
};
|
||||
var __spreadProps = (a, b) => __defProps(a, __getOwnPropDescs(b));
|
||||
var __commonJS = (cb, mod) => function __require() {
|
||||
return mod || (0, cb[__getOwnPropNames(cb)[0]])((mod = { exports: {} }).exports, mod), mod.exports;
|
||||
};
|
||||
var __export = (target, all) => {
|
||||
for (var name in all)
|
||||
__defProp(target, name, { get: all[name], enumerable: true });
|
||||
};
|
||||
var __copyProps = (to, from, except, desc) => {
|
||||
if (from && typeof from === "object" || typeof from === "function") {
|
||||
for (let key of __getOwnPropNames(from))
|
||||
if (!__hasOwnProp.call(to, key) && key !== except)
|
||||
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
|
||||
}
|
||||
return to;
|
||||
};
|
||||
var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(
|
||||
// If the importer is in node compatibility mode or this is not an ESM
|
||||
// file that has been converted to a CommonJS file using a Babel-
|
||||
// compatible transform (i.e. "__esModule" has not been set), then set
|
||||
// "default" to the CommonJS "module.exports" for node compatibility.
|
||||
isNodeMode || !mod || !mod.__esModule ? __defProp(target, "default", { value: mod, enumerable: true }) : target,
|
||||
mod
|
||||
));
|
||||
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
|
||||
var __async = (__this, __arguments, generator) => {
|
||||
return new Promise((resolve, reject) => {
|
||||
var fulfilled = (value) => {
|
||||
try {
|
||||
step(generator.next(value));
|
||||
} catch (e) {
|
||||
reject(e);
|
||||
}
|
||||
};
|
||||
var rejected = (value) => {
|
||||
try {
|
||||
step(generator.throw(value));
|
||||
} catch (e) {
|
||||
reject(e);
|
||||
}
|
||||
};
|
||||
var step = (x) => x.done ? resolve(x.value) : Promise.resolve(x.value).then(fulfilled, rejected);
|
||||
step((generator = generator.apply(__this, __arguments)).next());
|
||||
});
|
||||
};
|
||||
|
||||
// node_modules/parse-ms/index.js
|
||||
var require_parse_ms = __commonJS({
|
||||
"node_modules/parse-ms/index.js"(exports, module2) {
|
||||
"use strict";
|
||||
module2.exports = (milliseconds) => {
|
||||
if (typeof milliseconds !== "number") {
|
||||
throw new TypeError("Expected a number");
|
||||
}
|
||||
const roundTowardsZero = milliseconds > 0 ? Math.floor : Math.ceil;
|
||||
return {
|
||||
days: roundTowardsZero(milliseconds / 864e5),
|
||||
hours: roundTowardsZero(milliseconds / 36e5) % 24,
|
||||
minutes: roundTowardsZero(milliseconds / 6e4) % 60,
|
||||
seconds: roundTowardsZero(milliseconds / 1e3) % 60,
|
||||
milliseconds: roundTowardsZero(milliseconds) % 1e3,
|
||||
microseconds: roundTowardsZero(milliseconds * 1e3) % 1e3,
|
||||
nanoseconds: roundTowardsZero(milliseconds * 1e6) % 1e3
|
||||
};
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
// node_modules/pretty-ms/index.js
|
||||
var require_pretty_ms = __commonJS({
|
||||
"node_modules/pretty-ms/index.js"(exports, module2) {
|
||||
"use strict";
|
||||
var parseMilliseconds = require_parse_ms();
|
||||
var pluralize = (word, count) => count === 1 ? word : `${word}s`;
|
||||
var SECOND_ROUNDING_EPSILON = 1e-7;
|
||||
module2.exports = (milliseconds, options = {}) => {
|
||||
if (!Number.isFinite(milliseconds)) {
|
||||
throw new TypeError("Expected a finite number");
|
||||
}
|
||||
if (options.colonNotation) {
|
||||
options.compact = false;
|
||||
options.formatSubMilliseconds = false;
|
||||
options.separateMilliseconds = false;
|
||||
options.verbose = false;
|
||||
}
|
||||
if (options.compact) {
|
||||
options.secondsDecimalDigits = 0;
|
||||
options.millisecondsDecimalDigits = 0;
|
||||
}
|
||||
const result = [];
|
||||
const floorDecimals = (value, decimalDigits) => {
|
||||
const flooredInterimValue = Math.floor(value * 10 ** decimalDigits + SECOND_ROUNDING_EPSILON);
|
||||
const flooredValue = Math.round(flooredInterimValue) / 10 ** decimalDigits;
|
||||
return flooredValue.toFixed(decimalDigits);
|
||||
};
|
||||
const add = (value, long, short, valueString) => {
|
||||
if ((result.length === 0 || !options.colonNotation) && value === 0 && !(options.colonNotation && short === "m")) {
|
||||
return;
|
||||
}
|
||||
valueString = (valueString || value || "0").toString();
|
||||
let prefix;
|
||||
let suffix;
|
||||
if (options.colonNotation) {
|
||||
prefix = result.length > 0 ? ":" : "";
|
||||
suffix = "";
|
||||
const wholeDigits = valueString.includes(".") ? valueString.split(".")[0].length : valueString.length;
|
||||
const minLength = result.length > 0 ? 2 : 1;
|
||||
valueString = "0".repeat(Math.max(0, minLength - wholeDigits)) + valueString;
|
||||
} else {
|
||||
prefix = "";
|
||||
suffix = options.verbose ? " " + pluralize(long, value) : short;
|
||||
}
|
||||
result.push(prefix + valueString + suffix);
|
||||
};
|
||||
const parsed = parseMilliseconds(milliseconds);
|
||||
add(Math.trunc(parsed.days / 365), "year", "y");
|
||||
add(parsed.days % 365, "day", "d");
|
||||
add(parsed.hours, "hour", "h");
|
||||
add(parsed.minutes, "minute", "m");
|
||||
if (options.separateMilliseconds || options.formatSubMilliseconds || !options.colonNotation && milliseconds < 1e3) {
|
||||
add(parsed.seconds, "second", "s");
|
||||
if (options.formatSubMilliseconds) {
|
||||
add(parsed.milliseconds, "millisecond", "ms");
|
||||
add(parsed.microseconds, "microsecond", "\xB5s");
|
||||
add(parsed.nanoseconds, "nanosecond", "ns");
|
||||
} else {
|
||||
const millisecondsAndBelow = parsed.milliseconds + parsed.microseconds / 1e3 + parsed.nanoseconds / 1e6;
|
||||
const millisecondsDecimalDigits = typeof options.millisecondsDecimalDigits === "number" ? options.millisecondsDecimalDigits : 0;
|
||||
const roundedMiliseconds = millisecondsAndBelow >= 1 ? Math.round(millisecondsAndBelow) : Math.ceil(millisecondsAndBelow);
|
||||
const millisecondsString = millisecondsDecimalDigits ? millisecondsAndBelow.toFixed(millisecondsDecimalDigits) : roundedMiliseconds;
|
||||
add(
|
||||
Number.parseFloat(millisecondsString, 10),
|
||||
"millisecond",
|
||||
"ms",
|
||||
millisecondsString
|
||||
);
|
||||
}
|
||||
} else {
|
||||
const seconds = milliseconds / 1e3 % 60;
|
||||
const secondsDecimalDigits = typeof options.secondsDecimalDigits === "number" ? options.secondsDecimalDigits : 1;
|
||||
const secondsFixed = floorDecimals(seconds, secondsDecimalDigits);
|
||||
const secondsString = options.keepDecimalsOnWholeSeconds ? secondsFixed : secondsFixed.replace(/\.0+$/, "");
|
||||
add(Number.parseFloat(secondsString, 10), "second", "s", secondsString);
|
||||
}
|
||||
if (result.length === 0) {
|
||||
return "0" + (options.verbose ? " milliseconds" : "ms");
|
||||
}
|
||||
if (options.compact) {
|
||||
return result[0];
|
||||
}
|
||||
if (typeof options.unitCount === "number") {
|
||||
const separator = options.colonNotation ? "" : " ";
|
||||
return result.slice(0, Math.max(options.unitCount, 1)).join(separator);
|
||||
}
|
||||
return options.colonNotation ? result.join("") : result.join(" ");
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
// src/main.ts
|
||||
var main_exports = {};
|
||||
__export(main_exports, {
|
||||
default: () => ReadingTime
|
||||
});
|
||||
module.exports = __toCommonJS(main_exports);
|
||||
var import_obsidian2 = require("obsidian");
|
||||
|
||||
// src/settings.ts
|
||||
var import_obsidian = require("obsidian");
|
||||
var RT_DEFAULT_SETTINGS = {
|
||||
readingSpeed: 200,
|
||||
format: "default",
|
||||
appendText: "read"
|
||||
};
|
||||
var ReadingTimeSettingsTab = class extends import_obsidian.PluginSettingTab {
|
||||
constructor(app, plugin) {
|
||||
super(app, plugin);
|
||||
this.plugin = plugin;
|
||||
}
|
||||
display() {
|
||||
const { containerEl } = this;
|
||||
containerEl.empty();
|
||||
new import_obsidian.Setting(containerEl).setName("Reading speed").setDesc("Words per minute used for reading speed (default: 200).").addText((text) => {
|
||||
text.setPlaceholder("Example: 200").setValue(this.plugin.settings.readingSpeed.toString()).onChange((value) => __async(this, null, function* () {
|
||||
this.plugin.settings.readingSpeed = parseInt(value.trim());
|
||||
yield this.plugin.saveSettings().then(this.plugin.calculateReadingTime);
|
||||
}));
|
||||
});
|
||||
new import_obsidian.Setting(this.containerEl).setName("Format").setDesc("Choose the output format").addDropdown(
|
||||
(dropdown) => dropdown.addOption("default", "Default (10 min)").addOption("compact", "Compact (10m)").addOption("simple", "Simple (10m 4s)").addOption("verbose", "Verbose (10 minutes 4 seconds)").addOption("digital", "Colon Notation (10:04)").setValue(this.plugin.settings.format).onChange((value) => __async(this, null, function* () {
|
||||
this.plugin.settings.format = value;
|
||||
yield this.plugin.saveSettings().then(this.plugin.calculateReadingTime);
|
||||
}))
|
||||
);
|
||||
new import_obsidian.Setting(this.containerEl).setName("Append Text").setDesc("Append 'read' to formatted string.").addText(
|
||||
(text) => text.setValue(this.plugin.settings.appendText).onChange((value) => __async(this, null, function* () {
|
||||
this.plugin.settings.appendText = value.trim();
|
||||
yield this.plugin.saveSettings().then(this.plugin.calculateReadingTime);
|
||||
}))
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
// src/lib/reading-time/index.ts
|
||||
function codeIsInRanges(number, arrayOfRanges) {
|
||||
return arrayOfRanges.some(
|
||||
([lowerBound, upperBound]) => lowerBound <= number && number <= upperBound
|
||||
);
|
||||
}
|
||||
var isCJK = (c) => {
|
||||
const charCode = c.charCodeAt(0);
|
||||
return codeIsInRanges(charCode, [
|
||||
// Hiragana (Katakana not included on purpose,
|
||||
// context: https://github.com/ngryman/reading-time/pull/35#issuecomment-853364526)
|
||||
// If you think Katakana should be included and have solid reasons, improvement is welcomed
|
||||
[12352, 12447],
|
||||
// CJK Unified ideographs
|
||||
[19968, 40959],
|
||||
// Hangul
|
||||
[44032, 55203],
|
||||
// CJK extensions
|
||||
[131072, 191456]
|
||||
]);
|
||||
};
|
||||
var isAnsiWordBound = (c) => {
|
||||
return " \n\r ".includes(c);
|
||||
};
|
||||
var isPunctuation = (c) => {
|
||||
const charCode = c.charCodeAt(0);
|
||||
return codeIsInRanges(charCode, [
|
||||
[33, 47],
|
||||
[58, 64],
|
||||
[91, 96],
|
||||
[123, 126],
|
||||
// CJK Symbols and Punctuation
|
||||
[12288, 12351],
|
||||
// Full-width ASCII punctuation variants
|
||||
[65280, 65519]
|
||||
]);
|
||||
};
|
||||
function countWords(text, options = {}) {
|
||||
let words = 0, start = 0, end = text.length - 1;
|
||||
const { wordBound: isWordBound = isAnsiWordBound } = options;
|
||||
while (isWordBound(text[start]))
|
||||
start++;
|
||||
while (isWordBound(text[end]))
|
||||
end--;
|
||||
const normalizedText = `${text}
|
||||
`;
|
||||
for (let i = start; i <= end; i++) {
|
||||
if (isCJK(normalizedText[i]) || !isWordBound(normalizedText[i]) && (isWordBound(normalizedText[i + 1]) || isCJK(normalizedText[i + 1]))) {
|
||||
words++;
|
||||
}
|
||||
if (isCJK(normalizedText[i])) {
|
||||
while (i <= end && (isPunctuation(normalizedText[i + 1]) || isWordBound(normalizedText[i + 1]))) {
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
return { total: words };
|
||||
}
|
||||
function readingTimeWithCount(words, options = {}) {
|
||||
const { wordsPerMinute = 200 } = options;
|
||||
const minutes = words.total / wordsPerMinute;
|
||||
const time = Math.round(minutes * 60 * 1e3);
|
||||
const displayed = Math.ceil(parseFloat(minutes.toFixed(2)));
|
||||
return {
|
||||
minutes: displayed,
|
||||
time
|
||||
};
|
||||
}
|
||||
function readingTime(text, options = {}) {
|
||||
const words = countWords(text, options);
|
||||
return __spreadProps(__spreadValues({}, readingTimeWithCount(words, options)), {
|
||||
words
|
||||
});
|
||||
}
|
||||
|
||||
// src/helpers.ts
|
||||
var import_pretty_ms = __toESM(require_pretty_ms());
|
||||
function readingTimeText(text, plugin) {
|
||||
const result = readingTime(text, {
|
||||
wordsPerMinute: plugin.settings.readingSpeed
|
||||
});
|
||||
let options = {
|
||||
secondsDecimalDigits: 0
|
||||
};
|
||||
switch (plugin.settings.format) {
|
||||
case "simple":
|
||||
break;
|
||||
case "compact":
|
||||
if (result.time > 36e5) {
|
||||
options = __spreadProps(__spreadValues({}, options), { unitCount: 2 });
|
||||
} else {
|
||||
options = __spreadProps(__spreadValues({}, options), { compact: true });
|
||||
}
|
||||
break;
|
||||
case "verbose":
|
||||
options = __spreadProps(__spreadValues({}, options), { verbose: true });
|
||||
break;
|
||||
case "digital":
|
||||
options = __spreadProps(__spreadValues({}, options), { colonNotation: true });
|
||||
break;
|
||||
case "default":
|
||||
return plugin.settings.appendText ? `${result.minutes} min read` : `${result.minutes} min`;
|
||||
}
|
||||
const output = (0, import_pretty_ms.default)(result.time, options);
|
||||
return plugin.settings.appendText ? `${output} ${plugin.settings.appendText}` : output;
|
||||
}
|
||||
|
||||
// src/main.ts
|
||||
var ReadingTime = class extends import_obsidian2.Plugin {
|
||||
constructor() {
|
||||
super(...arguments);
|
||||
this.calculateReadingTime = () => {
|
||||
const mdView = this.app.workspace.getActiveViewOfType(import_obsidian2.MarkdownView);
|
||||
if (mdView && mdView.getViewData()) {
|
||||
const result = readingTimeText(mdView.getViewData(), this);
|
||||
this.statusBar.setText(`${result}`);
|
||||
} else {
|
||||
this.statusBar.setText("0 min read");
|
||||
}
|
||||
};
|
||||
}
|
||||
onload() {
|
||||
return __async(this, null, function* () {
|
||||
yield this.loadSettings();
|
||||
this.statusBar = this.addStatusBarItem();
|
||||
this.statusBar.setText("");
|
||||
this.addSettingTab(new ReadingTimeSettingsTab(this.app, this));
|
||||
this.addCommand({
|
||||
id: "reading-time-editor-command",
|
||||
name: "Selected Text",
|
||||
editorCallback: (editor, view) => {
|
||||
new ReadingTimeModal(this.app, editor, this).open();
|
||||
}
|
||||
});
|
||||
this.registerEvent(
|
||||
this.app.workspace.on("layout-change", this.calculateReadingTime)
|
||||
);
|
||||
this.registerEvent(
|
||||
this.app.workspace.on("file-open", this.calculateReadingTime)
|
||||
);
|
||||
this.registerEvent(
|
||||
this.app.workspace.on(
|
||||
"editor-change",
|
||||
(0, import_obsidian2.debounce)(this.calculateReadingTime, 1e3)
|
||||
)
|
||||
);
|
||||
});
|
||||
}
|
||||
loadSettings() {
|
||||
return __async(this, null, function* () {
|
||||
this.settings = Object.assign(
|
||||
{},
|
||||
RT_DEFAULT_SETTINGS,
|
||||
yield this.loadData()
|
||||
);
|
||||
});
|
||||
}
|
||||
saveSettings() {
|
||||
return __async(this, null, function* () {
|
||||
yield this.saveData(this.settings);
|
||||
});
|
||||
}
|
||||
};
|
||||
var ReadingTimeModal = class extends import_obsidian2.Modal {
|
||||
constructor(app, editor, plugin) {
|
||||
super(app);
|
||||
this.editor = editor;
|
||||
this.plugin = plugin;
|
||||
}
|
||||
onOpen() {
|
||||
const { contentEl, titleEl } = this;
|
||||
titleEl.setText("Reading Time of Selected Text");
|
||||
const stats = readingTimeText(this.editor.getSelection(), this.plugin);
|
||||
contentEl.setText(`${stats} (at ${this.plugin.settings.readingSpeed} wpm)`);
|
||||
}
|
||||
onClose() {
|
||||
const { contentEl } = this;
|
||||
contentEl.empty();
|
||||
}
|
||||
};
|
||||
/*!
|
||||
* reading-time
|
||||
* Copyright (c) Nicolas Gryman <ngryman@gmail.com>
|
||||
* MIT Licensed
|
||||
*/
|
||||
|
||||
/* nosourcemap */
|
||||
10
.obsidian/plugins/obsidian-reading-time/manifest.json
vendored
Normal file
10
.obsidian/plugins/obsidian-reading-time/manifest.json
vendored
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"id": "obsidian-reading-time",
|
||||
"name": "Reading Time",
|
||||
"description": "Add the current note's reading time to Obsidian's status bar.",
|
||||
"version": "1.1.2",
|
||||
"minAppVersion": "0.12.17",
|
||||
"isDesktopOnly": false,
|
||||
"author": "avr",
|
||||
"authorUrl": "https://github.com/avr"
|
||||
}
|
||||
1062
.obsidian/plugins/obsidian-smart-typography/main.js
vendored
Normal file
1062
.obsidian/plugins/obsidian-smart-typography/main.js
vendored
Normal file
File diff suppressed because it is too large
Load diff
10
.obsidian/plugins/obsidian-smart-typography/manifest.json
vendored
Normal file
10
.obsidian/plugins/obsidian-smart-typography/manifest.json
vendored
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"id": "obsidian-smart-typography",
|
||||
"name": "Smart Typography",
|
||||
"version": "1.0.18",
|
||||
"minAppVersion": "0.15.0",
|
||||
"description": "Converts quotes to curly quotes, dashes to em dashes, and periods to ellipses",
|
||||
"author": "mgmeyers",
|
||||
"authorUrl": "https://github.com/mgmeyers/obsidian-smart-typography",
|
||||
"isDesktopOnly": false
|
||||
}
|
||||
42
.obsidian/plugins/omnisearch/data.json
vendored
Normal file
42
.obsidian/plugins/omnisearch/data.json
vendored
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
{
|
||||
"useCache": true,
|
||||
"hideExcluded": false,
|
||||
"recencyBoost": "0",
|
||||
"downrankedFoldersFilters": [],
|
||||
"ignoreDiacritics": true,
|
||||
"ignoreArabicDiacritics": false,
|
||||
"indexedFileTypes": [],
|
||||
"displayTitle": "",
|
||||
"PDFIndexing": false,
|
||||
"officeIndexing": false,
|
||||
"imagesIndexing": false,
|
||||
"aiImageIndexing": false,
|
||||
"unsupportedFilesIndexing": "default",
|
||||
"splitCamelCase": false,
|
||||
"openInNewPane": false,
|
||||
"vimLikeNavigationShortcut": false,
|
||||
"ribbonIcon": true,
|
||||
"showExcerpt": true,
|
||||
"maxEmbeds": 5,
|
||||
"renderLineReturnInExcerpts": true,
|
||||
"showCreateButton": false,
|
||||
"highlight": true,
|
||||
"showPreviousQueryResults": true,
|
||||
"simpleSearch": false,
|
||||
"tokenizeUrls": false,
|
||||
"fuzziness": "1",
|
||||
"weightBasename": 10,
|
||||
"weightDirectory": 7,
|
||||
"weightH1": 6,
|
||||
"weightH2": 5,
|
||||
"weightH3": 4,
|
||||
"weightUnmarkedTags": 2,
|
||||
"weightCustomProperties": [],
|
||||
"httpApiEnabled": false,
|
||||
"httpApiPort": "51361",
|
||||
"httpApiNotice": true,
|
||||
"welcomeMessage": "1.21.0",
|
||||
"verboseLogging": false,
|
||||
"DANGER_httpHost": null,
|
||||
"DANGER_forceSaveCache": false
|
||||
}
|
||||
170
.obsidian/plugins/omnisearch/main.js
vendored
Normal file
170
.obsidian/plugins/omnisearch/main.js
vendored
Normal file
File diff suppressed because one or more lines are too long
14
.obsidian/plugins/omnisearch/manifest.json
vendored
Normal file
14
.obsidian/plugins/omnisearch/manifest.json
vendored
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
{
|
||||
"id": "omnisearch",
|
||||
"name": "Omnisearch",
|
||||
"version": "1.27.2",
|
||||
"minAppVersion": "1.7.2",
|
||||
"description": "A search engine that just works",
|
||||
"author": "Simon Cambier",
|
||||
"authorUrl": "https://github.com/scambier/obsidian-omnisearch",
|
||||
"fundingUrl": {
|
||||
"Github": "https://github.com/sponsors/scambier",
|
||||
"Ko-fi": "https://ko-fi.com/scambier"
|
||||
},
|
||||
"isDesktopOnly": false
|
||||
}
|
||||
135
.obsidian/plugins/omnisearch/styles.css
vendored
Normal file
135
.obsidian/plugins/omnisearch/styles.css
vendored
Normal file
|
|
@ -0,0 +1,135 @@
|
|||
.omnisearch-modal {
|
||||
}
|
||||
|
||||
.omnisearch-result {
|
||||
white-space: normal;
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
/* justify-content: space-between; */
|
||||
flex-wrap: nowrap;
|
||||
}
|
||||
|
||||
.omnisearch-result__title-container {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
column-gap: 5px;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.omnisearch-result__title {
|
||||
white-space: pre-wrap;
|
||||
align-items: center;
|
||||
display: flex;
|
||||
gap: 5px;
|
||||
}
|
||||
|
||||
.omnisearch-result__title > span {
|
||||
}
|
||||
|
||||
.omnisearch-result__folder-path {
|
||||
font-size: 0.75rem;
|
||||
align-items: center;
|
||||
display: flex;
|
||||
gap: 5px;
|
||||
color: var(--text-muted);
|
||||
}
|
||||
|
||||
.omnisearch-result__extension {
|
||||
font-size: 0.7rem;
|
||||
color: var(--text-muted);
|
||||
}
|
||||
|
||||
.omnisearch-result__counter {
|
||||
font-size: 0.7rem;
|
||||
color: var(--text-muted);
|
||||
}
|
||||
|
||||
.omnisearch-result__body {
|
||||
white-space: normal;
|
||||
font-size: small;
|
||||
word-wrap: normal;
|
||||
|
||||
overflow: hidden;
|
||||
display: -webkit-box;
|
||||
-webkit-line-clamp: 3;
|
||||
-webkit-box-orient: vertical;
|
||||
|
||||
color: var(--text-muted);
|
||||
margin-inline-start: 0.5em;
|
||||
}
|
||||
|
||||
.omnisearch-result__embed {
|
||||
margin-left: 1em;
|
||||
}
|
||||
|
||||
|
||||
.omnisearch-result__image-container {
|
||||
flex-basis: 20%;
|
||||
text-align: end;
|
||||
}
|
||||
|
||||
.omnisearch-highlight {
|
||||
}
|
||||
|
||||
.omnisearch-default-highlight {
|
||||
text-decoration: underline;
|
||||
text-decoration-color: var(--text-highlight-bg);
|
||||
text-decoration-thickness: 3px;
|
||||
text-underline-offset: -1px;
|
||||
text-decoration-skip-ink: none;
|
||||
}
|
||||
|
||||
.omnisearch-input-container {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
flex-direction: row;
|
||||
gap: 5px;
|
||||
}
|
||||
|
||||
.omnisearch-result__icon {
|
||||
display: inline-block;
|
||||
vertical-align: middle;
|
||||
width: 16px;
|
||||
height: 16px;
|
||||
margin-right: 4px;
|
||||
}
|
||||
|
||||
.omnisearch-result__icon svg {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.omnisearch-result__icon--emoji {
|
||||
font-size: 16px;
|
||||
vertical-align: middle;
|
||||
margin-right: 4px;
|
||||
}
|
||||
|
||||
@media only screen and (max-width: 600px) {
|
||||
.omnisearch-input-container {
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.omnisearch-input-container__buttons {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
width: 100%;
|
||||
padding: 0 1em 0 1em;
|
||||
gap: 1em;
|
||||
}
|
||||
.omnisearch-input-container__buttons > button {
|
||||
flex-grow: 1;
|
||||
}
|
||||
}
|
||||
|
||||
@media only screen and (min-width: 600px) {
|
||||
.omnisearch-input-container__buttons {
|
||||
margin-inline-end: 1em;
|
||||
}
|
||||
}
|
||||
|
||||
.omnisearch-input-field {
|
||||
position: relative;
|
||||
flex-grow: 1;
|
||||
}
|
||||
64
.obsidian/snippets/dashboard.css
vendored
Normal file
64
.obsidian/snippets/dashboard.css
vendored
Normal file
|
|
@ -0,0 +1,64 @@
|
|||
/*
|
||||
Last updated 2024-11-18
|
||||
This solution is provided by TfT Hacker. Learn more at https://tfthacker.com
|
||||
*/
|
||||
|
||||
.dashboard {
|
||||
font-family: inherit;
|
||||
padding-left: 25px !important;
|
||||
padding-right: 25px !important;
|
||||
padding-top: 20px !important;
|
||||
}
|
||||
|
||||
.dashboard .markdown-preview-section {
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
/* Title at top of the document */
|
||||
.dashboard .markdown-preview-section .title {
|
||||
top: 60px;
|
||||
position: absolute;
|
||||
font-size: 26pt !important;
|
||||
font-weight: bolder;
|
||||
letter-spacing: 8px;
|
||||
}
|
||||
|
||||
.dashboard h1 {
|
||||
border-bottom-style: dotted !important;
|
||||
border-width: 1px !important;
|
||||
padding-bottom: 3px !important;
|
||||
}
|
||||
|
||||
|
||||
/* Get rid of the parent bullet */
|
||||
.dashboard div.markdown-preview-section>div>ul>li>.list-bullet {
|
||||
display: none !important;
|
||||
}
|
||||
|
||||
/* Remove the indentation guide lines */
|
||||
.dashboard.markdown-rendered.show-indentation-guide li>ul::before,
|
||||
.dashboard.markdown-rendered.show-indentation-guide li>ol::before {
|
||||
display: none;
|
||||
}
|
||||
|
||||
div.markdown-preview-section>div>ul.has-list-bullet>li {
|
||||
padding-left: 0p !important;
|
||||
}
|
||||
|
||||
.dashboard div>ul {
|
||||
list-style: none;
|
||||
display: flex;
|
||||
column-gap: 50px;
|
||||
flex-flow: row wrap;
|
||||
}
|
||||
|
||||
.dashboard div>ul>li {
|
||||
min-width: 250px;
|
||||
width: 15%;
|
||||
}
|
||||
|
||||
/* Dataview support */
|
||||
.dashboard ul.dataview {
|
||||
row-gap: 0px !important;
|
||||
list-style-type: disc !important;
|
||||
}
|
||||
3
.obsidian/templates.json
vendored
Normal file
3
.obsidian/templates.json
vendored
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
{
|
||||
"folder": "_Templates"
|
||||
}
|
||||
7
.obsidian/themes/ITS Theme/manifest.json
vendored
Normal file
7
.obsidian/themes/ITS Theme/manifest.json
vendored
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
"name": "ITS Theme",
|
||||
"version": "1.3.38",
|
||||
"minAppVersion": "0.16.0",
|
||||
"author": "SlRvb",
|
||||
"authorUrl": "https://github.com/SlRvb"
|
||||
}
|
||||
14491
.obsidian/themes/ITS Theme/theme.css
vendored
Normal file
14491
.obsidian/themes/ITS Theme/theme.css
vendored
Normal file
File diff suppressed because one or more lines are too long
228
.obsidian/workspace.json
vendored
Normal file
228
.obsidian/workspace.json
vendored
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
{
|
||||
"main": {
|
||||
"id": "6cf983e4a5adcdd9",
|
||||
"type": "split",
|
||||
"children": [
|
||||
{
|
||||
"id": "ebdf9be6dce46b2b",
|
||||
"type": "tabs",
|
||||
"children": [
|
||||
{
|
||||
"id": "ca9e46eac9ad59f2",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "empty",
|
||||
"state": {},
|
||||
"icon": "lucide-file",
|
||||
"title": "New tab"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"direction": "vertical"
|
||||
},
|
||||
"left": {
|
||||
"id": "1519ac9a47002e46",
|
||||
"type": "split",
|
||||
"children": [
|
||||
{
|
||||
"id": "961b086fa40ea810",
|
||||
"type": "tabs",
|
||||
"children": [
|
||||
{
|
||||
"id": "d9d2496849c82e7b",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "file-explorer",
|
||||
"state": {
|
||||
"sortOrder": "alphabetical",
|
||||
"autoReveal": false
|
||||
},
|
||||
"icon": "lucide-folder-closed",
|
||||
"title": "Files"
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "084ae2143929cc7a",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "search",
|
||||
"state": {
|
||||
"query": "sunburst",
|
||||
"matchingCase": false,
|
||||
"explainSearch": false,
|
||||
"collapseAll": false,
|
||||
"extraContext": false,
|
||||
"sortOrder": "alphabetical"
|
||||
},
|
||||
"icon": "lucide-search",
|
||||
"title": "Search"
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "24bd92209bb43038",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "bookmarks",
|
||||
"state": {},
|
||||
"icon": "lucide-bookmark",
|
||||
"title": "Bookmarks"
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "4b34b2932fd332f5",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "VIEW_TYPE_LONGFORM_EXPLORER",
|
||||
"state": {},
|
||||
"icon": "lucide-file",
|
||||
"title": "Plugin no longer active"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"direction": "horizontal",
|
||||
"width": 300
|
||||
},
|
||||
"right": {
|
||||
"id": "6e6b01cdf5cbb06b",
|
||||
"type": "split",
|
||||
"children": [
|
||||
{
|
||||
"id": "dd25d8ac3ef83859",
|
||||
"type": "tabs",
|
||||
"children": [
|
||||
{
|
||||
"id": "2aa4f6cecc0798c2",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "backlink",
|
||||
"state": {
|
||||
"file": "Rules/Rules Draft.md",
|
||||
"collapseAll": true,
|
||||
"extraContext": false,
|
||||
"sortOrder": "alphabetical",
|
||||
"showSearch": false,
|
||||
"searchQuery": "",
|
||||
"backlinkCollapsed": false,
|
||||
"unlinkedCollapsed": true
|
||||
},
|
||||
"icon": "links-coming-in",
|
||||
"title": "Backlinks for Rules Draft"
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "1bbc1884d4432bb3",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "outgoing-link",
|
||||
"state": {
|
||||
"linksCollapsed": false,
|
||||
"unlinkedCollapsed": true
|
||||
},
|
||||
"icon": "links-going-out",
|
||||
"title": "Outgoing links"
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "2398a66a3a93ba1d",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "tag",
|
||||
"state": {
|
||||
"sortOrder": "frequency",
|
||||
"useHierarchy": true,
|
||||
"showSearch": false,
|
||||
"searchQuery": ""
|
||||
},
|
||||
"icon": "lucide-tags",
|
||||
"title": "Tags"
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "33acaf5417a98906",
|
||||
"type": "leaf",
|
||||
"state": {
|
||||
"type": "outline",
|
||||
"state": {
|
||||
"followCursor": false,
|
||||
"showSearch": false,
|
||||
"searchQuery": ""
|
||||
},
|
||||
"icon": "lucide-list",
|
||||
"title": "Outline"
|
||||
}
|
||||
}
|
||||
],
|
||||
"currentTab": 3
|
||||
}
|
||||
],
|
||||
"direction": "horizontal",
|
||||
"width": 371.5
|
||||
},
|
||||
"left-ribbon": {
|
||||
"hiddenItems": {
|
||||
"switcher:Open quick switcher": false,
|
||||
"graph:Open graph view": false,
|
||||
"canvas:Create new canvas": false,
|
||||
"daily-notes:Open today's daily note": false,
|
||||
"templates:Insert template": false,
|
||||
"command-palette:Open command palette": false,
|
||||
"obsidian-leaflet-plugin:Open Leaflet Map": false,
|
||||
"omnisearch:Omnisearch": false,
|
||||
"obisidian-note-linker:Note Linker": false,
|
||||
"obsidian-git:Open Git source control": false
|
||||
}
|
||||
},
|
||||
"active": "ca9e46eac9ad59f2",
|
||||
"lastOpenFiles": [
|
||||
"Rules/Combat.md",
|
||||
"Rules/Ability Trees/Profession/Spiritcaller - The Core of Magic.md",
|
||||
"Setting/Magical Traditions/Spirit Binding.md",
|
||||
"Rules/Magic Traditions/Spirit Binding – Chaincraft, The Yoke.md",
|
||||
"Rules/Magic Traditions/Pact Magic – Power Through Promises.md",
|
||||
"Rules/Magic Traditions/Blood Sorcery – The Scarlet Path.md",
|
||||
"Rules/Ability Trees/Profession/Traditions/Spiritbinding.md",
|
||||
"Rules/Ability Trees/Profession/Traditions/Pact Magic – The Oathbound Path.md",
|
||||
"Rules/Ability Trees/Profession/Traditions/Blood Sorcery – The Scarlet Path.md",
|
||||
"Rules/Dramatic Systems/Corruption.md",
|
||||
"Rules/Character Creation.md",
|
||||
"Rules/Ability Trees/First Tiers.md",
|
||||
"Rules/Skills.md",
|
||||
"Rules/Assets/Character Sheet.pdf",
|
||||
"Rules/Assets/msoE569.tmp",
|
||||
"Rules/Assets/msoE113.tmp",
|
||||
"Rules/Assets/pptB01E.tmp",
|
||||
"Rules/Assets/pptAB89.tmp",
|
||||
"Rules/Assets/ppt4AC6.tmp",
|
||||
"Rules/Assets/ppt3836.tmp",
|
||||
"Rules/Assets/Character Sheet.pptx",
|
||||
"Rules/Assets/~$Character Sheet.pptx",
|
||||
"Rules/Assets",
|
||||
"Rules/Background Table.md",
|
||||
"Rules/Ability Trees/Species/Tul.md",
|
||||
"_Attachments/Pasted image 20250731183401.png",
|
||||
"Rules/Base Rules.md",
|
||||
"Rules/Ability Trees/Skills/Martial/Melee (Might).md",
|
||||
"Rules/Advancement & Growth.md",
|
||||
"Rules/Advancement.md",
|
||||
"Setting/World/Spirits/Spirits.md",
|
||||
"Setting/World/Spirits/Spirit Dominions.md",
|
||||
"Setting/World/People/Akumei.md",
|
||||
"Setting/World/People/Myou.md",
|
||||
"Setting/World/People/Tlaxcal.md",
|
||||
"Setting/World/People/Tul People.md",
|
||||
"Setting/World/People/Peoples.md",
|
||||
"_Attachments/4c571b58-117c-4742-b50e-9fa335b3c5e2.png",
|
||||
"_Attachments/95a3b0a3-ea21-48fa-a71e-a399b9250637.png",
|
||||
"_Attachments/f906d0f0-5708-4c28-a787-88272e5084cd.png",
|
||||
"_Attachments/7712a72c-a359-4532-a4b8-654b338e90a7.png",
|
||||
"_Attachments/e0e31f49-9cc2-45a2-9982-7e2550a84cfd 2.png",
|
||||
"_Attachments/e0e31f49-9cc2-45a2-9982-7e2550a84cfd 1.png",
|
||||
"_Attachments/e0e31f49-9cc2-45a2-9982-7e2550a84cfd.png",
|
||||
"_Attachments/911b2e7b-7cad-42fd-a848-aac1316bd614.png",
|
||||
"_Attachments/50e3b43b-f9ef-45d3-b3fc-35d239a7584a.png"
|
||||
]
|
||||
}
|
||||
84
Home.md
Normal file
84
Home.md
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
---
|
||||
cssclass: dashboard
|
||||
---
|
||||
# Primer
|
||||
*Once, Vaelora stood open beneath the singing stars, rich with gods, spirits, and endless magic.*
|
||||
*But when the darkness came, devouring the heavens, the gods gave their final breath to raise the Veil — a sacred barrier sealing the world away from the consuming night.*
|
||||
|
||||
*The price was devastation.*
|
||||
|
||||
*The Shattering tore the land asunder, drowning empires and boiling seas. Now, centuries later, only whispers of the old world remain. Spirits — vast and small — shape the fate of mortals, and ancient relics of the lost Tul-Dar lie hidden beneath broken mountains and dying forests.*
|
||||
|
||||
*No soul escapes Vaelora.*
|
||||
*No magic flows freely.*
|
||||
*Life, death, and spirit now spiral in an endless dance, watched over by a shattered sky.*
|
||||
|
||||
*In the ruins of forgotten glory, new powers rise — and old ones awaken.*
|
||||
|
||||
# World Overview
|
||||
* 🌍[[Vaelora]]
|
||||
* 🧑🤝🧑[[Peoples]] of Vaelora
|
||||
* [[Tul People]]
|
||||
* [[Tlaxcal]]
|
||||
* [[Myou]]
|
||||
* [[Akumei]]
|
||||
* 📖 History
|
||||
* ⚡Events
|
||||
- [[Darkening of the Stars]]
|
||||
- [[The Shattering]]
|
||||
- 📿Artifacts
|
||||
- [[Relic Weapons]]
|
||||
- [[Doomblades]]
|
||||
- 🧫 Lost Cultures
|
||||
- [[Tul-Dar]]
|
||||
- [[People of the Stars]]
|
||||
- 🔬Laws of Nature
|
||||
- 👻 [[Spirits]]
|
||||
- 🪽 [[Dead Gods]]
|
||||
- ☁️ [[The Veil]]
|
||||
- [[Magic]]
|
||||
# Kingdoms & Realms
|
||||
- 👑[[Mentralin]]
|
||||
- ⚖️ [[Temerian Empire]]
|
||||
- ⚔️ [[Mentralian Kingdoms]]
|
||||
- 🌸 [[Kyourin Shogunate]]
|
||||
- ⛩️ [[Lao-Shan]]
|
||||
- 🔱 [[Golden Coast]]
|
||||
- 🗻 [[The Reaches]]
|
||||
- ✨ [[Setting/Realms/Mentralin/Annwyn/Annwyn]]
|
||||
- 🌳 [[Setting/Realms/Mentralin/Ashenvale Woods/Ashenvale Woods]]
|
||||
- 🪆[[Anderon]]
|
||||
- 🐫 [[Al'Mahoun]]
|
||||
- 🪦[[Pharos]]
|
||||
- 🐆 [[Tlaxcaltec]]
|
||||
# Organizations
|
||||
- Religions & Philosophies
|
||||
- ☯️ [[The Balanced Scale]]
|
||||
- 🛞 [[Creed of the Veil]]
|
||||
- 🫂 [[The Old Song]]
|
||||
- 🐲[[The Scaled Doctrine of Par-Thalax]]
|
||||
- [[Setting/Organizations/Shayakar/Shayakar]]
|
||||
- [[Knightly Orders]]
|
||||
- [[Sworn Blades]]
|
||||
- [[Duelists]]
|
||||
- [[The Oathknights of Annwyn|Oathknights]]
|
||||
- Magical Orders
|
||||
- [[Magisters of the Black Citadel]]
|
||||
- [[Initiates of Pharos]]
|
||||
- [[Eldsinger]]
|
||||
- [[Circle of Magi]]
|
||||
- [[Spirit Soothers]]
|
||||
* Military
|
||||
* [[Imperial Legion]]
|
||||
* [[Daughters of the Wolf]]
|
||||
# Magical Traditions
|
||||
- 📖 [[Setting/Magical Traditions/Spirit Binding]]
|
||||
- 🔨 [[Soulforging]]
|
||||
- 🪢 [[Melded Souls]]
|
||||
- 🔥[[Chthonism]]
|
||||
- 🤝 [[Setting/Magical Traditions/Pact Magic]]
|
||||
- 🌠 [[Voidcalling]]
|
||||
- ⭕ [[The Hollowed]]
|
||||
- 😶🌫️ [[Veiling]]
|
||||
- 🩸[[Setting/Magical Traditions/Blood Sorcery]]
|
||||
- ⚗️ [[Setting/Magical Traditions/Alchemy]]
|
||||
198
Rules/Ability Trees.md
Normal file
198
Rules/Ability Trees.md
Normal file
|
|
@ -0,0 +1,198 @@
|
|||
_"Power is not just in the strength of your arm or the sharpness of your mind, but in the techniques, traditions, and secrets you master along the way."_
|
||||
|
||||
## **1. What Are Abilities?**
|
||||
|
||||
Abilities are **special techniques, talents, or powers** that define your character’s unique approach to the world. They can be martial strikes, mystical invocations, social manipulations, or survival tricks—but all share a common purpose: they make your character feel distinct.
