611 lines
No EOL
52 KiB
Markdown
611 lines
No EOL
52 KiB
Markdown
Yes! That’s exactly the elegant structure that will make the Shayakar Profession Trees sing. Here’s how we can set it up:
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Shayakar Profession Tree Structure
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1. A General “Core” Tree
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• This is the universal Shayakar tree that establishes the bonded spirit relationship and foundational techniques.
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• Players take one Tier 1 ability from this tree to unlock the Shayakar path.
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• Once they have it, they can advance further in the core tree OR branch into the cultural/sub-path trees.
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2. Sub-Paths (Regional / Cultural Trees)
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• Each cultural variation of the Shayakar is its own tree:
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• Knightly Orders of the Mentralian Kingdoms
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• Sworn Blades (Shogunate)
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• Oathknights of Annwyn
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• Free City Duelists, Pharos Council of Blades, etc.
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• Each of these trees starts at Tier 1 again (independent progression), but requires the Shayakar core unlock to access.
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3. How Advancement Works
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• Core Shayakar Tree: Represents universal powers (spirit bonding, Vanishing Blade, spirit channeling).
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• Sub-path Trees: Represent specialized oaths, cultural expectations, unique spirit domains, and techniques tied to their tradition.
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• 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).
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Example: Core Shayakar Tree
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Leading Skills: Binding (Spirit), Melee, Spirit (Attune)
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Tier 1 (Unlock Shayakar)
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• Spirit-Bonded – You undergo the binding ritual: gain a bonded spirit and a Vowblade. May summon your blade at will (Vanishing Blade).
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• Oathbrand – The spirit marks you: +1 die to resist fear and corruption when upholding your oaths.
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• Spirit Reflexes – +1 die to Melee or Dodge once per scene when your spirit guides you.
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Tier 2
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• Spirit Surge – Once per session, channel your spirit’s domain to gain +2 dice on any roll; take 1 Fatigue.
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• Ward of the Bound – Allies within 5m gain +1 die vs corruption and spirit effects while your blade is drawn.
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• Manifestation – Your bonded spirit can partially manifest, granting one thematic boon (flight, armor, aura, etc.) for 1 scene.
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Tier 3
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• Spirit Fusion – You and your spirit merge fully for 1 scene, dramatically enhancing physical and spiritual abilities; risk gaining 1 Corruption die.
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• Anchor of the Veil – You can suppress or stabilize spiritual anomalies (possessions, corruption rifts, etc.) once per session.
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• Channel Domain – You may infuse your spirit’s dominion directly into attacks or defenses (e.g., flaming blade, stone-skin).
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Tier 4
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• Spirit Ascendant – Your spirit can fully manifest as an independent ally once per session.
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• 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.
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• Banisher’s Edge – Once per session, you may sever a spirit from its host or permanently destroy a corrupted entity.
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Branching into Sub-Paths
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• Example: You take Spirit-Bonded from the core tree. This now unlocks:
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• Knightly Orders Tree (focus on Eightfold Vows, protective codes, ancestral spirits)
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• Sworn Blades Tree (life-oaths, defensive techniques, pain/endurance powers)
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• Oathknights Tree (geasa boons + curses, mythic Annwyn powers)
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• Others (Free City Duelists, Council of Blades, etc.)
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• Each sub-tree:
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• Starts fresh at Tier 1, with its own unique abilities.
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• Can be advanced independently with marks from the leading skills and narrative training.
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🔥 Do you want me to:
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• Flesh out the full Knightly Orders sub-tree first (with 3–4 abilities per tier)?
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• Or lay out all the sub-trees in Tier 1 only first, so we see the flavors side-by-side before going deep?
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---
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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.
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Here’s how we’ll structure it:
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Knightly Orders – Tree Design Plan
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Each Order gets its own Profession Sub-Tree, unlocked after Tier 1 in the Core Shayakar tree.
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• Leading Skills: Etiquette, Melee, Tactics (some Orders may add Spirit or Empathy depending on focus).
