81 lines
No EOL
5.8 KiB
Markdown
81 lines
No EOL
5.8 KiB
Markdown
Here is the fully rewritten Tul Species Tree including all 5 subtypes (Mentralian/Bellerand, Anderonian, Pharosian, Sacharan, Kyourin Exile) with their correct cultural flavor:
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Tul Species Tree (Core + Subtypes)
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Design Notes
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• Tier 1: universal Tul adaptability (all characters pick 1 for free).
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• Tier 2–4: stay generalist or branch into one of 5 cultural subtypes.
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• Subtypes reflect the full spectrum of Tul heritage, environment, and spiritual legacy.
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Tier 1 (Tul 1+) (Free pick at creation)
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Choose one universal Tul trait:
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• Hardy Constitution – Gain +1 die to resist Fatigue, disease, or poison.
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• Bond Builder – When you create or deepen a Bond, remove 1 Slight from yourself or the other person.
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• Jack of All Trades – Once per session, treat one untrained skill as if you had Rank 1 in it.
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Tier 2 (Tul 2+)
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At this tier, you may remain Generalist Tul or branch into a Subtype:
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Generalist Tul
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• Quick Learner – Gain +1 die when using a skill for the first time in a session.
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• Shared Endurance – Once per scene, remove 1 Fatigue from an ally as you pace and steady them.
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Mentralian / Bellerand
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• Disciplined Formation – When acting in a group, gain +1 die to Initiative or Tactics rolls.
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• Educated Eye – Gain +1 die to Knowledge rolls (History, Philosophy, Languages) when interpreting culture or law.
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Anderonian
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• Cold-Hardened – Ignore penalties from freezing environments and survive exposure longer.
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• 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”).
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Pharosian (Void-Touched Imperial Heritage)
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• Void-Blooded – Once per session, reroll a Corruption die showing 1; on success, you may ignore its backlash.
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• Imperial Bearing – Gain +1 die to Persuasion, Intimidation, or Etiquette when invoking Pharosian lineage, faith, or authority.
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Sacharan (Nomads & Moonwalkers)
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• Moonwalker – Your group ignores Fatigue from night marches, guided by dream-visions.
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• Desert-Adapted – Ignore penalties from heat and dehydration; you need half as much water.
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Kyourin Exile
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• Void Resistance – When you roll a Corruption die, you may reroll one failed result (1) per session.
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• Subtle Survivor – Gain +1 die to Stealth or Streetwise in oppressive or hostile social environments.
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Tier 3 (Tul 3+)
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Branch deeper into your subtype or stay generalist:
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Generalist Tul
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• Everywhere at Home – Once per session, declare you “know someone” in the area for 1 auto-success Social advantage.
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• Flexible Resolve – Ignore the first Fatigue or Slight gained each session.
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Mentralian / Bellerand
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• Council-Trained – Gain +1 die to Persuasion, Etiquette, or Command when dealing with authority.
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• Urban Comfort – You may remove 1 Fatigue from yourself during any full rest in a city or established community.
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Anderonian
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• Iron in the Veins – Gain +1 die to Spirit checks against fear, coercion, or void influence.
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• Predator’s Patience – Gain +1 die to Stealth or Tracking when hunting in harsh wilderness.
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Pharosian
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• Void-Touched Ritualist – Once per session, mark a die as Corrupted to gain +2 dice on a Rituals or Attune roll; failure = backlash.
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• Imperial Legacy – Begin any formal negotiation with +1 Bond level with NPCs from cultures respecting the old Pharosian line.
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Sacharan
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• 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.
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• Nomadic Leader – When traveling, your group consumes 25% fewer supplies and ignores the first Fatigue from a journey.
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Kyourin Exile
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• Scars as Shields – The first time you would gain a Corruption die in a session, you may ignore it.
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• Shadowed Ally – Once per session, declare you have a hidden contact (fellow exile, Shogunate agent) who can offer help… at a price.
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Tier 4 (Tul 4+)
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The apex of Tul adaptability.
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Generalist Tul
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• World-Walker – Ignore environmental penalties (heat, cold, urban, wilderness); you’ve seen it all.
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• Unbreakable Bonds – When you deepen a Bond to level 3, remove 1 Fatigue and 1 Slight from yourself permanently.
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Mentralian / Bellerand
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• Banner of Civilization – Once per session, call on your cultural reputation; NPCs of your homeland treat you as +1 Bond level automatically.
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• Master Diplomat – You may reroll any failed Social roll in structured negotiations.
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Anderonian
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• Ancient Memory – Once per session, ask the GM a cryptic question about the situation, drawing on ancestral secrets.
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• Feral Survivor – When Wounded, gain +1 die to all physical rolls (Melee, Athletics, Survival).
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Pharosian
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• Voidborn Power – Once per session, treat a 6 on a Corruption die as 2 successes.
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• Blood of the Ancients – You may remove 1 Corruption die after completing a personal rite of penance or sacrifice.
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Sacharan
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• Way of the Moons – You can navigate the desert or spirit realms with perfect clarity; allies gain +1 die when following your lead.
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• Dreamwalker – Once per session, you may enter another’s dream to deliver a message or sense danger.
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Kyourin Exile
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• Network of Shadows – Declare you have a safehouse or secret route in any major city.
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• Void-Touched Cunning – Once per session, treat a 6 on a Corruption die as 2 successes.
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Why It Works
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• Every Tul has a shared adaptable foundation at Tier 1.
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• Each subtype has distinct thematic mechanics that match culture and environment:
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• Mentralian: structure and authority.
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• Anderonian: harshness, ancestral secrets.
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• Pharosian: void legacy and elite mysticism.
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• Sacharan: mystical desert nomads and dreamwalkers.
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• Kyourin Exiles: void resilience and covert networks.
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• Generalists stay competitive and flexible.
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🔥 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? |