|
||||
|
||||
- Some abilities are **passive**: always active once you learn them.
|
||||
|
||||
- Others are **activated**: requiring you to spend an action, mark dice, or meet specific conditions.
|
||||
|
||||
|
||||
Abilities generally interact with the **marked dice system** (see [Marked Dice and Special Abilities](https://chatgpt.com/c/68849670-de5c-8331-b9f7-3e010a58cd76#)). By marking one or more dice with modifiers like _Powerful_, _Risky_, or _Lucky_, you can turn a simple roll into a decisive moment.
|
||||
|
||||
## **2. Ability Trees**
|
||||
|
||||
Abilities are organized into **trees**: structured paths of 2–4 tiers that show progression from basic techniques to signature moves.
|
||||
|
||||
### **Types of Trees**
|
||||
|
||||
1. **Skill Trees (Universal)**
|
||||
|
||||
- Every **Skill** in Vaelora has its own tree, accessible to all.
|
||||
|
||||
- Each tree’s abilities are themed around that skill (e.g., _Melee_ grants martial strikes and parries, _Stealth_ grants vanish and ambush powers).
|
||||
|
||||
- The deeper you go, the more specialized and powerful the abilities become.
|
||||
|
||||
2. **Species Trees (Innate)**
|
||||
|
||||
- Each species has its own tree, reflecting its physiology, instincts, and heritage.
|
||||
|
||||
- You automatically gain **one Tier 1 ability** from your species tree at character creation.
|
||||
|
||||
- Deeper tiers are optional and can be purchased as you advance.
|
||||
|
||||
3. **Archetype Trees (Optional Specialization)**
|
||||
|
||||
- Represent professions, training, or mystical paths (Knight, Spiritbinder, Assassin, etc.).
|
||||
|
||||
- You must meet **narrative conditions** to unlock these trees.
|
||||
|
||||
- Archetype trees often blend multiple skills and can bend core rules in thematic ways.
|
||||
|
||||
|
||||
---
|
||||
|
||||
## **3. Unlocking and Advancing Trees**
|
||||
|
||||
### **Tiers and Requirements**
|
||||
|
||||
- Each tree has **4 tiers** of abilities.
|
||||
|
||||
- You must meet the **Skill Rank requirement** to purchase an ability:
|
||||
|
||||
- Tier 1 → Skill Rank 1+
|
||||
|
||||
- Tier 2 → Skill Rank 2+
|
||||
|
||||
- Tier 3 → Skill Rank 3+
|
||||
|
||||
- Tier 4 → Skill Rank 4+
|
||||
|
||||
- Some abilities have **additional prerequisites**, such as species, narrative milestones, or Attribute minimums.
|
||||
|
||||
|
||||
### **Cost**
|
||||
|
||||
- **Abilities are purchased with Marks** from the associated skill (see [Advancement & Growth](https://chatgpt.com/c/68849670-de5c-8331-b9f7-3e010a58cd76#)).
|
||||
|
||||
- Cost:
|
||||
|
||||
- Tier 1 = **3 Marks**
|
||||
|
||||
- Tier 2 = **6 Marks**
|
||||
|
||||
- Tier 3 = **9 Marks**
|
||||
|
||||
- Tier 4 = **12 Marks**
|
||||
|
||||
|
||||
> **Marks must come from the skill(s) linked to the ability.**
|
||||
> If an ability crosses multiple skills (e.g., Melee + Tactics), you may spend Marks from either pool.
|
||||
|
||||
---
|
||||
|
||||
## **4. Choosing Your Path**
|
||||
|
||||
When you purchase an ability, you’re making a statement about your character’s style:
|
||||
|
||||
- Do you double down on a **single skill tree** and become a true specialist?
|
||||
|
||||
- Do you diversify across **multiple trees** to remain flexible?
|
||||
|
||||
- Do you unlock **Species or Archetype trees** for rare powers and thematic flavor?
|
||||
|
||||
|
||||
There is no wrong path—abilities are designed to offer frequent choices and creative builds.
|
||||
|
||||
---
|
||||
|
||||
## **5. Species Trees**
|
||||
|
||||
Every character gains **one Tier 1 ability from their Species Tree** at character creation (see [Character Creation](https://chatgpt.com/c/68849670-de5c-8331-b9f7-3e010a58cd76#)).
|
||||
|
||||
- This free pick reflects the innate gifts or instincts of your lineage.
|
||||
|
||||
- You may invest in deeper tiers later using Marks, provided you meet the requirements.
|
||||
|
||||
|
||||
Species trees often offer abilities that **cannot be learned anywhere else**, from the Myou’s spore symbiosis to the Akumei’s spirit-welded powers.
|
||||
|
||||
---
|
||||
|
||||
## **6. Archetype Trees**
|
||||
|
||||
Archetype trees represent **specialized training or secret traditions** that not everyone has access to.
|
||||
|
||||
### **Access**
|
||||
|
||||
- Gained through **narrative milestones**: joining an order, forging a pact, or earning a mentor.
|
||||
|
||||
- Once unlocked, you may purchase abilities using Marks from the relevant skills.
|
||||
|
||||
|
||||
### **Examples**
|
||||
|
||||
- **Knight:** Heavy armor mastery, rallying commands, and mounted charges.
|
||||
|
||||
- **Spiritbinder:** Spirit allies, seals, and exorcisms.
|
||||
|
||||
- **Assassin:** Poison techniques, ambush strikes, and vanishing arts.
|
||||
|
||||
|
||||
> Archetype trees are optional. Characters who prefer to stay generalist can ignore them and still thrive.
|
||||
|
||||
---
|
||||
|
||||
## **7. How Abilities Interact with Play**
|
||||
|
||||
Abilities make you better at **specific moments**, not just bigger numbers.
|
||||
|
||||
- They open new actions (e.g., _Flurry of Strikes_ lets you split your attack pool).
|
||||
|
||||
- They reward risk (e.g., _Risky_ dice for stronger effects).
|
||||
|
||||
- They create synergy with other players (e.g., _Cooperative_ dice or rally abilities).
|
||||
|
||||
|
||||
This means your choices in the trees directly shape **how your character engages with the world**, in and out of combat.
|
||||
|
||||
---
|
||||
|
||||
## **8. Sample Ability Tree Snapshot**
|
||||
|
||||
> **Melee Tree (Universal Skill Tree)**
|
||||
>
|
||||
> **Tier 1 (Melee 1+):**
|
||||
>
|
||||
> - _Power Strike:_ Mark a die as **Powerful** to add its face value as Injury.
|
||||
>
|
||||
> - _Guarded Stance:_ Mark a die as **Persistent**; carry +1 die to next defense or attack.
|
||||
>
|
||||
> - _Disarm:_ Mark a die as **Effectful**; force an opponent to drop their weapon.
|
||||
>
|
||||
>
|
||||
> **Tier 2 (Melee 2+):**
|
||||
>
|
||||
> - _Flurry:_ Split dice pool into two attacks; mark one die as **Risky**.
|
||||
>
|
||||
> - _Press the Advantage:_ On a successful hit, allies attacking the same target gain +1 die.
|
||||
>
|
||||
> - _Hook and Trip:_ Success margin 2+ knocks target prone.
|
||||
>
|
||||
>
|
||||
> (…and so on through Tier 4)
|
||||
|
||||
---
|
||||
|
||||
## **9. Building a Character Through Trees**
|
||||
|
||||
The ability trees are not a “class system” in the traditional sense.
|
||||
|
||||
- **Skill Trees:** available to everyone, forming the backbone of progression.
|
||||
|
||||
- **Species Trees:** give you a sense of innate identity and heritage.
|
||||
|
||||
- **Archetype Trees:** optional layers for specialization or narrative flavor.
|
||||
|
||||
|
||||
This structure gives you **maximum freedom**: you decide whether to be a razor-focused master of one discipline, or a versatile jack-of-all-trades with abilities across many domains.
|
||||
|
||||
---
|
||||
|
||||
**Next:** See [Species Trees](https://chatgpt.com/c/68849670-de5c-8331-b9f7-3e010a58cd76#) and [Skill Trees](https://chatgpt.com/c/68849670-de5c-8331-b9f7-3e010a58cd76#) for the full lists of abilities you can grow into.
|
||||
|
||||
---
|
||||
|
||||
🔥 Do you want me to now **draft 3–4 full Species Trees** (Tul, Myou, Akumei, etc.) as examples, or start expanding **Skill Trees one by one** with their full tiered abilities?
|
||||
83
Rules/Ability Trees/Ability Trees.md
Normal file
83
Rules/Ability Trees/Ability Trees.md
Normal file
|
|
@ -0,0 +1,83 @@
|
|||
### **What Are Ability Trees?**
|
||||
|
||||
Ability Trees are how characters in _Vaelora_ grow beyond raw attributes and skills. Each tree represents a specific **heritage, culture, profession, or discipline** and is structured in **tiers**, with each tier granting access to powerful abilities.
|
||||
|
||||
> **Key Concept:**
|
||||
> Ability Trees are _specializations_. Skills determine _what you can attempt_. Ability Trees define _what you excel at and how you bend the rules_.
|
||||
|
||||
### **Types of Trees**
|
||||
|
||||
There are several types of Ability Trees:
|
||||
|
||||
1. **Species Trees** – Reflect your lineage’s inherent traits. (_e.g., Tul resilience, Myou sporecraft, Tlaxcal ferocity._)
|
||||
2. **Culture Trees** – Represent the customs and training of the society you grew up in. (_e.g., Mentralian Knightly Orders, Annwyn’s spirit wards, The Reaches’ frontier cunning._)
|
||||
3. **Profession Trees** – Paths zf deliberate mastery, often requiring formal training or initiation. (_e.g., Shayakar, Oathknights, Sworn Blades._)
|
||||
|
||||
### **Tree Structure**
|
||||
|
||||
Each Ability Tree is divided into **four tiers**, increasing in both power and cost.
|
||||
|
||||
- **Tier 1:** Entry-level abilities; foundational for the tree’s theme.
|
||||
- **Tier 2:** Intermediate powers or deeper specialization.
|
||||
- **Tier 3:** Advanced abilities; characters who reach this tier are renowned in their field.
|
||||
- **Tier 4:** Apex abilities; rare and narrative-defining.
|
||||
|
||||
At each tier, you typically **choose one ability** from the tree.
|
||||
|
||||
- Some trees (like _Knightly Orders_ or _Oathknights_) also require a **vow, geas, or code** to maintain your abilities.
|
||||
- Magical trees may require **rituals, sacrifices, or spirit bindings** to unlock their power.
|
||||
|
||||
### **How to Advance**
|
||||
|
||||
- Advancing in an Ability Tree requires **Marks**.
|
||||
- When you **fail a skill check**, you may record a **Mark** for that skill (once per session per skill).
|
||||
- To raise a skill, you must spend Marks equal to the _new rank_.
|
||||
- To unlock an ability in a tree, you must meet its **skill rank requirement** and spend Marks.
|
||||
|
||||
> **Costs**:
|
||||
> **Abilities:** cost = Tier × 3 Marks.
|
||||
|
||||
|
||||
**Marks spent on Abilities must come from the tree’s associated “leading skills.”**
|
||||
|
||||
- Example: The **Knightly Orders** tree uses Marks from _Melee, Tactics, or Etiquette_.
|
||||
- Some abilities may specify a single required skill.
|
||||
|
||||
### **Requirements & Branching**
|
||||
|
||||
1. You must unlock **Tier 1** of a tree before advancing to its later tiers.
|
||||
2. Some trees **branch**: unlocking the Core Tree (e.g., **Shayakar Core**) allows you to branch into multiple cultural or specialized sub-trees (e.g., _Knightly Orders_, _Sworn Blades_, _Oathknights_).
|
||||
3. You can progress in **multiple trees**, but your Marks are limited: each choice matters.
|
||||
|
||||
### **Ability Types**
|
||||
|
||||
Abilities vary widely in function but generally fall into these categories:
|
||||
|
||||
- **Passive bonuses** (always on): _+1 die to Spirit rolls when resisting fear._
|
||||
- **Conditional bonuses**: _+1 die to Melee when defending allies._
|
||||
- **Mark manipulations**: grant or modify **Marked Dice** (Persistent, Risky, Cooperative, etc.).
|
||||
- **New actions**: allow techniques or rituals not normally available.
|
||||
- **Narrative effects**: allies rally to your banner, spirits whisper secrets, you may impose fear in enemies.
|
||||
|
||||
### **Maintaining Abilities**
|
||||
Some trees impose ongoing **codes, geasa, or vows**.
|
||||
|
||||
- Breaking them may disable abilities until you **atone**, accrue **Corruption Dice**, or cause permanent loss.
|
||||
- Magical trees often require ongoing **spirit pacts, resources, or rituals** to sustain power.
|
||||
|
||||
### **Example: Advancing in a Tree**
|
||||
- Mara is a Tul Shayakar (Knightly Order: Verdant Chalice).
|
||||
- She has 2 ranks in _Melee_ and 1 in _Spirit (Discipline)_.
|
||||
- She wants to unlock a Tier 2 ability in Verdant Chalice.
|
||||
1. She checks the requirement: Tier 2 needs one leading skill at **Rank 2**. ✅ (_Melee 2_)
|
||||
2. She spends **6 Marks** (Tier 2 × 3) from the leading skills (_Melee, Tactics, or Spirit_).
|
||||
3. She chooses **“Purifying Presence”**: once per session, she can remove 1 Corruption die from a willing ally.
|
||||
|
||||
Mara now embodies her Order’s healing presence in play.
|
||||
|
||||
### **Why It Matters**
|
||||
Ability Trees define a character’s **identity** and **legend**. They are the difference between a _competent warrior_ and a **Verdant Chalice knight whose presence inspires hope in a corrupted battlefield**.
|
||||
|
||||
>[!info] **Advice:**
|
||||
> Players should plan their Ability Trees with both mechanics and story in mind.
|
||||
> GMs should use tree unlocks as milestones: trials, initiations, or spiritual awakenings give the abilities weight.
|
||||
79
Rules/Ability Trees/Cultures/Annwyn.md
Normal file
79
Rules/Ability Trees/Cultures/Annwyn.md
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
Hailing from the mist-wreathed isles of Annwyn—or dwelling long enough among its proud duchies—imprints its traditions upon you. Annwyners live in close relationship with the land and its spirits, bound by ancestral oaths and the watchful Green Man. This culture tree reflects the **oaths, songs, and spiritual connections** you have internalized through birthright or long immersion in Annwyn’s ways.
|
||||
### **Leading Skills**
|
||||
|
||||
The Annwyn Culture Tree is advanced through **marks gained in any of these skills**:
|
||||
|
||||
- **Attune** – for deepening your bond with spirits and the Old Song.
|
||||
- **Empathy** – for reading others’ hearts and observing sacred laws of hospitality.
|
||||
- **History** – for knowledge of ancestral oaths, sacred sites, and duchy lore.
|
||||
|
||||
Marks from **Attune, Empathy, or History** may be spent to purchase abilities from this tree.
|
||||
|
||||
### **Tier Requirements:**
|
||||
- **Tier 1:** Free if Annwyn-born, or after 1+ year of residence.
|
||||
- **Tier 2:** One of the leading skills at **Rank 2**.
|
||||
- **Tier 3:** One of the leading skills at **Rank 3**.
|
||||
- **Tier 4:** One of the leading skills at **Rank 4**.
|
||||
|
||||
### **Tier 1 (Annwyn 1+)** _(Requires Annwyn birth or extended residence)_
|
||||
|
||||
Choose one:
|
||||
|
||||
1. **Voice of the Old Song** – You gain +1 die to Spirit or Empathy rolls when invoking the Old Song in negotiation, mediation, or ritual.
|
||||
|
||||
2. **Spirit Sense** – You can sense the presence of nearby Spirits (even unseen ones); +1 die to Attune rolls involving local spirits.
|
||||
|
||||
3. **Hearthbound Hospitality** – Once per session, declare that you can find safe shelter or aid from a household or village bound by Annwyn’s sacred laws of hospitality.
|
||||
|
||||
4. **Mistwalker’s Instinct** – You gain +1 die to Navigation or Stealth when traveling through Annwyn’s mists, moors, or coastal fog.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Annwyn 2+)**
|
||||
|
||||
1. **Geasa Keeper** – When you swear a Geasa (oath to a Spirit or mortal authority), you gain +1 die to all rolls related to fulfilling it. Breaking a Geasa now carries extra severe consequences.
|
||||
|
||||
2. **Duchy-Born Connections** – Once per session, declare that you know a contact (noble, ovate, or commoner leader) in any duchy; gain +1 die to Social rolls when calling on their aid.
|
||||
|
||||
3. **Spirit Dueling** – You may reroll 1 failed die per session in a Social or Martial duel framed as a test before Spirits or peers.
|
||||
|
||||
4. **Lore of the Ovates** – Gain +1 die to Knowledge or Ritual rolls concerning Annwyn’s sacred sites, standing stones, or ancestral barrows.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Annwyn 3+)**
|
||||
|
||||
1. **Blessing of the Hearth** – Once per session, you may remove 1 Fatigue and 1 Slight from yourself and an ally by sharing a story, song, or ritual meal at a hearthfire.
|
||||
|
||||
2. **Eldsinger’s Cadence** – You may roll Spirit + Performance to sway or pacify hostile Spirits; on a margin of 2+ successes, they withdraw or listen.
|
||||
|
||||
3. **Duke’s Favor** – Once per session, you may declare you carry the protection or patronage of a duchy’s noble house; gain +1 die to Persuasion or Command when invoking it.
|
||||
|
||||
4. **Spirit-Champion’s Resolve** – When defending sacred land or Annwyners in danger, gain +1 die to all Combat rolls for 1 scene.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Annwyn 4+)**
|
||||
|
||||
1. **Sanctified by the Green Man** – You may call upon the Green Man once per session; ask the GM one question about the health of the land, hidden threats, or spirits. Answer will be cryptic but precise.
|
||||
|
||||
2. **Song of the Dead** – You may perform a rite to quiet restless spirits or redeem broken oaths; success margin 2+ removes a local spiritual disturbance permanently.
|
||||
|
||||
3. **Mist Sovereign** – Once per session, control the island’s mists for a scene; enemies in range take –2 dice to Navigation and ranged attacks, while allies gain +1 die to Stealth.
|
||||
|
||||
4. **Knight of the Green Table** – You are considered an honorary Oathknight; once per session, treat any oath-bound action as if you rolled maximum successes. Breaking oaths you swear now carries mythic consequences.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Why This Works**
|
||||
|
||||
- **Tier 1–2:** Ground the character in Annwyn’s culture: Spirit bonds, hospitality, and duchy-specific ties.
|
||||
|
||||
- **Tier 3:** Introduces leadership, Eldsinger influence, and deeper spiritual abilities.
|
||||
|
||||
- **Tier 4:** Elevates the character to _mythic Annwyn status_—champion of the Green Man, full control over spirits and sacred land.
|
||||
|
||||
96
Rules/Ability Trees/Cultures/Ashenvale Woods.md
Normal file
96
Rules/Ability Trees/Cultures/Ashenvale Woods.md
Normal file
|
|
@ -0,0 +1,96 @@
|
|||
### **Introduction**
|
||||
|
||||
To be shaped by the Ashenvale Woods is to become part of a greater living organism. Whether born of the Myou or accepted into their fungal intimacy, you carry spores of memory, subtle emotional resonance, and a worldview where growth and decay are sacred. This tree represents the **forest’s legacy in you**—its silent vigilance, spore-born gifts, and connection to the ancestral Threads beneath the soil.
|
||||
|
||||
---
|
||||
|
||||
### **Leading Skills**
|
||||
|
||||
You advance this tree using marks from any of the following skills:
|
||||
|
||||
- **Attune** – for spore-communion, spirit melding, and the forest’s subtle whispers.
|
||||
|
||||
- **Stealth** – for moving unseen and unheard within living terrain.
|
||||
|
||||
- **Herbalism** – for manipulating spores, toxins, and fungal medicine.
|
||||
|
||||
|
||||
**Tier Requirements:**
|
||||
|
||||
- **Tier 1:** Free if Myou-born or lived 1+ year in Ashenvale’s inner woods.
|
||||
|
||||
- **Tier 2:** One of the leading skills at **Rank 2**.
|
||||
|
||||
- **Tier 3:** One of the leading skills at **Rank 3**.
|
||||
|
||||
- **Tier 4:** One of the leading skills at **Rank 4**.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 1 (Ashenvale 1+)**
|
||||
|
||||
Choose one:
|
||||
|
||||
1. **Spore Sense** – You may sense nearby spirits, emotional auras, or fungal networks; +1 die to Attune when within natural terrain.
|
||||
|
||||
2. **Forest’s Embrace** – Once per session, automatically find safe shelter or a hidden path when in deep wilderness.
|
||||
|
||||
3. **Underskein Memory** – You can recall ancestral impressions carried in spores; +1 die to History or Occultism related to Ashenvale or its spirits.
|
||||
|
||||
4. **Rooted Serenity** – You gain +1 die to resist fear or emotional manipulation when you can feel the forest floor beneath your feet.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Ashenvale 2+)**
|
||||
|
||||
1. **Spore Weaving** – Once per scene, mark a die as **Effectful** to release spores that distract, confuse, or sedate nearby foes.
|
||||
|
||||
2. **Communal Breath** – You may form a temporary empathic link with willing allies in 5m; all linked characters may share 1 die on a roll once per scene.
|
||||
|
||||
3. **Whisperblades** – You gain +1 die to ambush or assassination attempts in forests or ruins reclaimed by nature.
|
||||
|
||||
4. **Ancestral Kinship** – When negotiating with Myou or forest-aligned spirits, you begin at +1 Bond level.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Ashenvale 3+)**
|
||||
|
||||
1. **Memory Bloom** – Once per session, release spores carrying ancestral memory; allies who inhale them gain +1 die to Spirit rolls for 1 scene.
|
||||
|
||||
2. **Living Pathways** – You can travel along Ashenvale’s hidden fungal trails; once per session, cut travel time by half when moving through natural terrain.
|
||||
|
||||
3. **Hollow Bark Discipline** – You may reroll one failed die per scene when observing or tracking enemies from hiding.
|
||||
|
||||
4. **Crimson Bloom Toxin** – You may coat a weapon or spore-cloud with paralytic or hallucinogenic toxins (costs downtime or rare materials); on a success margin 2+, target gains 1 Fatigue or is incapacitated.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Ashenvale 4+)**
|
||||
|
||||
1. **The Grove Remembers** – Once per session, ask the GM one question about events that occurred in the area, drawing on the forest’s mycelial memory.
|
||||
|
||||
2. **Melded Soul** – You may merge with a forest spirit for 1 scene; gain +2 dice to Attune and Herbalism and ignore Wounded penalties. Afterward, roll Spirit vs difficulty 2 or take 1 Fatigue.
|
||||
|
||||
3. **Underskein Dominion** – You may awaken the forest against trespassers; all enemies in 5m take –2 dice to all physical rolls as roots, spores, and hallucinations hinder them.
|
||||
|
||||
4. **Eternal Thread** – If slain in Ashenvale, your essence merges with the Underskein; you may be regrown by Myou spore-elders after a season with narrative consequences.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Why It Works**
|
||||
|
||||
- **Tier 1–2:** Connects the character to spores, the forest’s protection, and its memory network.
|
||||
|
||||
- **Tier 3:** Expands into battlefield manipulation and Myou-legacy powers.
|
||||
|
||||
- **Tier 4:** Brings mythic communion with the forest and its spirits.
|
||||
|
||||
|
||||
---
|
||||
|
||||
🔥 Do you want me to now **draft the Temerian Empire Culture Tree** next, or focus on a high-variation one like **The Reaches (City-States, Frontier, Mountain Tribes)**?
|
||||
38
Rules/Ability Trees/Cultures/Free cities.md
Normal file
38
Rules/Ability Trees/Cultures/Free cities.md
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
Got it—no relics integrated into The Reaches trees, because the Free Cities, Frontier, and Tribes aren’t tied to relic traditions in the same way. These will be purely cultural ability trees, focused on social leverage, survival, and spiritual traditions.
|
||||
Here’s the complete Free Cities Culture Tree (The Reaches):
|
||||
The Reaches – Free Cities Culture Tree
|
||||
Introduction
|
||||
To be raised in the Free Cities is to understand that coin and reputation are the only true crowns. Power flows through merchant guilds, assassin networks, and fragile city alliances, and survival depends on wit as much as strength. This culture tree represents the urban cunning, mercantile power, and factional awareness that define the Free Cities.
|
||||
Leading Skills
|
||||
You advance this tree using marks from any of the following skills:
|
||||
• Persuasion – for negotiations, politics, and influence.
|
||||
• Streetwise – for navigating city intrigue, factions, and underworld deals.
|
||||
• Tactics – for commanding mercenary forces or city militias.
|
||||
Tier Requirements:
|
||||
• Tier 1: Free if born in the Free Cities or after 1+ year of residence.
|
||||
• Tier 2: One of the leading skills at Rank 2.
|
||||
• Tier 3: One of the leading skills at Rank 3.
|
||||
• Tier 4: One of the leading skills at Rank 4.
|
||||
Tier 1 (Free Cities 1+)
|
||||
Choose one:
|
||||
• Coin Talks – Gain +1 die to Persuasion when leveraging wealth, bribes, or trade goods.
|
||||
• Guild Familiarity – Once per session, declare you have a minor connection in a craft, merchant, or assassin guild; +1 die to Streetwise when using it.
|
||||
• Market Savvy – Gain +1 die to Appraisal or Bargaining checks when trading goods or services.
|
||||
• Crowded Escape – Gain +1 die to Stealth when slipping through urban crowds or markets.
|
||||
Tier 2 (Free Cities 2+)
|
||||
• Faction Leverage – Once per session, declare you can pull a favor from a faction or minor city council member.
|
||||
• Assassin’s Whisper – Gain +1 die to Deception or Stealth in districts known for criminal networks or hired killers.
|
||||
• Urban Opportunist – Reroll one failed die per session when setting traps, ambushes, or defenses in a city environment.
|
||||
• Council Insider – Gain +1 die to Persuasion or Streetwise when influencing or predicting political assemblies.
|
||||
Tier 3 (Free Cities 3+)
|
||||
• Underworld Network – Once per session, call on the criminal network for intelligence, smuggling, or sabotage; this may come with debts owed.
|
||||
• Guild Backing – Your ties to a guild or faction grant +1 die to Social rolls when invoking their authority or reach.
|
||||
• Mercenary Captain – Allies gain +1 die to Combat rolls for 1 scene when you lead them as a company in urban or fortified settings.
|
||||
• City-Sense – Gain +1 die to detect ambushes, follow rumors, or notice factional shifts within any Free City.
|
||||
Tier 4 (Free Cities 4+)
|
||||
• Council Manipulator – Once per session, you may decisively sway a major council decision through bribes, blackmail, or rhetoric.
|
||||
• Urban Sovereign – In your home city, you and your allies gain +1 die to all rolls for 1 scene; your influence saturates the city’s networks.
|
||||
• Faction Broker – Once per session, declare two rival factions or guilds will aid you jointly for a single mission, despite their enmity.
|
||||
• Silent Ring Contact – You have ties to the Crimson Ring; once per session, their agents intervene with sabotage or elimination.
|
||||
🔥 Do you want me to now do the Frontier Folk Culture Tree next (for the rugged villages and backlands)?
|
||||
Or the Mountain Tribes Culture Tree (spiritual, clan-based, survivalist)?
|
||||
36
Rules/Ability Trees/Cultures/Frontier.md
Normal file
36
Rules/Ability Trees/Cultures/Frontier.md
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
Here’s the Reaches – Frontier Folk Culture Tree, tuned for the harsh, self-reliant life in the lawless borderlands:
|
||||
The Reaches – Frontier Folk Culture Tree
|
||||
Introduction
|
||||
To survive in the frontier is to know isolation, community, and the wilderness as intimately as your own blood. The Frontier Folk live scattered across backwater settlements and lonely homesteads, with only each other to rely on when the dark things from the wilds come calling. This culture tree embodies their rugged self-reliance, community ties, and uncanny familiarity with the borderlands.
|
||||
Leading Skills
|
||||
You advance this tree using marks from any of the following skills:
|
||||
• Survival – for foraging, crafting, and enduring harsh conditions.
|
||||
• Tracking – for hunting predators, spirits, and raiders in the wilderness.
|
||||
• Empathy – for navigating close-knit communities and building trust.
|
||||
Tier Requirements:
|
||||
• Tier 1: Free if frontier-born or after 1+ year of residence.
|
||||
• Tier 2: One of the leading skills at Rank 2.
|
||||
• Tier 3: One of the leading skills at Rank 3.
|
||||
• Tier 4: One of the leading skills at Rank 4.
|
||||
Tier 1 (Frontier 1+)
|
||||
Choose one:
|
||||
• Hearthfire Hospitality – Once per session, call on sacred hospitality laws: frontier folk must offer you shelter and food unless openly hostile.
|
||||
• Rugged Self-Reliance – Gain +1 die to Survival when crafting, foraging, or building defenses.
|
||||
• Monster-Wary – Gain +1 die to Observation or Tracking when checking for predators, monsters, or raiders.
|
||||
• Friend of the Land – You can always find clean water and basic forage in familiar wilderness; +1 die to Empathy rolls with rural locals.
|
||||
Tier 2 (Frontier 2+)
|
||||
• Hunter’s Resolve – Once per session, reroll one failed Tracking or Combat die when facing a dangerous creature or raiders.
|
||||
• Ties That Bind – Allies gain +1 die to Social rolls with rural communities when you vouch for them.
|
||||
• Ward-Crafter – You can craft simple talismans to repel hostile spirits or animals; they grant +1 die to Spirit rolls for 1 scene.
|
||||
• Emergency Muster – Once per session, rally a village or camp to help (provide manpower, watch the road, assist in a defense).
|
||||
Tier 3 (Frontier 3+)
|
||||
• Frontier Reputation – Your name carries weight: allies gain +1 die on Social rolls with settlements and trading posts.
|
||||
• Hearthfire Rally – Once per session, rally locals to fight for themselves: allies gain +1 die to Combat rolls for the scene.
|
||||
• Corruption Scourge – Gain +1 die to Spirit rolls when cleansing tainted land, beasts, or spirits.
|
||||
• Wilderness Guide – Once per session, cut travel time in half through dangerous terrain without drawing attention.
|
||||
Tier 4 (Frontier 4+)
|
||||
• Beacon of Hope – Once per session, unify multiple communities for a decisive effort (defense, search-and-rescue, mass evacuation).
|
||||
• Hunter of Horrors – Gain +1 die to all rolls when fighting void-tainted entities, monsters, or corrupted spirits.
|
||||
• Silent Protector – Once per session, automatically evade detection or pursuit in your familiar territory.
|
||||
• Borderland Authority – In your region, you may treat your word as law for 1 scene; enemies and allies alike hesitate to defy you without cause.
|
||||
🔥 Do you want me to finish the Mountain Tribes Culture Tree next (clan oaths, ancestral spirits, and storm-wracked survival)? Or shift over to Temerian Empire after we close out the Reaches?
|
||||
41
Rules/Ability Trees/Cultures/Golden coast tree.md
Normal file
41
Rules/Ability Trees/Cultures/Golden coast tree.md
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
Here is the Golden Coast Culture Tree, based on the region’s dazzling mix of ambition, artistry, naval mastery, and vendetta culture:
|
||||
Golden Coast Culture Tree
|
||||
Introduction
|
||||
The Golden Coast is a land of unrestrained freedom and ambition—a dazzling web of independent city-states, merchant dynasties, mystery cults, and mercenary fleets. To be shaped by this region is to treat life as a stage: reputation is your greatest weapon, charm your armor, and audacity your birthright. This tree reflects the skills of survival, influence, and danger that define Coastlanders, whether born of the cities’ sun-drenched stone or hardened on the decks of corsair vessels.
|
||||
Leading Skills
|
||||
You advance this tree using marks from any of the following skills:
|
||||
• Persuasion – for leveraging charm and reputation in cutthroat politics.