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• Each tree has Vow Advancement baked in at every tier, but the specific vows are unique to that Order.
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• Each tier offers 2–3 non-vow abilities to round out combat, support, and leadership capabilities.
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Example: Order of the Verdant Chalice
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Tier 1 (Verdant Chalice 1+)
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Vow Advancement (choose one):
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• Oath of Shelter – +1 die to defend innocents or allies.
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• Oath of the Bloomguard – +1 die to Spirit or Persuasion when preserving living places or cultural works.
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• Oath of Quiet Mercy – +1 die to Medicine or Melee when ending suffering.
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Other Abilities (choose one):
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• Healer’s Hands – Once per session, heal an additional Injury when using Medicine.
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• Shield of Compassion – Allies adjacent to you gain +1 die to Spirit rolls when resisting fear.
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• Guardian’s Resolve – You may intercept one attack per session on an ally and reduce its Injury by 1.
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Tier 2 (Verdant Chalice 2+)
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Vow Advancement: Deepen an existing vow or take a new one.
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• Shelter → Allies you defend gain +1 die to Defense rolls.
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• Bloomguard → Reroll one failed die when defending sacred ground or culture.
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• Quiet Mercy → Healing removes one Fatigue in addition to Injury.
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Other Abilities:
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• Purifying Presence – Once per session, remove 1 Corruption die from a willing ally.
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• Verdant Sentinel – Gain +1 die to Observation or Empathy in natural or sacred areas.
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• Oathbound Rally – Once per session, rally allies to remove 1 Fatigue collectively.
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Tier 3 (Verdant Chalice 3+)
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Vow Advancement:
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• Shelter → Allies adjacent to you may ignore the first Fatigue per scene.
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• Bloomguard → Once per session, force hostile spirits or foes to falter (Spirit vs difficulty 2).
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• Quiet Mercy → Once per session, remove 1 Corruption die from a fallen ally during a rite.
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Other Abilities:
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• Guardian’s Aura – Allies in 5m gain +1 die to Spirit rolls.
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• Bastion of Mercy – Once per session, ignore Wounded penalties for the rest of a scene.
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• Oath of Unity – Allies gain +1 die to Combat rolls when fighting under your command.
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Tier 4 (Verdant Chalice 4+)
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Vow Advancement:
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• Shelter → Once per session, automatically intercept any attack on an ally anywhere.
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• Bloomguard → Automatically succeed at one Spirit roll when preserving life or sacred ground.
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• Quiet Mercy → Once per session, restore a fallen ally at 0 Health to full capacity.
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Other Abilities:
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• Eternal Bloom – Allies fully heal Fatigue at the end of a scene where you were present.
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• Ancestral Manifestation – Your Order’s ancestral spirit fully manifests as an ally once per session.
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• Champion of the Chalice – Treat any Melee or Spirit roll in defense of your vows as Effectful (maximum successes) once per session.
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How We Proceed
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There are eight Orders, each with their own distinct vows and thematic abilities:
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• Verdant Chalice (healers and defenders)
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• Silent Tides (seafarers and watchers)
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• Gilded Thorn (political power-brokers, duelist finesse)
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• Ashen Crown (stoic martyrs, battlefield anchors)
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• Bronze Ram (shock troops and siege-breakers)
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• Hollow Star (keepers of forbidden lore, shadow war)
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• Broken Sigil (renegade spirit-hunters, clandestine missions)
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• Crowned Blade (idealists, High King loyalists, unifying presence)
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🔥 Which one do you want me to fully build next?
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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?
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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:
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Shayakar – Knightly Orders Sub-Tree: Silent Tides
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Identity
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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.
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Leading Skills: Stealth, Navigation, Melee
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Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
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Tier 1 (Silent Tides 1+)
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Vow Advancement (choose one):
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• Oath of the Deep Watch – +1 die to Observation or Spirit rolls when watching over a coastline, port, or sea route.
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• Oath of the Silent Blade – +1 die to Stealth or Melee when striking unseen.
