vaelora/Rules/Ability Trees/Species/Tul.md
2025-08-01 09:16:36 +02:00

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Here is the fully rewritten Tul Species Tree including all 5 subtypes (Mentralian/Bellerand, Anderonian, Pharosian, Sacharan, Kyourin Exile) with their correct cultural flavor: Tul Species Tree (Core + Subtypes) Design Notes • Tier 1: universal Tul adaptability (all characters pick 1 for free). • Tier 24: stay generalist or branch into one of 5 cultural subtypes. • Subtypes reflect the full spectrum of Tul heritage, environment, and spiritual legacy. Tier 1 (Tul 1+) (Free pick at creation) Choose one universal Tul trait: • Hardy Constitution Gain +1 die to resist Fatigue, disease, or poison. • Bond Builder When you create or deepen a Bond, remove 1 Slight from yourself or the other person. • Jack of All Trades Once per session, treat one untrained skill as if you had Rank 1 in it. Tier 2 (Tul 2+) At this tier, you may remain Generalist Tul or branch into a Subtype: Generalist Tul • Quick Learner Gain +1 die when using a skill for the first time in a session. • Shared Endurance Once per scene, remove 1 Fatigue from an ally as you pace and steady them. Mentralian / Bellerand • Disciplined Formation When acting in a group, gain +1 die to Initiative or Tactics rolls. • Educated Eye Gain +1 die to Knowledge rolls (History, Philosophy, Languages) when interpreting culture or law. Anderonian • Cold-Hardened Ignore penalties from freezing environments and survive exposure longer. • Secrets in the Blood Once per session, reroll a failed Spirit check; on success margin 2+, ask the GM 1 secret about the situation (“old Anderonian blood remembers”). Pharosian (Void-Touched Imperial Heritage) • Void-Blooded Once per session, reroll a Corruption die showing 1; on success, you may ignore its backlash. • Imperial Bearing Gain +1 die to Persuasion, Intimidation, or Etiquette when invoking Pharosian lineage, faith, or authority. Sacharan (Nomads & Moonwalkers) • Moonwalker Your group ignores Fatigue from night marches, guided by dream-visions. • Desert-Adapted Ignore penalties from heat and dehydration; you need half as much water. Kyourin Exile • Void Resistance When you roll a Corruption die, you may reroll one failed result (1) per session. • Subtle Survivor Gain +1 die to Stealth or Streetwise in oppressive or hostile social environments. Tier 3 (Tul 3+) Branch deeper into your subtype or stay generalist: Generalist Tul • Everywhere at Home Once per session, declare you “know someone” in the area for 1 auto-success Social advantage. • Flexible Resolve Ignore the first Fatigue or Slight gained each session. Mentralian / Bellerand • Council-Trained Gain +1 die to Persuasion, Etiquette, or Command when dealing with authority. • Urban Comfort You may remove 1 Fatigue from yourself during any full rest in a city or established community. Anderonian • Iron in the Veins Gain +1 die to Spirit checks against fear, coercion, or void influence. • Predators Patience Gain +1 die to Stealth or Tracking when hunting in harsh wilderness. Pharosian • Void-Touched Ritualist Once per session, mark a die as Corrupted to gain +2 dice on a Rituals or Attune roll; failure = backlash. • Imperial Legacy Begin any formal negotiation with +1 Bond level with NPCs from cultures respecting the old Pharosian line. Sacharan • Dreamseeker Once per session, enter a trance to glean prophetic visions. On success margin 2+, you may ask the GM 1 question about the future. • Nomadic Leader When traveling, your group consumes 25% fewer supplies and ignores the first Fatigue from a journey. Kyourin Exile • Scars as Shields The first time you would gain a Corruption die in a session, you may ignore it. • Shadowed Ally Once per session, declare you have a hidden contact (fellow exile, Shogunate agent) who can offer help… at a price. Tier 4 (Tul 4+) The apex of Tul adaptability. Generalist Tul • World-Walker Ignore environmental penalties (heat, cold, urban, wilderness); youve seen it all. • Unbreakable Bonds When you deepen a Bond to level 3, remove 1 Fatigue and 1 Slight from yourself permanently. Mentralian / Bellerand • Banner of Civilization Once per session, call on your cultural reputation; NPCs of your homeland treat you as +1 Bond level automatically. • Master Diplomat You may reroll any failed Social roll in structured negotiations. Anderonian • Ancient Memory Once per session, ask the GM a cryptic question about the situation, drawing on ancestral secrets. • Feral Survivor When Wounded, gain +1 die to all physical rolls (Melee, Athletics, Survival). Pharosian • Voidborn Power Once per session, treat a 6 on a Corruption die as 2 successes. • Blood of the Ancients You may remove 1 Corruption die after completing a personal rite of penance or sacrifice. Sacharan • Way of the Moons You can navigate the desert or spirit realms with perfect clarity; allies gain +1 die when following your lead. • Dreamwalker Once per session, you may enter anothers dream to deliver a message or sense danger. Kyourin Exile • Network of Shadows Declare you have a safehouse or secret route in any major city. • Void-Touched Cunning Once per session, treat a 6 on a Corruption die as 2 successes. Why It Works • Every Tul has a shared adaptable foundation at Tier 1. • Each subtype has distinct thematic mechanics that match culture and environment: • Mentralian: structure and authority. • Anderonian: harshness, ancestral secrets. • Pharosian: void legacy and elite mysticism. • Sacharan: mystical desert nomads and dreamwalkers. • Kyourin Exiles: void resilience and covert networks. • Generalists stay competitive and flexible. 🔥 Next species: Myou (fungal mystics)? Or do you want me to do Tlaxcal next, to stay with Tul-adjacent peoples before diving into the stranger ones?