|
||||
• Streetwise – for navigating vendettas, hidden networks, and urban survival.
|
||||
• Navigation – for maritime daring and the naval mastery that defines the Coast.
|
||||
Tier Requirements:
|
||||
• Tier 1: Free if Golden Coast-born or after 1+ year of residence.
|
||||
• Tier 2: One of the leading skills at Rank 2.
|
||||
• Tier 3: One of the leading skills at Rank 3.
|
||||
• Tier 4: One of the leading skills at Rank 4.
|
||||
Tier 1 (Golden Coast 1+)
|
||||
Choose one:
|
||||
• Charm of the Coast – Gain +1 die to Persuasion in situations where reputation, style, or flair matters.
|
||||
• Sailor’s Instinct – You gain +1 die to Navigation or Seafaring checks when working on a ship or near coastal waters.
|
||||
• Festival Blood – Once per session, declare that you know of or can organize a festival, duel, or spectacle to gather allies or distract foes.
|
||||
• Wandering Folk Ties – You begin at +1 Bond level with the Traveling Folk caravans and may call on them for minor favors or safe passage.
|
||||
Tier 2 (Golden Coast 2+)
|
||||
• Master of Masks – You may reroll one failed die per session when bluffing, impersonating, or using a false identity.
|
||||
• Vendetta Savvy – You gain +1 die to Streetwise or Social rolls when engaging with feuds, blood debts, or the city’s unwritten codes.
|
||||
• Corsair’s Edge – Gain +1 die to Navigation or Combat rolls when aboard a ship; you may identify naval weaknesses with a single glance.
|
||||
• Hidden Patronage – Once per session, declare you have a minor merchant, noble, or guild contact willing to provide a favor (with a cost attached).
|
||||
Tier 3 (Golden Coast 3+)
|
||||
• Duelist’s Prestige – When you challenge an opponent to a formal duel, gain +1 die to all rolls for the duration; victory also raises your reputation in the city.
|
||||
• Festival Architect – Once per session, you may orchestrate a public spectacle (festival, race, duel) to influence public opinion or conceal a covert action.
|
||||
• Salt and Shadow – You may reroll one failed Stealth or Streetwise die per session in crowded urban areas or harbors.
|
||||
• Sea-Lord’s Favor – You gain +1 die to Command or Negotiation rolls with sailors, pirates, and navies when your reputation precedes you.
|
||||
Tier 4 (Golden Coast 4+)
|
||||
• Crownless Prince – Once per session, declare a major faction or city council will hear you out; your reputation grants you an audience even without formal power.
|
||||
• Harbor Sovereign – When acting in your home city, all allies gain +1 die to rolls for 1 scene; your influence permeates its streets and docks.
|
||||
• Blood in the Water – Once per session, you may exploit vendetta culture: choose one NPC faction or leader, they turn hostile toward another faction of your choice.
|
||||
• Corsair King/Queen – You command immense respect at sea: once per session, any naval force loyal to the Coast treats your word as law, even pirates.
|
||||
Why It Works
|
||||
• Tier 1–2: Build social agility, urban survival, and initial influence.
|
||||
• Tier 3: Tap into the Coast’s culture of dueling, vendettas, and spectacle as tools.
|
||||
• Tier 4: Elevate to a figure capable of shifting city-states, navies, or entire factions with reputation and cunning.
|
||||
🔥 Do you want to tackle the Temerian Empire next (militarism, void cult, imperial discipline)?
|
||||
Or go into The Reaches with its split City-States, Frontier Folk, and Mountain Tribes?
|
||||
42
Rules/Ability Trees/Cultures/Lao shan.md
Normal file
42
Rules/Ability Trees/Cultures/Lao shan.md
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
Here is the Lao-Shan Culture Tree, rooted in the realm’s ideals of inner balance, disciplined enlightenment, and quiet control:
|
||||
Lao-Shan Culture Tree
|
||||
Introduction
|
||||
Lao-Shan is a philosopher-kingdom steeped in the teachings of the Balanced Scale, where harmony is revered and deviation is quietly corrected. To live within its jade pagodas and terraced valleys is to be molded by discipline, ritual, and the pursuit of balance in all things. This tree reflects the spiritual refinement, coded etiquette, and subtle authority you gain from life in Lao-Shan’s structured society.
|
||||
Leading Skills
|
||||
You advance this tree using marks from any of the following skills:
|
||||
• Etiquette – for navigating Lao-Shan’s formal hierarchies and coded behaviors.
|
||||
• Spirit (Attune/Rituals) – for aligning with the Balanced Scale’s spiritual principles.
|
||||
• Performance – for expressing philosophy through parable, ceremony, and quiet influence.
|
||||
Tier Requirements:
|
||||
• Tier 1: Free if Lao-Shan-born or after 1+ year of residence.
|
||||
• Tier 2: One of the leading skills at Rank 2.
|
||||
• Tier 3: One of the leading skills at Rank 3.
|
||||
• Tier 4: One of the leading skills at Rank 4.
|
||||
Tier 1 (Lao-Shan 1+)
|
||||
Choose one:
|
||||
• Voice of Balance – Gain +1 die to Persuasion or Empathy when appealing to calm or harmony in others.
|
||||
• Tea Ceremony Discipline – Once per session, remove 1 Fatigue or 1 Slight from yourself or an ally through a quiet ritual (tea, calligraphy, or meditation).
|
||||
• Ritual Politeness – Gain +1 die to Etiquette when dealing with officials, philosopher-monks, or foreign envoys.
|
||||
• Spirit Listener – You may sense emotional disturbances or void-taint in a place or person; +1 die to Spirit rolls in sacred spaces.
|
||||
Tier 2 (Lao-Shan 2+)
|
||||
• Keeper of Stillness – Once per scene, you may prevent escalation: enemies must succeed a Spirit roll vs difficulty 2 or halt their action.
|
||||
• Philosopher’s Insight – Gain +1 die to detect deception, hidden motives, or inner imbalance in others.
|
||||
• Jade Ascendant – Once per session, declare that your training or academy rank earns respect; you gain +1 die on Social rolls with Lao-Shan officials or scholars.
|
||||
• Scroll of Harmonious Living – You may leverage Lao-Shan’s legal doctrine; gain +1 die when invoking laws, regulations, or civic duty.
|
||||
Tier 3 (Lao-Shan 3+)
|
||||
• Measured Authority – Allies within 5m gain +1 die to Spirit rolls while you remain calm and composed.
|
||||
• Rite of Containment – Once per session, bind a hostile spirit or void influence for 1 scene using a ritual; failure adds 1 Corruption die.
|
||||
• Academy Prestige – You may declare one high-ranking contact in the philosopher-kingdom’s academies or monasteries; they will offer significant aid (knowledge, safe refuge, or minor political support).
|
||||
• Shadow of the Scales – Once per session, subtly mark a target as “Disharmonic”; Lao-Shan authorities and citizens treat them with suspicion or avoidance.
|
||||
Tier 4 (Lao-Shan 4+)
|
||||
• Embodiment of the Scale – Once per session, declare a decree or command in a public or civic setting; enemies must roll Spirit vs difficulty 3 to openly defy it.
|
||||
• Silent Exile’s Gaze – Your presence carries the weight of Lao-Shan’s quiet enforcers; enemies in 5m take –2 dice on actions of aggression for 1 scene.
|
||||
• Celestial Alignment – Once per session, perform a full meditation or ritual at a sacred site; ask the GM one question about a threat, imbalance, or opportunity—answer is cryptic but precise.
|
||||
• Lotus Accord – You may call upon the Lotus Accord or Silent Scribes once per session; they will intervene (politically, spiritually, or covertly) in exchange for a significant price.
|
||||
Why It Works
|
||||
• Tier 1–2: Instills Lao-Shan’s outward harmony: etiquette, restorative rituals, quiet authority.
|
||||
• Tier 3: Introduces institutional leverage, spiritual warding, and subtle social manipulation.
|
||||
• Tier 4: Elevates the character to an embodiment of Lao-Shan’s doctrine, capable of swaying crowds, suppressing aggression, and calling on the kingdom’s elite orders.
|
||||
🔥 Next step:
|
||||
Do you want me to tackle the Temerian Empire Culture Tree next (militarism + imperial void cult)?
|
||||
Or jump into The Reaches, which will be a larger project with three distinct sub-cultures (City-States, Frontier Folk, Mountain Tribes)?
|
||||
40
Rules/Ability Trees/Cultures/Mentralian Kingdoms.md
Normal file
40
Rules/Ability Trees/Cultures/Mentralian Kingdoms.md
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
Ahhh, now I fully get the vision—and it’s brilliant.
|
||||
We’ll keep Relic-related abilities in culture trees, but instead of hardcoding relic mechanics there, each relic-themed ability will grant Relic Points (or allow Relic Tier advancement). The Relic Subsystem will then be its own mini-ability tree:
|
||||
• Relic Points = like marks, used to “unlock and evolve” the relic’s powers.
|
||||
• Culture Trees like Mentralian will naturally feed into this, but any culture with a relic tradition could do the same.
|
||||
Here’s the Mentralian Kingdoms Culture Tree revised with Relic Point abilities integrated:
|
||||
Mentralian Kingdoms Culture Tree (with Relic Integration)
|
||||
Tier 1 (Mentralian 1+)
|
||||
Choose one:
|
||||
• Knight’s Bearing – Gain +1 die to Persuasion or Command when acting in accordance with the knightly code (loyalty, mercy, discipline, resolve).
|
||||
• Courtly Presence – Once per session, declare that you know or are recognized by a noble household; +1 die to Etiquette in any royal or ducal court.
|
||||
• Relic Claimant – You are tied to a minor ancestral relic (weapon, banner, seal, or heirloom):
|
||||
• Grants +1 die to Spirit or Persuasion when you invoke its legacy.
|
||||
• You gain 1 Relic Point and may begin building your relic through the Relic Subsystem.
|
||||
• Tourney Spirit – Gain +1 die to Melee or Performance during formal competitions, duels, or tournaments.
|
||||
Tier 2 (Mentralian 2+)
|
||||
• Oathbound Favor – Once per session, call in a minor favor from your knightly order, vassal house, or liege.
|
||||
• Scion of Tradition – Reroll one failed die per session when invoking ancestral or heraldic rights in negotiations.
|
||||
• Relic Steward – You gain 1 Relic Point and may advance your relic’s Tier:
|
||||
• Once per session, you may ask the GM one cryptic question through the relic’s ancestral connection (past deeds, omens, threats).
|
||||
• Your relic now manifests subtle magical properties (e.g., spirit warding, inspiring allies).
|
||||
• Council Whisperer – Gain +1 die to Persuasion or Deception when influencing political assemblies (High Council, ducal elections).
|
||||
Tier 3 (Mentralian 3+)
|
||||
• Noble Web – Declare a major contact within a ruling house willing to offer significant aid (resources, information, protection) at a political cost.
|
||||
• Knightly Commander – Allies fighting under your command gain +1 die to Combat rolls for 1 scene when you spend 1 APR coordinating them.
|
||||
• Relic Bearer’s Legacy – Gain 2 Relic Points and unlock your relic’s next Tier. Once per session, treat one Melee or Spirit roll made with the relic as Effectful (counts as maximum successes).
|
||||
• Bardic Network – Call upon a bardic agent once per session for covert information, rumor dissemination, or sabotage.
|
||||
Tier 4 (Mentralian 4+)
|
||||
• High King’s Mandate – Once per session, claim or forge a royal warrant; all but the most powerful NPCs will respect it, at least temporarily.
|
||||
• Ordermaster – Call upon the Knights’ Orders for decisive intervention; they will lend elite champions or resources to your cause for one mission.
|
||||
• Relic Ascendant – Gain 3 Relic Points and raise your relic to its highest Tier:
|
||||
• Once per session, you may channel its full power to automatically succeed at a Melee or Spirit-based challenge.
|
||||
• Its legend is now widely known: enemies treat you with +1 Bond level of fear/respect, but its notoriety can also draw dangerous attention.
|
||||
• Council Kingmaker – Once per session, decisively sway a vote or High Council decision through your influence network.
|
||||
How This Feeds the Relic Subsystem
|
||||
• Relic Points are awarded at Tiers 1, 2, 3, and 4 if you take the relic-related ability.
|
||||
• These points are then spent in the Relic Subsystem to choose the relic’s evolving powers (damage boosts, spirit wards, visions, lore, unique abilities).
|
||||
• Other culture trees (Annwyn, Pharosian, Shogunate, etc.) could also have relic-granting abilities to broaden access.
|
||||
🔥 Should I:
|
||||
• Lock the Relic mechanics as a full subsystem next (define Relic Tiers, point costs, powers)?
|
||||
• Or continue building the next Culture Tree (Temerian Empire) and weave Relic Point hooks into that one too?
|
||||
36
Rules/Ability Trees/Cultures/Mountain folk.md
Normal file
36
Rules/Ability Trees/Cultures/Mountain folk.md
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
Here’s the Reaches – Mountain Tribes Culture Tree, centered on clan honor, ancestral spirits, and survival in the harsh Shatar mountains:
|
||||
The Reaches – Mountain Tribes Culture Tree
|
||||
Introduction
|
||||
The mountain tribes of the Reaches live high in the storm-wracked Shatar range, where winter never fully relents and each clan’s name is bound by blood, oath, and tradition. This tree represents the ancestral strength, spiritual bonds, and fierce independence forged by generations surviving the high peaks.
|
||||
Leading Skills
|
||||
You advance this tree using marks from any of the following skills:
|
||||
• Tracking – for hunting and navigating the mountains.
|
||||
• Spirit (Attune) – for binding spirits, listening to ancestors, and honoring oaths.
|
||||
• Melee – for clan warfare, ritual combat, and storming enemies.
|
||||
Tier Requirements:
|
||||
• Tier 1: Free if mountain-born or after 1+ year of residence with a tribe.
|
||||
• Tier 2: One of the leading skills at Rank 2.
|
||||
• Tier 3: One of the leading skills at Rank 3.
|
||||
• Tier 4: One of the leading skills at Rank 4.
|
||||
Tier 1 (Tribes 1+)
|
||||
Choose one:
|
||||
• Name-Earned – Gain +1 die to Persuasion or Command with other clans after invoking your earned name and deeds.
|
||||
• Mountain-Kin – Gain +1 die to Tracking or Survival when traversing the Shatar range and its foothills.
|
||||
• Old Pack’s Howl – Once per session, unleash a terrifying war-cry; enemies must roll Spirit vs difficulty 2 or Falter.
|
||||
• Ancestor’s Eye – Gain +1 die to Spirit rolls when interpreting omens or communing with clan ancestors.
|
||||
Tier 2 (Tribes 2+)
|
||||
• Blood Oath – Gain +1 die to Melee when fighting beside a sworn ally or in vengeance for an oath-breaker.
|
||||
• Spirit Trial – Once per session, reroll one failed Spirit die when completing a ritual or seeking guidance from the ancestors.
|
||||
• Wolf-Sisters’ Favor – Call upon the Daughters of the Wolf for aid once per session (tracking, sabotage, or intelligence) at a steep cost.
|
||||
• Stormborn Endurance – Gain +1 die to resist Fatigue, cold, and deprivation while traveling the high peaks.
|
||||
Tier 3 (Tribes 3+)
|
||||
• Stormcaller’s Gift – Once per session, call upon the Stormfather; gain +2 dice to Spirit rolls in open-air combat or rituals.
|
||||
• Ancestor’s Fury – Allies gain +1 die to Melee when avenging a fallen clanmate or fulfilling an oath-bound vengeance.
|
||||
• Pack Unity – Once per session, all allies gain +1 die to rolls when acting together as a group for 1 scene.
|
||||
• Chieftain’s Authority – Declare a major contact or favor from your tribe’s leadership (resources, fighters, or sacred artifacts).
|
||||
Tier 4 (Tribes 4+)
|
||||
• High Chieftain’s Decree – Once per session, you can unify multiple clans for a decisive campaign or cause.
|
||||
• Fangs of the Old Wolf – Once per session, enter a blood trance: gain +2 dice to all Melee rolls for 1 scene; at the end, take 1 Fatigue.
|
||||
• Ancestor-Bound – Once per session, invoke the direct aid of an ancestral spirit; treat one Spirit roll as Effectful (maximum successes).
|
||||
• Storm Sovereign – While on your clan’s sacred ground or under open skies, allies within 10m gain +1 die to Spirit rolls, and enemies take –1 die to resist fear or intimidation.
|
||||
🔥 Do you want me to now tackle the Temerian Empire Culture Tree (militarism, void cult, and imperial authority)? Or jump to one of the smaller but distinct regions left (like Pharosian City-States or Tlaxcaltec City-States)?
|
||||
30
Rules/Ability Trees/Cultures/Myou tree.md
Normal file
30
Rules/Ability Trees/Cultures/Myou tree.md
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
Yes! Let’s give 4 options per tier so players have truly distinctive picks. The Myou are perfect for this because their themes (seduction, symbiosis, spores, body horror) are rich and flexible.
|
||||
Myou Species Tree
|
||||
Tier 1 (Myou 1+) (Free pick at character creation)
|
||||
Choose one:
|
||||
• Spore Veil – Release a faint cloud of spores; gain +1 die to Stealth rolls in forests or dim environments.
|
||||
• Symbiotic Touch – Once per session, you may heal 1 Injury or remove 1 Fatigue from an ally by entwining your mycelium with theirs.
|
||||
• Alluring Mask – Gain +1 die to Persuasion or Seduction rolls when you are the focus of attention.
|
||||
• Mycelial Whisper – You may communicate telepathically with another Myou or bonded ally within 30m through fungal networks.
|
||||
Tier 2 (Myou 2+)
|
||||
• Hallucinogenic Spores – Once per scene, mark a die as Effectful; on success, inflict 1 Slight on all enemies within 3m (confusion or terror).
|
||||
• Subtle Shaper – You may subtly alter your height, build, and features over days/weeks, gaining +1 die to Deception in that persona.
|
||||
• Symbiosis Seed – You may implant a benign fungal spore in a willing ally; they gain +1 die to resist Fatigue or Poison. If they are Wounded, the spore blossoms, healing 1 Injury but dealing 1 Fatigue.
|
||||
• Entangling Strands – Mark a die as Persistent when grappling; on success, your mycelial tendrils root the target in place (Speed = 0 until freed).
|
||||
Tier 3 (Myou 3+)
|
||||
• Bloom of Terror – Once per session, mark a die as Risky; on success, release a thick spore cloud (5m) causing blindness and hallucinations (–2 dice to all actions for 1 round). Failure = backlash: you gain 1 Fatigue.
|
||||
• Fungal Recall – You may leave a fragment of your mycelium in a location; once per session, ask the GM a question about events that happened there.
|
||||
• Mycelial Bond – You may deepen your bond with an ally or bonded creature: they may reroll 1 failed die per session as long as they are within 10m. Breaking this bond inflicts 1 Slight on both.
|
||||
• Feast of the Fallen – When you kill a creature in melee, you may siphon its energy; heal 1 Injury or remove 1 Fatigue. If the creature was intelligent, gain 1 Corruption die.
|
||||
Tier 4 (Myou 4+)
|
||||
• Hive Mind – You may extend your mycelial network into up to 3 bonded allies; they may communicate telepathically, and all gain +1 die to Spirit rolls while linked.
|
||||
• Perfect Lure – Once per session, you may treat a Seduction or Persuasion roll as if you rolled maximum successes; failure triggers an immediate backlash (GM may escalate hostilities or break Bonds).
|
||||
• Spore Ascendancy – You may release a potent fungal burst in a 5m radius: all enemies must roll Spirit vs your Spirit + Myou; failure = 1 Fatigue + 1 Slight. You gain 1 Corruption die each time you use this.
|
||||
• Eternal Mycelium – If your body is destroyed, you may regrow from a hidden spore bed over weeks (unless completely burned or salted). You may choose to “seed” this bed as downtime.
|
||||
Why It Works
|
||||
• Tier 1: Broad hooks (stealth, seduction, healing, communication).
|
||||
• Tier 2–3: Symbiosis and danger deepen: spores empower but can harm, bonds become literally entwined.
|
||||
• Tier 4: Mythic scale—hive minds, resurrection, battlefield spore storms.
|
||||
• Alien but tempting, mirroring the Myou’s allure and risk.
|
||||
🔥 Do you want me to build in optional mechanics where abilities “mutate” over time (like deeper Bond = new effects)?
|
||||
Or keep it cleanly 4 static choices per tier (like above) so it’s consistent with the Tul structure?
|
||||
40
Rules/Ability Trees/Cultures/Pharos .md
Normal file
40
Rules/Ability Trees/Cultures/Pharos .md
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
Here is the Pharosian City-States Culture Tree, reflecting the land’s void-tainted traditions, ancient technocracy, and hierocratic discipline:
|
||||
Pharosian City-States Culture Tree
|
||||
Introduction
|
||||
To live in Pharos is to dwell in the shadow of immortal rulers and ancient voidcraft. Its citizens are steeped in ritual precision, caste duty, and awe before the Star Obelisks that sustain the cities. This culture tree represents the esoteric knowledge, Initiate influence, and spiritual discipline gained by those who endure the strange elegance of the Sorcerer Kings’ domain.
|
||||
Leading Skills
|
||||
You advance this tree using marks from any of the following skills:
|
||||
• Spirit (Attune/Rituals) – for surviving the void’s touch and understanding the Star Doctrine.
|
||||
• Etiquette – for navigating Pharos’ rigid hierarchies and Initiate oversight.
|
||||
• Alchemy/Knowledge – for accessing the secrets of voidcraft, medicine, and ancient technomagic.
|
||||
Tier Requirements:
|
||||
• Tier 1: Free if Pharosian-born or after 1+ year of residence.
|
||||
• Tier 2: One of the leading skills at Rank 2.
|
||||
• Tier 3: One of the leading skills at Rank 3.
|
||||
• Tier 4: One of the leading skills at Rank 4.
|
||||
Tier 1 (Pharos 1+)
|
||||
Choose one:
|
||||
• Initiate’s Mask – Gain +1 die to Etiquette or Deception when invoking or imitating Initiate authority.
|
||||
• Void-Touched Discipline – Gain +1 die to Spirit rolls when resisting fear or void influence.
|
||||
• Obelisk Sense – You can detect active Star Obelisks and void-taint in an area; +1 die to Survival or Spirit when near them.
|
||||
• Caste-Knowledge – Once per session, call on your caste’s hidden privileges or networks; +1 die to Social rolls in urban Pharosian centers.
|
||||
Tier 2 (Pharos 2+)
|
||||
• Sanctum Access – Once per session, declare you have legitimate entry into an Initiate-controlled sanctum, archive, or temple district.
|
||||
• Alchemy Savant – Gain +1 die to Alchemy or Knowledge rolls involving medicines, toxins, or void-inflected substances.
|
||||
• Spirit Bargainer – Once per session, reroll one failed Spirit or Binding die when negotiating with lesser spirits or void echoes.
|
||||
• Codex Reader – You may consult fragments of the Grand Codex; gain +1 die when invoking Pharosian law or tradition.
|
||||
Tier 3 (Pharos 3+)
|
||||
• Initiate Patronage – Declare a major Initiate or temple figure will intervene on your behalf (sanctuary, intelligence, or resources).
|
||||
• Geometric Savant – Once per session, reroll one failed Knowledge or Spirit die when navigating urban Pharosian layouts or geomantic structures.
|
||||
• Void Ward – You may craft or carry minor wards that repel lesser void manifestations; they grant +1 die to Spirit rolls for 1 scene.
|
||||
• Caste Manipulator – Once per session, decisively sway or disrupt a faction or caste by exploiting void-faith obligations or social codes.
|
||||
Tier 4 (Pharos 4+)
|
||||
• Eldest’s Favor – Once per session, you may invoke the authority of the Sorcerer Kings; enemies must roll Spirit vs difficulty 3 to openly defy it.
|
||||
• Sanctum Authority – You may command temple officials and spirit-bound servitors in one city for a single mission; they treat your word as law.
|
||||
• Voidcaller's Insight – Once per session, ask the GM one cryptic but precise question about void-taint, spirits, or celestial alignments.
|
||||
• Codex Rewriter – You may alter or reinterpret fragments of the Grand Codex; once per session, decisively alter a legal or ritual outcome in Pharosian territory.
|
||||
Why It Works
|
||||
• Tier 1–2: Builds survival instincts, social leverage, and Initiate awareness in the rigid Pharosian hierarchy.
|
||||
• Tier 3–4: Introduces temple patronage, spiritual wards, and high-level authority that lets you navigate or manipulate void-faith structures.
|
||||
🔥 Do you want me to now tackle the Tlaxcaltec City-States Culture Tree (jungle ambush, sacred beasts, and blood magic)?
|
||||
Or should we close the loop by drafting the Relic Subsystem, since so many culture trees now hook into it?
|
||||
42
Rules/Ability Trees/Cultures/Shogunatr culture.md
Normal file
42
Rules/Ability Trees/Cultures/Shogunatr culture.md
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
Here is the Kyourin Shogunate Culture Tree, capturing the realm’s themes of iron discipline, spirit-binding, shadowed politics, and enduring corruption:
|
||||
Kyourin Shogunate Culture Tree
|
||||
Introduction
|
||||
To be raised in the Kyourin Shogunate—or to survive long enough under its brutal rule to internalize its ways—is to be forged by pain, silence, and fear. You learn to read the hidden hierarchies behind every gesture, bind your will to a higher order, and embrace suffering as a path to strength. This culture tree represents the clan discipline, spirit rites, and lethal precision that define the Shogunate’s people and their boundless will to endure.
|
||||
Leading Skills
|
||||
You advance this tree using marks from any of the following skills:
|
||||
• Binding – for spirit discipline, welding, and void-resilient rites.
|
||||
• Etiquette – for navigating the clans’ coded honor and unspoken hierarchies.
|
||||
• Stealth – for moving like the Kageza: invisible until the strike.
|
||||
Tier Requirements:
|
||||
• Tier 1: Free if Shogunate-born or after 1+ year of residence.
|
||||
• Tier 2: One of the leading skills at Rank 2.
|
||||
• Tier 3: One of the leading skills at Rank 3.
|
||||
• Tier 4: One of the leading skills at Rank 4.
|
||||
Tier 1 (Shogunate 1+)
|
||||
Choose one:
|
||||
• Face of Stone – You gain +1 die to resist intimidation, fear, or pain-based manipulation.
|
||||
• Clan Code – Once per session, declare you understand the hidden etiquette at play; gain +1 die to Social rolls with nobles or clan leaders.
|
||||
• Silent Step – Gain +1 die to Stealth when indoors, in confined spaces, or under supervision.
|
||||
• Spirit-Scarred – You may sense the presence of bound spirits or void-taint nearby; +1 die to Binding when identifying spiritual threats.
|
||||
Tier 2 (Shogunate 2+)
|
||||
• Pain Discipline – Once per scene, convert 1 Injury into 1 Fatigue through sheer will and training.
|
||||
• Clan Patronage – Once per session, call on a minor favor from your associated clan or its vassals (intelligence, access, or safe shelter).
|
||||
• Spirit Ward – You may create minor wards that repel lesser hostile spirits for a scene.
|
||||
• Kageza Training – Gain +1 die to Stealth or Poison use when performing targeted strikes or assassinations.
|
||||
Tier 3 (Shogunate 3+)
|
||||
• Sworn Blade’s Oath – When you formally protect an ally, you may reroll 1 failed die per scene on attacks or defenses for them.
|
||||
• Voidborn Will – Once per session, ignore a Corruption backlash or gain +1 die when rolling a Corruption die.
|
||||
• Clan Network – Declare a major contact within a High Clan willing to provide significant aid (resources, information, manpower) in exchange for a dangerous favor.
|
||||
• Spirit-Binder’s Edge – You may fuse a bound spirit’s power into a weapon for 1 scene: attacks bypass mundane armor and ignore spirit-based defenses.
|
||||
Tier 4 (Shogunate 4+)
|
||||
• Spirit Eater – Once per session, you may forcibly absorb a hostile spirit into yourself. This suppresses it but gives you 1 Corruption die.
|
||||
• Mask of the Hollow Eye – When invoking clan authority, enemies must roll Spirit vs difficulty 3 or falter; allies gain +1 die to all rolls for the scene.
|
||||
• Shadow Court – You may call on the Kageza or similar assassins; they will eliminate or destabilize a target faction in exchange for a steep price.
|
||||
• Bleeding Authority – Once per session, you may exert your presence like the Immortal Shogun’s: all enemies in 5m take –2 dice to resist commands, and allies gain +1 die to Spirit rolls.
|
||||
Why It Works
|
||||
• Tier 1: Establishes stone-faced discipline, etiquette, and spiritual awareness.
|
||||
• Tier 2: Adds favor networks, warding, and stealth.
|
||||
• Tier 3: Introduces spirit-binding power plays and clan leverage.
|
||||
• Tier 4: Elevates the character into a figure capable of bending spirits, assassins, and entire factions to their will.
|
||||
🔥 Do you want me to now tackle the Temerian Empire Culture Tree (militaristic, expansionist, imperial cult)?
|
||||
Or go for The Reaches, which will require us to split into City-States, Frontier Folk, and Mountain Tribes?
|
||||
39
Rules/Ability Trees/Cultures/Temerian Empire.md
Normal file
39
Rules/Ability Trees/Cultures/Temerian Empire.md
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
Got it—no relic integration in the Temerian Empire tree. This one will focus purely on imperial authority, military power, and civic privileges. Here’s the cleaned-up version:
|
||||
Temerian Empire Culture Tree (Final)
|
||||
Introduction
|
||||
To live in the Temerian Empire is to be bound by discipline, shaped by the shadow of the legions, and uplifted by the infrastructure of the greatest realm in Mentralin. Citizens of the Empire wield the weight of imperial law and the confidence of belonging to a conquering civilization. This tree represents the military rigor, political leverage, and imperial pride that define those steeped in Temeria’s ways.
|
||||
Leading Skills
|
||||
You advance this tree using marks from any of the following skills:
|
||||
• Tactics – for command and understanding the legions’ military doctrines.
|
||||
• Etiquette – for navigating the Empire’s rigid hierarchies.
|
||||
• Spirit (Discipline) – for internalizing the Empire’s ideology and resisting corruption or fear.
|
||||
Tier Requirements:
|
||||
• Tier 1: Free if Temerian-born or after 1+ year of service/residence.
|
||||
• Tier 2: One of the leading skills at Rank 2.
|
||||
• Tier 3: One of the leading skills at Rank 3.
|
||||
• Tier 4: One of the leading skills at Rank 4.
|
||||
Tier 1 (Temerian 1+)
|
||||
Choose one:
|
||||
• Legion’s Drill – Gain +1 die to Tactics or Combat when fighting in formation with allies.
|
||||
• Imperial Citizenship – Once per session, you may invoke citizenship privileges (access, respect, or reduced penalties); +1 die to Social rolls in Temerian territory.
|
||||
• Codex-Bound – Gain +1 die to resist fear or coercion by appealing to imperial law and discipline.
|
||||
• Imperial Logistics – Gain +1 die to Survival or Resource rolls when using imperial roads, outposts, or supply chains.
|
||||
Tier 2 (Temerian 2+)
|
||||
• Tribunal Access – Once per session, declare you can bring a matter directly to a Tribune, bypassing intermediate authority.
|
||||
• Infrastructure Savvy – Reduce travel time by half on imperial roads and waterways; gain +1 die to Logistics or Tactics using infrastructure.
|
||||
• Void-Screen Training – Gain +1 die to Spirit rolls against corruption or void-taint.
|
||||
• Legion Quartermaster – Once per session, requisition equipment, supplies, or a detachment of auxiliary troops for a mission.
|
||||
Tier 3 (Temerian 3+)
|
||||
• Senate Whisperer – Once per session, declare you have influence with a senator; gain +1 die to Persuasion or Deception in political matters.
|
||||
• Legate’s Authority – Command a detachment of legionnaires or civil enforcers for 1 mission; they treat your word as law.
|
||||
• Martial Charta – Once per session, leverage imperial law to seize property, disrupt enemies, or compel cooperation.
|
||||
• Imperial Favor – You may call upon a noble patron for significant aid (resources, intelligence, protection), but incur a political debt.
|
||||
Tier 4 (Temerian 4+)
|
||||
• Imperial Mandate – Once per session, issue an edict that carries the force of the Emperor’s name; enemies must roll Spirit vs difficulty 3 to openly defy it.
|
||||
• Legion Commander – Allies fighting under your orders gain +1 die to Combat rolls for 1 scene; the legions respond to your command without hesitation.
|
||||
• Inquisition’s Reach – Call upon the Empire’s secret intelligence to suppress an enemy faction or eliminate a threat; success carries political costs.
|
||||
• Senatorial Powerbroker – Once per session, decisively sway a Senate decision or political reform through your influence network.
|
||||
Why It Works
|
||||
• Tier 1–2: Builds foundations of citizenship, logistics, and military discipline.
|
||||
• Tier 3–4: Unlocks large-scale authority, political leverage, and the ability to wield the legions and imperial institutions as tools.
|
||||
🔥 Next: Should we tackle the Pharosian City-States (ancient void-tinged aristocracy and arcane knowledge) or Tlaxcaltec City-States (blood magic, sacred beasts, and jungle dominance)?
|
||||
30
Rules/Ability Trees/First Tiers.md
Normal file
30
Rules/Ability Trees/First Tiers.md
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
| Tree (Skill/Species/Culture/Profession) | Name | Type | Roll (if active) | Effect |
|
||||
| --------------------------------------- | -------------------- | --------- | ------------------------------------------- | ------------------------------------------------------------------------------------- |
|
||||
| **Melee (Skill)** | Power Strike | Effect | Melee attack roll | Mark a die as _Powerful_; add its face value as Injury if the attack succeeds. |
|
||||
| | Guarded Stance | Effect | Defense roll | Mark a die as _Persistent_; if defense succeeds, carry +1 die into next attack. |
|
||||
| | Disarm | Effect | Melee attack (opposed) | Mark a die as _Effectful_; on success, opponent drops weapon or shield. |
|
||||
| **Athletics (Skill)** | Powerful Leap | Effect | Jump or climb roll | Mark a die as _Powerful_; clear extra distance equal to die’s value. |
|
||||
| | Relentless Effort | Effect | Prolonged exertion roll | Mark a die as _Persistent_; can reuse it as an auto success later in the scene. |
|
||||
| | Clamber | Passive | Always on | Ignore 1 penalty die from terrain when climbing or swimming. |
|
||||
| **Cooking (Skill)** | Forage Feast | Active | Wit + Cooking or Survival | Feed group from limited ingredients, removing 1 Fatigue. |
|
||||
| | Comfort Meal | Active | Wit + Cooking vs Presence + Spirit (target) | Shift ally’s attitude up one step once/day. |
|
||||
| | Preservation | Effect | Cooking roll to preserve rations | Mark a die as _Persistent_; double shelf life and later gain +1 success cooking. |
|
||||
| **Drawing (Skill)** | Sketch Memory | Active | Wit + Drawing | Recall & draw any scene; allies gain +1 die to Investigation using drawing. |
|
||||
| | Quick Map | Active | Wit + Drawing | Once per scene, sketch map from memory; allies remove 1 penalty die to Navigation. |
|
||||
| | Decoy Art | Effect | Drawing (Forgery attempt) | Mark die as _Effect_; if succeeds, fake appears authentic. Failure alerts inspectors. |
|
||||
| **Weaving (Skill)** | Patchwork Fix | Active | Wit + Weaving | Repair torn gear to avoid penalties (stealth, movement, social). |
|
||||
| | Quick Bind | Effect | Binding/trap attempt | Mark die as _Persistent_; binds target and gives +1 success to maintain restraint. |
|
||||
| | Thread of Insight | Passive | Always on | May roll Wit + Weaving in place of Survival or Crafting when making basic gear. |
|
||||
| **Climbing (Skill)** | Wall Runner | Passive | Always on | Climb walls/obstacles up to 2m without a roll. |
|
||||
| | Controlled Descent | Effect | Descent roll | Mark die as _Lucky_; negate all Injury from falls if successful. |
|
||||
| | Handhold Maker | Active | Might + Climbing | Create anchors or holds; allies gain +2 dice on the same climb. |
|
||||
| **Carpentry (Skill)** | Basic Shelter | Active | Carpentry + Survival | Build shelter; removes 1 Fatigue caused by environmental exposure. |
|
||||
| | Woodcrafter | Passive | Always on | +1 die when crafting wooden gear (bows, shields, furniture, tools). |
|
||||
| | Structural Eye | Effect | Observation + Carpentry/Mechanics | Mark die as _Effect_; detect weak point in a wooden structure. |
|
||||
| **Medicine (Skill)** | First Aid | Active | Wit + Medicine | Stabilize a Wounded ally without penalty. |
|
||||
| | Diagnose | Effect | Medicine roll (examining) | Mark die as _Effect_; identify disease, poison, or magical affliction. |
|
||||
| | Cocker (Fatigue Aid) | Active | Wit + Medicine | Remove 1 Fatigue from ally through quick intervention. |
|
||||
| **Spiritcaller (Profession)** | Tradition Initiate | Mandatory | Narrative + Magical tradition unlock | Unlock 1 magical tradition (Spirit Binding, Blood Sorcery, etc.). |
|
||||
| | Sense the Veil | Passive | Always on | +1 die to Attune when detecting spirits or magical effects. |
|
||||
| | Spirit Etiquette | Passive | Always on | Reduce difficulty of first-contact negotiations with spirits by 1 success. |
|
||||
| | Focus Reservoir | Effect | Any magical roll | Mark die as _Persistent_; if succeeds, reuse result as auto success later in scene. |
|
||||
611
Rules/Ability Trees/Profession/Shayakar/Shayakar.md
Normal file
611
Rules/Ability Trees/Profession/Shayakar/Shayakar.md
Normal file
|
|
@ -0,0 +1,611 @@
|
|||
Yes! That’s exactly the elegant structure that will make the Shayakar Profession Trees sing. Here’s how we can set it up:
|
||||
Shayakar Profession Tree Structure
|
||||
1. A General “Core” Tree
|
||||
• This is the universal Shayakar tree that establishes the bonded spirit relationship and foundational techniques.