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• Oath of the Tidal Mercy – +1 die to Navigation or Persuasion when rescuing those in danger at sea or in coastal towns.
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Other Abilities (choose one):
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• Mariner’s Instinct – Gain +1 die to Navigation and Survival rolls on or near water.
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• Lurker in the Surf – Gain +1 die to Stealth when using aquatic terrain or darkness.
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• Coastal Network – Once per session, declare you know a smuggler or dockworker who can provide information or shelter.
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Tier 2 (Silent Tides 2+)
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Vow Advancement: Deepen an existing vow or take a new one:
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• Deep Watch (Advanced): Allies you guide gain +1 die to Observation or Spirit rolls on sea/coastal missions.
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• Silent Blade (Advanced): Once per session, reroll one failed Melee die when attacking from stealth.
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• Tidal Mercy (Advanced): Once per session, secure passage or assistance from a neutral party (fishermen, merchants, coastal villages).
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Other Abilities:
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• Ghosts at Anchor – Once per session, you may infiltrate a guarded port or ship undetected if you have time to prepare.
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• Wavebreaker – Gain +1 die to Melee when fighting on ships, docks, or beaches.
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• Underworld Tide – You may call in a favor from coastal criminal networks (smugglers, corsairs) once per session.
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Tier 3 (Silent Tides 3+)
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Vow Advancement:
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• Deep Watch (Advanced): Once per session, detect approaching threats across water (ships, storms, sea monsters) with Spirit + Observation.
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• Silent Blade (Advanced): Attacks from stealth ignore 1 point of Soak.
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• Tidal Mercy (Advanced): When rescuing allies or innocents, allies regain 1 Fatigue.
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Other Abilities:
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• Tidecaller’s Command – Allies gain +1 die to Navigation and Stealth during coordinated naval missions.
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• Coastal Saboteur – Once per session, disable a ship, fortification, or sea gate without leaving evidence.
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• Harpooner’s Wrath – Once per session, pin a fleeing enemy or ship in place with a precision strike.
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Tier 4 (Silent Tides 4+)
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Vow Advancement:
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• Deep Watch (Mastery): Once per session, automatically sense a hidden or distant threat at sea before it strikes.
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• Silent Blade (Mastery): Once per session, treat a strike from stealth as Effectful (maximum successes).
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• Tidal Mercy (Mastery): Once per session, prevent a total disaster (shipwreck, drowning, mass casualty event) with decisive action.
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Other Abilities:
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• Master of the Deep Routes – Allies traveling under your guidance by sea halve travel time and ignore standard hazards.
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• Ebb and Flow – Once per session, remove yourself and 1 ally from a battle or pursuit entirely by slipping away unseen.
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• Champion of the Tides – Once per session, treat any Spirit or Combat roll at sea as Effectful when defending your Order’s oaths.
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Play Feel
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• Tides Vows: build personal focus: stealth assassins, coastal guardians, or rescuers.
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• Non-vow abilities: master infiltration, naval superiority, and underworld ties.
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• Breaking a vow disables its progression, emphasizing the moral weight of the Order’s oaths.
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🔥 Do you want me to jump to the Gilded Thorn next (duelists, political power-brokers)?
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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?
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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.
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Shayakar – Knightly Orders Sub-Tree: Gilded Thorn
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Identity
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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.
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Leading Skills: Etiquette, Persuasion, Melee
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Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
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Tier 1 (Gilded Thorn 1+)
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Vow Advancement (choose one):
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• Oath of the Mirror Mask – +1 die to Deception or Persuasion when maintaining appearances or concealing weakness.
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• Oath of Barbed Grace – +1 die to Melee rolls in single combat or duels.
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• Oath of Silken Resolve – +1 die to resist emotional manipulation, intimidation, or humiliation.
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Other Abilities (choose one):
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• Courtly Spider – Once per session, declare you know a noble contact or rumor network that can influence a courtly event.
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• Measured Strike – Gain +1 die to Melee attacks if you have studied your foe for at least one round.
