vaelora/Rules/Ability Trees/Cultures/Free cities.md
2025-08-01 09:16:36 +02:00

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Got it—no relics integrated into The Reaches trees, because the Free Cities, Frontier, and Tribes arent tied to relic traditions in the same way. These will be purely cultural ability trees, focused on social leverage, survival, and spiritual traditions.
Heres the complete Free Cities Culture Tree (The Reaches):
The Reaches Free Cities Culture Tree
Introduction
To be raised in the Free Cities is to understand that coin and reputation are the only true crowns. Power flows through merchant guilds, assassin networks, and fragile city alliances, and survival depends on wit as much as strength. This culture tree represents the urban cunning, mercantile power, and factional awareness that define the Free Cities.
Leading Skills
You advance this tree using marks from any of the following skills:
• Persuasion for negotiations, politics, and influence.
• Streetwise for navigating city intrigue, factions, and underworld deals.
• Tactics for commanding mercenary forces or city militias.
Tier Requirements:
• Tier 1: Free if born in the Free Cities or after 1+ year of residence.
• Tier 2: One of the leading skills at Rank 2.
• Tier 3: One of the leading skills at Rank 3.
• Tier 4: One of the leading skills at Rank 4.
Tier 1 (Free Cities 1+)
Choose one:
• Coin Talks Gain +1 die to Persuasion when leveraging wealth, bribes, or trade goods.
• Guild Familiarity Once per session, declare you have a minor connection in a craft, merchant, or assassin guild; +1 die to Streetwise when using it.
• Market Savvy Gain +1 die to Appraisal or Bargaining checks when trading goods or services.
• Crowded Escape Gain +1 die to Stealth when slipping through urban crowds or markets.
Tier 2 (Free Cities 2+)
• Faction Leverage Once per session, declare you can pull a favor from a faction or minor city council member.
• Assassins Whisper Gain +1 die to Deception or Stealth in districts known for criminal networks or hired killers.
• Urban Opportunist Reroll one failed die per session when setting traps, ambushes, or defenses in a city environment.
• Council Insider Gain +1 die to Persuasion or Streetwise when influencing or predicting political assemblies.
Tier 3 (Free Cities 3+)
• Underworld Network Once per session, call on the criminal network for intelligence, smuggling, or sabotage; this may come with debts owed.
• Guild Backing Your ties to a guild or faction grant +1 die to Social rolls when invoking their authority or reach.
• Mercenary Captain Allies gain +1 die to Combat rolls for 1 scene when you lead them as a company in urban or fortified settings.
• City-Sense Gain +1 die to detect ambushes, follow rumors, or notice factional shifts within any Free City.
Tier 4 (Free Cities 4+)
• Council Manipulator Once per session, you may decisively sway a major council decision through bribes, blackmail, or rhetoric.
• Urban Sovereign In your home city, you and your allies gain +1 die to all rolls for 1 scene; your influence saturates the citys networks.
• Faction Broker Once per session, declare two rival factions or guilds will aid you jointly for a single mission, despite their enmity.
• Silent Ring Contact You have ties to the Crimson Ring; once per session, their agents intervene with sabotage or elimination.
🔥 Do you want me to now do the Frontier Folk Culture Tree next (for the rugged villages and backlands)?
Or the Mountain Tribes Culture Tree (spiritual, clan-based, survivalist)?