|
||||
• Players take one Tier 1 ability from this tree to unlock the Shayakar path.
|
||||
• Once they have it, they can advance further in the core tree OR branch into the cultural/sub-path trees.
|
||||
2. Sub-Paths (Regional / Cultural Trees)
|
||||
• Each cultural variation of the Shayakar is its own tree:
|
||||
• Knightly Orders of the Mentralian Kingdoms
|
||||
• Sworn Blades (Shogunate)
|
||||
• Oathknights of Annwyn
|
||||
• Free City Duelists, Pharos Council of Blades, etc.
|
||||
• Each of these trees starts at Tier 1 again (independent progression), but requires the Shayakar core unlock to access.
|
||||
3. How Advancement Works
|
||||
• Core Shayakar Tree: Represents universal powers (spirit bonding, Vanishing Blade, spirit channeling).
|
||||
• Sub-path Trees: Represent specialized oaths, cultural expectations, unique spirit domains, and techniques tied to their tradition.
|
||||
• Characters can advance the core tree and one or more sub-trees in parallel, as long as they meet requirements (marks in leading skills, narrative training, initiation).
|
||||
Example: Core Shayakar Tree
|
||||
Leading Skills: Binding (Spirit), Melee, Spirit (Attune)
|
||||
Tier 1 (Unlock Shayakar)
|
||||
• Spirit-Bonded – You undergo the binding ritual: gain a bonded spirit and a Vowblade. May summon your blade at will (Vanishing Blade).
|
||||
• Oathbrand – The spirit marks you: +1 die to resist fear and corruption when upholding your oaths.
|
||||
• Spirit Reflexes – +1 die to Melee or Dodge once per scene when your spirit guides you.
|
||||
Tier 2
|
||||
• Spirit Surge – Once per session, channel your spirit’s domain to gain +2 dice on any roll; take 1 Fatigue.
|
||||
• Ward of the Bound – Allies within 5m gain +1 die vs corruption and spirit effects while your blade is drawn.
|
||||
• Manifestation – Your bonded spirit can partially manifest, granting one thematic boon (flight, armor, aura, etc.) for 1 scene.
|
||||
Tier 3
|
||||
• Spirit Fusion – You and your spirit merge fully for 1 scene, dramatically enhancing physical and spiritual abilities; risk gaining 1 Corruption die.
|
||||
• Anchor of the Veil – You can suppress or stabilize spiritual anomalies (possessions, corruption rifts, etc.) once per session.
|
||||
• Channel Domain – You may infuse your spirit’s dominion directly into attacks or defenses (e.g., flaming blade, stone-skin).
|
||||
Tier 4
|
||||
• Spirit Ascendant – Your spirit can fully manifest as an independent ally once per session.
|
||||
• Eternal Oath – Oaths sworn are now unbreakable spiritual laws; breaking one may kill you instantly but grants +2 dice to any roll in its defense.
|
||||
• Banisher’s Edge – Once per session, you may sever a spirit from its host or permanently destroy a corrupted entity.
|
||||
Branching into Sub-Paths
|
||||
• Example: You take Spirit-Bonded from the core tree. This now unlocks:
|
||||
• Knightly Orders Tree (focus on Eightfold Vows, protective codes, ancestral spirits)
|
||||
• Sworn Blades Tree (life-oaths, defensive techniques, pain/endurance powers)
|
||||
• Oathknights Tree (geasa boons + curses, mythic Annwyn powers)
|
||||
• Others (Free City Duelists, Council of Blades, etc.)
|
||||
• Each sub-tree:
|
||||
• Starts fresh at Tier 1, with its own unique abilities.
|
||||
• Can be advanced independently with marks from the leading skills and narrative training.
|
||||
🔥 Do you want me to:
|
||||
• Flesh out the full Knightly Orders sub-tree first (with 3–4 abilities per tier)?
|
||||
• Or lay out all the sub-trees in Tier 1 only first, so we see the flavors side-by-side before going deep?
|
||||
|
||||
---
|
||||
|
||||
Yes! That’s absolutely the cleanest and most flavorful approach: one full sub-tree per Knightly Order, each with its vows, oath-bound powers, and unique non-vow abilities.
|
||||
Here’s how we’ll structure it:
|
||||
Knightly Orders – Tree Design Plan
|
||||
Each Order gets its own Profession Sub-Tree, unlocked after Tier 1 in the Core Shayakar tree.
|
||||
• Leading Skills: Etiquette, Melee, Tactics (some Orders may add Spirit or Empathy depending on focus).
|
||||
• Each tree has Vow Advancement baked in at every tier, but the specific vows are unique to that Order.
|
||||
• Each tier offers 2–3 non-vow abilities to round out combat, support, and leadership capabilities.
|
||||
Example: Order of the Verdant Chalice
|
||||
Tier 1 (Verdant Chalice 1+)
|
||||
Vow Advancement (choose one):
|
||||
• Oath of Shelter – +1 die to defend innocents or allies.
|
||||
• Oath of the Bloomguard – +1 die to Spirit or Persuasion when preserving living places or cultural works.
|
||||
• Oath of Quiet Mercy – +1 die to Medicine or Melee when ending suffering.
|
||||
Other Abilities (choose one):
|
||||
• Healer’s Hands – Once per session, heal an additional Injury when using Medicine.
|
||||
• Shield of Compassion – Allies adjacent to you gain +1 die to Spirit rolls when resisting fear.
|
||||
• Guardian’s Resolve – You may intercept one attack per session on an ally and reduce its Injury by 1.
|
||||
Tier 2 (Verdant Chalice 2+)
|
||||
Vow Advancement: Deepen an existing vow or take a new one.
|
||||
• Shelter → Allies you defend gain +1 die to Defense rolls.
|
||||
• Bloomguard → Reroll one failed die when defending sacred ground or culture.
|
||||
• Quiet Mercy → Healing removes one Fatigue in addition to Injury.
|
||||
Other Abilities:
|
||||
• Purifying Presence – Once per session, remove 1 Corruption die from a willing ally.
|
||||
• Verdant Sentinel – Gain +1 die to Observation or Empathy in natural or sacred areas.
|
||||
• Oathbound Rally – Once per session, rally allies to remove 1 Fatigue collectively.
|
||||
Tier 3 (Verdant Chalice 3+)
|
||||
Vow Advancement:
|
||||
• Shelter → Allies adjacent to you may ignore the first Fatigue per scene.
|
||||
• Bloomguard → Once per session, force hostile spirits or foes to falter (Spirit vs difficulty 2).
|
||||
• Quiet Mercy → Once per session, remove 1 Corruption die from a fallen ally during a rite.
|
||||
Other Abilities:
|
||||
• Guardian’s Aura – Allies in 5m gain +1 die to Spirit rolls.
|
||||
• Bastion of Mercy – Once per session, ignore Wounded penalties for the rest of a scene.
|
||||
• Oath of Unity – Allies gain +1 die to Combat rolls when fighting under your command.
|
||||
Tier 4 (Verdant Chalice 4+)
|
||||
Vow Advancement:
|
||||
• Shelter → Once per session, automatically intercept any attack on an ally anywhere.
|
||||
• Bloomguard → Automatically succeed at one Spirit roll when preserving life or sacred ground.
|
||||
• Quiet Mercy → Once per session, restore a fallen ally at 0 Health to full capacity.
|
||||
Other Abilities:
|
||||
• Eternal Bloom – Allies fully heal Fatigue at the end of a scene where you were present.
|
||||
• Ancestral Manifestation – Your Order’s ancestral spirit fully manifests as an ally once per session.
|
||||
• Champion of the Chalice – Treat any Melee or Spirit roll in defense of your vows as Effectful (maximum successes) once per session.
|
||||
How We Proceed
|
||||
There are eight Orders, each with their own distinct vows and thematic abilities:
|
||||
• Verdant Chalice (healers and defenders)
|
||||
• Silent Tides (seafarers and watchers)
|
||||
• Gilded Thorn (political power-brokers, duelist finesse)
|
||||
• Ashen Crown (stoic martyrs, battlefield anchors)
|
||||
• Bronze Ram (shock troops and siege-breakers)
|
||||
• Hollow Star (keepers of forbidden lore, shadow war)
|
||||
• Broken Sigil (renegade spirit-hunters, clandestine missions)
|
||||
• Crowned Blade (idealists, High King loyalists, unifying presence)
|
||||
🔥 Which one do you want me to fully build next?
|
||||
Do we continue with Silent Tides, or do you want me to finish all Tier 1 options for the eight Orders side by side first for flavor comparison?
|
||||
|
||||
Here is the Silent Tides Sub-Tree of the Knightly Orders, fully structured with Vow Advancement at each tier and unique abilities that reflect their seafaring vigilance, covert operations, and patient precision:
|
||||
Shayakar – Knightly Orders Sub-Tree: Silent Tides
|
||||
Identity
|
||||
The Silent Tides are the Empire’s and the Kingdoms’ watchful wardens of the sea and the coastlines. They excel at naval vigilance, covert strikes, and ensuring that no threat crosses the waters unnoticed. They’re famed for their ability to strike quietly and retreat with the tides.
|
||||
Leading Skills: Stealth, Navigation, Melee
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
|
||||
Tier 1 (Silent Tides 1+)
|
||||
Vow Advancement (choose one):
|
||||
• Oath of the Deep Watch – +1 die to Observation or Spirit rolls when watching over a coastline, port, or sea route.
|
||||
• Oath of the Silent Blade – +1 die to Stealth or Melee when striking unseen.
|
||||
• Oath of the Tidal Mercy – +1 die to Navigation or Persuasion when rescuing those in danger at sea or in coastal towns.
|
||||
Other Abilities (choose one):
|
||||
• Mariner’s Instinct – Gain +1 die to Navigation and Survival rolls on or near water.
|
||||
• Lurker in the Surf – Gain +1 die to Stealth when using aquatic terrain or darkness.
|
||||
• Coastal Network – Once per session, declare you know a smuggler or dockworker who can provide information or shelter.
|
||||
Tier 2 (Silent Tides 2+)
|
||||
Vow Advancement: Deepen an existing vow or take a new one:
|
||||
• Deep Watch (Advanced): Allies you guide gain +1 die to Observation or Spirit rolls on sea/coastal missions.
|
||||
• Silent Blade (Advanced): Once per session, reroll one failed Melee die when attacking from stealth.
|
||||
• Tidal Mercy (Advanced): Once per session, secure passage or assistance from a neutral party (fishermen, merchants, coastal villages).
|
||||
Other Abilities:
|
||||
• Ghosts at Anchor – Once per session, you may infiltrate a guarded port or ship undetected if you have time to prepare.
|
||||
• Wavebreaker – Gain +1 die to Melee when fighting on ships, docks, or beaches.
|
||||
• Underworld Tide – You may call in a favor from coastal criminal networks (smugglers, corsairs) once per session.
|
||||
Tier 3 (Silent Tides 3+)
|
||||
Vow Advancement:
|
||||
• Deep Watch (Advanced): Once per session, detect approaching threats across water (ships, storms, sea monsters) with Spirit + Observation.
|
||||
• Silent Blade (Advanced): Attacks from stealth ignore 1 point of Soak.
|
||||
• Tidal Mercy (Advanced): When rescuing allies or innocents, allies regain 1 Fatigue.
|
||||
Other Abilities:
|
||||
• Tidecaller’s Command – Allies gain +1 die to Navigation and Stealth during coordinated naval missions.
|
||||
• Coastal Saboteur – Once per session, disable a ship, fortification, or sea gate without leaving evidence.
|
||||
• Harpooner’s Wrath – Once per session, pin a fleeing enemy or ship in place with a precision strike.
|
||||
Tier 4 (Silent Tides 4+)
|
||||
Vow Advancement:
|
||||
• Deep Watch (Mastery): Once per session, automatically sense a hidden or distant threat at sea before it strikes.
|
||||
• Silent Blade (Mastery): Once per session, treat a strike from stealth as Effectful (maximum successes).
|
||||
• Tidal Mercy (Mastery): Once per session, prevent a total disaster (shipwreck, drowning, mass casualty event) with decisive action.
|
||||
Other Abilities:
|
||||
• Master of the Deep Routes – Allies traveling under your guidance by sea halve travel time and ignore standard hazards.
|
||||
• Ebb and Flow – Once per session, remove yourself and 1 ally from a battle or pursuit entirely by slipping away unseen.
|
||||
• Champion of the Tides – Once per session, treat any Spirit or Combat roll at sea as Effectful when defending your Order’s oaths.
|
||||
Play Feel
|
||||
• Tides Vows: build personal focus: stealth assassins, coastal guardians, or rescuers.
|
||||
• Non-vow abilities: master infiltration, naval superiority, and underworld ties.
|
||||
• Breaking a vow disables its progression, emphasizing the moral weight of the Order’s oaths.
|
||||
🔥 Do you want me to jump to the Gilded Thorn next (duelists, political power-brokers)?
|
||||
Or should I draft a single-page reference mockup of the Core Shayakar tree + Verdant Chalice & Silent Tides to see how it all connects visually?
|
||||
|
||||
Here’s the Gilded Thorn Sub-Tree for the Shayakar Knightly Orders, fully integrating their Order-specific Vow Advancement with their signature style: courtly intrigue, precise dueling, and political maneuvering.
|
||||
Shayakar – Knightly Orders Sub-Tree: Gilded Thorn
|
||||
Identity
|
||||
The Gilded Thorn are the consummate duelists and courtiers of the Knightly Orders. They excel at political power-brokering and deadly precision in single combat, favoring elegance and wit over brute force. Their vows revolve around the mirror of appearances, the cultivation of reputation, and the pursuit of perfect skill.
|
||||
Leading Skills: Etiquette, Persuasion, Melee
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
|
||||
Tier 1 (Gilded Thorn 1+)
|
||||
Vow Advancement (choose one):
|
||||
• Oath of the Mirror Mask – +1 die to Deception or Persuasion when maintaining appearances or concealing weakness.
|
||||
• Oath of Barbed Grace – +1 die to Melee rolls in single combat or duels.
|
||||
• Oath of Silken Resolve – +1 die to resist emotional manipulation, intimidation, or humiliation.
|
||||
Other Abilities (choose one):
|
||||
• Courtly Spider – Once per session, declare you know a noble contact or rumor network that can influence a courtly event.
|
||||
• Measured Strike – Gain +1 die to Melee attacks if you have studied your foe for at least one round.
|
||||
• Poisoned Whisper – Gain +1 die to Deception when spreading rumors or discrediting rivals.
|
||||
Tier 2 (Gilded Thorn 2+)
|
||||
Vow Advancement: Deepen an existing vow or take a new one:
|
||||
• Mirror Mask (Advanced): Once per session, reroll a failed Social die if your deception or façade is at stake.
|
||||
• Barbed Grace (Advanced): Once per session, reroll a failed Melee die in a duel or formal combat.
|
||||
• Silken Resolve (Advanced): Allies within 5m gain +1 die to resist social pressure while you maintain composure.
|
||||
Other Abilities:
|
||||
• Duelist’s Poise – Once per session, impose –1 die on an opponent’s attack in single combat by exploiting their overextension.
|
||||
• Velvet Chains – Gain +1 die to Persuasion or Etiquette when coercing others through favors and obligations.
|
||||
• Rose of the Court – You may treat your presence as an asset: +1 die to allies’ Social rolls when you accompany them at court.
|
||||
Tier 3 (Gilded Thorn 3+)
|
||||
Vow Advancement:
|
||||
• Mirror Mask (Advanced): You may declare a false narrative at court once per session; allies gain +1 die to reinforce it.
|
||||
• Barbed Grace (Advanced): Attacks in duels ignore 1 point of Soak.
|
||||
• Silken Resolve (Advanced): Once per session, you and your allies may ignore one Fatigue caused by social or emotional stress.
|
||||
Other Abilities:
|
||||
• Thorned Reputation – Once per session, force a rival to act cautiously or defensively in Social rolls due to your reputation.
|
||||
• Fatal Flourish – In duels, gain +1 die to Melee attacks when performing a decisive strike.
|
||||
• Web of Influence – Once per session, manipulate a courtly vote or decision to your advantage.
|
||||
Tier 4 (Gilded Thorn 4+)
|
||||
Vow Advancement:
|
||||
• Mirror Mask (Mastery): Once per session, automatically succeed at any Social roll where your identity or reputation is at stake.
|
||||
• Barbed Grace (Mastery): Once per session, treat a Melee attack in a duel as Effectful (maximum successes).
|
||||
• Silken Resolve (Mastery): You and allies in 10m may ignore all fear and emotional manipulation for 1 scene.
|
||||
Other Abilities:
|
||||
• Rose-Blood Duelist – Once per session, take two consecutive actions in a duel before your opponent can respond.
|
||||
• Power Behind the Throne – Once per session, decisively sway a high-level political outcome using your network.
|
||||
• Champion of the Thorn – Allies at court gain +1 die to Spirit and Social rolls when you act as their figurehead.
|
||||
Play Feel
|
||||
• Gilded Thorn Vows: lean into mastery of appearances, elegance in battle, and resilience under scrutiny.
|
||||
• Non-vow abilities: grant manipulation tools, dueling supremacy, and political reach.
|
||||
• Breaking a vow disables all associated boons until atoned for, pushing players into high-stakes roleplay.
|
||||
🔥 Do you want me to build the Ashen Crown next (stoic battlefield anchors and martyrs)?
|
||||
Or would you prefer a side-by-side Tier 1 Vow overview for all remaining Orders so we can see the spread before going deep?
|
||||
|
||||
Here is the Ashen Crown Sub-Tree for the Shayakar Knightly Orders, fully infused with their stoic, martyr-like ethos and vow structure.
|
||||
Shayakar – Knightly Orders Sub-Tree: Ashen Crown
|
||||
Identity
|
||||
The Ashen Crown are the Order of grim endurance, battlefield anchors who hold the line no matter the cost. They take oaths that demand sacrifice and absolute resolve, becoming living ramparts for their allies.
|
||||
Leading Skills: Melee, Spirit (Discipline), Tactics
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
|
||||
Tier 1 (Ashen Crown 1+)
|
||||
Vow Advancement (choose one):
|
||||
• Oath of the Burned Path – +1 die to resist Fatigue, Pain, and fear while standing ground against overwhelming odds.
|
||||
• Oath of the Broken Helm – +1 die to Melee when defending allies or holding a choke point.
|
||||
• Oath of the Ember’s Vigil – +1 die to Spirit rolls when maintaining a defensive stance, even if it means harm to yourself.
|
||||
Other Abilities (choose one):
|
||||
• Stonewall – Once per session, you can make yourself immovable; enemies must roll Spirit vs difficulty 2 to bypass you.
|
||||
• Bulwark of Resolve – Allies behind you gain +1 die to Defense rolls while you are in formation.
|
||||
• Ashen Gaze – Gain +1 die to Intimidation when holding position against a superior foe.
|
||||
Tier 2 (Ashen Crown 2+)
|
||||
Vow Advancement: Deepen an existing vow or take a new one:
|
||||
• Burned Path (Advanced): Allies in 5m gain +1 die to Spirit rolls when standing their ground.
|
||||
• Broken Helm (Advanced): Once per session, intercept an attack that would incapacitate an ally and halve the damage.
|
||||
• Ember’s Vigil (Advanced): Once per session, reroll a failed Spirit roll when remaining in position under pressure.
|
||||
Other Abilities:
|
||||
• March of the Fallen – You may act for one extra round at 0 Health before collapsing.
|
||||
• Shield Wall – Allies adjacent to you gain +1 die to Defense rolls while you maintain position.
|
||||
• Iron Focus – Reroll one failed Melee die per session when defending allies in formation.
|
||||
Tier 3 (Ashen Crown 3+)
|
||||
Vow Advancement:
|
||||
• Burned Path (Advanced): Once per session, allies within 10m may ignore the first Fatigue of the scene.
|
||||
• Broken Helm (Advanced): When defending allies, your attacks ignore 1 point of Soak.
|
||||
• Ember’s Vigil (Advanced): Once per session, automatically succeed at one Spirit roll related to holding a defensive position.
|
||||
Other Abilities:
|
||||
• Anchor of the Field – Allies in 5m gain +1 die to Spirit and Combat rolls when you hold a line.
|
||||
• Martyr’s Stand – Once per session, you may choose to take all attacks against allies within 5m for one round.
|
||||
• Enduring Presence – Fatigue penalties are reduced by 1 for you for the remainder of the session.
|
||||
Tier 4 (Ashen Crown 4+)
|
||||
Vow Advancement:
|
||||
• Burned Path (Mastery): Once per session, allies in 10m may ignore all Fatigue and Wounded penalties for 1 scene.
|
||||
• Broken Helm (Mastery): Once per session, intercept any attack on any ally, regardless of range.
|
||||
• Ember’s Vigil (Mastery): Once per session, create a defensive bastion: allies in 10m gain +1 die to Defense rolls for 1 scene.
|
||||
Other Abilities:
|
||||
• Eternal Bastion – Once per session, treat all Melee and Spirit rolls in defense of your vows as Effectful (max successes).
|
||||
• Deathless Resolve – You can remain conscious and fight even at 0 Health until the scene ends, but will collapse afterward.
|
||||
• Champion of the Crown – Allies gain +1 die to Combat and Spirit rolls when you lead a defensive stand.
|
||||
Play Feel
|
||||
• Ashen Crown Vows: emphasize sacrifice, resolve, and holding the line at all costs.
|
||||
• Non-vow abilities: transform you into a living wall and morale anchor.
|
||||
• Breaking a vow disables its benefits until atonement—perfectly fitting their martyr ethos.
|
||||
🔥 Do you want me to now build the Bronze Ram Sub-Tree (siege-breakers and shock troops)?
|
||||
Or should we switch to one of the more shadowy Orders like the Hollow Star or Broken Sigil for contrast?
|
||||
|
||||
Oh, you’re absolutely right—the Bronze Ram would be deeply tied to Siegecraft. That’s their bread and butter as the Orders’ siege-breakers. Let me refine the leading skills and some of their abilities to fully reflect that:
|
||||
Refined Bronze Ram Sub-Tree (with Siegecraft)
|
||||
Leading Skills:
|
||||
• Melee – for their brutal close-quarters assaults.
|
||||
• Tactics – for battlefield positioning.
|
||||
• Siegecraft – for breaching fortifications, using siege engines, and identifying weaknesses.
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
|
||||
Tier 1 (Bronze Ram 1+)
|
||||
Vow Advancement (choose one):
|
||||
• Oath of the Broken Gate – +1 die to Siegecraft or Melee when attacking fortifications, barriers, or shield walls.
|
||||
• Oath of the Low Stone – +1 die to Spirit rolls when charging or leading a frontal assault.
|
||||
• Oath of the Last Push – +1 die to Athletics or Melee when fighting while Wounded or Fatigued.
|
||||
Other Abilities (choose one):
|
||||
• Breacher’s Eye – Once per session, automatically identify a structural or tactical weakness in a fortification (Siegecraft).
|
||||
• Ram’s Momentum – Gain +1 die to your first attack after charging or after breaching a barrier.
|
||||
• War Cry – Once per session, force enemies in 5m to roll Spirit vs difficulty 2 or Falter.
|
||||
Tier 2 (Bronze Ram 2+)
|
||||
Vow Advancement: Deepen an existing vow or take a new one:
|
||||
• Broken Gate (Advanced): Attacks against barriers or fortifications deal +1 Injury or ignore 1 point of structural Soak.
|
||||
• Low Stone (Advanced): Allies charging with you gain +1 die to Melee attacks on the opening round.
|
||||
• Last Push (Advanced): Once per session, reroll one failed die when Wounded or Fatigued.
|
||||
Other Abilities:
|
||||
• Siege Mastery – Gain +1 die to Siegecraft when directing or operating siege engines.
|
||||
• Battering Line – Allies adjacent to you gain +1 die to break obstacles or enemy formations.
|
||||
• Rallying Shout – Once per session, remove 1 Fatigue from allies within 5m by spurring them forward.
|
||||
Tier 3 (Bronze Ram 3+)
|
||||
Vow Advancement:
|
||||
• Broken Gate (Advanced): Once per session, automatically destroy a non-magical barrier or gate.
|
||||
• Low Stone (Advanced): Once per session, allies charging with you gain +1 die to all rolls in the opening round.
|
||||
• Last Push (Advanced): Once per session, ignore Fatigue penalties entirely for 1 scene.
|
||||
Other Abilities:
|
||||
• Unstoppable Charge – Once per session, move through enemy ranks or barriers unimpeded (Spirit vs difficulty 2).
|
||||
• Fury of the Ram – Your first successful attack each combat deals +1 Injury.
|
||||
• Shock Commander – Allies fighting alongside you in a breach or charge gain +1 die to Melee attacks for 1 scene.
|
||||
Tier 4 (Bronze Ram 4+)
|
||||
Vow Advancement:
|
||||
• Broken Gate (Mastery): Once per session, automatically succeed at any action to breach a fortification or formation.
|
||||
• Low Stone (Mastery): Once per session, treat any charge action as Effectful (maximum successes).
|
||||
• Last Push (Mastery): Once per session, fight through a fatal wound or collapse: ignore incapacitation until the battle ends.
|
||||
Other Abilities:
|
||||
• Siege Architect – Once per session, you may declare you have positioned or prepared siege assets (breaching gear, ladders, hidden tunnels) before an assault begins.
|
||||
• Breacher’s Rally – Allies within 10m gain +1 die to Combat and Spirit rolls for 1 scene after you break a fortification or formation.
|
||||
• Champion of the Ram – Once per session, all allies in 10m ignore Fear and Fatigue penalties for 1 scene while you lead the charge.
|
||||
Why This Works
|
||||
• The leading skills now include Siegecraft as a primary progression driver.
|
||||
• Many abilities now tie into fortifications, siege engines, and battlefield momentum, reinforcing their lore as the first through the breach.
|
||||
• Players can flex between being tactical breachers, shock leaders, or unyielding chargers.
|
||||
🔥 Do you want me to build the Hollow Star Sub-Tree next (shadow operatives, forbidden lore keepers)? Or should I do the Broken Sigil for their clandestine spirit-hunting flair?
|
||||
|
||||
Here is the Hollow Star Sub-Tree for the Shayakar Knightly Orders, focusing on their shadowy role as keepers of forbidden lore, operatives who work in the dark, and hunters of the unseen.
|
||||
Shayakar – Knightly Orders Sub-Tree: Hollow Star
|
||||
Identity
|
||||
The Hollow Star are secretive and unsettling even among the Orders. They guard the darkest truths, study forbidden magic, and act as covert assassins and spiritual hunters when the Orders require silent work. Their vows revolve around keeping secrets, unflinching vigilance, and eradicating hidden threats.
|
||||
Leading Skills: Stealth, Spirit (Occult), Investigation
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
|
||||
Tier 1 (Hollow Star 1+)
|
||||
Vow Advancement (choose one):
|
||||
• Oath of Silence Kept – +1 die to resist interrogation, deception rolls to keep secrets, or Mental Fatigue.
|
||||
• Oath of the Empty Blade – +1 die to Melee or Stealth when eliminating a target with precision.
|
||||
• Oath of the Long Vigil – +1 die to Observation or Spirit rolls when tracking or guarding against unseen threats.
|
||||
Other Abilities (choose one):
|
||||
• Veilstep – Gain +1 die to Stealth when moving in shadows or spirit-tainted environments.
|
||||
• Hunter’s Mark – Once per session, mark a target (mortal or spirit): gain +1 die to all rolls against them for the scene.
|
||||
• Whispers of the Veil – Once per session, ask the GM one cryptic question about an unseen or occult threat.
|
||||
Tier 2 (Hollow Star 2+)
|
||||
Vow Advancement: Deepen an existing vow or take a new one:
|
||||
• Silence Kept (Advanced): Once per session, automatically resist one attempt to extract information from you.
|
||||
• Empty Blade (Advanced): Once per session, reroll one failed Melee or Stealth die when attacking a marked target.
|
||||
• Long Vigil (Advanced): Once per session, detect hidden enemies or spirit presences in a scene (Spirit vs difficulty 2).
|
||||
Other Abilities:
|
||||
• Occult Insight – Gain +1 die to Investigation or Spirit when analyzing arcane symbols, relics, or entities.
|
||||
• Poison Savant – Gain +1 die to Alchemy or Melee when using poisons or debilitating agents.
|
||||
• Shadow Network – Once per session, call in a covert Hollow Star contact for information or assistance.
|
||||
Tier 3 (Hollow Star 3+)
|
||||
Vow Advancement:
|
||||
• Silence Kept (Advanced): Once per session, create a ward of secrecy: enemies cannot eavesdrop or use spirit-sight in the area.
|
||||
• Empty Blade (Advanced): Attacks against unaware or vulnerable targets ignore 1 point of Soak.
|
||||
• Long Vigil (Advanced): Once per session, pre-emptively counter a spirit or occult effect (nullify one hostile ritual or possession attempt).
|
||||
Other Abilities:
|
||||
• Ghostblade – Once per session, treat one Melee attack as affecting incorporeal or spirit entities.
|
||||
• Surgical Strike – Once per session, deal +1 Injury to a marked target or disable them silently.
|
||||
• Secrets Broker – Once per session, you may decisively sway a faction by revealing or concealing forbidden knowledge.
|
||||
Tier 4 (Hollow Star 4+)
|
||||
Vow Advancement:
|
||||
• Silence Kept (Mastery): Once per session, declare an absolute silence: all sound and spirit activity in a 5m radius is nullified for 1 scene.
|
||||
• Empty Blade (Mastery): Once per session, treat a Melee attack on a marked or unaware target as Effectful (maximum successes).
|
||||
• Long Vigil (Mastery): Once per session, automatically detect and banish an occult threat hidden in the area.
|
||||
Other Abilities:
|
||||
• Master of the Veil – Once per session, become undetectable to spirits, magic, and mundane senses for 1 scene.
|
||||
• Annihilator’s Edge – Once per session, instantly destroy a minor spirit or occult construct without rolling.
|
||||
• Keeper of the Hollow Truth – Allies gain +1 die to Spirit rolls for 1 scene when you reveal the true nature of an occult threat.
|
||||
Play Feel
|
||||
• Hollow Star Vows: tie into secrecy, eliminating threats from the shadows, and ever-vigilant observation.
|
||||
• Non-vow abilities: emphasize spiritual hunting, assassination, and working unseen.
|
||||
• Breaking a vow disables its powers, keeping the Order’s dangerous moral weight intact.
|
||||
🔥 Do you want me to now build the Broken Sigil Sub-Tree (renegade spirit-hunters, clandestine excommunicates)?
|
||||
Or switch to the Crowned Blade (the idealistic unifiers and High King loyalists) to close the Orders with a brighter tone?
|
||||
|
||||
Here’s the Broken Sigil Sub-Tree for the Shayakar Knightly Orders, designed with the Base Rules, Combat, Skills, and Social Encounter mechanics tightly in mind. The Broken Sigil specialize in spirit-hunting, disruption, and clandestine operations, often walking a razor’s edge of excommunication and pragmatism.
|
||||
Shayakar – Knightly Orders Sub-Tree: Broken Sigil
|
||||
Identity
|
||||
The Broken Sigil are grim excommunicates and secret operators, tasked with eradicating dangerous spirits and magical threats by any means necessary. They use questionable methods, forbidden rites, and covert tactics—often acting outside the law of the other Orders.
|
||||
Leading Skills: Spirit (Attune/Binding), Stealth, Investigation
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
|
||||
Tier 1 (Broken Sigil 1+)
|
||||
Vow Advancement (choose one):
|
||||
• Oath of the Severed Chain – +1 die to Spirit or Binding rolls when severing spirit bonds or cleansing corruption.
|
||||
• Oath of the Veiled Eye – +1 die to Stealth or Investigation rolls when operating covertly.
|
||||
• Oath of the Final Word – +1 die to Melee or Spirit rolls when attempting a killing blow against a spiritual or supernatural threat.
|
||||
Other Abilities (choose one):
|
||||
• Witchsense – Once per scene, mark a die as Persistent to detect spirit presence, corruption, or concealed occult forces in the area.
|
||||
• Sigil Breaker’s Tool – You may declare a small toolkit or forbidden implement is on-hand, granting +1 die to Binding or sabotage tasks.
|
||||
• Marked for Termination – Once per session, mark a die as Effectful against a target (mortal or spirit) you have declared your quarry.
|
||||
Tier 2 (Broken Sigil 2+)
|
||||
Vow Advancement: Deepen an existing vow or take a new one:
|
||||
• Severed Chain (Advanced): Once per session, automatically succeed at a roll to break a minor spirit bond or ward.
|
||||
• Veiled Eye (Advanced): When you succeed at a Stealth or Investigation roll, mark a die as Cooperative for an ally to use this scene.
|
||||
• Final Word (Advanced): Attacks against corrupted or spirit-bound targets ignore 1 point of Soak.
|
||||
Other Abilities:
|
||||
• Cooperative Stalker – Allies engaged with your quarry gain +1 die to their rolls when using your Cooperative die.
|
||||
• Occult Disruptor – Once per session, spend 1 APR to disrupt an active ritual, ward, or spirit channel; the controller must reroll their success dice.
|
||||
• Ghost Pierce – Your attacks affect incorporeal or spirit entities for one scene, marking a die as Risky.
|
||||
Tier 3 (Broken Sigil 3+)
|
||||
Vow Advancement:
|
||||
• Severed Chain (Advanced): Once per session, banish a bound lesser spirit entirely without rolling.
|
||||
• Veiled Eye (Advanced): Once per session, avoid all detection from wards, traps, or magical surveillance.
|
||||
• Final Word (Advanced): Once per session, treat one attack against a spirit-bound enemy as Effectful (maximum successes).
|
||||
Other Abilities:
|
||||
• Spirit Net – Once per session, spend 1 APR to trap a manifested spirit; they cannot flee or use movement abilities for one round.
|
||||
• Silent Coordinator – When you lead a group roll, all Cooperative dice created by allies become Persistent for the scene.
|
||||
• Null Sigil – Once per session, place a suppressive ward (action, Binding): all occult effects in 5m suffer –1 die until the scene ends.
|
||||
Tier 4 (Broken Sigil 4+)
|
||||
Vow Advancement:
|
||||
• Severed Chain (Mastery): Once per session, permanently sever a major spirit bond or disable a powerful ward.
|
||||
• Veiled Eye (Mastery): Once per session, vanish completely from all forms of detection (mundane and magical) for 1 scene.
|
||||
• Final Word (Mastery): Once per session, declare a corrupted target or spirit slain on a margin of 2+ successes, regardless of Soak.
|
||||
Other Abilities:
|
||||
• Sigil’s Endgame – Once per session, treat all marked dice rolled against occult or spirit targets as Effectful.
|
||||
• Banishment Aura – Allies within 5m gain +1 die to Spirit and Binding rolls; hostile spirits take –1 die to resist effects.
|
||||
• Champion of the Broken Sigil – Once per session, ignore all Fatigue, Slights, and Wounded penalties for a full scene when pursuing your quarry.
|
||||
Design Notes
|
||||
• Marked Dice Hooks: Abilities like Witchsense, Marked for Termination, and Null Sigil interact directly with Persistent, Effectful, or Cooperative dice.
|
||||
• Cooperative Mechanics: Veiled Eye and Silent Coordinator feed allies Cooperative dice, making Broken Sigil excellent for teams.
|
||||
• APR Manipulation: Occult Disruptor and Spirit Net give out-of-turn disruption options for tight combat flow.
|
||||
• Vows: Build either as a covert infiltrator, a spirit-severing specialist, or an executioner, each gaining power as vows advance.
|
||||
🔥 Do you want me to build the Crowned Blade next (unifiers and champions of the High King)?
|
||||
Or should I revisit Hollow Star with these deeper marked-die, Cooperative, and APR hooks so it aligns with this new Broken Sigil style?
|
||||
|
||||
Here is the Crowned Blade Sub-Tree for the Shayakar Knightly Orders, designed to embody their role as unifiers, champions of the High King, and paragons of the knightly ideal. These are the standard-bearers and leaders whose presence inspires allies and shifts the balance of battles and social encounters alike.