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• Poisoned Whisper – Gain +1 die to Deception when spreading rumors or discrediting rivals.
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Tier 2 (Gilded Thorn 2+)
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Vow Advancement: Deepen an existing vow or take a new one:
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• Mirror Mask (Advanced): Once per session, reroll a failed Social die if your deception or façade is at stake.
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• Barbed Grace (Advanced): Once per session, reroll a failed Melee die in a duel or formal combat.
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• Silken Resolve (Advanced): Allies within 5m gain +1 die to resist social pressure while you maintain composure.
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Other Abilities:
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• Duelist’s Poise – Once per session, impose –1 die on an opponent’s attack in single combat by exploiting their overextension.
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• Velvet Chains – Gain +1 die to Persuasion or Etiquette when coercing others through favors and obligations.
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• Rose of the Court – You may treat your presence as an asset: +1 die to allies’ Social rolls when you accompany them at court.
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Tier 3 (Gilded Thorn 3+)
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Vow Advancement:
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• Mirror Mask (Advanced): You may declare a false narrative at court once per session; allies gain +1 die to reinforce it.
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• Barbed Grace (Advanced): Attacks in duels ignore 1 point of Soak.
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• Silken Resolve (Advanced): Once per session, you and your allies may ignore one Fatigue caused by social or emotional stress.
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Other Abilities:
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• Thorned Reputation – Once per session, force a rival to act cautiously or defensively in Social rolls due to your reputation.
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• Fatal Flourish – In duels, gain +1 die to Melee attacks when performing a decisive strike.
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• Web of Influence – Once per session, manipulate a courtly vote or decision to your advantage.
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Tier 4 (Gilded Thorn 4+)
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Vow Advancement:
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• Mirror Mask (Mastery): Once per session, automatically succeed at any Social roll where your identity or reputation is at stake.
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• Barbed Grace (Mastery): Once per session, treat a Melee attack in a duel as Effectful (maximum successes).
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• Silken Resolve (Mastery): You and allies in 10m may ignore all fear and emotional manipulation for 1 scene.
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Other Abilities:
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• Rose-Blood Duelist – Once per session, take two consecutive actions in a duel before your opponent can respond.
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• Power Behind the Throne – Once per session, decisively sway a high-level political outcome using your network.
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• Champion of the Thorn – Allies at court gain +1 die to Spirit and Social rolls when you act as their figurehead.
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Play Feel
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• Gilded Thorn Vows: lean into mastery of appearances, elegance in battle, and resilience under scrutiny.
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• Non-vow abilities: grant manipulation tools, dueling supremacy, and political reach.
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• Breaking a vow disables all associated boons until atoned for, pushing players into high-stakes roleplay.
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🔥 Do you want me to build the Ashen Crown next (stoic battlefield anchors and martyrs)?
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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?
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Here is the Ashen Crown Sub-Tree for the Shayakar Knightly Orders, fully infused with their stoic, martyr-like ethos and vow structure.
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Shayakar – Knightly Orders Sub-Tree: Ashen Crown
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Identity
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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.
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Leading Skills: Melee, Spirit (Discipline), Tactics
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Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
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Tier 1 (Ashen Crown 1+)
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Vow Advancement (choose one):
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• Oath of the Burned Path – +1 die to resist Fatigue, Pain, and fear while standing ground against overwhelming odds.
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• Oath of the Broken Helm – +1 die to Melee when defending allies or holding a choke point.
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• Oath of the Ember’s Vigil – +1 die to Spirit rolls when maintaining a defensive stance, even if it means harm to yourself.
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Other Abilities (choose one):
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• Stonewall – Once per session, you can make yourself immovable; enemies must roll Spirit vs difficulty 2 to bypass you.
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• Bulwark of Resolve – Allies behind you gain +1 die to Defense rolls while you are in formation.
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• Ashen Gaze – Gain +1 die to Intimidation when holding position against a superior foe.
