vaelora/Rules/Ability Trees/Ability Trees.md
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### **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 lineages 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, Annwyns 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 trees 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 trees 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 Orders healing presence in play.
### **Why It Matters**
Ability Trees define a characters **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.