|
||||
Shayakar – Knightly Orders Sub-Tree: Crowned Blade
|
||||
Identity
|
||||
The Crowned Blade are the idealists and standard-bearers of the Orders. They hold the High King’s cause above all else and work to unify fractured realms. Their vows focus on inspiration, loyalty, and bearing the crown’s weight with unwavering resolve.
|
||||
Leading Skills: Etiquette, Persuasion, Tactics
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
|
||||
Tier 1 (Crowned Blade 1+)
|
||||
Vow Advancement (choose one):
|
||||
• Oath of the Single Flame – +1 die to Spirit or Persuasion when rallying allies around a common cause.
|
||||
• Oath of Bound Justice – +1 die to Melee or Tactics when defending the weak or pursuing justice.
|
||||
• Oath of the Last Step – +1 die to resist Fatigue, fear, or Social pressure when acting as the final line of unity.
|
||||
Other Abilities (choose one):
|
||||
• Standard Bearer – Once per session, mark a die as Cooperative to rally allies; all allies in 5m gain +1 die on their next roll.
|
||||
• Voice of the Crown – Gain +1 die to Persuasion or Command when invoking the ideals or authority of the High King.
|
||||
• Inspiring Stand – Once per session, when you resist a Fold in a Social encounter or hold your ground in Combat, allies regain 1 Face or Fatigue.
|
||||
Tier 2 (Crowned Blade 2+)
|
||||
Vow Advancement: Deepen an existing vow or take a new one:
|
||||
• Single Flame (Advanced): Once per session, grant allies in 10m +1 die to Spirit rolls for a full scene when you rally them.
|
||||
• Bound Justice (Advanced): When you fulfill your vow, mark a die as Effectful for your next attack or Command roll.
|
||||
• Last Step (Advanced): Once per session, you may ignore penalties from Fatigue or Wounded conditions for 1 round.
|
||||
Other Abilities:
|
||||
• Unified Front – When leading a group roll, allies’ Cooperative dice become Persistent for the scene.
|
||||
• Aura of Resolve – Allies within 5m gain +1 die to resist Slights or fear effects in Social or Combat encounters.
|
||||
• Battlefield Herald – Once per session, spend 1 APR to immediately coordinate allies; up to 2 allies may reposition or take a Defensive stance as a free action.
|
||||
Tier 3 (Crowned Blade 3+)
|
||||
Vow Advancement:
|
||||
• Single Flame (Advanced): Once per session, allies regain 1 Face or Fatigue when you deliver a decisive speech or victory.
|
||||
• Bound Justice (Advanced): Attacks against tyrants or oath-breakers ignore 1 point of Soak.
|
||||
• Last Step (Advanced): Once per session, reroll a failed Spirit roll to resist emotional collapse or Fold.
|
||||
Other Abilities:
|
||||
• Champion’s Presence – Allies in 10m gain +1 die to Spirit and Social rolls when you are uninjured and leading.
|
||||
• Lion Banner Surge – Once per session, treat all marked dice on your next roll as Effectful when acting as the High King’s champion.
|
||||
• Decisive Authority – Once per session, impose a social decree: enemies must roll Spirit vs difficulty 3 to openly defy it.
|
||||
Tier 4 (Crowned Blade 4+)
|
||||
Vow Advancement:
|
||||
• Single Flame (Mastery): Once per session, allies in 10m gain +1 die to all rolls for 1 scene when you invoke unity or the High King’s cause.
|
||||
• Bound Justice (Mastery): Once per session, treat one attack or Command roll as Effectful and ignore enemy Soak when defending your vow.
|
||||
• Last Step (Mastery): Once per session, act for a full scene without collapsing even at 0 Health or Social Face.
|
||||
Other Abilities:
|
||||
• Crown’s Mandate – Once per session, all allies in 10m regain 1 Face and 1 Fatigue when you uphold the ideals of the Crown.
|
||||
• Beacon of the Realm – Allies within 10m ignore all penalties from Fatigue, Slights, or Wounded conditions for 1 scene.
|
||||
• Paragon of the Crown – Once per session, treat any Spirit, Social, or Combat roll that defends your Order’s unifying mission as Effectful (maximum successes).
|
||||
Play Feel
|
||||
• Vows: revolve around unity, justice, and resilience—themes that tie into both Social Encounters and Combat.
|
||||
• Non-vow abilities: leverage Cooperative dice, group rolls, and morale manipulation (Face & Fatigue recovery) to make Crowned Blades the ultimate force multipliers.
|
||||
• Breaking a vow is devastating, as it suspends your ability to inspire allies until atonement.
|
||||
🔥 Now that all eight Knightly Order sub-trees are complete, do you want me to:
|
||||
• Lay them out side-by-side at Tier 1 for a full comparison?
|
||||
• Revisit Hollow Star (and others if needed) to align them more closely with marked dice and Cooperative/APR mechanics like Broken Sigil & Crowned Blade?
|
||||
• Start working on visual tree layouts showing how the Core Shayakar tree branches into these Orders?
|
||||
|
||||
Based on the source you provided, the Sworn Blades (Seikensha) tree will be beautifully distinct from the Knightly Orders: it’s deeply personal, centered on a bond with a specific individual, with vows that literally fuse their spirit and life to another’s.
|
||||
Shayakar – Sworn Blades Sub-Tree (Seikensha)
|
||||
Identity
|
||||
The Sworn Blades are the soul-forged guardians of the Kyourin Shogunate, bound not just to a spirit but to a person. This is an intensely personal profession tree, defined by an unbreakable pact and vows that deepen power as devotion grows.
|
||||
Leading Skills: Spirit (Binding), Melee, Stealth
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree, and must form a sacred bond with a chosen charge through the Ketsushin Rite.
|
||||
Tier 1 (Sworn Blades 1+)
|
||||
Foundational Oath (must choose):
|
||||
• Vow of Devotion – You swear the core oath to lay down your life for your chosen charge.
|
||||
• Gain +1 die to Melee or Spirit rolls when directly defending your charge.
|
||||
• If you fail to protect them or act against this vow, you gain a Slight and mark 1 Corruption die until you atone.
|
||||
Other Abilities (choose one):
|
||||
• Ketsushin Anchor – Once per session, mark a die as Persistent to automatically sense your charge’s location and condition, no matter the distance.
|
||||
• Intercepting Step – Spend 1 APR to move instantly into range of an attack targeting your charge, becoming the new target.
|
||||
• Spirit-Braided Blade – Your spirit-imbued weapon counts as spirit-forged; it can strike incorporeal or void entities.
|
||||
Tier 2 (Sworn Blades 2+)
|
||||
Oath Advancement (choose one to deepen):
|
||||
• “I shall not draw my blade except in your defense.”
|
||||
• Once per session, mark a die as Effectful when intercepting harm aimed at your charge.
|
||||
• “I shall bear your burdens in silence, no matter the cost.”
|
||||
• You may absorb a Spirit affliction, curse, or magical effect targeting your charge, taking its consequences yourself.
|
||||
• “My eyes shall see what you cannot.”
|
||||
• +1 die to Observation and Spirit rolls to sense deception, ambushes, or magical threats near your charge.
|
||||
Other Abilities:
|
||||
• The Red Cord’s Warning – Once per session, declare that your spirit senses danger to your charge; allies gain +1 die to their next roll to react.
|
||||
• Pain-Forged Discipline – When you take Injury to defend your charge, gain +1 die to your next roll this scene.
|
||||
• Silent Guardian – Mark a die as Cooperative for allies when you assist them covertly in defending your charge.
|
||||
Tier 3 (Sworn Blades 3+)
|
||||
Oath Advancement:
|
||||
• “So long as you live, I shall never fall.”
|
||||
• Once per session, fight past fatal wounds for a scene; you may act at 0 Health until the scene ends.
|
||||
• “I shall bear your burdens…” (Advanced)
|
||||
• You may transfer Fatigue or Slights from your charge to yourself as a free action once per session.
|
||||
• “My eyes shall see…” (Advanced)
|
||||
• Once per session, automatically detect invisible, disguised, or spirit-bound threats to your charge.
|
||||
Other Abilities:
|
||||
• Shadowed Step – Gain +1 die to Stealth when following or guarding your charge from the shadows.
|
||||
• Vow-Bound Surge – Once per session, mark a die as Persistent to gain +2 dice for one action defending your charge.
|
||||
• Soul-Corded Recovery – When you successfully protect your charge from a lethal threat, remove 1 Fatigue or Wounded penalty.
|
||||
Tier 4 (Sworn Blades 4+)
|
||||
Oath Advancement (final):
|
||||
• Deepen any prior oath to its Mastery, or take a new one:
|
||||
• “So long as you live, I shall never fall.” (Mastery) – You may ignore incapacitation entirely while your charge lives.
|
||||
• “I shall not draw my blade…” (Mastery) – Once per session, treat any defensive action for your charge as Effectful (maximum successes).
|
||||
• “My eyes shall see…” (Mastery) – Once per session, nullify any occult or stealth effect directed at your charge for the entire scene.
|
||||
Other Abilities:
|
||||
• Ketsushin Transcendence – Once per session, you may instantly teleport to your charge if they are in mortal danger.
|
||||
• Ancestral Guard – Your spirit fully manifests when defending your charge; allies in 5m gain +1 die to Spirit and Combat rolls.
|
||||
• Final Stand of the Seikensha – Once per session, when your charge would die, you may sacrifice yourself to negate the fatal harm entirely.
|
||||
Play Feel
|
||||
• The Sworn Blades’ power escalates with each deepening of the bond and the vows tied to it.
|
||||
• Abilities make you hyper-focused on one person: intercepting attacks, absorbing harm, and channeling your spirit to extend their life.
|
||||
• Breaking vows is devastating: it risks Hollowing, disabling oath powers until extreme atonement.
|
||||
🔥 Do you want me to draw up a radial diagram like the Knightly Orders, with the Core Shayakar tree at the center and the Sworn Blades sub-tree in its own segment? Or should we move to their "Order of the Red Cord" specialization as a sub-branch with pain-discipline powers?
|
||||
|
||||
Based on the Oathknights of Annwyn lore, their tree will be extremely distinct: it’s defined by geasa—living oaths that grant a boon and impose a curse. Unlike the Knightly Orders, the Oathknights don’t answer to an external hierarchy, and each walks a solitary path. Here’s how the Oathknights Sub-Tree can be designed:
|
||||
Shayakar – Oathknights of Annwyn Sub-Tree
|
||||
Identity
|
||||
The Oathknights are solitary spirit-bound wanderers, chosen by the Green Man. Each is marked by geasa that grant great powers but bind them with heavy burdens. They kneel to no banner but the Crown of Annwyn as sanctified by the land.
|
||||
Leading Skills: Spirit (Attune), Survival, Melee
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree and have undergone the Green Man’s ordeal.
|
||||
Tier 1 (Oathknights 1+)
|
||||
First Geas (mandatory):
|
||||
• You accept your first geas from the Green Man. Choose or roll for a boon and its burden (see Geasa Table).
|
||||
• Gain a potent spiritual boon tied to the land’s wild magic.
|
||||
• Accept a taboo, curse, or transformation—breaking it is catastrophic (you lose your geasa’s powers and may become corrupted).
|
||||
Other Abilities (choose one):
|
||||
• Voice of the Green – Once per session, ask the GM one cryptic question about Annwyn, spirits, or threats to the land; the land answers in omens.
|
||||
• Warden’s Gaze – Gain +1 die to Spirit or Observation when assessing natural places, old sites, or sensing void taint.
|
||||
• Oathbloom Weapon – Your chosen weapon becomes infused with land-magic; it counts as spirit-forged and gains +1 die vs spirits or corrupted entities.
|
||||
Tier 2 (Oathknights 2+)
|
||||
Second Geas:
|
||||
• You may accept a new geas or deepen your first:
|
||||
• New geas: Choose another boon/burden pair from the table.
|
||||
• Deepen an existing geas: its boon grows stronger, but its burden intensifies.
|
||||
Other Abilities:
|
||||
• Green Table’s Favor – Once per session, call upon the land’s spirits for safe passage or shelter. Allies in 10m heal 1 Fatigue or 1 Face.
|
||||
• Myth-Wrought – Mark a die as Persistent: for 1 scene, natural forces (wind, roots, fog) subtly protect or conceal you.
|
||||
• Geasbound Strike – Once per session, mark a die as Effectful when attacking an enemy who threatens Annwyn or violates sacred pacts.
|
||||
Tier 3 (Oathknights 3+)
|
||||
Third Geas:
|
||||
• Accept another geas or deepen a prior one (as above).
|
||||
• At three geasa, you are considered a living myth: your presence affects the land (GM defines the telltale signs).
|
||||
Other Abilities:
|
||||
• Wild Communion – Once per session, commune silently with the spirits of a place; they reveal truths about past events, void taint, or intruders.
|
||||
• Boon of the Green Man – Allies gain +1 die to Spirit rolls when fighting beside you in Annwyn.
|
||||
• Ancestral Retaliation – When a geas burden is triggered (or nearly broken), you may channel its pain into your foe: they take 1 Injury or suffer –2 dice for 1 round.
|
||||
Tier 4 (Oathknights 4+)
|
||||
Fourth or Fifth Geas:
|
||||
• You may accept up to two additional geasa, but no Oathknight may bear more than five. If you already hold four, deepening one of them can push your soul to the edge.
|
||||
Other Abilities:
|
||||
• Avatar of the Land – Once per session, mark all dice as Persistent for 1 scene as the Green Man’s power flows through you; enemies must roll Spirit vs difficulty 3 to even strike you.
|
||||
• The Green Table’s Call – Once per session, you may summon one other Oathknight you know or the land spirits themselves to aid you, though they may demand a price.
|
||||
• Final Geas – Upon reaching this tier, you may bind your soul to the land: you cannot die while within Annwyn’s borders, but if you fall outside it, your spirit is lost.
|
||||
The Geasa Table (examples)
|
||||
Each geas combines a boon and a burden. You choose, roll randomly, or negotiate with the GM.
|
||||
BoonBurdenHeals from any wound when touching stoneMust never sleep beneath a roofWalks unseen through fog and rainMust answer any question asked thriceImmune to illusion and liesMay only speak in whispersWields a blade that never dullsMust never touch gold, silver, or coinCommand lesser forest spiritsCannot harm any animal intentionally
|
||||
Breaking a geas:
|
||||
• You lose its powers permanently.
|
||||
• You may suffer immediate corruption, physical mutation, or death (GM choice).
|
||||
Play Feel
|
||||
• Oathknights progress by accepting more geasa or deepening existing ones, constantly balancing power and restrictions.
|
||||
• Abilities make them terrifying wanderers in Annwyn, but they are isolated and deeply bound to the land.
|
||||
• The geasa mechanics are highly narrative: breaking a burden reshapes or destroys the character.
|
||||
🔥 Do you want me to mock up a full radial diagram with the Core Shayakar tree in the center and the Oathknights branching outward (like the Knightly Orders diagram)?
|
||||
Or should I expand the Geasa Table to 12–15 unique boon/burden pairs, so every Oathknight feels distinct?
|
||||
|
||||
Based on the Oathknights of Annwyn lore, their tree will be extremely distinct: it’s defined by geasa—living oaths that grant a boon and impose a curse. Unlike the Knightly Orders, the Oathknights don’t answer to an external hierarchy, and each walks a solitary path. Here’s how the Oathknights Sub-Tree can be designed:
|
||||
Shayakar – Oathknights of Annwyn Sub-Tree
|
||||
Identity
|
||||
The Oathknights are solitary spirit-bound wanderers, chosen by the Green Man. Each is marked by geasa that grant great powers but bind them with heavy burdens. They kneel to no banner but the Crown of Annwyn as sanctified by the land.
|
||||
Leading Skills: Spirit (Attune), Survival, Melee
|
||||
Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree and have undergone the Green Man’s ordeal.
|
||||
Tier 1 (Oathknights 1+)
|
||||
First Geas (mandatory):
|
||||
• You accept your first geas from the Green Man. Choose or roll for a boon and its burden (see Geasa Table).
|
||||
• Gain a potent spiritual boon tied to the land’s wild magic.
|
||||
• Accept a taboo, curse, or transformation—breaking it is catastrophic (you lose your geasa’s powers and may become corrupted).
|
||||
Other Abilities (choose one):
|
||||
• Voice of the Green – Once per session, ask the GM one cryptic question about Annwyn, spirits, or threats to the land; the land answers in omens.
|
||||
• Warden’s Gaze – Gain +1 die to Spirit or Observation when assessing natural places, old sites, or sensing void taint.
|
||||
• Oathbloom Weapon – Your chosen weapon becomes infused with land-magic; it counts as spirit-forged and gains +1 die vs spirits or corrupted entities.
|
||||
Tier 2 (Oathknights 2+)
|
||||
Second Geas:
|
||||
• You may accept a new geas or deepen your first:
|
||||
• New geas: Choose another boon/burden pair from the table.
|
||||
• Deepen an existing geas: its boon grows stronger, but its burden intensifies.
|
||||
Other Abilities:
|
||||
• Green Table’s Favor – Once per session, call upon the land’s spirits for safe passage or shelter. Allies in 10m heal 1 Fatigue or 1 Face.
|
||||
• Myth-Wrought – Mark a die as Persistent: for 1 scene, natural forces (wind, roots, fog) subtly protect or conceal you.
|
||||
• Geasbound Strike – Once per session, mark a die as Effectful when attacking an enemy who threatens Annwyn or violates sacred pacts.
|
||||
Tier 3 (Oathknights 3+)
|
||||
Third Geas:
|
||||
• Accept another geas or deepen a prior one (as above).
|
||||
• At three geasa, you are considered a living myth: your presence affects the land (GM defines the telltale signs).
|
||||
Other Abilities:
|
||||
• Wild Communion – Once per session, commune silently with the spirits of a place; they reveal truths about past events, void taint, or intruders.
|
||||
• Boon of the Green Man – Allies gain +1 die to Spirit rolls when fighting beside you in Annwyn.
|
||||
• Ancestral Retaliation – When a geas burden is triggered (or nearly broken), you may channel its pain into your foe: they take 1 Injury or suffer –2 dice for 1 round.
|
||||
Tier 4 (Oathknights 4+)
|
||||
Fourth or Fifth Geas:
|
||||
• You may accept up to two additional geasa, but no Oathknight may bear more than five. If you already hold four, deepening one of them can push your soul to the edge.
|
||||
Other Abilities:
|
||||
• Avatar of the Land – Once per session, mark all dice as Persistent for 1 scene as the Green Man’s power flows through you; enemies must roll Spirit vs difficulty 3 to even strike you.
|
||||
• The Green Table’s Call – Once per session, you may summon one other Oathknight you know or the land spirits themselves to aid you, though they may demand a price.
|
||||
• Final Geas – Upon reaching this tier, you may bind your soul to the land: you cannot die while within Annwyn’s borders, but if you fall outside it, your spirit is lost.
|
||||
The Geasa Table (examples)
|
||||
Each geas combines a boon and a burden. You choose, roll randomly, or negotiate with the GM.
|
||||
BoonBurdenHeals from any wound when touching stoneMust never sleep beneath a roofWalks unseen through fog and rainMust answer any question asked thriceImmune to illusion and liesMay only speak in whispersWields a blade that never dullsMust never touch gold, silver, or coinCommand lesser forest spiritsCannot harm any animal intentionally
|
||||
Breaking a geas:
|
||||
• You lose its powers permanently.
|
||||
• You may suffer immediate corruption, physical mutation, or death (GM choice).
|
||||
Play Feel
|
||||
• Oathknights progress by accepting more geasa or deepening existing ones, constantly balancing power and restrictions.
|
||||
• Abilities make them terrifying wanderers in Annwyn, but they are isolated and deeply bound to the land.
|
||||
• The geasa mechanics are highly narrative: breaking a burden reshapes or destroys the character.
|
||||
🔥 Do you want me to mock up a full radial diagram with the Core Shayakar tree in the center and the Oathknights branching outward (like the Knightly Orders diagram)?
|
||||
Or should I expand the Geasa Table to 12–15 unique boon/burden pairs, so every Oathknight feels distinct?
|
||||
|
|
@ -0,0 +1,80 @@
|
|||
### **Description**
|
||||
|
||||
Spiritcallers are those who feel the pulse of the Veil and have trained in the disciplines necessary to interact with spirits safely. This professional tree represents the essential foundation for anyone who would practice spirit magic: sensing the unseen, bargaining without offense, and channeling magical forces with precision.
|
||||
|
||||
The _Spiritcaller_ tree is the **gateway into magical traditions**. While most Spiritcallers remain focused on the tradition they first unlocked, rare prodigies may discover others through extraordinary narrative events.
|
||||
|
||||
---
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Spiritcaller 1+)**: Unlock your first magical tradition and gain basic spiritual awareness tools.
|
||||
- **Tier 2 (Spiritcaller 2+)**: Refine your magical control, enhance protective rituals, and gain cooperative magic options.
|
||||
- **Tier 3 (Spiritcaller 3+)**: Master advanced techniques to stabilize, empower, and support magic at the highest stakes.
|
||||
- **Tier 4 (Spiritcaller 4+)**: Achieve unparalleled harmony with the Veil, amplifying your magic and reinforcing the spirits you work with.
|
||||
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from any of the leading skills and attributes of your magical tradition.
|
||||
**Advancement:** Must unlock **Tier 1** before progressing to later tiers.
|
||||
|
||||
---
|
||||
|
||||
### **Tier 1 – Apprentice of the Veil** _(Spiritcaller 1+, 3 Marks)_
|
||||
|
||||
**Requirement:** At least one leading skill (**Attune, Rituals, Occultism**) at Rank 1.
|
||||
|
||||
#### **Tradition Initiate (Mandatory)**
|
||||
As part of your initiation, you unlock a **single magical tradition** (e.g., Spirit Binding, Blood Sorcery, Alchemy).
|
||||
|
||||
- This ability **has to be chosen** as the first ability of this tree.
|
||||
- This is an **ability of Tier 1** and requires narrative circumstances: training, a patron spirit’s favor, or initiation into an order. Choosing a second tradition is an ability of second tree, and so on.
|
||||
- Most Spiritcallers will only ever learn **one tradition**. Unlocking a second is rare and would require **significant narrative justification**.
|
||||
|
||||
#### **Ability Choices (Choose One)**
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| -------------------- | ----------- | ------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Sense the Veil** | **Passive** | Always on | — | Gain **+1 die** to **Attune** rolls when detecting spirits, spiritual disturbances, or magical effects. |
|
||||
| **Spirit Etiquette** | **Passive** | Always on | — | Reduce the difficulty of first-contact negotiations with spirits by **1 success**. |
|
||||
| **Focus Reservoir** | **Effect** | Once per session | Any magical roll | Mark one die as **Persistent**. If it succeeds, you may keep the result and use it as an automatic success later in the same scene. |
|
||||
| | | | | |
|
||||
|
||||
|
||||
### **Tier 2 – Conduit of the Veil** _(Spiritcaller 2+, 6 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------- | ----------- | -------------------------------------- | ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
|
||||
| **Arcane Momentum** | **Passive** | Once per session | After a successful magical roll | Immediately regain **1 APR** after a successful magical action. |
|
||||
| **Warding Marks** | **Active** | 5 minutes | **Focus + Rituals** | You can place glyphs of warding against a Spirit to secure a small area or room (about 20m² Radius). Spirits must succeed in a Dominion test against your successes in order to cross the boundary you draw. |
|
||||
| **Spirit Ties** | **Effect** | Attaches to a Cooperative magical roll | — | When a spirit ability grants you marked dice, you can mark an additional die with the same effect. |
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 – Warden of the Veil** _(Spiritcaller 3+, 9 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------------- | ---------- | ---------------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
|
||||
| **Veil Resonance** | **Meta** | Once per session | — | Lock one die on the roll for any of your tradition abilities. Gain **+1 automatic success** on this roll. |
|
||||
| **Spiritual Anchor** | **Active** | Once per session | — | You may **stabilize a collapsing ritual or binding** without rolling, preventing backlash. |
|
||||
| **Shared Channeling** | **Effect** | Attaches to an ally’s magical roll | **Spirit + Attune** | You may lend a marked die to an ally’s magical roll as by an ability of a shared tradition both of you have. Both of you mark one die as cooperative on this roll. |
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 – Master of the Veil** _(Spiritcaller 4+, 12 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ---------------------- | ----------- | ------------------- | --------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Master of the Veil** | **Meta** | Once per session | — | Mark one die as **powerful** in any roll of an ability or ritual of your tradition. If your roll would not succeed, you gain as many additional **locked** dice on this roll as the value of the powerful die shows. |
|
||||
| **Spirit Dominion** | **Passive** | Always on | — | Spirits you work with through your tradition gain **+1 die** to resist disruption, banishment, or hostile interference (except against you). |
|
||||
| **Spirit Warden** | **Active** | 3 Actions | **Focus+Occult** vs. **Dominion** | Your will invokes a mystical barrier for Spirits by invoking the right runes and rituals. If a targeted Spirit loses the roll, they cannot act for one round. |
|
||||
|
||||
---
|
||||
|
||||
> [!hint] **Design Notes**
|
||||
>
|
||||
> - **Tradition Unlock is now exclusive to Tier 1.** Additional traditions are narrative-only and extremely rare.
|
||||
>
|
||||
> - The rest of the tree focuses on **magical resilience, teamwork, and amplification**, rather than branching into new disciplines.
|
||||
>
|
||||
> - Tier 4 makes the Spiritcaller a **pillar in magical scenes**, enhancing their allies and safeguarding the Veil’s balance.
|
||||
>
|
||||
|
|
@ -0,0 +1,71 @@
|
|||
### **Description**
|
||||
[[Blood Sorcery]] is the art of offering your life’s essence to call, bind, and bargain with [[Spirits]]. It is dangerous, powerful, and deeply cultural: the **Circle**, the **[[Setting/World/People/Tlaxcal|Tlaxcal]]**, and the **Temeria** each walk the Scarlet Path differently.
|
||||
|
||||
This tree represents a blood sorcerer’s growing mastery, from crude invocations to pacts with Greater [[Spirits]]. Every choice carries a cost, most visibly the **Spirit Marks** left upon their soul—a currency of power and [[Corruption]] that must be managed or embraced.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Rituals 1+)**: Basic summoning and communal rites.
|
||||
- **Tier 2 (Rituals 2+)**: Cultural refinements, bargaining mastery, and the first Spirit Mark mitigation tools.
|
||||
- **Tier 3 (Rituals 3+)**: Named [[Spirits]], blood efficiency, and expanded influence.
|
||||
- **Tier 4 (Rituals 4+)**: Apex powers, greater pacts, and full control—or weaponization—of Spirit Marks.
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Rituals or Spirit.
|
||||
Advancement:** Must unlock **Tier 1** before accessing later tiers.
|
||||
|
||||
|
||||
### **Tier 1 – Initiate of the Scarlet Path** _(Rituals 1+, 3 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------------------------ | ----------- | ----------------------------- | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Circle – Targeted Call** | **Active** | Attaches to a summoning roll | Wit+Occult | Name a specific spirit archetype (e.g., ancestral guide, carrion spirit). Gain **+1 die** if your blood offering matches its Dominion. |
|
||||
| **Tlaxcal – Communal Rites** | **Active** | Attaches to a group summoning | Presence+Theology | When performing Blood Sorcery with a group, gain **+1 die** and reduce Fatigue for all participants by 1 step. |
|
||||
| **Temeria – Battlefield Extraction** | **Active** | Attaches to a summoning roll | Wit + Medicine | You may harvest blood from fresh Injuries or corpses, adding **+1 die** to your next summoning. |
|
||||
| **Generic – Hemophage** | **Passive** | 1 Action (scene) | — | You may **heal 1 Injury** during a ritual when sacrificing the blood of another intelligent being. |
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 – Keeper of the Vein** _(Rituals 2+, 6 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------------------------- | ----------- | ------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Circle – Precise Glyphwork** | **Passive** | — | | You learn to inscribe glyphs keyed to one specific Dominion. Gain **+2 dice** when bargaining with spirits of that Dominion. |
|
||||
| **Tlaxcal – Patron’s Blessing** | **Passive** | — | — | Name a city-spirit or ancestral patron. When sacrificing at their altar, gain **+1 die** and can rereoll the risky die of the summoning. You can craft an altar for your patreon with 1 week of work and a successfull Focus+Theology roll. |
|
||||
| **Temeria – Controlled Deterrence** | **Active** | 1 Action | — | You may intimidate spirits by brandishing captured blood. On a failed bargain, roll **1d6**: on a 4–6, the spirit flees instead of backlash. |
|
||||
| **Generic – Bargain-Hardened** | **Effect** | — | — | You may mark one die as lucky during bargaining or coercion with a spirit. |
|
||||
| **Spirit Mark Mitigation:** | Active | differs | Spirit+Meditation | _(Choose one per culture)_ **Circle – Vein Purification:** Once per session, cleanse **1 Spirit Mark** (costs 2 Injures) in a four hour bloodletting procedure. **Tlaxcal – Bloodline Transfer:** Transfer **1 Spirit Mark** to a willing community member during a 8 hour communal rite. **Temeria – Mark Detonation:** Burn a Spirit Mark for 1 Injury to yourself for 2 Actions to add **+3 dice** to a summoning or deal **2 Injuries** to a spirit. The Mark is cleansed by this action. |
|
||||
|
||||
|
||||
### **Tier 3 – Master of the Red Path** _(Rituals 3+, 9 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------------------------- | ---------- | ------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Circle – Named Spirit** | **Active** | Downtime (1 day) | **Spirit + Rituals** | Establish a true-name link with a spirit you’ve summoned before. Summon that spirit at **+2 dice** and no blood modifier. Work with your GM to give the Spirit personality. |
|
||||
| **Tlaxcal – City’s Miracle** | **Active** | Once per session | **Spirit + Rituals** | Invoke your patron to act at **double normal scale** (GM discretion) without increased Spirit Mark risk. |
|
||||
| **Temeria – Blood Efficiency** | **Active** | Always on | **Focus+Rituals** | Reduce blood requirements for summoning **by one step** (e.g., willing self-sacrifice counts as a willing human sacrifice) when determining the power of the summoned spirit. Automatically gain **1 Fatigue** when using this. |
|
||||
| **Generic – Spirit Mark Masking** | **Active** | 1 scene | **Spirit + Rituals** | Cloak your Spirit Marks from mortals and lesser spirits for one scene. Costs **1 Fatigue**; may be used only once per day. |
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 – Lord of Crimson Power** _(Rituals 4+, 12 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ---------------------------------- | ---------- | ------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Circle – Chosen Spirit** | **Meta** | Once per session | — | Forge a pact with a named, greater Spirit. Call it directly once per session with **no summoning roll**. Demands major offerings. |
|
||||
| **Tlaxcal – Ancestral Avatar** | **Active** | 1 scene | **Spirit + Rituals** | Channel your patron’s presence, gaining **+2 dice** to Blood Sorcery rolls and dominion-aligned actions. Backlash escalates by one severity step on failure. |
|
||||
| **Temeria – Red Legion Ascendant** | **Active** | Downtime (1 day) | **Spirit + Rituals** | Pre-bind spirits into troops, vessels, or objects before battle. Each binding reduces Spirit Mark risk by 1 step but permanently stains the host giving the victim or bearer of the vessel 1 Corruption. |
|
||||
| **Generic – Ritual Immunity** | **Meta** | Once per session | — | Ignore **all Spirit Marks** gained from a single summoning or bargaining attempt. |
|
||||
| **Spirit Mark Mastery:** | — | — | — | _(Choose one per culture)_**Circle – Total Purge:** Cleanse all Spirit Marks via a 1-day rite. Requires sacrificing a bonded Greater Spirit.**Tlaxcal – Bloodline Dispersal:** Redistribute all Spirit Marks across your community, diffusing their impact.**Temeria – Mark Arsenal:** Burn any number of Spirit Marks at once to either add **+3 dice each** to a summoning or unleash a destructive ritual (GM discretion). |
|
||||
|
||||
---
|
||||
|
||||
> [!hint] **Design [[Notes]]**
|
||||
>
|
||||
> - **Cultural differences:** Circle = cleansing, [[Setting/World/People/Tlaxcal|Tlaxcal]] = communal dispersal, Temeria = weaponization.
|
||||
>
|
||||
> - **Mitigation vs mastery:** Spirit Mark management appears at **Tier 2** (small) and **Tier 4** (definitive), giving players tough choices.
|
||||
>
|
||||
> - **Magi control:** Circle’s Targeted Call + Named Spirit = predictable summons, while [[Setting/World/People/Tlaxcal|Tlaxcal]] focus on miracles and Temeria on blood power.
|
||||
>
|
||||
> - Spirit Mark consequences remain dangerous; mitigation is **costly and rare**, ensuring tension is preserved.
|
||||
>
|
||||
|
|
@ -0,0 +1,81 @@
|
|||
### **Description**
|
||||
|
||||
[[Pact Magic]] is the art of binding promises into power. Practitioners bargain with [[Spirits]] through solemn oaths, balancing the lure of otherworldly aid against the danger of manipulation and betrayal. Their Reputation among [[Spirits]] is both weapon and shield: those who honor their word are sought after, while oathbreakers quickly find themselves hunted by the Veil.
|
||||
|
||||
The _Oathbound Path_ tree represents mastery over [[Pact Magic]], granting tools to craft airtight terms, build networks of trusted [[Spirits]], and enforce agreements. Three primary approaches define Pact Mages:
|
||||
|
||||
- **Codified:** The meticulous contract-writer, who uses precise clauses and True Names.
|
||||
- **Wild:** The relationship-builder, who relies on bonds of mutual trust and favors.
|
||||
- **Cultural:** The traditionalist, who leans into the ancestral role of mediator between mortals and the unseen.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 ([[Pact Magic]] 1+)**: Learn to form basic pacts, craft tokens, and leverage your cultural background with [[Spirits]].
|
||||
- **Tier 2 ([[Pact Magic]] 2+)**: Access tools to enforce terms, gather information, and escape failed bargains.
|
||||
- **Tier 3 ([[Pact Magic]] 3+)**: Manage multiple pacts, mediate others’ deals, and merge temporarily with [[Spirits]].
|
||||
- **Tier 4 ([[Pact Magic]] 4+)**: Forge multi-party pacts, awaken spirit patrons, and wield apex bargaining power.