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Tier 2 (Ashen Crown 2+)
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Vow Advancement: Deepen an existing vow or take a new one:
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• Burned Path (Advanced): Allies in 5m gain +1 die to Spirit rolls when standing their ground.
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• Broken Helm (Advanced): Once per session, intercept an attack that would incapacitate an ally and halve the damage.
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• Ember’s Vigil (Advanced): Once per session, reroll a failed Spirit roll when remaining in position under pressure.
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Other Abilities:
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• March of the Fallen – You may act for one extra round at 0 Health before collapsing.
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• Shield Wall – Allies adjacent to you gain +1 die to Defense rolls while you maintain position.
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• Iron Focus – Reroll one failed Melee die per session when defending allies in formation.
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Tier 3 (Ashen Crown 3+)
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Vow Advancement:
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• Burned Path (Advanced): Once per session, allies within 10m may ignore the first Fatigue of the scene.
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• Broken Helm (Advanced): When defending allies, your attacks ignore 1 point of Soak.
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• Ember’s Vigil (Advanced): Once per session, automatically succeed at one Spirit roll related to holding a defensive position.
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Other Abilities:
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• Anchor of the Field – Allies in 5m gain +1 die to Spirit and Combat rolls when you hold a line.
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• Martyr’s Stand – Once per session, you may choose to take all attacks against allies within 5m for one round.
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• Enduring Presence – Fatigue penalties are reduced by 1 for you for the remainder of the session.
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Tier 4 (Ashen Crown 4+)
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Vow Advancement:
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• Burned Path (Mastery): Once per session, allies in 10m may ignore all Fatigue and Wounded penalties for 1 scene.
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• Broken Helm (Mastery): Once per session, intercept any attack on any ally, regardless of range.
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• Ember’s Vigil (Mastery): Once per session, create a defensive bastion: allies in 10m gain +1 die to Defense rolls for 1 scene.
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Other Abilities:
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• Eternal Bastion – Once per session, treat all Melee and Spirit rolls in defense of your vows as Effectful (max successes).
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• Deathless Resolve – You can remain conscious and fight even at 0 Health until the scene ends, but will collapse afterward.
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• Champion of the Crown – Allies gain +1 die to Combat and Spirit rolls when you lead a defensive stand.
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Play Feel
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• Ashen Crown Vows: emphasize sacrifice, resolve, and holding the line at all costs.
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• Non-vow abilities: transform you into a living wall and morale anchor.
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• Breaking a vow disables its benefits until atonement—perfectly fitting their martyr ethos.
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🔥 Do you want me to now build the Bronze Ram Sub-Tree (siege-breakers and shock troops)?
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Or should we switch to one of the more shadowy Orders like the Hollow Star or Broken Sigil for contrast?
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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:
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Refined Bronze Ram Sub-Tree (with Siegecraft)
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Leading Skills:
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• Melee – for their brutal close-quarters assaults.
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• Tactics – for battlefield positioning.
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• Siegecraft – for breaching fortifications, using siege engines, and identifying weaknesses.
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Requirement: Must have unlocked Tier 1 of the Core Shayakar Tree.
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Tier 1 (Bronze Ram 1+)
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Vow Advancement (choose one):
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• Oath of the Broken Gate – +1 die to Siegecraft or Melee when attacking fortifications, barriers, or shield walls.
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• Oath of the Low Stone – +1 die to Spirit rolls when charging or leading a frontal assault.
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• Oath of the Last Push – +1 die to Athletics or Melee when fighting while Wounded or Fatigued.
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Other Abilities (choose one):
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• Breacher’s Eye – Once per session, automatically identify a structural or tactical weakness in a fortification (Siegecraft).
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• Ram’s Momentum – Gain +1 die to your first attack after charging or after breaching a barrier.
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• War Cry – Once per session, force enemies in 5m to roll Spirit vs difficulty 2 or Falter.
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Tier 2 (Bronze Ram 2+)
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Vow Advancement: Deepen an existing vow or take a new one:
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• Broken Gate (Advanced): Attacks against barriers or fortifications deal +1 Injury or ignore 1 point of structural Soak.
