### **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.