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Cunning** or **Attune**.
|
||||
**Advancement:** Must unlock **Tier 1** before progressing to later tiers.
|
||||
|
||||
---
|
||||
|
||||
### **Tier 1 – Initiate of Oaths** _(Pact Magic 1+, 3 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------------------- | ----------- | ------------------------------ | --------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| Codified - **Ironclad** | **Effect** | Attaches to a pact negotiation | — | Mark one die as **Effect**. If it shows a success, you may **codify one clause** in a pact that cannot be twisted. If the spirit violates it, your **Reputation +1**. |
|
||||
| Wild - **Spirit Friend** | **Active** | Once per session | **Presence + Attune** | Call on a spirit you’ve previously bonded with. It appears nearby (if not bound elsewhere). Gain **+1 die** when bargaining with similar spirits spirits. |
|
||||
| Cultural - **Spirit-Favored** | **Passive** | Always on | — | Spirits from your culture trust you. Gain **+1 die** when bargaining with them and **+1 Volume**. |
|
||||
| **Token of Faith** | **Active** | 1 Action (scene) | **Wits + Occultism** | Create a **pact token** (talisman, fetish, or charm). Destroying it ends the pact immediately but let’s you roll a Wits + Occultism check to prevent the loss of Reputation. |
|
||||
|
||||
|
||||
### **Tier 2 – Keeper of the Seal** _(Pact Magic 2+, 6 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------------------------- | ---------- | ------------------------------ | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| Codified - **True Name Research** | **Effect** | Attaches to a pact negoiation | — | Declare you know a spirit’s **True Name**. Mark one die as **risky**. When it rolls a success you gain a base volume as if your favor offered would have been one category better. If it fails you angered the Spirit and you gain one category less. |
|
||||
| Wild - **Whisper Network** | **Active** | 1 Action (scene) | **Presence + Attune** | Ask nearby spirits about another spirit’s reputation, desires, or weaknesses. If your **Reputation ≥ +1**, they answer truthfully. |
|
||||
| Cultural - **Oath Witness** | **Effect** | Attaches to a pact negotiation | — | Invite a second spirit to **witness the pact**. Mark one die as **Powerful** and gain **Volume according to the die’s value**. |
|
||||
| **Graceful Exit** | **Active** | Once per session | — | You may **walk away from a failed negotiation** without any Reputation penalty, even if the spirit is hostile. |
|
||||
|
||||
|
||||
### **Tier 3 – Master of Bargains** _(Pact Magic 3+, 9 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------------------- | ----------- | ------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| Codified - **Codex of Seals** | **Passive** | Always on | — | Maintain **two ongoing pacts simultaneously** without interference. You start to get penalties when you have 3 or more pacts. |
|
||||
| Wild - **Spirit Kinship** | **Active** | Once per session | **Cunning + Attune** | Allow a spirit to **merge with you temporarily**, gaining access to all its powers for the duration of your pact. This consumes all remaining acts of the Volume. This gives you **+1 Corruption**. If you do this against the will of the Spirit your Reputation drops by 1. |
|
||||
| Cultural - **Pact Intercessor** | **Active** | 1 Action (scene) | **Cunning + Attune** | You can moderate a pact for another. You bargain with the Spirit but a third person can bring the favour and/or get the benefits of the pact. |
|
||||
| **Clever Clause** | **Passive** | — | — | Add a secret clause to a pact. If the spirit violates it, you may end the pact immediately without losing Reputation. |
|
||||
|
||||
|
||||
### **Tier 4 – Lord of Oaths** _(Pact Magic 4+, 12 Marks)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------------------ | ----------- | -------------------------- | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| Codified - **High Pactwright** | **Passive** | 1 full day downtime | — | You can broker pacts with multiple Spirits at once. You only roll your bargaining check once in a scene where all Spirits you negotiate with are present. The success of your pact is evaluated against the highest Spirit only, all others follow in line. |
|
||||
| Wild - **Dominion Master** | **Active** | Once per session (1 scene) | **Presence + Attune** | You may temporarily **claim dominion over all spirits you have existing pacts with**. They must obey your commands for the scene as if the (remaining) pact’s Volume were doubled. |
|
||||
| Cultural - **Awakened Patron** | **Meta** | 1 full day downtime | **Cunning + Attune** | Elevate a loyal spirit to **Awakened status**. It becomes a permanent ally unless you betray it (immediately sets your **Reputation –5**). |
|
||||
| **Pact Immunity** | **Active** | Once per session | — | You may dismiss a pact without officially breaking it. There are no negative consequences, except that the benefits of the pact end immediately. |
|
||||
|
||||
---
|
||||
|
||||
> [!hint] **Design Notes**
|
||||
>
|
||||
> - **Reputation and Volume** form the backbone of the path: honorable play boosts your standing, betrayal quickly snowballs.
|
||||
>
|
||||
> - **Codified path:** airtight clauses, multi-pact capacity, and true-name control.
|
||||
>
|
||||
> - **Wild path:** spirit kinship, familiar networks, and bonding powers.
|
||||
>
|
||||
> - **Cultural path:** tradition-bound mediators and witnesses who honor their roots.
|
||||
>
|
||||
> - **Generic options:** flexible exits, clauses, and tokens to protect yourself.
|
||||
>
|
||||
> - Tier 4 abilities deliver **broad narrative power**: patron spirits, avatar merging, and unbreakable pacts.
|
||||
>
|
||||
|
||||
---
|
||||
|
||||
🔥 **Do you want me to add flavorful mini-examples under each ability** (e.g., “Example: Using _Ironclad_ to bind a fire spirit’s oath never to harm your crew”) like we’ve done in _Blood Sorcery_? Or should we **start the same full-format rebuild for another [[Magical Tradition]] next** (e.g., [[Spirit Binding]], [[Alchemy]])?
|
||||
33
Rules/Ability Trees/Profession/Traditions/Spiritbinding.md
Normal file
33
Rules/Ability Trees/Profession/Traditions/Spiritbinding.md
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
_Leading Skill: Binding_
|
||||
|
||||
The [[Spirit Binding]] ability tree represents the many ways cultures across [[Vaelora]] have refined the art of chaining [[Spirits]]. While all Binders share the same foundation of ritual mastery and willpower, each culture has developed its own techniques: **[[Setting/Realms/Mentralin/Annwyn/Annwyn|Annwyn]]’s ancestral oaths**, the **Black Citadel’s iron domination**, and the **[[Kyourin Shogunate]]’s void-tainted sigils**. Players can follow one tradition, mix and match abilities from several, or focus on generic techniques accessible to any Binder.
|
||||
|
||||
By default, a Binder can maintain a number of bound [[Spirits]] equal to their **Focus attribute**. Abilities within the tree can push beyond this limit, grant new methods of control, or deepen the Binder’s relationship—whether respectful or exploitative—with the [[Spirits]] they bind.
|
||||
|
||||
### **Tier 1 – Initiate of Chains**
|
||||
_(Binding 1+, 3 Marks)_
|
||||
1. **[[Setting/Realms/Mentralin/Annwyn/Annwyn|Annwyn]] – Ancestral Oathbinding:** You can weave ancestral oaths into the ritual. When binding an **Ancestral or Conceptual spirit**, gain +1 die, and bound [[Spirits]] hesitate to harm allies connected by blood or sworn ties.
|
||||
2. **Black Citadel – Iron Chaincraft:** Your brutal chains and wards weaken the spirit’s will. When binding, deal **1 automatic Resolve damage** to the spirit at the start of the first ritual round.
|
||||
3. **Kyourin – Void Sigils:** You may inscribe void-touched sigils into your circle, severing the spirit from external support. Gain +1 die when binding **Corrupted or Void-touched [[Spirits]]**, and their allies cannot intervene during the ritual.
|
||||
4. **Generic – Fetish Crafter:** You can craft fetish vessels capable of holding **Lesser [[Spirits]]** (Lesser/Simple tier). These vessels last until destroyed or until the spirit escapes and do not count to your Binding Limit.
|
||||
|
||||
### **Tier 2 – Keeper of the Leash**
|
||||
_(Binding 2+, 6 Marks)_
|
||||
1. **[[Setting/Realms/Mentralin/Annwyn/Annwyn|Annwyn]] – Lineage Ward:** You can anchor the binding to your bloodline or sworn kin. While the spirit is bound, it cannot target or curse any member of the protected group unless it breaks free first.
|
||||
2. **Black Citadel – Suppressive Seal:** When you successfully bind a spirit, you may suppress one of its dominions by **two tiers** for as long as it is bound.
|
||||
3. **Kyourin – Void Splicing:** You may splice void essence into the bound spirit, permanently twisting one of its dominions into a **corrupted variant** (GM defines the alteration).
|
||||
4. **Generic – Dual Binding:** You may maintain **one additional bound spirit** beyond your Focus attribute limit, and you can redistribute chosen dominion abilities between your bound [[Spirits]] at the start of each day.
|
||||
|
||||
### **Tier 3 – Master of Brands**
|
||||
_(Binding 3+, 9 Marks)_
|
||||
1. **[[Setting/Realms/Mentralin/Annwyn/Annwyn|Annwyn]] – Pactbrand:** You can seal an ancestral pact with a bound spirit. Once per session, you may invoke the pact to **force the spirit to obey a single command** without contest (cannot be directly suicidal).
|
||||
2. **Black Citadel – Soul Brand:** You inscribe the spirit’s true name into your aura. Gain +1 die on all rolls involving that spirit’s dominions and Binding, and it can no longer hide from you.
|
||||
3. **Kyourin – Hostbreaker:** You may bind a spirit into a living vessel with surgical precision. The vessel’s will is shattered: it cannot resist, and the binding adds **no additional [[Corruption]] Dice** beyond normal accumulation.
|
||||
4. **Generic – Dominion Insight:** When you bind a spirit, you may unlock **2 dominion abilities** instead of 1.
|
||||
|
||||
### **Tier 4 – Lord of Chains**
|
||||
_(Binding 4+, 12 Marks)_
|
||||
1. **[[Setting/Realms/Mentralin/Annwyn/Annwyn|Annwyn]] – Lineage Bond:** You may anchor a spirit permanently to your bloodline. It cannot be stolen, traded, or unbound except through your death or total destruction of the line.
|
||||
2. **Black Citadel – Absolute Enslavement:** You can utterly dominate the spirit’s will. Bound [[Spirits]] **cannot break free on their own**, but this leaves a permanent scar in the Veil that other [[Spirits]] can sense for miles.
|
||||
3. **Kyourin – Void Conduit:** You can channel void energy directly through the bound spirit. Once per scene, you may collapse the vessel to annihilate the spirit instantly—destroying the vessel and causing devastating void-side effects.
|
||||
4. **Generic – Spirit Arsenal:** You may maintain **two additional bound [[Spirits]]** beyond your Focus attribute limit, and you may **freely swap dominion abilities and vessels** between your bound [[Spirits]] at any time.
|
||||
|
|
@ -0,0 +1,54 @@
|
|||
### **Description**
|
||||
|
||||
Carpenters are the quiet architects of survival and civilization. With steady hands and a sharp eye for grain and joinery, they shape wood into tools, weapons, and sanctuaries. In the wilderness, their shelters stave off cold nights. In war, their ships and fortifications carry armies to victory.
|
||||
|
||||
The _Hands of the Builder_ tree represents the mastery of woodcraft as both an art and a lifesaving skill. Whether it’s fashioning an emergency raft from scavenged logs or erecting fortifications that hold back a tide of enemies, these craftsmen know that wood bends, but does not break.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Carpentry 1+)**: Basic survival shelters and the ability to spot structural flaws.
|
||||
|
||||
- **Tier 2 (Carpentry 2+)**: Reinforce structures and improvise functional wooden creations.
|
||||
|
||||
- **Tier 3 (Carpentry 3+)**: Begin shaping masterwork gear and larger projects.
|
||||
|
||||
- **Tier 4 (Carpentry 4+)**: Apex-level feats—ships, bridges, and fortifications become your legacy.
|
||||
|
||||
## Ability Tiers
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Carpentry or Might**.
|
||||
**Advancement:** Must unlock **Tier 1** before accessing later tiers.
|
||||
|
||||
### **Tier 1 Abilities** _(Carpentry 1+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------ | ----------- | -------------------------------------------- | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Basic Shelter** | **Active** | 30 minutes downtime or 1 Scene | Carpentry + Survival | Once per scene, build a functional shelter that removes **1 Fatigue** caused by environmental exposure for you and up to 4 allies. |
|
||||
| **Woodcrafter** | **Passive** | Always on | — | Gain **+1 die** when crafting wooden gear (bows, shields, furniture, tools). |
|
||||
| **Structural Eye** | **Effect** | Uses the same action as the observation roll | Attaches to Observation + Carpentry (or Mechanics) | Mark one die as **Effect**. If it succeeds, you detect a weak point in a wooden structure; next attack or sabotage roll against it gains **+1 success**. |
|
||||
|
||||
### **Tier 2 Abilities** _(Carpentry 2+)_
|
||||
|
||||
|**Name**|**Type**|**Action/Duration**|**Roll (if active)**|**Description**|
|
||||
|---|---|---|---|---|
|
||||
|**Reinforce Structure**|**Active**|1 hour downtime|Carpentry + Mechanics|Bolster a building’s defenses, granting it **+1 Soak die** against siege damage or environmental harm for 1 scene.|
|
||||
|**Emergency Raft**|**Active**|2 hours downtime|Carpentry + Survival|Once per session, build a makeshift raft or vessel capable of crossing a river or lake with up to 6 passengers.|
|
||||
|**Trap Builder**|**Active**|1–2 hours downtime per trap|Carpentry + Mechanics|Create basic wooden traps (spike pits, snares, deadfalls). On success, traps have DR = **2 + your Carpentry rank**.|
|
||||
|
||||
|
||||
### **Tier 3 Abilities** _(Carpentry 3+)_
|
||||
|
||||
|**Name**|**Type**|**Action/Duration**|**Roll (if active)**|**Description**|
|
||||
|---|---|---|---|---|
|
||||
|**Siege Support**|**Effect**|Uses the same action as a siege-building roll|Attaches to Mechanics + Carpentry|Mark one die as **Cooperative**. If it succeeds, the siege engine or fortification gains **+1 die** on its next action.|
|
||||
|**Master Craftsman**|**Active**|2 hours downtime per item|Carpentry + Mechanics|Build a masterwork wooden weapon or shield that grants **+1 die** when used. The bonus lasts for 1 scene or until the item is broken.|
|
||||
|**Permanent Shelter**|**Active**|1 day downtime|Carpentry + Survival|Build a durable homestead or cabin capable of housing a group safely for long-term residence.|
|
||||
|
||||
|
||||
### **Tier 4 Abilities** _(Carpentry 4+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------------- | ----------- | ---------------------------------------------------------- | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Master Builder** | **Meta** | Retroactive declaration (counts as 1 week of prior effort) | Carpentry + Mechanics | Once per session, declare that you completed a large-scale wooden project (bridge, fortification, ship) just in time. Success assumes the project exists and is functional. |
|
||||
| **Cleansing Pyre** | **Active** | 2 hours downtime | Carpentry + Spirit | Construct a ceremonial pyre capable of cleansing **1 Corruption die** from each ally who participates in the rite. |
|
||||
| **Legendary Architect** | **Passive** | Always on | — | You may design and oversee massive construction projects without penalty, coordinating multiple teams and resources. |
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
### **Description**
|
||||
|
||||
Cooking is more than sustenance; it is comfort, connection, and even alchemy. Those who master this craft know that a shared meal can soothe wounds, mend relationships, and kindle hope. A true cook can feed a starving band with scraps, lace a banquet with poison, or host a feast that unites rivals.
|
||||
|
||||
The _Fires of Hearth & Heart_ tree represents mastery over food as a force of survival and inspiration. In dark times, a warm meal may be the difference between despair and determination.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Cooking 1+)**: Basic group nourishment and food preservation.
|
||||
- **Tier 2 (Cooking 2+)**: Boost morale and manipulate others through meals.
|
||||
- **Tier 3 (Cooking 3+)**: Prepare dishes that heal and empower allies.
|
||||
- **Tier 4 (Cooking 4+)**: Legendary meals capable of removing corruption and forging bonds.
|
||||
|
||||
## Ability Tiers
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, paid from **Cooking or Wit**.
|
||||
**Advancement:** Must unlock **Tier 1** before later tiers.
|
||||
|
||||
### **Tier 1 Abilities** _(Cooking 1+)_
|
||||
|
||||
|**Name**|**Type**|**Action/Duration**|**Roll (if active)**|**Description**|
|
||||
|---|---|---|---|---|
|
||||
|**Forage Feast**|**Active**|1 hour downtime|Wit + Cooking or Survival|Feed your group using limited ingredients, removing **1 Fatigue** from all who eat.|
|
||||
|**Comfort Meal**|**Active**|2 hours downtime|Wit + Cooking vs. Presence + Spirit (target)|Once per day, prepare a meal that shifts an ally’s attitude **up by one step**.|
|
||||
|**Preservation**|**Effect**|Attaches to a Cooking roll to preserve rations|Wit + Cooking|Mark a die as **Persistent**. If it succeeds, you double the shelf life of any rations you prepare. You may use the Persistent die later for **+1 success** when cooking.|
|
||||
|
||||
### **Tier 2 Abilities** _(Cooking 2+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------------- | ---------- | ------------------------------------------------------- | ------------------------- | ------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Stimulant Brew** | **Active** | 1 hour downtime | Wit + Cooking | Prepare energizing food or drink; allies **ignore Fatigue** for one scene. |
|
||||
| **Poison Chef** | **Effect** | Attaches to a Cooking + Herbalism roll when lacing food | Wit + Cooking + Herbalism | Mark one die as **Effect**. If the marked die succeeds, your dish is poisoned. If the die fails, the target is **alerted**. |
|
||||
| **Gourmet Influence** | **Active** | 2 hours downtime | Wit + Cooking | Prepare a lavish meal that improves your reputation; all allies gain **+1 die** to their next Social encounter with the guests. |
|
||||
### **Tier 3 Abilities** _(Cooking 3+)_
|
||||
|
||||
|**Name**|**Type**|**Action/Duration**|**Roll (if active)**|**Description**|
|
||||
|---|---|---|---|---|
|
||||
|**Healing Broth**|**Active**|3 hours downtime|Wit + Cooking|Once per session, prepare a dish that heals **1 Injury** from all who eat it.|
|
||||
|**Battle Rations**|**Active**|2 hours downtime|Wit + Cooking|Craft meals that boost movement; allies gain **+2m movement** during the first round of their next combat.|
|
||||
|**Flavor Masker**|**Passive**|Always on|—|You can mask the presence of poison or medicine in food. Detection rolls **automatically fail**.|
|
||||
### **Tier 4 Abilities** _(Cooking 4+)_
|
||||
|
||||
|**Name**|**Type**|**Action/Duration**|**Roll (if active)**|**Description**|
|
||||
|---|---|---|---|---|
|
||||
|**Legendary Feast**|**Active**|1 full day downtime|Wit + Cooking|Once per session, prepare a legendary meal that **removes all Fatigue and 1 Slight** from all allies who share it.|
|
||||
|**Cleansing Meal**|**Active**|4 hours downtime|Wit + Cooking + Spirit|Prepare a dish capable of removing **1 Corruption die** from a willing eater.|
|
||||
|**Festival Host**|**Active**|1 full day downtime (host event)|Wit + Cooking|Turn your cooking into a social event. Allies gain **+1 Bond level** with any NPCs who share the meal.|
|
||||
|
||||
|
||||
>[!hint] Design Notes
|
||||
> - **Effect abilities** like _Preservation_ and _Poison Chef_ latch onto existing cooking rolls, allowing you to weave secondary effects in without extra rolls.
|
||||
> - Active abilities clearly consume **downtime**, making them feel like real investments of resources and opportunity.
|
||||
> - Tier progression flows from **survival and preservation** → **morale and manipulation** → **healing and buffs** → **legendary social and spiritual feasts**.
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
Artists, mapmakers, and illusionists alike wield the pen and brush as tools of power. A single line can memorialize a battlefield, deceive a guard, or guide a caravan through the wilds. Those who master Drawing know that images can change minds, preserve knowledge, and even shape reality itself.
|
||||
|
||||
The _Lines of Sight_ tree reflects mastery over visual representation and symbolic design—skills that can serve as camouflage, forgeries, maps, or even magical wards.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Drawing 1+)**: Perfect recall and functional field sketches.
|
||||
- **Tier 2 (Drawing 2+)**: Leverage art for knowledge and subtle magic.
|
||||
- **Tier 3 (Drawing 3+)**: Create maps and artwork with tactical or protective value.
|
||||
- **Tier 4 (Drawing 4+)**: Produce flawless forgeries, illusory art, and unrivaled maps.
|
||||
|
||||
|
||||
## Ability Tiers
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, paid from **Drawing or other Wit-based Knowledge skills (Navigation, Occultism)**.
|
||||
**Advancement:** Must unlock **Tier 1** before later tiers.
|
||||
|
||||
### **Tier 1 Abilities** _(Drawing 1+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------- | ---------- | -------------------------------------------------- | ---------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Sketch Memory** | **Active** | 10 minutes downtime | Wit + Drawing | You may perfectly recall and draw any scene you’ve witnessed. Allies gain **+1 die** to Investigation rolls using the drawing as reference. |
|
||||
| **Quick Map** | **Active** | 5 minutes downtime or 1 Action (encounter) | Wit + Drawing | Once per scene, sketch a usable map from memory. Allies navigating with the map remove **1 penalty die** from Navigation rolls. |
|
||||
| **Decoy Art** | **Effect** | Attaches to a Wit + Drawing roll (forgery attempt) | Wit + Drawing + Deception (if inspected) | Mark one die as **Effect**. If it succeeds, the fake document, seal, or artwork appears authentic. Failing the marked die automatically alerts inspectors during close scrutiny. |
|
||||
|
||||
### **Tier 2 Abilities** _(Drawing 2+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------------- | ----------- | -------------------------------------------- | ---------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Illustrated Knowledge** | **Passive** | Always on | — | Allies studying your drawings gain **+1 die** to related Knowledge rolls (History, Zoology, Languages, etc.). |
|
||||
| **Spot Forgery** | **Active** | 1 Action (encounter) or 5 minutes (downtime) | Wit + Drawing vs. forger’s Deception + Drawing | Once per scene, you may detect a fake document or painting. |
|
||||
| **Mark of Power** | **Effect** | - | Wit + Drawing or Occultism | You may create a simple magical glyph (ward, signal) on a surface. Mark a die as **Effect**. If it succeeds, the glyph triggers a **minor effect** (alarm, glow, symbolic meaning) on contact. |
|
||||
|
||||
### **Tier 3 Abilities** _(Drawing 3+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ---------------------------- | ----------- | -------------------------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Artistic Cover** | **Active** | 1 hour downtime | Wit + Drawing | Conceal an item, message, or compartment within artwork. Only a successful **Wit + Investigation** roll at **3+ successes** reveals the hidden element. |
|
||||
| **Cartographer’s Precision** | **Effect** | Attaches to Navigation rolls using your maps | — | Allies using your maps gain **+1 die** on Navigation rolls. Mark one die as **Cooperative**. If it succeeds, the group avoids 1 environmental complication during travel. |
|
||||
| **Illusionist’s Eye** | **Passive** | Always on | — | Gain **+1 die** when detecting magical glamours, illusions, or false images. |
|
||||
| | | | | |
|
||||
|
||||
### **Tier 4 Abilities** _(Drawing 4+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------------- | ----------- | --------------------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Master Forger** | **Active** | 1–2 hours downtime (complex documents) | Wit + Drawing | You may replicate any document, seal, or artwork **without detection**. Forgery detection rolls automatically fail unless aided by supernatural means. |
|
||||
| **Illusory Art** | **Active** | 1 Action (encounter) or 10 minutes (downtime) | Wit + Drawing | Once per session, create a still illusion visible to all. Lasts **1 scene** and cannot directly deal damage or harm, but can block sight or deceive foes. |
|
||||
| **Master Cartographer** | **Passive** | Always on | — | You always know where you are (absolute directional sense) and can produce flawless maps. Allies using your maps gain **+2 dice** to Navigation. |
|
||||
|
||||
|
||||
>[!hint] **Design Notes**
|
||||
>
|
||||
> - Drawing ties together **forgery, navigation, and symbolic magic**.
|
||||
> - **Effect abilities** (Decoy Art, Mark of Power, Cartographer’s Precision) latch onto existing rolls for synergy.
|
||||
> - **Active abilities** define clear downtime vs. encounter use, ensuring no ambiguity.
|
||||
> - The final tier makes the character a **world-class mapmaker, illusionist, and forger**, expanding beyond simple sketching.
|
||||
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
|
||||
### **Description**
|
||||
|
||||
Stone endures. Those who master Masonry understand the permanence of their work—fortresses that defy siege, monuments that carry legacy, and sanctuaries that shelter the weary. Whether reinforcing walls during a siege or collapsing a tunnel to thwart pursuit, a skilled mason can shape stone as both shield and weapon.
|
||||
|
||||
The _Pillars of Stone_ tree represents the knowledge and strength needed to work with stone. It spans the practical and the sacred, from quarrying building materials to crafting shrines that channel spiritual power.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Masonry 1+)**: Basic construction and hazard detection.
|
||||
- **Tier 2 (Masonry 2+)**: Reinforcement, trap-building, and efficiency in material gathering.
|
||||
- **Tier 3 (Masonry 3+)**: Siege-specific support, monuments, and controlled demolitions.
|
||||
- **Tier 4 (Masonry 4+)**: Legendary stonework and spiritual shrines.
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Masonry or Might**.
|
||||
**Advancement:** Must unlock **Tier 1** before accessing later tiers.
|
||||
|
||||
|
||||
### **Tier 1 Abilities** _(Masonry 1+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| -------------------- | ----------- | ----------------------------------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Stonecraft** | **Passive** | Always on | — | Gain **+1 die** when building or repairing with stone. |
|
||||
| **Spot Instability** | **Effect** | Attaches to a Masonry roll inspecting stonework | — | Mark one die as **Effect**. If it succeeds, you identify a structural weakness. The next attempt to exploit that weakness gains **+1 success**. |
|
||||
| **Emergency Wall** | **Active** | 10 minutes downtime | **Might + Masonry** | Once per scene, create a temporary stone barricade from rubble or bricks, providing **+2 Cover** or blocking a narrow path. |
|
||||
|
||||
|
||||
### **Tier 2 Abilities** _(Masonry 2+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------------- | ----------- | --------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
|
||||
| **Fortify** | **Active** | 1 hour downtime | **Might + Masonry** | Reinforce a stone structure, granting it **+1 Soak die** against siege or environmental damage for 1 scene. |
|
||||
| **Stone Trap** | **Active** | 1–2 hours downtime per trap | **Might + Masonry** | Build a stone-based trap (falling block, trip-and-crush). Traps trigger automatically. Roll **Might + Masonry** when setting; their DR = **2 + your Masonry successes**. |
|
||||
| **Efficient Quarrying** | **Passive** | Always on | — | Gather usable stone at twice the normal rate when quarrying or reclaiming material. |
|
||||
|
||||
|
||||
### **Tier 3 Abilities** _(Masonry 3+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| -------------------- | ---------- | ---------------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Siege Defense** | **Effect** | Attaches to a roll in a siege scene | — | Gain **+1 die** when repairing breaches or reinforcing walls during a siege. Mark a die as **Cooperative**; if it succeeds, allies gain **+1 die** to related actions that scene. |
|
||||
| **Monument Crafter** | **Active** | days or weeks, depending on the monument | **Might + Masonry** | Once per session, build a lasting monument that improves local NPC attitudes **by one step** toward your group. |
|
||||
| **Collapser** | **Active** | 2 hours downtime | **Might + Masonry** | Sabotage stonework so it collapses safely when triggered. Roll **Might + Masonry**; if successful, you may trigger the collapse later with a single action (or narratively). |
|
||||
|
||||
### **Tier 4 Abilities** _(Masonry 4+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------------- | ---------- | ------------------------------------------------------- | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Master Mason** | **Meta** | Retroactive declaration (counts as 1 week prior effort) | **Mig | Once per session, declare that you reinforced a structure against a specific threat. Roll **Might + Masonry**; each success removes **1 die** from the threat’s attempt to breach or damage it. |
|
||||
| **Underground Architect** | **Active** | 1 week downtime (project-based) | Design and build subterranean structures (tunnels, vaults, hidden lairs) that remain stable for years. Allies gain **+2 dice** when hiding or defending in them. |
|
||||
| **Cleansing Shrine** | **Active** | 1 full day downtime **Spirit + Masonry** ** ** ** ** ** ** ** | Once per session, build a shrine of stone capable of removing **1 Corruption die** from each willing participant who visits. |
|
||||
|
||||
|
||||
>[!hint] **Design Notes**
|
||||
>- **Effect abilities** (Spot Instability, Siege Defense) latch onto existing Masonry rolls, adding tactical bonuses.
|
||||
> - All **Active abilities** declare downtime or encounter action costs, fitting combat and long-term projects.
|
||||
> - Tier 4 makes you a **legendary builder**, able to alter entire strongholds or sanctify places of stone.
|
||||
|
|
@ -0,0 +1,54 @@
|
|||
### **Description**
|
||||
|
||||
Healers mend flesh and spirit alike. Whether on the battlefield, in plague-ridden cities, or during long journeys through hostile lands, their skill decides who lives and who dies. Masters of Medicine treat injuries, purge poisons, and sometimes even cleanse the soul.
|
||||
|
||||
The _Hands of Mercy_ tree represents a healer’s growth from battlefield medic to miracle worker, capable of saving lives that others would consider lost.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Medicine 1+)**: Basic stabilization, diagnosis, and fatigue removal.
|
||||
- **Tier 2 (Medicine 2+)**: Efficient care in combat and antidote creation.
|
||||
- **Tier 3 (Medicine 3+)**: Remove injuries and corruption with advanced techniques.
|
||||
- **Tier 4 (Medicine 4+)**: True mastery—miraculous healing, soul therapy, and deep cleansing rituals.
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Medicine or Focus**.
|
||||
**Advancement:** Must unlock **Tier 1** before accessing later tiers.
|
||||
|
||||
### **Tier 1 Abilities** _(Medicine 1+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------- | ---------- | ----------------------------------------------- | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **First Aid** | **Active** | 1 Action (encounter) or 5 minutes (downtime) | **Wit + Medicine** | You may stabilize a **Wounded** ally with no penalty. This prevents their condition from worsening. |
|
||||
| **Diagnose** | **Effect** | Attaches to a Medicine roll examining a patient | — | Mark one die as **Effect**. If the marked die succeeds, you identify one disease, poison, or magical affliction affecting the patient in addition. |
|
||||
| **Cockering** | **Active** | 2 Actions | **Wit + Medicine** | Once per scene, you may remove **1 Fatigue** from an ally through quick intervention. |
|
||||
|
||||
### **Tier 2 Abilities** _(Medicine 2+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------------- | ---------- | ------------------------------------------- | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Strong Stitches** | **Effect** | Attaches to a Medicine roll healing an ally | — | When you heal an ally, they regain **+1 Soak die** for 1 scene when relying on armour. Mark a die as **Effect**; if it succeeds, this bonus also applies to the next ally you heal this scene. |
|
||||
| **Antidote Crafter** | **Active** | 1 hour downtime per dose | **Wit + Medicine** | Create antidotes to neutralize toxins or magical afflictions. Each success allows you to treat one dose or type of toxin. |
|
||||
| **Battlefield Medic** | **Active** | 2 Actions | **Wit + Medicine** | You may treat one ally while under fire. It costs only 2 Actions to treat the wounds of an ally and remove injuries. This can be done once per combat for each of your allies. This can stabilize or remove Fatigue. |
|
||||
|
||||
### **Tier 3 Abilities** _(Medicine 3+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------- | ---------- | -------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Expert Healer** | **Active** | 4 hours downtime (extended care) | **Wit + Medicine** | Once per session, you may remove **1 additional Injury** from an ally through extended care, regardless of other healing attempts on this ally. |
|
||||
| **Preventive Care** | **Active** | 1 hour downtime | **Wit + Medicine** | Allies you treat gain **+1 die** to resist diseases and poisons for a number of days equal to your success margin. |
|
||||
| **Purging Surgery** | **Active** | 1 hour downtime (dangerous) | **Wit + Medicine** | Once per session, remove **1 Corruption die** from an ally by cutting out the infected flesh. If you fail the roll, the patient gains **1 Injury**. |
|
||||
|
||||
|
||||
### **Tier 4 Abilities** _(Medicine 4+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------ | ---------- | ------------------------------------ | --------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Miracle Worker** | **Active** | 1 hour downtime | **Wit + Medicine** | Once per session, you can bring back someone who recently died (within the last hour). |
|
||||
| **Soul Healer** | **Active** | 1 full day downtime | **Presence or Wit + Medicine** | You may heal **Bond damage** from allies through intensive physical and emotional therapy. |
|
||||
| **True Cleansing** | **Active** | 1 full day downtime (ritual healing) | **Wit + Medicine + Spirit** (choose Spirit instead of Wit if desired) | Remove **all Corruption dice** from a willing patient. On failure, the patient gains **1 permanent Injury** (until treated). |
|
||||
|
||||
|
||||
>[!note] **Design Notes**
|
||||
>- **Effect abilities** (Diagnose, Preventive Care, Strong Stitches) attach to rolls you are already making, reinforcing the helper-healer loop.
|
||||
> - Tier 3 and 4 abilities define serious downtime commitments, so players must balance immediate utility with powerful, campaign-shaping healing.
|
||||
> - Spirit/Presence substitutions are allowed on abilities involving ritual healing or psychological therapy.
|
||||
|
|
@ -0,0 +1,55 @@
|
|||
### **Description**
|
||||
|
||||
Smiths are the backbone of civilizations at war and peace. They create the tools, weapons, and armor that shape history, from the humble nail to the legendary blade. The greatest smiths see not just the metal before them, but the lives it will change in the hands of its wielder.
|
||||
|
||||
The _Forge & Fire_ tree represents the art and craft of shaping metal into enduring works. As you grow in mastery, you learn not only to repair and create, but also to destroy with precision.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Smithing 1+)**: Basic repairs, identifying flaws, and improvising simple tools.
|
||||
- **Tier 2 (Smithing 2+)**: Enhancements, faster repairs, and improvising serviceable weapons.
|
||||
- **Tier 3 (Smithing 3+)**: Master-quality equipment, siege support, and signature creations.
|
||||
- **Tier 4 (Smithing 4+)**: Legendary work capable of defining battles or entire campaigns.
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Smithing or Might**.
|
||||
**Advancement:** Must unlock **Tier 1** before accessing later tiers.
|
||||
|
||||
---
|
||||
|
||||
### **Tier 1 Abilities** _(Smithing 1+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------- | ---------- | ------------------------------------------ | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Basic Forge** | **Active** | 1 hour downtime | **Might + Smithing** | You may repair damaged weapons and armor during downtime. Each success repairs one level of damage. |
|
||||
| **Spot Flaws** | **Effect** | Attaches to a Smithing roll examining gear | **Focus + Smithing** | Mark a die as **Effect**. If the marked die succeeds, you identify a weak point; the item’s user suffers **–1 die** when using it until repaired when using it against you. |
|
||||
| **Field Tools** | **Active** | 1 Action (encounter) | **Wit + Smithing** | Once per scene, declare you have a basic metal tool (spike, hook, wedge, nails) on hand. Tools can remove one obstacle or grant **+1 die** to a relevant roll. |
|
||||
|
||||
### **Tier 2 Abilities** _(Smithing 2+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------------- | ----------- | ---------------------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Temporary Tempering** | **Active** | 2 hours downtime | **Might + Smithing** | Enhance a weapon or armor piece. The item grants **+1 die** to its user until it takes **1 Injury** (weapon breaks, armor is compromised). |
|
||||
| **Improvised Weapon** | **Effect** | Attaches to a Smithing roll forging from scrap | **Might + Smithing** | You may forge a temporary weapon from scrap. Mark one die as **Risky**. If it succeeds, the weapon functions normally for one scene; if it fails, the weapon breaks on first use. |
|
||||
| **Efficient Repair** | **Passive** | Always on | — | All repairs you make take **half the usual time**. |
|
||||
|
||||
|
||||
### **Tier 3 Abilities** _(Smithing 3+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------- | ----------- | ----------------------------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Master Artisan** | **Passive** | Always on | — | Weapons and armor you craft are superior: **armor gains +1 Soak die**, and **weapons deal +1 Injury** on successful hits. |
|
||||
| **Siege Engineer** | **Effect** | Attaches to a Smithing roll during siege construction | **Might + Smithing** | You may assist in building or reinforcing siege engines. Gain **+1 die** to the roll and mark one die as **Cooperative**; if it succeeds, allies gain **+1 die** to their next related action that scene. |
|
||||
| **Signature Piece** | **Active** | 1 day downtime | **Might + Smithing** | Craft a personalized item with a unique minor bonus (e.g., +1 die for a specific action, improved durability). Details are agreed with the GM. |
|
||||
|
||||
### **Tier 4 Abilities** _(Smithing 4+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------------- | ---------- | ---------------------------------------------------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Masterwork Creation** | **Meta** | Retroactive declaration (counts as 1 week of prior effort) | **Might + Smithing** | Once per session, declare you have crafted an exceptional weapon, armor, or item. It grants **+2 dice** to its user for one scene. |
|
||||
| **Weaponbreaker** | **Effect** | Attaches to an attack roll targeting an enemy’s weapon or shield | — | Once per scene, mark one die as **Powerful**. If it succeeds, you destroy or cripple the enemy’s weapon or shield. |
|
||||
| **Legendary Forge** | **Active** | Project-based (weeks to months) | **Might + Smithing** | You may create permanent artifacts of legend during downtime. These items can carry narrative weight and unique mechanical bonuses, at the GM’s discretion. |
|
||||
|
||||
>[!hint] **Design Notes**
|
||||
> - **Effect abilities** (Spot Flaws, Improvised Weapon, Weaponbreaker, Siege Engineer) latch onto existing Smithing or combat rolls, enhancing flexibility.
|
||||
> - Tier 3+ abilities clearly shift you into **campaign-impacting creations** and **siege-level engineering**, not just field utility.
|
||||
> - Tier 4’s Legendary Forge is designed for long-term projects and narrative hooks, complementing Masterwork Creation’s session-level power.
|
||||
|
|
@ -0,0 +1,52 @@
|
|||
### **Description**
|
||||
|
||||
Weaving is more than textile craft. In skilled hands, fabric becomes armor, concealment, signal, and spell. Weavers create everything from sails that drive ships to banners that rally armies, and sometimes—if their hands are steady and their heart focused—garments that whisper warding words.
|
||||
|
||||
The _Threads of Fate_ tree represents mastery over textiles, rope, and patternwork—where the mundane meets the magical, and every stitch holds purpose.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Weaving 1+)**: Basic repairs, utility substitution, and binding with rope or cloth.
|
||||
- **Tier 2 (Weaving 2+)**: Fortify gear, create camouflage, and improve textile output.
|
||||
- **Tier 3 (Weaving 3+)**: Craft traps, tactical banners, and impression-boosting clothing.
|
||||
- **Tier 4 (Weaving 4+)**: Integrate magic, ward spaces, and declare monumental fabric works.