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• Low Stone (Advanced): Allies charging with you gain +1 die to Melee attacks on the opening round.
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• Last Push (Advanced): Once per session, reroll one failed die when Wounded or Fatigued.
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Other Abilities:
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• Siege Mastery – Gain +1 die to Siegecraft when directing or operating siege engines.
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• Battering Line – Allies adjacent to you gain +1 die to break obstacles or enemy formations.
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• Rallying Shout – Once per session, remove 1 Fatigue from allies within 5m by spurring them forward.
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Tier 3 (Bronze Ram 3+)
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Vow Advancement:
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• Broken Gate (Advanced): Once per session, automatically destroy a non-magical barrier or gate.
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• Low Stone (Advanced): Once per session, allies charging with you gain +1 die to all rolls in the opening round.
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• Last Push (Advanced): Once per session, ignore Fatigue penalties entirely for 1 scene.
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Other Abilities:
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• Unstoppable Charge – Once per session, move through enemy ranks or barriers unimpeded (Spirit vs difficulty 2).
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• Fury of the Ram – Your first successful attack each combat deals +1 Injury.
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• Shock Commander – Allies fighting alongside you in a breach or charge gain +1 die to Melee attacks for 1 scene.
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Tier 4 (Bronze Ram 4+)
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Vow Advancement:
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• Broken Gate (Mastery): Once per session, automatically succeed at any action to breach a fortification or formation.
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• Low Stone (Mastery): Once per session, treat any charge action as Effectful (maximum successes).
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• Last Push (Mastery): Once per session, fight through a fatal wound or collapse: ignore incapacitation until the battle ends.
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Other Abilities:
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• Siege Architect – Once per session, you may declare you have positioned or prepared siege assets (breaching gear, ladders, hidden tunnels) before an assault begins.
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• Breacher’s Rally – Allies within 10m gain +1 die to Combat and Spirit rolls for 1 scene after you break a fortification or formation.
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• Champion of the Ram – Once per session, all allies in 10m ignore Fear and Fatigue penalties for 1 scene while you lead the charge.
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Why This Works
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• The leading skills now include Siegecraft as a primary progression driver.
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• Many abilities now tie into fortifications, siege engines, and battlefield momentum, reinforcing their lore as the first through the breach.
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• Players can flex between being tactical breachers, shock leaders, or unyielding chargers.
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🔥 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?
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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.
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Tier 2 (Oathknights 2+)
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Second Geas:
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• You may accept a new geas or deepen your first:
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• New geas: Choose another boon/burden pair from the table.
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• Deepen an existing geas: its boon grows stronger, but its burden intensifies.
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Other Abilities:
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• 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.
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• Myth-Wrought – Mark a die as Persistent: for 1 scene, natural forces (wind, roots, fog) subtly protect or conceal you.
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||
• Geasbound Strike – Once per session, mark a die as Effectful when attacking an enemy who threatens Annwyn or violates sacred pacts.
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Tier 3 (Oathknights 3+)
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Third Geas:
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• Accept another geas or deepen a prior one (as above).
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• At three geasa, you are considered a living myth: your presence affects the land (GM defines the telltale signs).
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||
Other Abilities:
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||
• Wild Communion – Once per session, commune silently with the spirits of a place; they reveal truths about past events, void taint, or intruders.
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||
• Boon of the Green Man – Allies gain +1 die to Spirit rolls when fighting beside you in Annwyn.
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• 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.
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Tier 4 (Oathknights 4+)
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||
Fourth or Fifth Geas:
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||
• 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.
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||
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.
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||
• 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.
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||
• 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.
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The Geasa Table (examples)
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Each geas combines a boon and a burden. You choose, roll randomly, or negotiate with the GM.
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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.
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||
• 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)?
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Or should I expand the Geasa Table to 12–15 unique boon/burden pairs, so every Oathknight feels distinct? |