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?