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Weaving or related Craft skills (Survival, Occultism)**.
|
||||
**Advancement:** Must unlock **Tier 1** before accessing later tiers.
|
||||
|
||||
### **Tier 1 Abilities** _(Weaving 1+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------------- | ----------- | --------------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Patchwork Fix** | **Active** | 10 minutes downtime or 1 Action (scene) | **Wit + Weaving** | Once per scene, repair torn clothing or basic gear to avoid penalties from disrepair (e.g., stealth, weather, movement, social). |
|
||||
| **Quick Bind** | **Effect** | Attaches to a binding or trap attempt | **Might + Weaving** | Mark a die as **Persistent**. On success, bind a target’s limbs or trap them in cloth/rope. You may later cash in the Persistent die to gain **+1 success** to reinforce or maintain the restraint. |
|
||||
| **Thread of Insight** | **Passive** | Always on | — | You may roll **Wit + Weaving** in place of **Survival or Crafting** when making basic gear like tents, nets, or clothing. |
|
||||
|
||||
### **Tier 2 Abilities** _(Weaving 2+)_
|
||||
|
||||
|**Name**|**Type**|**Action/Duration**|**Roll (if active)**|**Description**|
|
||||
|---|---|---|---|---|
|
||||
|**Reinforced Gear**|**Active**|30 minutes downtime|**Wit + Weaving**|Fortify a textile item (cloak, sail, rope). For one scene, it gains **+1 Soak die** against tearing, fire, or environmental wear.|
|
||||
|**Camouflage Net**|**Active**|1 hour downtime|**Wit + Weaving**|Prepare fabric covers or ghillie-style netting. Allies gain **+1 die to Stealth** while within or beneath the concealed area.|
|
||||
|**Efficient Loom**|**Passive**|Always on|—|You produce **2× as much usable fabric** in the same crafting time. Applies to cloth-based gear, sails, or large textile works.|
|
||||
|
||||
### **Tier 3 Abilities** _(Weaving 3+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------- | ---------- | -------------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
|
||||
| **Trap Threads** | **Effect** | Attaches to a trap creation roll | **Wit + Weaving** | Mark one die as **Effect**. On success, create a tripwire, snare, or tangle trap using fabric or cord. If triggered, the target must succeed a **Might or Agility check** or become **Immobilized** for one round. |
|
||||
| **Tactical Banner** | **Active** | 2 hours downtime | **Wit + Weaving** | Create a woven banner or signal cloth. Allies rallying beneath it gain **+1 die** to morale-related rolls (Command, resist fear, regaining composure). Effect lasts for 1 scene. |
|
||||
| **Fine Attire** | **Active** | 1 day downtime | **Wit + Weaving** | Craft visually striking clothing. While worn, the wearer gains **+1 die** to Social rolls during first impressions or formal encounters. |
|
||||
|
||||
### **Tier 4 Abilities** _(Weaving 4+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------- | ---------- | ------------------------------------------------ | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Enchanted Weave** | **Active** | 1 day downtime per item | **Wit + Weaving** | You may integrate minor magical effects into a crafted garment (warmth, waterproofing, soft light, minor resistance). These last **for one scene** or until the garment is damaged. |
|
||||
| **Ward Threads** | **Active** | 1 hour downtime (ritual preparation) | **Wit + Weaving** | You may sew protective glyphs or warding stitches into a structure’s fabric (e.g. tent, canopy, banners). Allies inside gain **+1 die** to **Spirit rolls** while within the space. |
|
||||
| **Grand Canopy** | **Meta** | Retroactive declaration (counts as 1 day’s work) | **Wit + Weaving** | Once per session, declare that you’ve woven a large-scale textile feature (festival tent, sail rigging, field veil, bannered courtyard). It provides narrative cover, social effect, or movement bonus per GM discretion. |
|
||||
|
||||
>[!hint] **Design Notes**
|
||||
> - **Effect abilities** (Quick Bind, Trap Threads) leverage Weaving's hidden tactical power—binding, snaring, and enhancing the battlefield.
|
||||
> - Utility rolls are substituted cleanly via **Thread of Insight** rather than bending core rules.
|
||||
>- Tier 4 shifts Weaving into **subtle magic**, **spiritual shielding**, and **narrative-scale textile works**—not just artisanry.
|
||||
|
|
@ -0,0 +1,62 @@
|
|||
### **Description**
|
||||
|
||||
Athletics is the raw expression of physical prowess—running, climbing, swimming, and forcing your way past obstacles. Those who excel in Athletics can endure harsh environments, close impossible distances, and turn movement into a weapon.
|
||||
|
||||
The _Unbound Motion_ tree represents mastery over mobility, strength, and resilience. Characters who climb these tiers become living engines of motion, impossible to hold back or outrun.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Athletics 1+)**: Focus on bursts of strength, effort conservation, and ignoring minor obstacles.
|
||||
- **Tier 2 (Athletics 2+)**: Gain sudden speed, carry others, and land safely from extreme heights.
|
||||
- **Tier 3 (Athletics 3+)**: Turn movement into battlefield control, anchor yourself against forces, and ignore terrain.
|
||||
- **Tier 4 (Athletics 4+)**: Perform legendary feats of strength, endurance, and relentless pursuit.
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Athletics or Might**.
|
||||
**Advancement:** Must unlock **Tier 1** before accessing later tiers.
|
||||
|
||||
|
||||
### **Tier 1 Abilities** _(Athletics 1+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------------- | ----------- | ---------------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------ |
|
||||
| **Powerful Leap** | **Effect** | Attaches to a jump or climb roll | — | Mark a die as **Powerful**. On success, clear additional distance equal to the die’s value (in meters) when leaping or climbing. |
|
||||
| **Relentless Effort** | **Effect** | Attaches to any prolonged exertion | — | Mark a die as **Persistent**. If it succeeds, you may reuse it as an automatic success on a later Athletics check in the same scene. |
|
||||
| **Clamber** | **Passive** | Always on | — | When climbing or swimming, ignore **1 penalty die** from terrain or conditions. |
|
||||
|
||||
### **Tier 2 Abilities** _(Athletics 2+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ------------------- | ----------- | ------------------------- | -------------------- | ---------------------------------------------------------------------------------------------------------------- |
|
||||
| **Burst of Speed** | **Effect** | Attaches to a sprint roll | — | Mark a die as **Exploding**. Each success allows you to chain additional movement up to your Speed. |
|
||||
| **Carrying Others** | **Passive** | Always on | — | You may lift or drag allies or heavy loads without dice penalties. Your Speed is reduced by **1** instead. |
|
||||
| **Braced Landing** | **Effect** | Attaches to a fall roll | — | Mark a die as **Powerful**. On success, reduce or negate fall damage (negate 1 additional Injury per die value). |
|
||||
|
||||
### **Tier 3 Abilities** _(Athletics 3+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| -------------------- | ----------- | ------------------------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Shockwave Slam** | **Effect** | Attaches to a jump landing | — | Mark one die as **Effect**. If your success margin is **2+**, adjacent enemies are knocked **Prone**. |
|
||||
| **Unyielding** | **Effect** | Attaches to resisting forced movement | — | Mark a die as **Persistent**. If it succeeds, you are harder to move until of your next turn. Cash in the die in any attempts to resist forced movement until the end of the scene. |
|
||||
| **Overcome Terrain** | **Passive** | Always on | — | Treat all hazardous terrain (mud, rubble, ice, etc.) as **normal ground** for movement purposes. |
|
||||
|
||||
|
||||
### **Tier 4 Abilities** _(Athletics 4+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ---------------------- | ----------- | ----------------------- | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Titanic Strength** | **Active** | Once per scene | **Might + Athletics** | Mark a die as **Exploding**. On success, lift or break through anything up to the size of a portcullis, wall section, or barricade. |
|
||||
| **Relentless Pursuit** | **Passive** | Always on (scene-based) | — | When chasing an enemy, your movement costs **1 fewer APR** (Action Point Rate) for the rest of the scene. |
|
||||
| **Supreme Endurance** | **Passive** | Always on | — | You automatically succeed on any check to resist environmental Fatigue or long-term exertion. |
|
||||
|
||||
---
|
||||
|
||||
> [!hint] **Design Notes**
|
||||
>
|
||||
> - Tier 1–2 build flexible mobility tools that can be applied in travel, combat, or downtime.
|
||||
>
|
||||
> - Tier 3 introduces **battlefield impact**: knocking foes prone or holding your ground like a wall.
|
||||
>
|
||||
> - Tier 4 abilities create **legendary moments**: breaking gates, running down fleeing enemies, and shrugging off exhaustion.
|
||||
>
|
||||
> - Marked dice ensure Athletics users constantly choose between **efficiency and risk**.
|
||||
>
|
||||
|
|
@ -0,0 +1,63 @@
|
|||
### **Description**
|
||||
|
||||
The world’s greatest climbers are undeterred by sheer cliffs, slick walls, or impossible heights. They are explorers of vertical worlds, able to move where others falter, and even turn precarious terrain into a deadly advantage.
|
||||
|
||||
The _Heights Unbound_ tree represents mastery over climbing, rappelling, and vertical ambush. At its pinnacle, a climber becomes untouchable in any terrain, capable of feats that border on the supernatural.
|
||||
|
||||
### **Overview of Tiers and Progression**
|
||||
|
||||
- **Tier 1 (Climbing 1+)**: Build core climbing tools—steady grip, speed, and aiding allies.
|
||||
- **Tier 2 (Climbing 2+)**: Begin defying gravity with clean wall runs and safe descents.
|
||||
- **Tier 3 (Climbing 3+)**: Become a true predator of the vertical world, ambushing foes and overcoming extreme surfaces.
|
||||
- **Tier 4 (Climbing 4+)**: Achieve legendary control over any climb, no matter how impossible.
|
||||
|
||||
**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Climbing or Might**.
|
||||
**Advancement:** Must unlock **Tier 1** before accessing later tiers.
|
||||
|
||||
### **Tier 1 Abilities** _(Climbing 1+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ---------------- | ----------- | ----------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------ |
|
||||
| **Sure Grip** | **Effect** | Attaches to any Climbing roll | — | Mark a die as **Persistent** when climbing. If it succeeds, you may reuse it as an automatic success until you reach safety. |
|
||||
| **Rapid Ascent** | **Effect** | Attaches to any Climbing roll | — | Mark a die as **Charging**. On success, halve the time required to scale the surface. |
|
||||
| **Anchor Line** | **Passive** | Always on | — | Once you’ve completed a climb, allies attempting the same route gain **+1 die** by using ropes, holds, or paths you establish. |
|
||||
|
||||
### **Tier 2 Abilities** _(Climbing 2+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ---------------------- | ----------- | ---------------------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Wall Runner** | **Passive** | Always on | — | You may climb walls or obstacles up to **2 meters** high without making a roll. |
|
||||
| **Controlled Descent** | **Effect** | Attaches to a rappelling or descent roll | — | Mark a die as **Lucky**. On success, you negate all Injury from falls, even from dangerous heights as long as you are rappelling or descending a climb. |
|
||||
| **Handhold Maker** | **Active** | 10 minutes downtime or 1 Action (scene) | **Might + Climbing** | Once per scene, create secure anchors or holds, granting allies **+2 dice** on the same climb. |
|
||||
|
||||
### **Tier 3 Abilities** _(Climbing 3+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| ----------------------- | ----------- | ------------------------------------- | -------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Vertical Hunter** | **Passive** | Always on | — | You ignore **all Stealth penalties** while climbing and may initiate ambushes from vertical positions. |
|
||||
| **Cling Like a Spider** | **Effect** | Attaches to any extreme Climbing roll | — | Mark a die as **Effect**. If it succeeds, you may cling indefinitely to even extreme surfaces (icy walls, ceilings, etc.) without requiring additional rolls to maintain the grip. |
|
||||
| **Haul Ally** | **Passive** | Always on | — | When using ropes while climbing, you may bring **one ally along** without any Speed or dice penalties. |
|
||||
|
||||
### **Tier 4 Abilities** _(Climbing 4+)_
|
||||
|
||||
| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
|
||||
| --------------------- | ----------- | ------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| **Impossible Ascent** | **Passive** | Always on | — | You can scale any surface without tools, even flat or magically smoothed walls, as long as minimal contact points exist. |
|
||||
| **Master Climber** | **Passive** | Always on | — | You automatically succeed on all basic Climbing rolls and treat complex climbs as **1 success easier** than their difficulty. |
|
||||
| **Predator’s Leap** | **Active** | 1 Action | **Might + Climbing** | Mark a die as **Exploding**. On success, leap onto a foe and deal **double Injury** if you strike them successfully with the next action. |
|
||||
|
||||
|
||||
> [!hint] **Design Notes**
|
||||
>
|
||||
> - Tier 1–2 focus on **speed, grip, and utility for the group**, giving tangible exploration payoffs.
|
||||
>
|
||||
> - Tier 3 introduces **predator-like ambush power** and extreme clinging for high-stakes climbs.
|
||||
>
|
||||
> - Tier 4 allows the climber to transcend normal restrictions, enabling **legendary escapes and assaults**.
|
||||
>
|
||||
> - Effect dice drive risk–reward dynamics: Persistent for safety, Exploding for power, Charging for speed.
|
||||
>
|
||||
|
||||
---
|
||||
|
||||
🔥 Next up: **Stealth** (fan-favorite), **Survival**, or another traversal skill like **Swimming** or **Tracking**? Or should I **write all Tier 1 abilities for all remaining Exploration skills side by side** so we can baseline them?
|
||||
24
Rules/Ability Trees/Skills/Exploration/Navigation.md
Normal file
24
Rules/Ability Trees/Skills/Exploration/Navigation.md
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
Perfect—looping back to Navigation (Wit) for travel mastery, wayfinding, and avoiding hazards:
|
||||
Navigation (Wit)
|
||||
Tier 1 (Navigation 1+)
|
||||
• Dead Reckoning – Mark a die as Lucky when finding your position without tools (sun, stars, instincts); failure never leaves you more lost than you began.
|
||||
• Chart a Course – Mark a die as Cooperative when plotting a route; allies marking Cooperative dice gain +1 die on travel-related rolls along that route.
|
||||
• Hazard Sense – Once per scene, you can automatically detect one environmental hazard or enemy ambush along your path.
|
||||
Tier 2 (Navigation 2+)
|
||||
• Pathfinder (Navigation/Survival) – Your travel speed increases by 25%, and you ignore one terrain penalty when leading a group.
|
||||
• Reroute – If your group is ambushed or delayed, you may spend 1 APR to immediately find an alternate safe path.
|
||||
• Lore of the Land (Navigation/History) – Mark a die as Persistent; on success, you know local customs, dangers, and landmarks as if you were native.
|
||||
Tier 3 (Navigation 3+)
|
||||
• Never Lost – You cannot become lost or disoriented while traveling, even in supernatural or magically obscured environments.
|
||||
• Secret Paths (Navigation/Stealth) – Mark a die as Effectful; on success, you guide your group through a hidden route or shortcut, gaining +1 die to any Stealth checks while traveling.
|
||||
• Stormbreaker – Mark a die as Powerful when navigating hazardous conditions (storms, fog, blizzards); on success, reduce or negate environmental damage.
|
||||
Tier 4 (Navigation 4+)
|
||||
• Worldwalker – Once per scene, you may declare that you know a secret passage, smuggler’s trail, or hidden tunnel in the area, even if it’s implausible.
|
||||
• Unerring Leader – Your group ignores all travel penalties (terrain, weather, supply shortages) as long as you lead the way.
|
||||
• Expedition Master – Allies gain +1 die to all rolls for the duration of a journey if you are guiding them; once per journey, reroll any failed travel-related roll.
|
||||
Why It Fits
|
||||
• Travel expertise: Keeps the group moving efficiently and safely.
|
||||
• Synergy: Links with Survival (wilderness), Stealth (hidden routes), and History (local knowledge).
|
||||
• Escalation: Tier 4 makes you the ultimate guide—nothing can stop the group from reaching their destination.
|
||||
🔥 Next Exploration Skills:
|
||||
We’ll now finish the group with Climbing and Swimming. Do you want me to hit Climbing first?
|
||||
24
Rules/Ability Trees/Skills/Exploration/Ride.md
Normal file
24
Rules/Ability Trees/Skills/Exploration/Ride.md
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
Perfect, let’s continue in order with Ride (Agility)—focused on mounted travel, combat, and controlling animals under stress:
|
||||
Ride (Agility)
|
||||
Tier 1 (Ride 1+)
|
||||
• Rally Mount – You automatically calm or steady a mount after it suffers Injury or becomes frightened.
|
||||
• Sure Seat – Mark a die as Lucky when resisting being dismounted; success allows you to remain mounted or recover instantly.
|
||||
• Strider – While mounted, your travel speed increases by 25% and you ignore one terrain penalty per scene.
|
||||
Tier 2 (Ride 2+)
|
||||
• Ride-by Strike (Ride/Melee) – Mark a die as Risky when attacking while mounted; on success, double the Injury from momentum. On failure, you miss and must roll Agility to stay mounted.
|
||||
• Mounted Evasion (Ride/Dodge) – When dodging on a mount, mark a die as Cooperative; both you and the mount gain +1 die to avoid danger.
|
||||
• Pack Handler (Ride/Survival) – You can direct and manage up to 2 additional mounts or beasts of burden without penalty.
|
||||
Tier 3 (Ride 3+)
|
||||
• Charge Mastery (Ride/Tactics) – When you charge from horseback, all allies charging with you gain +1 die to their attacks and +1 APR if they hit.
|
||||
• War Mount Bond (Ride/Zoology) – Your mount acts independently in combat; it can make 1 attack or defensive action each round without using your APR.
|
||||
• Vaulting Attack – Mark a die as Effectful when dismounting mid-charge; on success, you may immediately attack at +1 die and reposition up to 2m.
|
||||
Tier 4 (Ride 4+)
|
||||
• Cavalry Commander – Once per scene, you may coordinate a mounted formation; all mounted allies within Presence meters ignore rough terrain and gain +2 Speed for one round.
|
||||
• Fearless Mount – Your mount(s) can no longer be frightened or forced to retreat unless physically incapacitated.
|
||||
• Legendary Charge – Once per scene, declare a full charge; mark a die as Exploding; on success, your attack automatically counts as a Critical Hit (margin 3+ = Subdue).
|
||||
Why It Fits
|
||||
• Mounted combat expertise: Keeps riders in control under fire and rewards aggressive momentum.
|
||||
• Synergy: Combines naturally with Melee, Dodge, Tactics, and Survival.
|
||||
• Escalation: Tier 4 makes mounted characters terrifying battlefield leaders and shock troopers.
|
||||
🔥 Next Exploration Skill:
|
||||
Do we continue in order with Navigation (travel mastery and avoiding hazards) or jump to something flashier like Tracking?
|
||||
24
Rules/Ability Trees/Skills/Exploration/Stealth.md
Normal file
24
Rules/Ability Trees/Skills/Exploration/Stealth.md
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
Here’s the Stealth (Agility) tree—designed for infiltration, ambushes, and battlefield repositioning. It also has synergy with Dodge, Archery, and Survival.
|
||||
Stealth (Agility)
|
||||
Tier 1 (Stealth 1+)
|
||||
• Silent Step – Mark a die as Effectful; on success, you make no noise regardless of terrain.
|
||||
• Predator’s Patience – Mark a die as Persistent when hidden; you may hold this die until you act, even across scenes, if undetected.
|
||||
• Shadow Veil (Stealth/Dodge) – Mark a die as Lucky on any Dodge roll while in cover or darkness.
|
||||
Tier 2 (Stealth 2+)
|
||||
• Vanish – Mark a die as Risky; if successful, you disappear mid-combat by breaking line of sight and reposition up to 5m.
|
||||
• Tactical Setup (Stealth/Tactics) – If you begin combat undetected, allies gain +1 die to Initiative and first-round actions.
|
||||
• Poisoned Kiss (Stealth/Alchemy) – Attacks from stealth may apply poisons or toxins without an extra roll.
|
||||
Tier 3 (Stealth 3+)
|
||||
• Assassin’s Strike (Stealth/Melee) – Attacks from stealth deal +2 Injury if you roll at least one Powerful die.
|
||||
• Chameleon – Mark a die as Persistent when blending into crowds or environments; you remain unnoticed until you act.
|
||||
• Haunting Presence (Stealth/Intimidation) – After a successful Vanish, enemies must roll Spirit; failure = 1 Slight (fear) as they lose sight of you.
|
||||
Tier 4 (Stealth 4+)
|
||||
• One With the Shadows – While in concealment, you may act without revealing yourself unless you fail a roll.
|
||||
• Death From Nowhere (Stealth/Archery) – Your first attack from stealth is automatically a Critical Hit (margin 3+ = Subdue).
|
||||
• Phantom Commander (Stealth/Tactics/Command) – While hidden, you may direct allies remotely; each ally may reroll 1 die per turn if they can hear or see your signals.
|
||||
Why It Fits
|
||||
• Control: Ambushes, vanish tactics, and debuffs (fear) shape encounters.
|
||||
• Synergy: Pairs beautifully with Melee, Archery, Tactics, and Alchemy trees.
|
||||
• Escalation: Tier 4 abilities let stealth specialists become terrifying ghosts of the battlefield.
|
||||
🔥 Next Exploration Skill:
|
||||
Do you want me to continue in order with Survival, or jump to a flashier option like Tracking (predator-hunter style)?
|
||||
24
Rules/Ability Trees/Skills/Exploration/Survival.md
Normal file
24
Rules/Ability Trees/Skills/Exploration/Survival.md
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
Here’s the Survival (Cunning) tree—built for wilderness mastery, resilience, and shaping the environment to your advantage:
|
||||
Survival (Cunning)
|
||||
Tier 1 (Survival 1+)
|
||||
• Foraging Master – Mark a die as Powerful; on success, you gather enough resources (food, herbs, materials) to sustain a small group for days equal to the die’s value.
|
||||
• Emergency Shelter – Mark a die as Cooperative when constructing a shelter; allies marking a Cooperative die gain +1 die to resist environmental hazards inside.
|
||||
• Natural Acumen – Mark a die as Lucky when resisting environmental effects (storms, poison plants, extreme cold/heat).
|
||||
Tier 2 (Survival 2+)
|
||||
• Wilderness Camouflage (Survival/Stealth) – Mark a die as Persistent; on success, you and nearby allies gain +1 die to Stealth checks for the remainder of the scene.
|
||||
• Improvised Traps (Survival/Tactics) – Spend 1 APR to set a basic trap (snare, deadfall, spike pit); mark a die as Effectful; success deals Injury or disables the first enemy to trigger it.
|
||||
• Animal Bond (Survival/Zoology) – You can calm or train animals; once bonded, your animal companion may assist with 1 action per scene.
|
||||
Tier 3 (Survival 3+)
|
||||
• Endure the Elements (Survival/Fortitude) – You and allies ignore penalties from harsh climates; Fatigue from weather/exposure no longer applies.
|
||||
• Toxin Crafter (Survival/Alchemy) – Mark a die as Effectful; on success, craft a usable poison, paralytic, or sedative from available materials.
|
||||
• Predator’s Mind – You may roll Survival instead of Spirit to resist fear or mental pressure when defending your territory or allies.
|
||||
Tier 4 (Survival 4+)
|
||||
• Master Trapper – Traps you set are always treated as if rolled with margin of success 2+; you may set up to 3 traps at once without extra APR cost.
|
||||
• Wilderness Sovereign – In wilderness settings, allies gain +1 die to all rolls as long as you lead them.
|
||||
• Survivalist’s Gambit – Once per scene, you may spend 1 APR to re-roll any failed check by any ally when your group is in the wilderness.
|
||||
Why It Fits
|
||||
• Resilience: Helps the group endure hostile environments and shape terrain to their advantage.
|
||||
• Synergy: Crosses naturally with Stealth (camouflage), Tactics (traps), Alchemy (toxins), and Zoology (animal handling).
|
||||
• Escalation: Tier 4 allows broad leadership buffs and ultimate trap mastery.
|
||||
🔥 Next Exploration Skill:
|
||||
Do you want me to continue in order with Ride (mounted combat and travel)? Or jump to Tracking, which pairs beautifully with Survival?
|
||||
39
Rules/Ability Trees/Skills/Exploration/Swimming.md
Normal file
39
Rules/Ability Trees/Skills/Exploration/Swimming.md
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
Swimming (Fortitude)
|
||||
|
||||
Tier 1 (Swimming 1+)
|
||||
|
||||
1. Dive Deep – Mark a die as Powerful; on success, hold your breath for additional minutes equal to the die’s value.
|
||||
|
||||
2. Tide Rider – Mark a die as Exploding when swimming with currents; on success, chain additional movement up to your Speed.
|
||||
|
||||
3. Surface Lunge – Mark a die as Risky when attacking from water; on success, you catch your target completely off guard (they cannot defend).
|
||||
|
||||
---
|
||||
|
||||
Tier 2 (Swimming 2+)
|
||||
|
||||
1. Streamline – You ignore one Speed penalty while swimming and can carry allies or gear with no additional penalty.
|
||||
|
||||
2. Amphibious Awareness (Swimming/Observation) – Mark a die as Effectful; on success, detect aquatic threats or hazards before they strike.
|
||||
|
||||
3. Reposition Underwater (Swimming/Dodge) – When attacked underwater, you may reposition up to 2m for free if you succeed on your Dodge roll.
|
||||
|
||||
---
|
||||
|
||||
Tier 3 (Swimming 3+)
|
||||
|
||||
1. Underwater Grappler (Swimming/Brawl) – Mark a die as Persistent when grappling underwater; on success, the target begins drowning immediately.
|
||||
|
||||
2. Aquatic Pursuit – You gain +2m movement when chasing foes in water and ignore difficult currents.
|
||||
|
||||
3. Breath Share – You may share air with an ally; both of you may extend your breath-holding duration by +2 minutes.
|
||||
|
||||
---
|
||||
|
||||
Tier 4 (Swimming 4+)
|
||||
|
||||
1. Master Diver – You can swim and fight underwater as if on land (no penalties); you may also stay submerged indefinitely with minimal effort.
|
||||
|
||||
2. Tsunami Strike – Once per scene, mark a die as Exploding when breaching from the water; on success margin 2+, your attack deals double Injury and knocks foes prone.
|
||||
|
||||
3. Aquatic Sovereign – You always know the safest path in aquatic environments; allies in water gain +1 die to all rolls as long as they follow your lead.
|
||||
24
Rules/Ability Trees/Skills/Exploration/Tracking.md
Normal file
24
Rules/Ability Trees/Skills/Exploration/Tracking.md
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
Oh yes, Tracking (Wit) is a flashy predator-hunter tree—designed for pursuit, ambush, and reading the battlefield like a book:
|
||||
Tracking (Wit)
|
||||
Tier 1 (Tracking 1+)
|
||||
• Read the Trail – Mark a die as Effectful; on success, determine the target’s size, pace, and condition from their tracks.
|
||||
• Snare Sense – Mark a die as Lucky when rolling to detect traps or false trails along a track; failure doesn’t trigger the trap.
|
||||
• Hunter’s Focus – Once you’ve identified a target’s trail, you may roll Tracking instead of Observation to spot them until the trail goes cold.
|
||||
Tier 2 (Tracking 2+)
|
||||
• Hunt the Prey (Tracking/Survival) – Mark a die as Persistent; keep it until you locate the target you’ve named.
|
||||
• False Trail (Tracking/Deception) – Spend 1 APR to lay a convincing false trail; anyone following must roll Tracking vs your roll or be delayed 1 hour (or 1 round in combat pursuit).
|
||||
• Trophy Caller – After observing your prey, you may make a Spirit + Tracking contest to unsettle them; failure causes the prey to Falter.
|
||||
Tier 3 (Tracking 3+)
|
||||
• Pursuit Specialist (Tracking/Athletics) – You ignore one Speed penalty during long chases and can close distance at +2m per round.
|
||||
• Kill Zone Marking (Tracking/Tactics) – Spend 1 APR to designate a “kill zone”; allies gain +1 die to Stealth and Ambush rolls there until you move on.
|
||||
• Scent the Weakness – Mark a die as Powerful when attacking a Wounded enemy you’ve been tracking; add the die’s value to Injury.
|
||||
Tier 4 (Tracking 4+)
|
||||
• Ghost Pursuer – Once per scene, you may ignore all environmental penalties to Tracking and arrive at your prey’s location undetected.
|
||||
• Perfect Hunter – When attacking a target you’ve been tracking for at least an hour (or one full round in combat), your first attack automatically counts as a Critical Hit (margin 3+ = Subdue).
|
||||
• Relentless Shadow – Targets you track can never fully escape; even if they leave the continent, you can always find a trace of them.
|
||||
Why It Fits
|
||||
• Predator feel: Once you’ve marked a target, they can run, but they’ll never be safe.
|
||||
• Synergy: Strong crossovers with Survival (wilderness skills), Stealth (ambushes), and Tactics (kill zones).
|
||||
• Escalation: Tier 4 turns trackers into mythic hunters—unstoppable and terrifying.
|
||||
🔥 Next Exploration Skill:
|
||||
Should we loop back in order to Navigation (pathfinding, avoiding hazards) and then finish with Climbing and Swimming? Or go full-tilt and hit Stealth/Tracking/Social crossover skills like Observation after?
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
You specialize in avoiding pursuit, detection, and capture.
|
||||
|
||||
## Tier 1 (Evasion 1+)
|
||||
* Quick Foot – Gain +2m movement during chases.
|
||||
* Lose the Tail – Mark a die as Effectful; on success, break line of sight with pursuers.
|
||||
* Cover Runner – You may reroll 1 failed Dodge die during a chase.
|
||||
## Tier 2 (Evasion 2+)
|
||||
* False Trail (Evasion/Tracking) – Once per scene, leave misleading evidence, making pursuit one success harder.
|
||||
* Urban Escape – You may reroll one failed die when evading through crowds or tight spaces.
|
||||
* Duck and Hide – You may hide from pursuers mid-chase without slowing down.
|
||||
## Tier 3 (Evasion 3+)
|
||||
* Backtrack Trap – Mark a die as Persistent; on success, set a small hazard behind you (tripwire, debris) that slows pursuers.
|
||||
* Speed Burst – Once per scene, gain +1 APR during a chase.
|
||||
* Ghost Vanish – You may erase signs of your presence entirely, making Tracking impossible without magic.
|
||||
## Tier 4 (Evasion 4+)
|
||||
* Slip the Net – Once per session, declare you escaped a pursuit “off-screen.”
|
||||
* Uncatchable – You cannot be cornered unless immobilized.
|
||||
* Dead Drop – You may hide an item or evidence so well it cannot be found without your help.
|
||||
18
Rules/Ability Trees/Skills/Investigation/Forgery (Wit).md
Normal file
18
Rules/Ability Trees/Skills/Investigation/Forgery (Wit).md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
The skill of replicating, faking, and tampering with written or visual records.
|
||||
|
||||
## Tier 1 (Forgery 1+)
|
||||
* Document Replica – Mark a die as Effectful; on success, forge a basic document or signature.
|
||||
* Spot Fake – Once per scene, identify a forged document or item with +1 die.
|
||||
* Copy Artist – You may duplicate artwork, handwriting, or seals with passable quality.
|
||||
## Tier 2 (Forgery 2+)
|
||||
* False Identity – You can create a convincing paper trail for a fake persona; allies gain +1 die when supporting the cover.
|
||||
* Tamper Records (Forgery/Investigation) – Mark a die as Persistent; on success, erase or alter written evidence.
|
||||
* Seal Crafter – You may replicate royal or religious seals and stamps.
|
||||
## Tier 3 (Forgery 3+)
|
||||
* Deep Cover – Once per scene, treat Deception as Forgery when impersonating an organization member.
|
||||
* Holographic Trick (Forgery/Drawing) – You may add visual layers to an item, making it appear authentic even under casual scrutiny.
|
||||
* Compromising Evidence – You can fabricate evidence strong enough to convict or exonerate someone.
|
||||
## Tier 4 (Forgery 4+)
|
||||
* Perfect Forgery – Your forgeries cannot be detected without magical means.
|
||||
* Erase Existence – Once per session, you may wipe all paper trail of a person or group from records.
|
||||
* Identity Weaver – You may retroactively declare a false identity has existed for months or years.
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
Extracting information, whether through pressure or rapport.
|
||||
|
||||
## Tier 1 (Interrogation 1+)
|
||||
* Good Cop – Mark a die as Persistent; on success, remove 1 Slight from a target and lower their resistance.
|
||||
* Bad Cop – Inflict 1 Slight when you frame questions as veiled threats.
|
||||
* Rapid Questioning – You may roll Inquire instead of Interrogation during the first 10 minutes of an interrogation.
|
||||
## Tier 2 (Interrogation 2+)
|
||||
* Break the Mask – Once per scene, you may force a target to roll Spirit vs your Presence; failure = +2 Slights.
|
||||
* Pattern of Truth – Mark a die as Effectful; on success, detect inconsistencies in a story and exploit them.
|
||||
* Informant Network (Interrogation/Streetwise) – You may recruit low-level informants in a community for +1 die to future rolls.
|
||||
## Tier 3 (Interrogation 3+)
|
||||
* Condition Response – Once per session, set a trigger word or gesture; the target must answer truthfully when it’s used.
|
||||
* Persistent Pressure – You may stack Slights from interrogation twice as fast.
|
||||
* Rapid Turnaround – You may complete a full interrogation in half the time.
|
||||
## Tier 4 (Interrogation 4+)
|
||||
* Truth Breaker – Once per session, force a target to reveal 1 deep secret (counts as automatic success).
|
||||
* Convert the Captive – If you build rapport during interrogation, you may create a temporary Bond with the target.
|
||||
* Mental Chains – You may instill a lasting fear of you; target suffers –1 die to resist you in future scenes.
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
You ask questions, follow leads, and connect clues until the truth is clear.
|
||||
## Tier 1 (Investigation 1+)
|
||||
* Clue Sense – Mark a die as Effectful; on success, find one actionable lead at a scene or location.
|
||||
* Corroborate – You may confirm a suspect’s story by cross-checking evidence; allies gain +1 die on related Social rolls.
|
||||
* Link the Threads – Gain +1 die to Investigation rolls when following up on existing leads.
|
||||
## Tier 2 (Investigation 2+)
|
||||
* Paper Trail – Once per scene, you may declare you found a document or record relevant to your case.
|
||||
* Interrogate Scene (Investigation/Observation) – Mark a die as Persistent; on success, ask 1 additional question about the location.
|
||||
* Disguise Insight – You may detect disguises or forgeries with +1 die.
|
||||
## Tier 3 (Investigation 3+)
|
||||
* Deep Profile – You can build a full profile of a person or group from small details, granting +1 die to all rolls against them.
|
||||
* Predict Behavior – Once per scene, declare where or when a suspect will act next; failure = –1 die on next Investigation roll.
|
||||
* Network Analysis – You may reroll one failed die when tracing organizations or conspiracies.
|
||||
## Tier 4 (Investigation 4+)
|
||||
* Master Sleuth – You automatically succeed at detecting planted evidence or false leads.
|
||||
* Forensic Genius – Once per session, you may declare you know the exact cause or perpetrator of an event based on evidence.
|
||||
* Web Unraveled – You can instantly map a criminal network or conspiracy you’ve touched on; each ally gains +1 die on related actions.
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
You notice what others miss—the details that turn a hunch into certainty.
|
||||
|
||||
## Tier 1 (Observation 1+)
|
||||
* Sharp Eye – Mark a die as Effectful; on success, spot hidden weapons, traps, or small details.
|
||||
* Read Motions – Once per scene, you may predict an enemy’s next action, granting +1 die to an ally defending or dodging.
|
||||
* Situational Awareness – You gain +1 die to Initiative rolls if you have time to survey the scene first.
|
||||
## Tier 2 (Observation 2+)
|
||||
* Watchful Scout – Mark a die as Persistent; on success, your party cannot be surprised while you are on watch.
|
||||
* Detect Ambush – Once per scene, you may retroactively declare you noticed signs of a trap, shifting Initiative in your favor.
|
||||
* Pick Up Tells (Observation/Empathy) – You gain +1 die when attempting to detect lies or nervous behavior.
|
||||
## Tier 3 (Observation 3+)
|
||||
* Forensic Eye – You may reconstruct a scene of violence or theft for +1 die on related Investigation rolls.
|
||||
* Spot the Weak – Once per scene, you may call out a vulnerability on a target, granting +1 die to the first attack against them.
|
||||
* Shadow Tracker (Observation/Stealth) – You gain +1 die when tailing someone without being noticed.
|
||||
## Tier 4 (Observation 4+)
|
||||
* Never Surprised – You may act in the first round of combat even if ambushed.
|
||||
* X-Ray Glance – Mark a die as Effectful; on success margin 2+, detect hidden compartments, wards, or magical glamours.
|
||||
* Perfect Recall – Once per session, you may flawlessly recall any detail from a scene you’ve observed.
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
You’re a master of moving contraband and people unnoticed.
|
||||
|
||||
## Tier 1 (Smuggling 1+)
|
||||
* Hide Cargo – Mark a die as Effectful; on success, hide goods from inspections.
|
||||
* False Manifests – You may forge shipping documents (counts as Forgery).
|
||||
* Familiar Routes – You gain +1 die to Navigation when planning covert travel.
|
||||
## Tier 2 (Smuggling 2+)
|
||||
* Cover Operation – You may declare a legal front for your smuggling; it reduces suspicion by 1 success level.
|
||||
* Trusted Contacts (Smuggling/Streetwise) – Once per session, declare you know a reliable contact at a border or port.
|
||||
* Load Balancer – You may move 2x as much contraband in the same time without added risk.
|
||||
## Tier 3 (Smuggling 3+)
|
||||
* Safe Passage – You may declare a hidden route to bypass patrols or checkpoints.
|
||||
* Silent Convoy – Mark a die as Persistent; on success, move a group or caravan without drawing attention.
|
||||
* Black Market Broker – You may secure rare or illicit goods once per session at 75% market cost.
|
||||
## Tier 4 (Smuggling 4+)
|
||||
* Network Boss – You may create a smuggling network, providing access to resources in most major ports.
|
||||
* Untouchable – You can reroll one failed Social die when bribing or negotiating with border officials.
|
||||
* Vanishing Act – Once per session, declare that you “already moved the goods” and avoided discovery.
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
You know how to survive—and thrive—in cities and underworlds.
|
||||
## Tier 1 (Streetwise 1+)
|
||||
* Local Contacts – Once per session, you may declare you know someone in the area who owes you a favor.
|
||||
* Black Market Sense – Mark a die as Effectful; on success, locate illicit goods or services.
|
||||
* Blend In – Gain +1 die to Stealth when in crowded urban environments.
|
||||
## Tier 2 (Streetwise 2+)
|
||||
* Underworld Gossip – You may “tap the grapevine” once per scene; mark a die as Persistent for bonus information.
|
||||
* Fence Goods – You can sell or move stolen items at 80% value instead of 50%.
|
||||
* Gang Etiquette (Streetwise/Intimidation) – Gain +1 die to Social rolls with criminals or smugglers.
|
||||
## Tier 3 (Streetwise 3+)
|
||||
* Network Access – You may establish an information network in a settlement; +1 die to Investigation rolls there.
|
||||
* Safehouse Locator – Once per session, declare you have access to a secure hideout nearby.
|
||||
* Criminal Instinct – You may reroll 1 failed die per session when navigating hostile city environments.
|
||||
## Tier 4 (Streetwise 4+)
|
||||
* King of the Streets – You begin all urban Social Encounters with +1 Bond level.
|
||||
* Underworld Enforcer – Once per session, you may call in muscle to enforce your will (counts as a 3-die combatant).
|
||||
* Hidden Network – You may declare a secret escape route or tunnel network exists in the current location.
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
The art of breaking in, staying hidden, and slipping out unseen.
|
||||
|
||||
## Tier 1 (Subterfuge 1+)
|
||||
* Light Fingers – Mark a die as Effectful; on success, pick pockets or lift items unnoticed.
|
||||
* Bypass Lock – You can pick simple locks without penalty; mark a die as Persistent to handle advanced ones.
|
||||
* Misdirection – Once per scene, inflict 1 Slight by diverting attention from yourself or an ally.
|
||||
## Tier 2 (Subterfuge 2+)
|
||||
* Silent Entry – You can open doors or windows without noise penalties.
|
||||
* Sabotage (Subterfuge/Mechanics) – Mark a die as Risky; on success, disable a device or alarm. Failure may trigger it.
|
||||
* Hiding Spot – You can conceal small items or messages on your person without detection.
|
||||
## Tier 3 (Subterfuge 3+)
|
||||
* Cat Burglar – You may reroll one failed die per scene when infiltrating secured locations.
|
||||
* Escape Artist (Subterfuge/Dodge) – Mark a die as Persistent; on success, slip free of bonds, grapples, or restraints.
|
||||
* False Trail – You can erase evidence of your passage, making Tracking rolls against you one success harder.
|
||||
## Tier 4 (Subterfuge 4+)
|
||||
* Ghost Step – Once per session, move through a secure area entirely undetected (unless magical sensors are present).
|
||||
* Master Thief – You may declare you “already planted” a tool or device in a location you previously visited.
|
||||
* Absolute Disguise – You can fully assume another person’s appearance for one scene (requires prep time and resources).
|
||||
18
Rules/Ability Trees/Skills/Knowledge/Herbalism (Wit).md
Normal file
18
Rules/Ability Trees/Skills/Knowledge/Herbalism (Wit).md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
You work with plants for healing, toxins, and more.
|
||||
|
||||
## Tier 1 (Herbalism 1+)
|
||||
* Identify Herb – Mark a die as Effectful; on success, identify a plant’s properties (edible, poisonous, medicinal).
|
||||
* Forager – You may gather common herbs in any biome, sustaining yourself and allies.
|
||||
* Poultice Maker – Once per scene, apply a simple poultice to remove 1 Fatigue or stabilize a Wounded ally.
|
||||
## Tier 2 (Herbalism 2+)
|
||||
* Poisoner’s Knowledge – You may prepare a weak poison or antidote in downtime.
|
||||
* Potent Brew (Herbalism/Alchemy) – Mark a die as Risky; on success, create a powerful concoction (healing, hallucinogenic, paralytic). Failure = 1 Injury to self.
|
||||
* Botanical Lore – Once per scene, you may declare the presence of a specific plant species nearby.
|
||||
## Tier 3 (Herbalism 3+)
|
||||
* Field Surgeon – You may treat serious injuries in the field without penalty dice.
|
||||
* Plant Whisperer (Herbalism/Survival) – You may reroll one failed die when navigating through wilderness.
|
||||
* Toxin Crafter – You may create a toxin or antidote that affects even magical creatures.
|
||||
## Tier 4 (Herbalism 4+)
|
||||
* Life Bloom – Once per session, brew a salve that removes 1 Injury from all allies who apply it.
|
||||
* Cleansing Draught – Once per session, brew a potion that removes 1 Corruption die from its drinker.
|
||||
* Verdant Sovereign – You may retroactively declare you planted or nurtured a helpful plant in a location you visited earlier.
|
||||
18
Rules/Ability Trees/Skills/Knowledge/History (Wit).md
Normal file
18
Rules/Ability Trees/Skills/Knowledge/History (Wit).md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
The past is a weapon, if you know where to look.
|
||||
|
||||
## Tier 1 (History 1+)
|
||||
* Lore Recall – Mark a die as Effectful; on success, recall a useful detail about an event, place, or dynasty.
|
||||
* Identify Relic – Once per scene, you can identify the age, origin, and symbolic meaning of any artifact you examine.
|
||||
* Context is Power – Gain +1 die when dealing socially with people from a culture you’ve studied.
|
||||
## Tier 2 (History 2+)
|
||||
* Ancient Weakness – Mark a die as Persistent; on success, identify a vulnerability in an old creature, curse, or tradition.
|
||||
* Battlefield Tactician (History/Tactics) – You may recall past military strategies for +1 die on your next Tactics roll.
|
||||
* Cultural Insight – Once per scene, you may declare a tradition or superstition of a culture to gain +1 die on related actions.
|
||||
## Tier 3 (History 3+)
|
||||
* Record Keeper – You may maintain records that grant +1 die to allies researching the same subject later.
|
||||
* Excavator’s Instinct (History/Survival) – Mark a die as Lucky; on success, avoid traps or collapses in ruins.
|
||||
* Heritage Bond – When interacting with a group tied to your studied culture, shift their starting attitude up one step.
|
||||
## Tier 4 (History 4+)
|
||||
* Scholar’s Authority – You begin any negotiation with scholars or nobles at +1 Bond level.
|
||||
* Archivist’s Recall – Once per session, you may retroactively declare that you researched this situation; gain +2 dice on your next roll.
|
||||
* Ancient Cipher – You can decipher any ancient writing, even without full context.
|
||||
18
Rules/Ability Trees/Skills/Knowledge/Languages (Focus).md
Normal file
18
Rules/Ability Trees/Skills/Knowledge/Languages (Focus).md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
The right words can unlock worlds.
|
||||
|
||||
## Tier 1 (Languages 1+)
|
||||
* Linguist – Once per scene, you may puzzle out the gist of an unfamiliar language (spoken or written).
|
||||
* Shared Tongue – You can teach an ally a key phrase or term, granting them +1 die on the next related roll.
|
||||
* Cipher Crafter – You can create a basic code for your group’s messages; allies gain +1 die to resist deciphering attempts.
|
||||
## Tier 2 (Languages 2+)
|
||||
* Trade Speech – You gain +1 die on any negotiation where language is a barrier.
|
||||
* Ancient Dialects – Mark a die as Effectful; on success, you can translate at least part of an obscure text.
|
||||
* Polyglot Memory – You never forget a language you’ve heard or read.
|
||||
## Tier 3 (Languages 3+)
|
||||
* Whispered Tongues – You can mimic accents and speech patterns; gain +1 die to Deception when posing as a native speaker.
|
||||
* Codebreaker – Once per scene, you can decipher a coded message without a roll (unless magically encrypted).
|
||||
* Lorekeeper – You may add +1 die to any Knowledge roll involving a culture whose language you speak.
|
||||
## Tier 4 (Languages 4+)
|
||||
* Universal Translator – Once per session, you may communicate flawlessly with any being for 1 hour.
|
||||
* Soul Language – Mark a die as Persistent; on success, you may speak directly to a spirit in its true tongue.
|
||||
* Fluent Recall – You may retroactively declare you know a language relevant to the current scene.
|
||||
18
Rules/Ability Trees/Skills/Knowledge/Mathematics (Focus).md
Normal file
18
Rules/Ability Trees/Skills/Knowledge/Mathematics (Focus).md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
You see the world in patterns and precision.
|
||||
|
||||
## Tier 1 (Mathematics 1+)
|
||||
* Calculated Risk – Mark a die as Effectful; on success, reroll 1 failed die on the next roll.
|
||||
* Exacting Planner – You gain +1 die when predicting time-sensitive events.
|
||||
* Counting Cards – Once per scene, tilt luck in your favor (force a target to reroll one success in a competitive roll).
|
||||
## Tier 2 (Mathematics 2+)
|
||||
* Trajectory Mastery (Mathematics/Archery) – You may reroll one failed die on ranged attacks with sufficient time to aim.
|
||||
* Probability Bias – You may flip one die to its opposite face (1↔6, 2↔5, 3↔4) once per scene.
|
||||
* Efficient Logistics – Once per journey, reduce supplies used by 50%.
|
||||
## Tier 3 (Mathematics 3+)
|
||||
* Predictive Model – Mark a die as Persistent; on success, allies gain +1 die to actions planned using your calculations.
|
||||
* Structural Analysis (Mathematics/Mechanics) – You may instantly identify weak points in a structure, device, or siege engine.
|
||||
* Battlefield Numbers – Once per scene, grant +1 die to all allies by predicting enemy movements.
|
||||
## Tier 4 (Mathematics 4+)
|
||||
* Improbable Gambit – Once per session, declare that an unlikely event occurs in your favor.
|
||||
* Perfect Efficiency – You may reroll any failed die in a non-combat skill roll.
|
||||
* True Calculation – When using dice pools, you may count a single success as 2 if it matches your pre-declared “number of fate.”
|
||||
18
Rules/Ability Trees/Skills/Knowledge/Mechanics (Focus).md
Normal file
18
Rules/Ability Trees/Skills/Knowledge/Mechanics (Focus).md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
You know how to make, fix, and exploit machines.
|
||||
|
||||
## Tier 1 (Mechanics 1+)
|
||||
* Quick Fix – Mark a die as Persistent; on success, repair a broken item or device temporarily.
|
||||
* Spot Weakness – Once per scene, identify a structural flaw, granting +1 die to disable or break the target.
|
||||
* Basic Tools – You may declare you have a simple tool needed for a job (rope, hammer, tinker’s kit).
|
||||
## Tier 2 (Mechanics 2+)
|
||||
* Improvised Device – Mark a die as Risky; on success, jury-rig a simple device (trap, pulley, door lock). Failure = 1 Injury from mishap.
|
||||
* Saboteur (Mechanics/Tactics) – You may disable a device or machine; mark one die as Effectful to delay discovery.
|
||||
* Reinforce – Grant +1 die to an ally’s repair roll by bolstering their work.
|
||||
## Tier 3 (Mechanics 3+)
|
||||
* Advanced Repair – You may fully repair complex machines given time and materials.
|
||||
* Siege Savant (Mechanics/Siegecraft) – You may reroll one failed die when building or firing siege weapons.
|
||||
* Trap Engineer – You may prepare a mechanical trap during downtime; it triggers automatically with success margin 2+.
|
||||
## Tier 4 (Mechanics 4+)
|
||||
* Masterwork – Once per session, you may declare an item or machine you worked on is of exceptional quality, granting +1 die to all uses.
|
||||
* Bypass Security – You may automatically defeat mundane locks and simple traps.
|
||||
* Demolitionist – Mark a die as Powerful; on success, demolish a structure, siege engine, or fortified device.
|
||||
18
Rules/Ability Trees/Skills/Knowledge/Philosophy (Spirit).md
Normal file
18
Rules/Ability Trees/Skills/Knowledge/Philosophy (Spirit).md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
You study ethics, metaphysics, and the meaning of things—making you surprisingly hard to manipulate.
|
||||
|
||||
## Tier 1 (Philosophy 1+)
|
||||
* Contemplative Calm – Mark a die as Persistent; on success, remove 1 Slight or Fatigue.
|
||||
* Logical Argument – Gain +1 die on Persuasion when using reasoned appeals.
|
||||
* Doubt the Premise – Once per scene, force a target in Social Conflict to reroll a success by undermining their logic.
|
||||
## Tier 2 (Philosophy 2+)
|
||||
* Inner Compass – You may ignore 1 Corruption die’s whispers per scene.
|
||||
* Ethical Edge (Philosophy/Empathy) – You may shift a target’s attitude by one step through moral reasoning.
|
||||
* Existential Pressure – Once per scene, inflict 1 Slight by forcing a target to question their own beliefs.
|
||||
## Tier 3 (Philosophy 3+)
|
||||
* Unshakable Resolve – You may ignore the first failed Spirit roll each scene.
|
||||
* Thought Duelist – Gain +1 die when debating opponents on existential topics.
|
||||
* Insightful Skeptic – You may reroll one failed die per session when resisting magical illusion or deception.
|
||||
## Tier 4 (Philosophy 4+)
|
||||
* Clarity of Mind – Once per session, remove all Slights or Corruption whispers from yourself.
|
||||
* Voice of Reason – Allies in Presence meters gain +1 die on Social rolls if you’re supporting them.
|
||||
* Philosopher’s Insight – You may retroactively declare you foresaw a potential outcome; gain +2 dice on a key roll.
|
||||
18
Rules/Ability Trees/Skills/Knowledge/Theology (Spirit).md
Normal file
18
Rules/Ability Trees/Skills/Knowledge/Theology (Spirit).md
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
Faith opens doors—and closes others.
|
||||
|
||||
## Tier 1 (Theology 1+)
|
||||
* Doctrinal Knowledge – Mark a die as Effectful; on success, quote a relevant teaching to gain +1 die on your next Social action.
|
||||
* Blessed Sigil – You may prepare a simple blessing or charm that gives +1 die to allies resisting fear or possession.
|
||||
* Spot Heresy – Once per scene, you may identify false rituals or corrupt priests.
|
||||
## Tier 2 (Theology 2+)
|
||||
* Clerical Favor – You may call on a local temple for sanctuary or supplies once per session.
|
||||
* Ceremonial Precision (Theology/Rituals) – You may remove the first penalty die from performing religious or magical rites.
|
||||
* Faith Anchor – Mark a die as Persistent; on success, allies in Presence meters ignore Slights from fear effects.
|
||||
## Tier 3 (Theology 3+)
|
||||
* Invoke Parable – Once per scene, you may shift a target’s attitude one step by framing your appeal in their faith.
|
||||
* Minor Exorcism – Mark a die as Risky; on success, repel a lesser spirit for 1 round. Failure = 1 Slight.
|
||||
* Temple Network – You have contacts in religious orders; once per session, you may declare a local priest is a distant ally.
|
||||
## Tier 4 (Theology 4+)
|
||||
* Sanctified Ground – Once per session, you may declare an area as hallowed, granting allies +1 die to Spirit rolls while in it.
|
||||
* True Belief – You ignore the first failed Spirit roll each scene.
|
||||
* Martyr’s Will – Once per session, take 1 Injury to remove 1 Corruption die from an ally.
|
||||
17
Rules/Ability Trees/Skills/Knowledge/Zoology (Wit).md
Normal file
17
Rules/Ability Trees/Skills/Knowledge/Zoology (Wit).md
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
You understand the habits, weaknesses, and instincts of beasts and monsters.
|
||||
## Tier 1 (Zoology 1+)
|
||||
* Creature Lore – Mark a die as Effectful; on success, identify one useful fact about an animal or monster’s behavior.
|
||||
* Soothe Beast – Once per scene, you may calm a frightened or hostile animal (does not work on magical monsters).
|
||||
* Track Prey – Gain +1 die when Tracking a specific creature.
|
||||
## Tier 2 (Zoology 2+)
|
||||
* Weak Point – Mark a die as Persistent; on success, call out a creature’s physical vulnerability, granting +1 die to allies attacking it.
|
||||
* Domesticate – During downtime, you may tame a wild animal, allowing it to follow basic commands.
|
||||
* Venom ID (Zoology/Herbalism) – You can identify any venom or animal-derived toxin on sight.
|
||||
## Tier 3 (Zoology 3+)
|
||||
* Alpha Instinct – Mark a die as Powerful; on success, you intimidate or cow a hostile creature for 1 round.
|
||||
* Ecosystem Insight – Once per scene, you may declare the presence of an animal or monster relevant to the area’s ecosystem.
|
||||
* Bonded Beast – You may form a permanent bond with one animal companion (it acts with 2 dice by default).
|
||||
## Tier 4 (Zoology 4+)
|
||||
* Monster Scholar – You may reroll one failed die per scene when dealing with magical beasts.
|
||||
* Whisperer – Once per session, you may communicate intentions to an intelligent animal or magical creature.
|
||||
* Horrific Trap – When hunting a beast, you may set a trap that auto-triggers with margin of success 2+ (counts as instant Critical Hit).
|
||||
56
Rules/Ability Trees/Skills/Martial/Archery (Agility).md
Normal file
56
Rules/Ability Trees/Skills/Martial/Archery (Agility).md
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
### **Tier 1 (Archery 1+)**
|
||||
|
||||
1. **Pinning Shot** – Mark a die as **Effectful**; on success, target is partially immobilized (must spend 1 APR and pass a Might or Agility check to free themselves).
|
||||
|
||||
2. **Quick Shot** – Mark a die as **Risky**; if the marked die succeeds, you may immediately make a second attack with half your remaining dice pool (rounded up).
|
||||
|
||||
3. **Trick Shooter** – Mark a die as **Lucky** on shots at difficult angles (cover, ricochet, etc.); failure on the marked die only counts as a miss, not a fumble.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Archery 2+)**
|
||||
|
||||
1. **Aimed Shot** – Spend 1 APR to aim and mark a die as **Powerful**; add the die’s face value as bonus Injury if the shot hits.
|
||||
|
||||
2. **Suppressing Fire (Archery/Tactics)** – On a successful hit, all enemies within 3m of the target are at –1 die to actions until your next turn.
|
||||
|
||||
3. **Pinpoint Weakness (Archery/Observation)** – Mark a die as **Effectful**; on success, ignore 1 Soak Die or heavy armor penalty when attacking the target.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Archery 3+)**
|
||||
|
||||
1. **Volley Specialist (Archery/Tactics)** – When firing on a group, mark one die as **Exploding**; additional dice from explosions may be applied to adjacent targets.
|
||||
|
||||
2. **Snipe** – If you spend a full round aiming without being interrupted, your next attack counts as a **Critical Hit** on margin of success 2+.
|
||||
|
||||
3. **Hamstring Shot (Archery/Medicine)** – Mark a die as **Effectful**; on success, reduce the target’s Speed by 2 (or –1 APR if already Wounded).
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Archery 4+)**
|
||||
|
||||
1. **Rain of Arrows** – Spend 2 APR and mark one die as **Exploding**; make a separate attack roll against all enemies in a 5m area (one pool, allocate successes).
|
||||
|
||||
2. **Perfect Shot** – Mark a die as **Lucky** and **Powerful**; the marked die counts as 2 successes on a roll of 6.
|
||||
|
||||
3. **Death from Afar (Archery/Stealth)** – First attack in a combat where you are undetected is automatically a Critical Hit (margin 3+ = _Subdue_).
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Why It Fits**
|
||||
|
||||
- **Ranged control:** Pinning, hamstringing, and suppressing enemies shape the battlefield.
|
||||
|
||||
- **Synergy:** Tactics and Stealth synergy creates archetypes like snipers and skirmishers.
|
||||
|
||||
- **Risk/reward:** Players can gamble on Quick Shots or aim for devastating Snipes.
|
||||
|
||||
|
||||
---
|
||||
|
||||
🔥 **Next:** Should we tackle **Dodge** (mobility and survival), or go straight into **Shields** (defense and formation control)? Or do you want me to jump to **Tactics** to solidify the “battlefield commander” style?
|
||||
62
Rules/Ability Trees/Skills/Martial/Brawl (Fortitude).md
Normal file
62
Rules/Ability Trees/Skills/Martial/Brawl (Fortitude).md
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
Here’s the **Brawl (Fortitude)** tree in full, designed to synergize with the **Combat system** (grapples, control, body-as-weapon) and cross-pollinate where it makes sense:
|
||||
|
||||
---
|
||||
|
||||
## **Brawl (Fortitude)**
|
||||
|
||||
### **Tier 1 (Brawl 1+)**
|
||||
|
||||
1. **Grapple** – Mark a die as **Effectful**; on success, target is **Grappled** (cannot move, attack rolls –2 dice).
|
||||
|
||||
2. **Brutal Takedown** – Mark a die as **Powerful**; on success, you slam the opponent prone and deal bonus Injury equal to die value.
|
||||
|
||||
3. **Defensive Hold** – Mark a die as **Persistent** when defending with Brawl; on success, attacker’s next combat action is –2 dice.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Brawl 2+)**
|
||||
|
||||
1. **Chokehold** – While Grappling, mark one die as **Risky**; on success margin 2+, target is _subdued_ or silenced.
|
||||
|
||||
2. **Knockback Blow (Brawl/Melee)** – Mark a die as **Powerful**; on success, push the target back meters equal to die value (may break formations).
|
||||
|
||||
3. **Blood in the Water (Brawl/Dodge)** – When an enemy becomes Wounded (half health), you gain +1 die to Brawl checks against them until subdued.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Brawl 3+)**
|
||||
|
||||
1. **Unstoppable Force** – When you successfully Grapple, mark one die as **Persistent**; carry it into the next attack or slam for +1 Injury.
|
||||
|
||||
2. **Crippling Hold (Brawl/Medicine)** – While Grappling, mark a die as **Effectful**; on success, target’s limb is disabled (Speed –2 or –1 APR until healed).
|
||||
|
||||
3. **Pain Compliance (Brawl/Intimidation)** – When Grappling, you may force a Spirit + Focus check vs your Fortitude; failure = target Falters.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Brawl 4+)**
|
||||
|
||||
1. **One-Punch Breaker** – Mark a die as **Exploding**; on success margin 3+, deal double Injury (or immediately _Subdue_ if target is Wounded).
|
||||
|
||||
2. **Human Shield** – While Grappling, you may use the target to block attacks; attacks against you hit the grappled enemy instead.
|
||||
|
||||
3. **Chain Breaker (Brawl/Tactics)** – If you Grapple or drop a foe, you may immediately Grapple or slam another adjacent enemy with +1 die.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Why It Fits**
|
||||
|
||||
- **Control-focused:** Grapples, pins, and limb disablement give narrative and mechanical control.
|
||||
|
||||
- **Synergy:** Combos with Melee (Hook & Trip, War Banner) and Dodge for counterplay.
|
||||
|
||||
- **Cinematic moments:** Using enemies as human shields, choke-outs, and brutal slams tie right into Vaelora’s visceral combat tone.
|
||||
|
||||
|
||||
---
|
||||
|
||||
🔥 **Next:** Should we go to **Archery** next (ranged precision, attrition, and battlefield control)? Or **Dodge** (mobility, survival, counterattacks)?
|
||||
58
Rules/Ability Trees/Skills/Martial/Dodge (Agility).md
Normal file
58
Rules/Ability Trees/Skills/Martial/Dodge (Agility).md
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
Here’s the **Dodge (Agility)** tree, designed to maximize **mobility, survival, and counterattacks**—with plenty of synergy to Melee, Brawl, and Shields:
|
||||
|
||||
### **Tier 1 (Dodge 1+)**
|
||||
|
||||
1. **Evasive Roll** – Mark a die as **Risky** when defending; on success, you avoid all Injury this round and reposition 2m. On failure, you fall prone.
|
||||
|
||||
2. **Sidestep** – When you succeed on a Dodge, you may immediately move 2m without spending APR (doesn’t provoke attacks).
|
||||
|
||||
3. **Defensive Instinct** – Mark a die as **Lucky** when making your first Dodge roll each round.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Dodge 2+)**
|
||||
|
||||
1. **Mirror Movement (Dodge/Cooperative)** – When you successfully Dodge, mark a die as **Cooperative**; an ally fighting the same enemy may reroll 1 die on their next action.
|
||||
|
||||
2. **Acrobatic Escape (Dodge/Climbing)** – When Engaged, you may spend 1 APR to leap or vault out of melee range; roll Dodge to avoid triggering opportunity attacks.
|
||||
|
||||
3. **Counter Lunge (Dodge/Melee)** – After successfully Dodging, you may spend 1 APR to make a single retaliatory strike at +1 die.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Dodge 3+)**
|
||||
|
||||
1. **Blink Step (Dodge/Stealth)** – Once per scene, you may Dodge and vanish into cover (line of sight broken) if you roll a margin of success 2+.
|
||||
|
||||
2. **Flow State** – Each consecutive successful Dodge grants +1 die to the next Dodge, up to +3; the bonus resets when you fail or are hit.
|
||||
|
||||
3. **Redirect (Dodge/Brawl)** – When Dodging a melee attack, mark one die as **Effectful**; on success, you may push the attacker into a new position (swap or shove 2m).
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Dodge 4+)**
|
||||
|
||||
1. **Impossible Evasion** – Mark a die as **Persistent**; on a success margin 3+, you ignore all attacks targeting you until the start of your next turn.
|
||||
|
||||
2. **Flicker Reflexes** – You may Dodge multiple attacks per round without cumulative defense penalties (except the base –2/–4 dice rule no longer applies).
|
||||
|
||||
3. **Turn the Tide (Dodge/Tactics)** – When you successfully Dodge a Critical Hit (margin 3+), you may choose 1 ally to immediately take a free action or reroll their entire dice pool.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Why It Fits**
|
||||
|
||||
- **Survival focus:** Heavy on avoiding damage and repositioning without spending APR.
|
||||
|
||||
- **Synergy:** Counterattacks pair with Melee/Brawl; teamplay options (Mirror Movement, Turn the Tide) tie to Tactics.
|
||||
|
||||
- **Escalation:** Higher tiers grant near-supernatural evasiveness, letting Dodge specialists become untouchable in key moments.
|
||||
|
||||
|
||||
---
|
||||
|
||||
🔥 **Next:** Should we tackle **Shields** (defensive mastery), **Tactics** (battlefield coordination), or **Throwing** (light ranged weaponry) next?
|
||||
40
Rules/Ability Trees/Skills/Martial/Melee (Might).md
Normal file
40
Rules/Ability Trees/Skills/Martial/Melee (Might).md
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
### **Tier 1 (Melee 1+)**
|
||||
|
||||
1. **Power Strike** – Mark a die as **Powerful**; add its face value as Injury if the attack succeeds.
|
||||
|
||||
2. **Guarded Stance** – Mark a die as **Persistent**; if you succeed on your next defense, carry +1 die into your next attack.
|
||||
|
||||
3. **Disarm** – Mark a die as **Effectful**; on success, force opponent to drop weapon/shield.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Melee 2+)**
|
||||
|
||||
1. **Flurry** – Split your dice pool into two attacks; mark one die as **Risky** across both.
|
||||
|
||||
2. **Press the Advantage (Melee/Tactics)** – On a successful hit, allies attacking the same target gain +1 die until end of round.
|
||||
|
||||
3. **Hook and Trip (Melee/Brawl)** – Success margin 2+ knocks target prone or strips their shield instead of dealing Injury.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Melee 3+)**
|
||||
|
||||
1. **Bleeding Edge (Melee/Survival)** – Attacks inflict 1 ongoing Injury per round until treated if at least one **Effectful** die succeeds.
|
||||
|
||||
2. **Duelist’s Focus (Melee/Dodge)** – When facing a single opponent, mark one die as **Lucky** each round.
|
||||
|
||||
3. **Vicious Riposte (Melee/Dodge)** – If you succeed on a Parry, immediately counterattack with +1 die and mark one die as **Powerful**.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Melee 4+)**
|
||||
|
||||
1. **Finishing Blow** – Exceed opponent’s defense by 3+ successes = immediately _Subdue_ (or kill if using a **Vicious** die).
|
||||
|
||||
2. **Unstoppable Onslaught (Melee/Brawl)** – Dropping an enemy lets you immediately attack another adjacent foe with the same pool.
|
||||
|
||||
3. **War Banner (Melee/Command)** – When you drop an enemy, allies within Presence meters may reroll 1 die on their next action.
|
||||
58
Rules/Ability Trees/Skills/Martial/Shields (Might).md
Normal file
58
Rules/Ability Trees/Skills/Martial/Shields (Might).md
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
Here’s the **Shields (Might)** tree, focused on defense, formation tactics, and controlling the flow of combat:
|
||||
|
||||
### **Tier 1 (Shields 1+)**
|
||||
|
||||
1. **Shield Bash** – Mark a die as **Effectful**; on success, you deal 1 Injury and push the target back 1m.
|
||||
|
||||
2. **Steady Wall** – When using Block, mark a die as **Persistent**; if it succeeds, gain +1 die on your next defense.
|
||||
|
||||
3. **Brace** – Once per round, you may reduce forced movement or knockdown effects by 2m without a roll.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Shields 2+)**
|
||||
|
||||
1. **Deflecting Guard** – Mark a die as **Lucky** when using Block; on success margin 2+, redirect the attack to another adjacent target.
|
||||
|
||||
2. **Shield Wall (Shields/Tactics)** – When adjacent to another shield user, you may both mark a die as **Cooperative**; each success adds +1 die to both defenders’ next Block rolls.
|
||||
|
||||
3. **Stalwart Advance** – When you successfully Block, you may immediately move 2m forward without provoking attacks.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Shields 3+)**
|
||||
|
||||
1. **Battering Rampart (Shields/Melee)** – Mark a die as **Powerful** on a Shield Bash; on success, deal bonus Injury equal to the die’s value and knock target prone.
|
||||
|
||||
2. **Guardian’s Intercept (Shields/Dodge)** – When an ally adjacent to you is attacked, spend 1 APR to Block for them; if you succeed, they suffer no Injury.
|
||||
|
||||
3. **Bulwark Formation** – When using Shield Wall, allies in the formation gain half your Shields skill as bonus Soak dice when Relying on Armor.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Shields 4+)**
|
||||
|
||||
1. **Immovable Bastion** – While braced (spending 1 APR), you cannot be moved against your will and gain +2 dice to all defense rolls.
|
||||
|
||||
2. **Rebounding Defense** – When you Block a Critical Hit (margin 3+), mark one die as **Exploding**; immediately counterattack with +2 dice.
|
||||
|
||||
3. **Aegis (Shields/Tactics)** – Once per scene, when you successfully Block, all adjacent allies ignore the next attack made against them.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Why It Fits**
|
||||
|
||||
- **Defense focus:** Blocks, intercepts, and formations reinforce the shield-bearer as a true protector.
|
||||
|
||||
- **Synergy:** Links naturally to Melee, Tactics, and Dodge for counterattacks and team defense.
|
||||
|
||||
- **Escalation:** Tier 4 makes shield users anchors on the battlefield, able to hold positions and protect allies in climactic moments.
|
||||
|
||||
|
||||
---
|
||||
|
||||
🔥 Next up: **Tactics** (battlefield coordination and leadership) or **Throwing** (light ranged control)?
|
||||
52
Rules/Ability Trees/Skills/Martial/Siegecraft (Focus).md
Normal file
52
Rules/Ability Trees/Skills/Martial/Siegecraft (Focus).md
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
|
||||
### **Tier 1 (Siegecraft 1+)**
|
||||
|
||||
1. **Siege Weapon Mastery** – Mark a die as **Powerful** when using siege weapons; add the die’s face value to structural damage if successful.
|
||||
|
||||
2. **Emergency Repair** – Mark a die as **Risky** when repairing fortifications under fire; on success, restore structural integrity equal to the die’s value.
|
||||
|
||||
3. **Reinforced Cover** – Once per scene, spend 1 APR to bolster a position; allies in the area gain +1 Soak die when using Rely on Armor.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Siegecraft 2+)**
|
||||
|
||||
1. **Breaching Charge (Siegecraft/Alchemy)** – Mark a die as **Effectful** when placing explosives; on success, collapse or breach a wall/gate section.
|
||||
|
||||
2. **Suppressive Bombardment** – When you hit an area with a siege weapon, all enemies within the zone are –2 dice to actions until the end of their next turn.
|
||||
|
||||
3. **Trap Architect (Siegecraft/Tactics)** – Once per scene, spend 1 APR to set a trap; the first enemy entering triggers a disabling effect (tripline, caltrop scatter, or pitfall).
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Siegecraft 3+)**
|
||||
|
||||
1. **Rally Defense** – When defending a fortification, mark one die as **Persistent**; allies within range gain +1 die to their next defensive roll.
|
||||
|
||||
2. **Sapper’s Insight (Siegecraft/Survival)** – Mark one die as **Lucky** when undermining fortifications or bypassing defenses; on success margin 2+, you find a critical weakness.
|
||||
|
||||
3. **Weapon Overload** – Push a siege weapon to its limit; mark a die as **Risky**; on success, deal double structural damage, but the weapon is disabled if the marked die fails.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Siegecraft 4+)**
|
||||
|
||||
1. **Grand Engineer** – Once per scene, you may designate an entire fortification (or siege weapon emplacement) as Reinforced; it gains +2 Soak dice and halves structural damage.
|
||||
|
||||
2. **Relentless Bombardier** – When you successfully strike with a siege weapon, you may immediately make another attack at –2 dice.
|
||||
|
||||
3. **Fortress Breaker (Siegecraft/Tactics)** – Any attack you lead against structures or fortifications automatically counts as a Critical Hit on margin of success 2+.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Why It Fits**
|
||||
|
||||
- **Fortification focus:** Control the pace of sieges, repair defenses, or break them down.
|
||||
|
||||
- **Synergy:** Crosses naturally with Tactics, Survival (sapper work), and Alchemy (breaching charges).
|
||||
|
||||
- **Cinematic escalation:** Tier 4 creates defining moments: demolishing walls or holding a bastion against impossible odds.
|
||||
51
Rules/Ability Trees/Skills/Martial/Tactics (Wit).md
Normal file
51
Rules/Ability Trees/Skills/Martial/Tactics (Wit).md
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
Here’s the **Tactics (Wit)** tree, built around battlefield coordination, control, and leadership synergy:
|
||||
|
||||
### **Tier 1 (Tactics 1+)**
|
||||
|
||||
1. **Ambush Planner** – Mark a die as **Effectful** when rolling for Initiative; on success, all allies gain +1 die to their first action.
|
||||
|
||||
2. **Flank Order** – When an ally attacks a foe you also threaten, they may reroll 1 die if you have line of sight.
|
||||
|
||||
3. **Quick Rally** – Once per scene, spend 1 APR to remove a Slight or Fatigue from one ally within Presence meters.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 2 (Tactics 2+)**
|
||||
|
||||
1. **Battlefield Mastery** – On a successful Tactics roll (Wit + Tactics), a number of allies equal to successes gain +1 die on their next attack or defense.
|
||||
|
||||
2. **Strategic Withdrawal** – Mark a die as **Persistent**; on success, all allies within range may disengage without provoking attacks.
|
||||
|
||||
3. **Coordinated Strike (Tactics/Melee)** – When you attack a target after an ally attacked them, mark a die as **Powerful**; add its value to Injury if successful.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 3 (Tactics 3+)**
|
||||
|
||||
1. **Exploit Weakness** – On a successful Tactics roll, choose a target; all allies gain +1 die to actions against that target for the round.
|
||||
|
||||
2. **Counter Formation (Tactics/Shields)** – When enemies attempt to surround you, mark one die as **Lucky**; on success, all allies in your formation gain +2 dice on defense until your next turn.
|
||||
|
||||
3. **Commanding Presence (Tactics/Command)** – Once per round, you may allow one ally to reroll their entire dice pool on a failed action.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Tier 4 (Tactics 4+)**
|
||||
|
||||
1. **Turn the Tide** – When an ally is Subdued or Wounded, spend 1 APR to immediately grant all allies +1 APR and +1 die to their next action.
|
||||
|
||||
2. **Master of the Field** – Once per scene, mark a die as **Persistent**; on success, reposition all allies and enemies within Presence meters by 2m as you dictate.
|
||||
|
||||
3. **War Leader (Tactics/Command)** – Allies within Presence meters gain +1 die to all rolls while you are standing; if you are Subdued, they immediately gain 1 Fatigue.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### **Why It Fits**
|
||||
|
||||
- **Strong team buffs:** Bolsters allies, manages enemy pressure, and rallies morale.
|
||||
|
||||
- **Synergy:** Connects naturally with Melee, Shields, and Command abilities.
|
||||
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